The Transcendent Order

Source: The Factol's Manifesto p.142

The Collected Wisdom of Factol Rhys of the Transcendent Order

I am myself and my circumstances.

Understand yourself, and you'll be in touch with the multiverse. Then you can transcend the mundane to become one with all there is.

The rhythm of the multiverse has played through my very being. I am one with the Cadence of the Planes.

*If you need to think before acting, then you open yourself to doubt ; to hesitation. To failure.

Yes, I can share my knowledge with you. I can even tell you what goals to pursue, but I cannot teach you. Teaching has to come from within. You must learn the secrets of yourself.

Know. Act. Be.

Learn your place in the multiverse, in space and time. If you know - really know - you need not think at all. You can simply do. At first, you may spend only a few seconds in this unique state of awareness, where idea equals action. Then you can spend minutes there. Soon you'll be enjoying this perfect melding of body and mind for an hour, a day, even a week. Once you achieve this state so well that you remain within it always, you have transcended to the next level of existence, for which we all strive.

I and many others were with former Factol Valny Hawkins when he suddenly stopped, smiled with satisfaction, and faded from view. He has not been seen since.

Achieve understanding of self. Play music or dance. Paint or fight. Find your own way. And practice. Keep practicing until your body knows what to do. You have had years to learn the wrong way to do things, and it may take you years to learn the right way. The key is to act.

'Course, any fool can act without thought. Many do. But they act not only without thought, but also without knowledge. They move themselves external to the ways of the multiverse. Know yourself and your place in the multiverse, and you will see yourself moving as one with the planes, without thinking.

The multiverse has a flow, a balance. Act, strive for balance, create harmony of mind and body, and you will eventually no longer need to try or to think. That will be the next step on the road to understanding, the first measure of the Cadence of the Planes.

I have spent weeks in the state where every action and reaction happens automatically. I feel the Cadence of the Planes and know harmony with myself One day, I will enter that state and never leave.

Editor's Note: The above is not an excerpt from The Collected Wisdom of Factol Rhys of the Transcendent Order: It's the entire work. Scholars studying the Transcendent Order spent years painstakingly searching through public and faction records. In the end, their efforts yielded only one short page of public statements and writings from Facrot Rhys
Sure, if it's pretty short. But don't think this wisdom represents the sum of the factors knowledge. See, it's just not Rhys's style to spend a lot of time talking - or writing, for that matter. This never really proves a problem, though, since a page seems about all a Cipher ever wants to read at one time, anyhow.

The Editor

The right hand doesn't have to know what the left hand is doing.

A Sequence of Todays

Folks outside the faction really don't know much about the Transcendent Order. (That's why they call the faction's members "Ciphers." - Ed.) The Order has existed for hundreds of years, but in many ways, it has no history. Like certain other factions, especially the Sensates and Xaositects, the Transcendent Order exists in the now, living for the moment, in the moment.

Like the Signers, the Takers, the Godsmen, and the Sensates, the Ciphers concern themselves with... themselves. They look inward more than any other faction, even more than the Signers. This trail tends to remove them from the events of history, even as it unites them with the multiverse.

In a way, the Ciphers resemble the Harmonium - after all, they both strive for harmony. Like the Guvners, the Indeps, and the Anarchists, they seek truth. In their search, they encourage members to harmonize body and mind, and this harmony of self somehow lends harmony to the multiverse too. Members of this faction influence history subtly just by doing what Ciphers do best.

So, a body ain't going to find the history of this Order written in a series of volumes sitting in a Faction library. See, the group's triumphs wind up recorded mostly in other Factions' histories. The Ciphers, more than any other faction, share ideals with other groups and don't anger any of 'em too much. Therefore, without even trying, they bring into effect what the Harmonium seeks, but probably will never bring about. Merely by searching for their own proper place in the multiverse. Ciphers serendipitously find themselves serving to balance the other factions by eliminating the extremes. Whenever a faction acts in an unusual way - whenever the Dustmen show passion, whenever the Guvners show compassion, whenever the Xaositects seem organized - chances are good good a Cipher stands behind it.

Lots of high-ups in the Cage ask the Order to mediate disputes because Ciphers have a natural tendency to balance the actions of others. As this nature fosters compromise, they often stop factions from going to war before either side even realized they were close. Though some of'em can't extend their instincts - or their interest - beyond their own development, most reflexively know it's their job in the multiverse to understand others’ needs and desires.

Factol Rhys is one such Cipher, and one of the best advisers the faction's ever seen. With just a couple words, she speaks volumes. In response to the coldly legalistic Guvners, she acts with compassion; her reaction to the Hardheads is tolerance; to the Xaositects, she lends stability. This instinct does seem to confuse the other factions, as her actions change often in reaction to the situation or the moment.

Faction Motto

I am, therefore I act.

