Introduction
Source: The Factol's Manifesto p.23
Listen up, berk, 'cause I'm only going to tell it once. The book you're holding is banned — outlawed by the Gunters, confiscated frv the Hardheads, and burned by the Red Death whenever they find a copy. Fact is r the only factions who sanctioned this work were the Anarchists and the Indeps — and even they panned it once they discovered their own darks on display.
Who am I? Your best friend, if it's the truth you 're seeking, but I'm not barmy enough to tell you my name. Plenty of bloods lost their lives to help create this work, a masterpiece among faction literature. Sure, there are other "underground " tomes about Sigil's philosophers . The Fated have their Secret History of Sigil, the Sensates their Kamahexotica, and the Signers their Cyclopaedia magica - just to name three. But such volumes were created by and for a given faction s members, not for readers at large . And their so-called truths are tainted by the authors' views. This volume, on the other hand, represents an objective expose of all the factions at once, laying each one bare to the eyes of any berk who's brave enough to look. 'Course, that's not what my researchers told their subjects, which is why this book is banned. It took an entire cast of able contributors — many of them Anarchist spies posing as other faction members - to compile the information herein, They claimed to be working solely for their faction's interests, and used every ounce of jink and guile available for the cause. (This book is respectfully dedicated to those who came up short.)
You might assume that I too am an Anarchist, or a Guvner turned stag, and doubt the content of these pages. That's your loss sod. Truth is all and I'm a stickler for it. How ironic that its pursuit signed my death warrant. See , I had to verify every submission to ensure this tome would serve its purpose. So l employed the services of a creature free of faction allegiance: the arcanohth spy called Shemeshka the Marauder (it's with no little pleasure that I expose her name here). Naturally her fee was steep to begin with. Them she tried to up the ante . Threatening blackmail When I refused her ploy, she slipped a copy of my masterwork to the Mercykillers. Now one of their high-up bloodhounds has been ceremonially bound to my trail. Giving the Red Death the laugh will take every resource I have left - and If I fail, l could be swinging from the leafless tree or feeding the Wyrm before you even read this. It won't matter, so long as you believe.
My goal is none other than the continued safety of Sigil I claim complete neutrality in the matter, though I'll confess one fitment opinion: The Anarchists aren't far off when they say greed and corruption form the underpinnings of the establishment. While some factions spin a web of self-serving secrecy, others openly strive for greater power. By exposing the heart of their philosophies and plans, this tome may help maintain precious balance. My detractors assert that such aspirations are not only dangerous hut presumptuous. But the Lady herself encountered me in the midst of my work, late one eve after I'd met with Shemeshka in the Hive. I escaped the Lady's glittering blades unscathed, so I can only surmise that she did not object. Were it not for the Menyktller warrant, I'd start my own sect out-of-town (or out-of-touch. if need be), dedicated to the object dissemination of truth. Who knows? One day I too could be a factol - if I'm not dead first.
Except for Clueless primes - otherwise known as Outsiders - nearly every cutter walking the crowded streets of Sigil knows about the factions - 15 groups chat make and break the laws of the city, each with its own philosophy about the multiverse and what it means. Things used to be a lot more confusing back when 50 or so factions roamed the Cage, However, in The Great Upheaval some 630 years ago, the Lady mandated that there be only 15 factions to end the needless chaos of conflicting interest groups, (Details of the Upheaval are recounted in the chapter on the Free League. — Ed)
Factol's Manifesto expands die faction material in the Planescape Campaign Setting, supplementing A Player's Guide to the Planes. This tome offers revelations about each group's history and future plans, an exposé of the factol (the high-up in charge), an introduction to useful nonplayer characters (NPCs), plus a private tour of each faction's headquarters. But be forewarned: The tour may reveal recesses that typically remain dark to all but trusted faction members, in this and other sensitive areas, the Dungeon Master (DM) has final say on how much any player character (PC) knows for sure.
Each chapter also answers questions about the faction membership at large — such as how alignment, class, and race shape individual roles, and how rank and commitment to the group can add to character benefits.
Finally, The Factol's Manifesto presents current chant about each faction's activities, plus new darks for the DM. The chant's rarely common knowledge Rather, it represents rumors that a clever cutter might unearth while hanging around the faction headquarters or neighboring kips. The rumors might be false, but most contain a grain of truth. Many serve as adventure hooks that a DM can develop in play. Anything labeled "DM’s Dark" is just what it says, berk. DMs can embrace or ignore this secret information as they see fit. So players, don't read it — and don't count on benefiting from its content if you're a soddin' cheat who reads It anyhow.
