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Sigil factions
Sigil factions













sigil factions

  • ↑ 2.0 2.1 2.2 Wolfgang Baur and Lester Smith ().
  • Planescape Campaign Setting, A Player's Guide to the Planes. Appendix Appearances Video Games Neverwinter Nights 2: Storm of Zehir Referenced only Baldur's Gate II: Shadows of Amn References Githyanki typically avoided joining the ranks of the Sensates. To join, an individual had to log at least five experiences within the Civic Festhall on Sigil. As such it enjoyed a high membership rate. Members Īny and all individuals were accepted into the Society of Sensation, regardless of race, occupation, gender, or moral and ethical alignment. The Dustmen and often times the Mercykillers considered the Sensates among their enemies.

    Sigil factions free#

    The Sensates remained neutral but polite towards the Fraternity of Order and the Free League, but were diametrically opposed to the beliefs of the Doomguard.

    sigil factions

    The Society of Sensation remained philosophically aligned with the Sign of One and the two organizations often collaborated with one another. Some of the most loyal and experienced Sensates were gifted magical amulets that granted them protective boons as they traveled across the various planes of existence. The Society of Sensation maintained their headquarters within the Civic Festhall in Sigil. The Children believed that no sensation or experienced should be denied, no matter how fleeting or seemingly inconsequential. Among their members grew a sub-faction known as the Children of the Vine. The Sensates' primary plane of existence was the plane of Arborea. All of these sensations were meant to be enjoyed and fully explored, rather than encountered in passing for the sole purpose of recording. Many factions have initiation rituals, which are detailed in the individual faction sections.Sensates believed that only when a being has experienced every possible perception and experience could they become aware of the "universal Truth". True Factioneers are cutters who take the Faction's beliefs seriously, and often have a sponsor in the faction they're looking to join. Talks cheap, and the streets are filled with loud-mouthed urchins who change their colors every other week. Sure, anybody can declare allegiance to a faction. Fact is, unless the Free League’s involved, becoming a member’s not that simple. At the end of the fortnight there were fifteen factions, and only 17,000 people were flayed for disobeying the Lady's commands.Īnarchists claim that most factions accept anyone who shows up with a bit of jink and a promise to toe the line (or not to, if a body’s looking to he a Xaositect). Some of them disbanded, some left the city, and others merged. The factions quickly reorganized themselves. In an incident known as the Great Upheaval the Lady visited each factol of the (then) 49 factions and gave them an ultimatum: in a fortnight's time, there were to only be fifteen factions in the city. Once upon a time, Sigil was filled with dozens of competing interest groups, and ruled over as much by the trade guilds as the factions. Factions Athar (the Lost, the Defiers) Believers of the Source (Godsmen) Bleak Cabal (Bleakers) Doomguard (Sinkers) Dustmen (the Dead) Fated (Takers, the. There haven't always been fifteen factions, and they haven't always been so powerful. Mechanically, joining a faction gives you a faction badge, which can be used for certain faction-specific functions. Player characters are prompted to join a faction at the Mimir in the OOC Room. You could say that they're fifteen different (mostly mortal) takes on the planes and what they mean for people.Įveryone who is anyone in the City of Doors is a factioneer. The Factions are the governing powers of Sigil, each with their own philosophy, idea of how the multiverse really is, and how it ought to be run.















    Sigil factions