Factol Rhys

Female tiefling planar

Rhys, a darkly beautiful tiefling, has long, pointed ears; dusky skin; reddish eyes; and thick, dark hair. Her legs resemble the hind legs of a horse. This tiefling also boasts a reptilian tail and a partial carapace, like that of an insect. (The carapace provides protection equal to leather armor. - Ed.) Even in calm conditions, her hair moves as if ruffled by the wind; sometimes die strands seem to writhe on their own, like serpents.

The factol radiates an aura that draws others to her, a natural charisma she can use to persuade - or intimidate. She seldom uses this charisma, though, as she usually prefers introspection to contact with others. At times, while existing in a state of unity of mind and body, she seems distant and aloof; whether practicing combat moves with the staff or striding purposefully through her faction’s headquarters - the Great Gymnasium - she makes a basher think she’s deeply n touch with the multiverse. Other Ciphers (and many members of other factions) see her as an ideal: a representation of ultimate harmony and beauty.

A key reason Rhys makes such a good factol is that she can inspire people to greatness. She has achieved such a great degree of internal harmony, she can afford to turn her attention outward. (Although it's true Rhys tends to avoid contact with others, she nevertheless reaches out more than most in her faction. - Ed.) She serves as a great coach, providing direction to Ciphers and others training in the Great Gymnasium with just one choke remark: She can grasp instantly the necessary compromise in any dispute, which allows her to further harmony among the other factions - at least temporarily. Any berk can see she'll achieve her personal unity with the multi verse any day bow: She practically glows with harmonic radiance and seems to vibrate on a level just beyond the senses.

Rhys always proves a formidable combatant. She possesses a wide collection of spells, a handful of powerful magical items, and great skill with the staff, dagger, various other blades, and a few exotic weapons. Unless a situation calls for her to show anger, count on the factol to remain calm. However, some leatherheads think she has a short temper, since she acts without thought - she can react emotionally to a situation before it even happens. Fact is, Rhys acts so quickly at times, she seems to have a sixth sense far danger.

'Course, folks' memories of Rhys’s previous evil tendencies give the factol a tough reputation to shake. (As she came to understand the faction's philosophy, she migrated to a true neutral alignment - Ed.)

The tiefling seemed a natural Cipher from the day she joined, considering her introspective inclination and the decisiveness she gained having depended on herself almost since birth. After only a couple of years in the Transcendent Order, she became a master of the highest order. Then, when former Factol Valny Hawkins reached personal harmony, she and the other masters, in unspoken accord, decided she would ascend to the post.

While many factol's prove difficult to reach, Rhys remains accessible. The Ciphers have no true hierarchy to prevent those of "lower rank" from speaking to the factol, and she never bothers with personal guards when she travels in public. 'Course, just because Rhys makes herself equally available to all, don’t think finding her’s easy; she spends her time training, working on behalf of the faction, or just acting however the multiverse pulls her.

The Great Gymnasium

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The Ciphers make their headquarters in the Guildhall Ward at the Great Gymnasium, the best place in the Cage to train and soothe body and mind. The huge compound, built of gold- and rose-veined black marble, contains pools and an exercise field, baths and steam rooms, massage tables and lounges, a large portico for instructional seminars, and centers for music and art.

Most folks know the Great Gymnasium as a place of calm - Ciphers want it that way. Since a basher can achieve unity of thought and action only in a peaceful environment, faction members keep dangerous distractions out of the Great Gymnasium, So, check those weapons at the front gate, berk! Same thing with magic - the Order allows no use of arcane abilities on the premises. (The Ciphers do provide mock weapons for combat training and, for wizard faction members, special chambers that contain magical effects safely. - Ed.) This way, folks can come here and forget the noise, pressure, and many other stresses of life. It's no surprise the Great Gymnasium becomes a perfect neutral meeting ground, where disagreeing parties can find a Cipher skilled in mediation and naturally able to balance opposing forces.

Once through the gate, bashers can walk along the grand, well-kept exercise field amid the sounds of calisthenics and other activity. A breeze often wafts through the yard to cool off those at work. Visitors pass several inviting, ivory-tiled pools (hot, warm, and cold water) and faction members selling refreshments on the way to the Portico of Learning at the field’s far end. The Ciphers use this open area for seminars, sometimes mistakenly called "classes" by berks in other factions. Here, a master offers inspirational words to new Ciphers, outlines reflex-training techniques, and listens to new ideas. The master does not so much teach as show the other faction members how to learn on their own. Self-teaching remains the key to self-enlightenment, see?

After a few words from a master, faction members make their way to one of the practice rooms off the courtyard. Everybody 'cept addle-coves and Clueless know that the Ciphers devote most of the facility to physical activity. Bashers train with mock weapons, practice hand-to-hand battles, and sometimes just exercise for the sake of exercise. Other facilities, like the baths, steam rooms, and massage tables, allow folks to relax after physical activity.