Faction Hierarchies
Not every faction has an official hierarchy, but residents of Sigil recognize four basic categories that apply to most groups. From the lowest rank to the highest, these categories are as follows:
- Namers wear the colors of their faction while avoiding much involvement in the shifting plots devised by the factol and other high-ups, Most PCs fit this description. Also called "the file," namers might give the faction's bloods a place to flop for a night, keep eyes and ears open, and pass the chant along. They won't tolerate an insult to their badge (brawling is a popular pastime in Sigil's taverns), but neither will they risk life and limb in a simple dispute. A namer can usually say no even to a high-up's request, but it's not likely he'll be asked again, nor rise beyond the rank of namer.
- Factotums are full-time factioneers. They regard official faction business as their primary employment. The most visible factotums act as guides and messengers in Sigil, but many more serve their factol as soldiers and scholars, diplomats or enforcers, or even spies and knights of the post. Unlike namers (almost expected to balk at life-threatening missions), factotums can handle 'most any order from a high-up. Usually, the factotum receives the necessary tools to complete the job, too: Factions look after their devoted members.
- Factors are the high-ups of the fact ions. They govern strongholds and oversee operations spawned by the factol's policy. Factor councils often control most of a given faction's affairs, especially day-to-day business. Few members attain this rank. Furthermore, some factors pretend to have a lower stature when such a subterfuge suits die faction's (or factors) cause.
The highest rank, of course, is factol. (leader of the faction). Most factols were factors before ascending to the top of the pyramid, but occasionally a popular factotum can seize control, Factols wield great power; the sod who crosses one might end up in the dead-book, These leaders have the resources of their factions at their fingertips; besides commanding devoted followers, they can supplement their personal equipment with faction assets whenever the need or desire strikes them. Note that two factions have no official leader: the Free League (Indeps) and the Revolutionary League (Anarchists), 'Course, it should go without saving that the Clueless (Outsiders) have no factol either.
Namers gain the faction benefits introduced in A Player's Guide to the Planes. Higher-ranking members may acquire further advantages, as detailed under "Within the Ranks" in upcoming chapters. Due to space constraints, NPC descriptions in this book do not itemize standard abilities and equipment. Consult "Within The Ranks" and A Players Guide to the Planes for a list of faction benefits. The Player's Handbook and Dungeon Master Guide describe standard race and class abilities.
A Word to Joiners
Yeah, but which faction pays best?
Anarchists 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 be a Xaositect). Fact is, unless the Free Leagues involved, becoming a member's not that simple. Sure, anybody can declare allegiance to a faction. Talk's cheap, and the streets are filled with loudmouthed urchins who change their colors every other week. No one takes 'em seriously. At the DM’s option, true namers - entry-level members welcome at faction headquarters and wielding basic faction abilities - should be recognized by a factotum sponsor.
The first step toward that recognition is embracing the group's philosophy. Actions speak louder than words, so a cutter should live the creed a while, trying it on for size. If his actions seem questionable, the factotum might arrange a mission to test the namer's devotion. Rituals sometimes mark the advancement from namer to factotum (see details in each chapter) but are more common for promotions to higher ranks.
As stated in the Campaign Setting, every planar PC starts out with a faction, and clueless primes must declare their philosophy in due time. To add depth, a player creating a PC background should invent a sponsor - someone who has vouched for the character's readiness to join the chosen faction. The sponsorship might be as informal as procuring some happy bubber's endorsement, but having "friends in low places" won’t help much in the future. With the DM s approval (and perhaps a side adventure), a PC can side with a factotum whose name carries more weight 'round headquarters.
After choosing a faction, it’s not easy for a cutter to switch without losing face. Except for the Indeps (who don't see themselves as a faction anyhow), factions don’t take kindly to the fickle-hearted. Once the word's out that a sod can't make up his mind about things, folks question his loyalty - unless he's abandoned the gods (in which case the Athar might take him in), or he's decided all the other factions should be broken apart (in which case the Anarchists might acquiesce).
Factions at a Glance
Designed to help the Clueless peruse their options, this section offers a shorthand description of all 15 established philosophies.
The Athar (Defiers, Lost)
Philosophy: The gods are frauds; the unknowable truth lies beyond the veil.
Factol: Terrance.
Sigil HQ: Shattered Temple (Lower Ward).
Home Field: Astral.
Allies: Believers of the Source.
Enemies: -
Believers of the Source (Godsmen)
Philosophy: All life springs from the same divine source, ascending and descending in form as the cosmos tests it.
Factol: Ambar Vergrove.
Sigil HQ: Great Foundry (Lower Ward).
Home Field: Ethereal demiplanes.
Allies: Athar, Doomguard (temporary ally).
Enemies: Bleak Cabal, Dustmen.
Bleak Cabal (Bleakers, the Cabal, Madmen)
Philosophy: The multiverse ain’t supposed to make sense; there’s no grand scheme, no deep meaning, no elusive order. The only truth worth finding lies within.
