7/25/2023 0 Comments Sigil factions![]() ![]() The more supplements you accept as "cannon" in your game, the more it becomes obvious that something is bound to happen soon. The faction war is a good opportunity for DMs to customize their Planescape setting. It is not because a certain philosophy is not represented at this time that it hasn't been appropriately represented in the past, or will be in the future. If the rules of three really is a driving force in the multiverse, it may very well maintain these factions "artificially" for a while despise their similitude.Īlso, the factions of Sigil as described in the Planescape supplements are like a picture of an infinitely short time-frame in Sigil's history. It fits well with the rule of three to have different factions for making the law, enforcing the law and following through with lawbrakers. Yes some faction seem a bit redundant, but I believe that they all have their place in the grand scheme of things. ![]() Does anyone else see any faction as redundant? Or have you added a faction to your own Sigil? I know there's no rhyme or reason to faction philosophies, and that I can wield my DM hammer however I want, but I'm curious. Maybe they'd be too much of a nod toward the real world, but they're a perfect counterpoint for the Fated. For example, Mercykillers just seem like sadistic hardheads do they really deserve their own faction? On the other hand, there are a couple philosophies that seem like they'd make for great faction politics. See, I always felt that a couple of them are rather redundant. I've decided to use Sigil for the first time in more than five years (yay!), and it's gotten me thinking about the factions. Wikipedia has a pretty good concise look at the whole faction thing: There were splinter groups within the factions as well, that hold differing takes on the faction's core beliefs. They were run by a recurring villian, Green Marvent. The 'Illuminated' was basically a gang trying to horn in on the Cage. There were a few 'minor' factions detailed out. The Hive (their 'home base') is a good jumping off point for all sorts of shenanigans. The Xaositects are great as anarchic ally/antagonists (They also managed to survive in the 3e- they really couldn't get rid of them, since they don't really have an organization to destroy). I always found the Dustmen to be a great villanous foil (and they are still extant after the big faction breakup-someone has to clean up the bodies after all) I would say they probably should have been merged with the Harmonium.) ![]() The Mercykillers are kind of problematic (a cross between jailers and bountyhunters.never figured they needed to be their own faction. I always liked the old 2e style of factions. I always had a vague sense that the factions always represented various interpretations of different alignments or sets of beliefs associated with a particular plane, but I don't remember how the heck I got that impression (and it doesn't exactly work, the more I think of it). Planewalker has a pretty good writeup of the factions (for a 3.5 based system) here:Īs a starting point before making your own, of course. I'm pretty sure the Mercykillers split is more or less canon.Īt least the Wizards' sanctioned Planescape project at Planewalker has the Sons of Mercy and the Sodkillers as the new factions (I think maybe they were in the Planar Handbook too, but I don't remember). The Mercykillers were split into two factions, I believe.the "Sons of Mercy" and the "sodkillers." I'm about to in a few weeks/months I was going to use the "faction war" motif to scrub some, and add some new ones.ĭragon Magazine had an old wiped out faction called the "Hivers" or something that sounded like communists. ![]()
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