But combat ain’t the only way to train a body's reflexes. The Great Gymnasium also provides spaces for activities like painting, sculpting, and playing musical instruments. The Transcendent Order considers these and other artistic pursuits good methods for clearing the mind and training the body to operate on reflex alone. (In fact, the faction's quite proud of the mural the Xaositects recently painted on their outer wall. - Ed.)

The Great Gymnasium doesn't include some features of other faction headquarters, like dormitories for members or an office for the factol Ciphers all keep their own kips elsewhere, and Rhys doesn't want an office - she prefers to operate on the hoof.

'Course, the place does hold a few rather unexpected rooms as well. Take the Chamber of Shared Meditation, for instance. This quiet area surprises many bashers who visit the Gymnasium. Ciphers acknowledge that some folks need a place for quiet contemplation, and this long, narrow room can handle quite a few people. The chamber holds a few tables at one end and features plush carpet and onyx chandeliers to offer a serene feeling of luxury. The factol sometimes uses the chamber for meetings she mediates, especially gatherings between representatives or different factions. The room’s atmosphere encourages calm and reason, and the guards there make sure everything remains peaceful and quiet.

Encompassing the building's entire third floor is the Cadence of the Planes Chamber - essentially a sensory deprivation room, permitted only to faction members. The Ciphers carefully regulate temperature and air flow in this empty chamber. They make use of magic here to keep the room in constant darkness and silence and to maintain its levitation field. Ciphers wanting to use the room (one at a time) first strip completely, then step off a balcony into the levitation field to float. Alter a prescribed lime, the basher's fished out with a rope.

Doesn't sound too active, does it? Thing is, time in this chamber helps a Cipher get in touch with the Cadence of the Planes, the mystical rhythm a basher can only feel, not hear. The transcendental pulsemoves through a basher s spirit, mind, and body, echoing the heartbeats of folks on all the planes. This chamber removes distractions, making it easier for a body to feel the Cadence of the Planes. It's important to the Ciphers. One can unite body and mind without knowing how one fits into the multiverse.

Within the Ranks

The Transcendent Order has a very loose hierarchy - every Cipher basically has power equal to every other Cipher. Respect, though, is another matter, Namers don't get any more respect in the Transcendent Order than they do in other factions. When factioneers find the key to "action minus thought," that's when they gain respect.
(Just because Ciphers act without thought doesn't wean they act all the time, though. A Cipher, especially a master, knows there's a time to act and a time to be still. Inaction is a form of action, after all. - Ed.)

Role-Playing the Ciphers

Members of the Order do act self-centered, but not because they're selfish, like the Takers and some Signers. They just want to find their own unity with the cosmos before worrying about how others're doing. This introspection makes 'em appear aloof and unfathomable.

It’s a cinch the Ciphers are an independent bunch, too. Sure, they all agree to make the body govern the mind, but members differ in their approaches to the philosophy. Some see the body as a temple, others as a tool. The former tend to advocate healthy lifestyles and eat only the most nutritious foods. They keep their bodies in good enough shape to act reflexively, but they don't push it. Quite a different story from those who view the body as a tool; they push in to the limit, and sometimes beyond, in search of the perfect biological machine. 'Course, these differences don’t seem apparent to outsiders.

Alignment. The Transcendent Order has only one stipulation for joining: A body has to be at least partly neutral. Oddly enough, the faction always seems to maintain an alignment balance without ever devoting any effort to it: Whenever a neutral good member joins, a neutral evil member joins soon, or another neutral good member slides over to true neutral. Anyway, the faction maintains its balance. Most Ciphers become true neutral, eventually; as long as they progress toward the new alignment slowly as they come to grasp faction philosophy, they suffer no penalty for changing.

Class. Folks of all classes come to the Transcendent Order, though most members belong to the more action-oriented professions. Thus, most Ciphers are fighters. Paladins never seem interested, 'cause of alignment problems and, while an occasional ranger joins, he either eventually loses his status as a ranger - (because he becomes true neutral) or he never advances past the first rank of master. (See "Cipher Membership."- Ed.)

Race. The Ciphers welcome all races to their ranks. A lot of tieflings find homes here, because they tend to trust themselves far more than they do others - very much in keeping with the Order’s philosophy. The Ciphers also let a body keep to himself and do as he likes without any interference, which tieflings also appreciate. 'Course, the large number of tiefling members, known for individualism, makes the conformist Harmonium members peery about the Ciphers.

Half-elves tend to join the faction for the same reasons as tieflings and in about the same numbers. Since half-elves often have trouble knowing themselves, the Ciphers provide good direction for them. Not only do humans share this need to find inner harmony, they also love to get things done. Bariaur and githzerai seldom join the ranks, though githzerai that do generally become some of the faction’s most successful members.