Factol: Lhar.
Sigil HQ: The Gatehouse (Hive Ward).
Home Field: Pandemonium.
Allies: Doomguard, Dustmen, Revolutionary League.
Enemies: Fraternity of Order, Harmonium, Mercykillers.
Doomguard (Sinkers)
Philosophy: Entropy is ecstasy; decay is divine. The multiverse is supposed to fall apart. We’re just here to keep leatherheads from interfering.
Factol: Pentar.
Sigil HQ: Armory (The Lady's Ward).
Home Field: Each negative quasiplane.
Allies: Bleak Cabal, Dustmen.
Enemies: Fraternity of Order, Harmonium.
Dustmen (The Dead)
Philosophy: We're all dead — some more so than others. So, we explore our current state with patience, purge our passion, and ascend toward the purity of True Death.
Factol: Skall.
Sigil HQ: Mortuary (Hive Ward).
Home Field: Negative Energy Plane.
Allies: Bleak Cabal, Doomguard.
Enemies: Society of Sensation, Sign of One.
Fated (Takers, Heartless)
Philosophy: The multiverse belongs to those who seize it. No one's to blame for a poor sod's fate but the sorry sod himself.
Factol: Duke Rowan Darkwood.
Sigil HQ: Hall of Records (Clerk's Ward).
Home Field: Ysgard.
Allies: Free League, Mercy killers (loosely).
Enemies: Harmonium.
Fraternity of Order (Guvners)
Philosophy: Everything has laws: most are dark. Learn the laws of the multiverse and you can rule it.
Facial: Hashkar.
Sigil HQ: City Court (The Lady's Ward).
Home Field: Mechanus.
Allies: Mercykillers, Harmonium.
Enemies: Xaositects, Revolutionary League.
Free League (Indeps)
Philosophy: This ain't no faction, ain't nobody tells us what to do. Keep your options open: nobody's got the key to the truth.
Factol: None.
Sigil HQ: Great Bazaar (Market Ward).
Home Field: Outlands.
Allies: Fated (sometimes).
Enemies: Harmonium.
Harmonium (Hardheads)
Philosophy: Peace is our goal. But if it takes a little war to get others to set things right, the Harmonium way, so be it. That's how we'll reach our golden harmony.
Facial: Sarin.
Sigil HQ: City Barracks (The Lady's Ward).
Home Field: Arcadia.
Allies: Guvners. Mercykillers.
Enemies: Indeps, Revolutionary League, Xaositects,
Mercykillers (Red Death)
Philosophy: Justice is everything. When properly applied, punishment leads to perfection.
Factol: Formerly Mallin, now Alisohn Nilesia.
Sigil HQ: Prison (The Lady's Ward).
Home Field: Acheron.
Allies: Harmonium, Guvners.
Enemies: Often Sensates, Signers, Revolutionary League.
Revolutionary League (Anarchists)
Philosophy: The status quo is built on lies and greed. Crush the factions. Break 'em all down and rebuild with what's left - that's the only way to find the real truth.
Factol: None.
Sigil HQ: Mobile.
Home Field: Carceri.
Allies: Doomguard, Xaositects (weak tie).
Enemies: Harmonium, Guvners.
Sign of One (Signers)
Philosophy: The multiverse exists because the mind imagines it. The Signers - it could be any Signer - create the multiverse through the power of thought.
Factol: Darius.
Sigil HQ: Hall of Speakers (Clerk’s Ward).
Home Field: Beastlands.
Allies: Sensates.
Enemies: Bleak Cabal (especially). Harmonium,
Society of Sensation (Sensates)
Philosophy: To know the multiverse, experience it fully. The senses form the path to truth, for the multiverse doesn't exist beyond what can be sensed.
Factol: Erin Montgomery.
Sigil HQ: Civic Festhall (Clerk's Ward).
Home Field: Arborea.
Allies: Signers; occasionally Indeps and Guvners.
Enemies: Doomguard: often Mercykillers, Dustmen.
Transcendent Order (Ciphers)
Philosophy: Action without thought is the purest response. Train body and mind to an in harmony, and the spirit will become one with the multiverse.
Factol: Rhys.
Sigil HQ: Great Gymnasium (Guildhall Ward).
Home Field: Elysium.
Allies: Most factions.
Enemies: Harmonium (suspicion).
Xaositects (Chaosmen)
Philosophy: Chaos is truth, order delusion. Embracing the randomness of the multiverse, one learns its secrets.
Factol: Karan.
Sigil HQ: Hive (Hive Ward).
Home Field: Limbo.
Allies: Doomguard, Bleakers.
Enemies: Harmonium, Guvners.