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Fell, she/they, English, currently obsessed with DnD and other ttrpgs. I do art sometimes.

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The first word out of Flicker's mouth when they awoke was some sort of curse in elvish. For some reason, they felt very annoyed... no, actually, more than annoyed. They felt angry, but they couldn't for the life of them recall why.

Once they'd processed that bit of emotion, they got themself to their feet and slowly started to take in the rest of the scene, and tried to piece out what had lead them to waking up on the floor of some random tavern. They weren't particularly happy with the conclusion they came to: apparently, they'd gotten roped into a drinking contest with some orc, and for some reason, Flicker themself had ended up participating. Either that, or someone had spiked their drink.

Concerned that they had been both drunk and angry before they had passed out, Flicker quickly started to survey the tavern to make sure they hadn't caused any damage or hurt anyone during the period of time they couldn't remember.

I think I'm going to be running a Goliath paladin, trying to decide which oath to go with; Devotion, Ancients, or Watchers.


Depends where your characters hail from and what their deal is but both Ancients and Watchers fit particularly well within the plot. The last could also could lead to some interesting interactions with our two warlocks based on how you play it (thankfully, neither of them are fiendlocks, or err... serious tensions could rise).
Here is my guy.



Hey that's the same guy you were going to use for that one Rime of the Frostmaiden RP that didn't happen! Glad you're getting to finally use him.

Also, I'm assuming he has a connection to one of the Domains of Dread? That's cool.

Yeah, your guy seems good. Accepted.
Ooh, that rundown was very helpful, and I've already got a few ideas of how to either incorporate some of my pre-existing characters in here AND some new concepts....

One quick question regarding Vile Hunt - Talking animals and bestial races presumably includes people like Gnolls, Kenku and Lizardfolk, as well as literal awakened beasts, but how would they view dragonkin like Dragonborn, Kobolds and possibly even Half-Dragons (since I know they at least exist in the D&D worlds)? I know Dragons aren't quite the same as beasts since they tend to naturally more intelligent, but I was just curious what they think. I know Kobolds are often kinda viewed as pests in the D&D worlds, but obviously that doesn't apply to everywhere.

This could be important for potential background details if I do stick with a Kobold like I'm thinking off the cuff.


Good question. According to this one source I found "The Vile Hunt is a Sect who believe that the Multiverse was made for humanoids to better themselves and that other lesser entities, especially animal Petitioners and animaloids, are abominations to be hunted down"... so yeah, that kinda implies that they probably don't think much of dragons themselves, so dragonkin are probably also on their hit list.
I love Planescape as a setting A LOT and haven't ever had a chance to write anything for it, so this pitch was like sweet honey to me.

-

Can I make a Circle of the Moon druid who's part of the Plane Tender faction? (MAX DRAMA LET'S GO!!!)


Same!

And heck yeah, I was hoping someone would choose to be a Plane Tender.
Is a faction required, or could my character just not be part of it and just be involved because her patron told her to do so?


Being part of a faction is not required. Factions are mainly here to give characters a reason to get involved in the plot if they needed one, but if your character already has a reason, that's fine.
Thanks for the rundown.

I believe my character shall be an agent of the Bleak Cabal.


Did not expect the Bleak Cabal to be the first faction anyone chose, but I am pleasantly surprised. They are definitely one of my favs.
I need some table top in my life, can I be the seventh player?


Sure thing!

... was not expecting to get to seven players this quickly, I am shook.
Okay, this turned out to be not so much a little run-down, but there was a lot to cover here.

*ahem*

There are twelve major factions in Sigil (also known as 'Ascendent Factions'):

Athar: Believes that the Gods are not in fact 'divine' but are frauds. They have network of spies within Sigil (and beyond) to gain intel on religions and make sure none grow too powerful.

Bleak Cabal: Believes that life is meaningless and cruel, so they do their best to bring some comfort. They set up in the Hive Ward in Sigil, which is the poorest and most crime-ridden part of the city, and live in the Gatehouse which has a sanctuary of the homeless and fugitives, house of healing, an orphanage and a soup kitchen.