Cipher to a knight of the post who tried to bob him. ('Course, the post-man, out cold, didn't hear a thing.)

Need to work on those reflexes, Berk.

Cipher Membership

The Ciphers have pretty easy entrance requirements; A cutter goes up to a member and says. "I’d like to join your fine faction." or somesuch, expressing a desire to seek harmony of body and mind. See, to the members of the Transcendent Order, expressing the desire to join is sign enough that a cutter knows what they're about and has accepted that the Ciphers've got the right of things.

Once in, Ciphers do their own thing. 'Course, namers too often take this attitude to mean they can run about acting on every impulse. Like the worst Sensate namers, some are thrill-seekers, acting for the sake of acting, not to seek a deeper oneness with the multiverse.

Ciphers their peers declare to be on their way to uniting body and mind are hailed as masters. The faction unconsciously follows the Rule of Three by recognizing three ranks of master: master of the heart, master of the mind, and master of the spirit.

To become a master of the heart (a factotum), a Cipher must reach at least 3rd level anti achieve recognition from his peers. A master of the heart no longer needs to think before he acts - at least, in the short term. See, a Cipher of this rank learns how to invoke an "action trance" the state of pure action.

A heart master of at least 7th level can spend three to four months in solitary training to become a master of the mind (a factor, to other groups). A group of all the Order's masters promotes a basher to mind master when the masters think he’s honed his reflexes to the extent that his body and mind have become one, subject only to the movements of the multiverse. Masters of the mind stay in action trances for gradually longer periods.

The next level, master of the spirit, gains a basher a lot of respect - and not only from faction members, either. These cutters have found their places in the multiverse and can act at any time without the clutter of unnecessary thoughts. The factol's the only one with this rank. There's no specific point when faction members normally reach this level - it just happens. (The DM makes the call based on quick decision-making in role-playing. - Ed.) As with the previous rank, the transition to spirit master requires three to four months of special training.

A Cipher who transcends this level supposedly rises above mere mortal status. The faction claims that most factol's who don’t die in office leave their posts due to this sort of transcendence. In any case, when a new factol needs to be chosen, the first two levels of master all decide on a new one. No meetings, no arguments, no lobbying they just decide. A master of the spirit suddenly feels compelled to become the new factol. Never have the masters decided upon a candidate who did not feel the urge to become Factol, and never have two masters of the spirit had the compulsion at the same time - the instincts of everyone concerned lead them all to the same conclusion.

Master of the spirit to a new recruit

Empty yourself of thought. Allow the multiverse to act through you.

Faction Abilities
All Ciphers gain a +2 bonus to initiative. In addition, they can spend Inspiration to enter an action trance as an action; this trance lasts for up to one minute, and while in the trance they always win initiative ties, can take reactions even when surprised, and gain advantage on Acrobatics and Athletics checks.

Masters of the mind gain the following feat:

Master of the Mind

Source: Quickleaf on enworld

Prerequisite: Transcendent Order faction membership

After receiving recognition from your peers, you undertake several months of solitary training to attain a state of thoughtlessness and pure action. Once a council of the Order's masters deems your mind and body to be one, subject only it the cadence of the planes, they give an enigmatic test of your reflexes and intuition, and when you pass you are admitted as a Master of the Mind. You gain the following abilities:

  • Increase your initiative bonus to +4
  • Entering an action trance no longer requires any action on your part; you may automatically enter the trance when initiative is rolled. In addition, while in the trance your saving throws against mind-affecting spells and effects (like charm person, a monster's fear aura, or a harpy's song) are advantaged, and you are immune to detect thoughts and other forms of mind-reading.
  • During downtime, you can enter a state of deep meditation on the cadence of the multiverse; for each day so meditating there is a 1% cumulative chance that you gain precognition of some event at the DM's discretion as if you'd cast divination.

The Chant

Folks love to talk about the Ciphers, in vain attempts to figure 'em out. A common story claims that the members of the Order work directly for the Lady of Pain. The chant has some cements of truth. While the Ciphers don’t act directly on the Lady's behalf, they wind up doing her bidding anyway. As a balancing force in the Cage, they soothe the wounds where the other factions've rubbed each other raw. Sure, the Hardheads might set out to enforce peace directly, but only addle-coves think they're any good at it. The subtle Rhys, and others like her on the other hand, gravitate toward the support of harmony instinctively - they can't really help themselves. Thus, possibly more than any other faction, the Transcendent Order supports the Lady by bringing something like real harmony to Sigil.

Most factions feel pretty neutral toward the Transcendent Order. The only group that really has a problem with them, the Harmonium, is just peery by nature. 'Course, their suspicions seem ironic in light of the factions' shared goal: harmony. It's just that the Ciphers look within to produce it, while the Hardheads try to bludgeon others into an external harmony.