Aliases: Defiers, The Lost
HQ: Shattered Temple (Lower Ward)
They believe that the powers are frauds.
Believers of the Source
Factol: Ambar Vergrove
HQ: Great Foundry (Lower Ward)
They believe that life's a series of tests; if you pass enough of
these tests, you get reborn into a higher form until you reach a whole
new level of existence.
Aliases: Bleakers, The Cabal, Madmen
HQ: The Gatehouse (Hive Ward)
There's no meaning to life; there's no point to anything.
HQ: Armory (The Lady's Ward)
They believe everything's falling apart, they promote entropy.
Aliases: The Dead
HQ: Mortuary (Hive Ward)
Everyone is dead; in order to understand and attain the purity of
death, you must let go of your emotions.
Factol: Duke Rowan Darkwood
Aliases: Takers, Heartless, Coldbloods
HQ: Hall of Records (Clerk's Ward)
Life is survival of the fittest.
Fraternity of Order
HQ: City Court (The Lady's Ward)
Once you know the rules of the universe, you can manipulate them to
HQ: Great Bazaar (Market Ward)
They believe in a berk's freedom to do, say and think whatever they
HQ: City Barracks (The Lady's Ward)
They believe that imposing law and order on others will make the
universe a more perfect place. It just happens to be their law.
Factol: Alisohn Nilesia
Aliases: Red Death
HQ: Prison (The Lady's Ward)
They punish the law-breakers, to the extent of breaking the "lesser
laws" of mortals to upload the "True Law".
HQ: Numerous secret safehouses in Sigil
They believe that the factions are evil and wrong, and they work to
Sign of One
HQ: Hall of Speakers (Clerk's Ward)
They believe that the universe revolves around the individual.
Society of Sensation
Factol: Erin Montgomery
HQ: Civic Festhall (Clerk's Ward)
You don't know the truth until you've experienced it.
HQ: Great Gymnasium (Guildhall Ward)
Thought and action must become one in order to exist in harmony with
HQ: Hive (Hive Ward)
They believe in total randomness and unpredictability.
General Faction Benefits:
In addition to the specific benefits described in each entry, all factions
have certain common benefits, the rewards of belonging to a group. Being part
of a faction has rewards that go along with the philosophy. Some of these are
particular to a basher's outlook on life, like a Dustman's pact with the dead,
but nearly all factions have some rewards in common.
The most obvious of these benefits are the fellowship and sanctuary of the
faction headquarters. This is more than just a meeting hall, although it serves
for that, too. Most faction headquarters provide services for the needs of the
followers as well.
Information. There's a lot of dark about the
planes. Where to find portals in Sigil, where those portals lead, and spell keys
for the different planes are just of few of the things a cutter needs to know
before setting out on an adventure. Some of this a body can pick up from the
chant on the streets, or maybe buy from a traveler in a shady tavern, but a berk
never knows when some sharper's going to bob him with forged information. It's
much better to go to one's faction headquarters for what a body needs to know.
Sure they charge - nothing's free - but they don't cheat their own.
Employment. Most factols figure it's bad
advertising when their members are unemployed too long. Looking shabby and poor
doesn't attract that many new followers, and out-of-work partisans can create
all sorts of trouble. It's pretty common, then, for the faction headquarters to
keep an ear open for potential jobs.
Planars know that troubles can often be solved by taking them to the right
faction. Got problems with undead? The Dustmen are probably best for the job.
Somebody escape the slippery claws of justice? Tell the tale to the Mercykillers.
For a cut of the profit or some up-front jink, a fellow can get connected with a
potential employer through his or her faction headquarters.
Healing. Another common practice of the factions
is to keep a few like-minded clerics at their headquarters. Most factions
believe in taking care of their own, so the clerics are there to provide
healing, lift curses, cure diseases, divine secrets, and perform other
nonadventuring tasks within their power. It costs - and it can cost a lot - but
at least the service is reliable.
Miscellaneous. In addition to these services,
there's a host of little things a faction can do. There's advice, companionship,
spare beds, and occasional hot meals. A headquarters ain't an inn, though, so
don't expect to set up shop there. A night or two is tolerated, but after that a
berk had better find some jink and get himself a proper room. There are also
some things that won't happen at faction headquarters. They're not in the
business of loaning money or gear, especially not to adventurers. Oh, a lot of
factions are rich, and some maintain sizable armories, but that's for their own
emergencies. They won't attack other factions, either - at least not directly.
Most factols aren't too keen on seeing a bloody creed war waged in the streets
of Sigil, except maybe the Xaositects and the Doomguard. Factions don't
interfere with the government of Sigil, either. In fact, some of them are part
of that government, but a body can always find advice on who to garnish and how
much to offer. Finally, factions don't send out rescue parties. Get in trouble
out on the planes and a berk's on his own - unless, of course, he's got
something the faction really wants.