Doomguard: Believe that the point of life is its inevitable entropy and destruction. Some interpret this as trying to hasten destruction, some think you should just natrually let it takes its course, and some try to delay it. They oversee the creation and production of all weapons in Sigil.

Fated: Believes that anyone can stake a claim to the multiverse by simply knowing what they want, figuring out how to get it, and being strong enough to hold onto it. They are the city's tax collecters.

Fraternity of Order: Believes that laws are representations of power. Knowledge is power, and knowledge of law is the ultimate power. By understanding how the law works, one can exploit or even break them in the right circumstances. They oversee the city's courts.

Hands of Havoc: They believe that the status quo is built on lies and greed, with laws only benefiting those in power and keep the people oppressed, and only through a trial of fire (both in the metaphorical and literal sense) can the world be improved. They don't have a set role in the city, they just stir up trouble from minor acts of vandalism to actual arson.

Harmonium: Believes there are only two states to existence: war and peace. When neighbours share the same views, there's peace, but disagreement breeds conflict and instability. The purpose of the Harmonium is to unify the multiverse into a state of peace... by any means necessary. They are the city's law enforcement.

Heralds of Dust: Believes that everyone is already dead, and that this 'life' is simply a form of afterlife. The goal of their members to achieve the 'True Death' and help others along on the same journey. They run the city's morgue.

Mercykillers: Believe mercy is a weakness, and the only way to secure the perfect multiverse is through purging it of wrong through cold, relentless justice. They run the city's prison.

Mind's Eye: Believe everyone has the potential to become a god. Their base is in the city's foundry and they seek to hone their potential and shape the multiverse through crafting. Their members also travel around a lot as part of their journey of self-discovery and self-betterment.

Society of Sensation: Believe the multiverse as a place of experiences - the more varied, the better. By experiencing all there is, one can learn and understand all of existence. They collect various experiences through sensory stones and bring them back to the civic hall to be stored, and those sensory stones can be accessed by the public as a form of entertainment. They also provide other forms of entertainment and promote artistic expression.

Transcendant Order: Believe that for a person to attain a higher state of being, they must learn how to unite their body and mind so that thought and action become one. Those who act purely by instinct can become in harmony in the universe, and their members engage in rigorous training in an attempt to achieve this harmony. They run the city's gym.



There are also a bunch of minor factions, also called Sects. Most of them don't operate within Sigil, but throughout the planes. (The Free League, Incanterium and Will of the One are exceptions to this.) There are... a lot of these, so I'm not going to detail all of them, but here are some that are notable or likely to come up in the plot:

Free League: Individualists who believe the other factions are wrong.

Godslayers: A splinter-group of the Athar who take their parent faction's philosophy to see if they can actually kill a god. A large group of them are actually currently camped in the spot where Tir na Og used to be, and claim they are responsible for making the realm disappear. Opinion is divided on whether they're telling the truth, with a majority thinking they're lying.

Incanterium: Believe magic is the source of all power in the multiverse, and constantly hoard magical artefacts and books.

Plane-tenders: believe that all nature, even those in the more abstract planes outside of the Prime, is valid and in need of nurturing and protecting (except for the Abyss and Limbo). Their members all throughout the Planes, but their main base of operations WAS in Tir na Og. The members who weren't in Tir na Og at the time of its vanishing act are understably disgruntled.

Vile Hunt: Believe that talking animals and beast-like races are unnatural and seek their extermination.

Wylders: Believe that wilderness is the purest state of reality. They and the Vile Hunt don't get along, and are constantly fighting.

Will of the One: A splinter-group of an old Faction called Sign of the One. The Sign of the One believed the multiverse was dreamt into being by 'the One'. While the Sign of the One was ambiguous about who this 'One' is and encourage all its members to believe themselves as 'the One', the Will of the One believes they have found 'the One'. He's some guy called Terwolfe who is constantly ranting insane things, but some of those things have come true so...
@XxFellsingxX

What kinds of Factions are there in Sigil?


That's going to be detailed in full when the OOC comes out (which I'll try and get up very shortly now that we have enough interest) but I can do a little run-down of their basic idealogies and function within the city of Sigil if you wish.
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