Fazioni Planescape
Fazioni Planescape
Athar ("Defiers", "The Lost"), who deny not only the gods' right to pass judgment over mortals, but their very
divinity
Believers of the Source ("Godsmen"), who believe that each life is a test, and that every person has the potential to
become a god
Bleak Cabal ("Bleakers", "Madmen"), who deny that any belief system has any merit; as they see it, the universe
has physical rules, but no metaphysical or philosophical ones, therefore any meaning in life must come from within
Doomguard ("Sinkers"), who believe in the sanctity and inevitability of entropy. They see the decay and destruction
of the universe as necessary
Dustmen ("The Dead") believe that both life and death are false states of existence, that there is a state of True
Death which can only be accomplished by denying one's emotions and physical wants and needs
Fated ("Takers", "The Heartless") believe that those with power and ability have the right to own what they control
and to take what they can from those who are unable to keep it
Fraternity of Order ("Guvners"), who believe that knowledge is power; they learn and exploit both the natural laws
of the universe and the laws of society
Free League ("Indeps"), who reject the other factions and their bureaucratic, hierarchical dogmatism
Harmonium ("Hardheads"), who believe that peace and stability can only be estalished under one rule… theirs
Mercykillers ("The Red Death"), who believe in justice and retribution at the expense of all else
Revolutionary League ("Anarchists"), who believe that social order and man-made laws are inherently corrupt and
must be destroyed
Sign of One ("Signers"), who believe that the entire universe is a figment of someone's imagination
Society of Sensation ("Sensates"), who believe that accumulating experiential knowledge through the senses is the
only way to achieve enlightenment
Transcendent Order ("Ciphers"), who believe that by tapping in to the 'cadence' of the planes and acting through
pure instinct they can achieve a higher state of being
Xaositects ("Chaosmen"), who believe that the only truth is revealed in chaos
NOTA1: Free League e Revolutionary League non hanno un seggio politico in città.
Ruolo in Sigil: Gli Athar non sono particolarmente amati per il loro rigetto nei confronti della fede nelle
divinità (e relative organizzazioni ecclesiastiche). Nel loro quartier generale svolgono una vita quasi
monastica, meditando e gestendo lo scriptorium in cui vengono copiati testi di filosofia e pamphlet
irriverenti verso gli dei che distribuiscono quotidianamente in città.
Caratteristiche:
Resistenza a magie ed effetti di origine divina, immunità a divinazioni di origine divina.
Clero e servitori di divinità rifiutano di fornire aiuto, soprattutto magico.
Catchphrase: The gods are frauds; the unknowable truth lies beyond the veil.
All Athar are united in their belief that the gods are frauds. Not that the gods don't exist, or they don't have
power - rather, that the idea of the gods as creatures deserving of worship is just wrong. The Powers don't
give mortals anything, according to the Athar; rather, mortals fuel the gods.
As a result, Athar tend to be very "humanist" - they believe in the power of mortals to help themselves,
apart from divine intervention (or at least, the intervention of the "Powers" often touted as divinity).
Of course, many of the Lost have also suffered personally at the hands of the Powers, and approach the
topic of the Powers with a great deal of bitterness.
But whatever their attitude, Defiers follow the Rule of Three by having three main goals:
Ruolo in Sigil: Gestiscono la Fonderia in cui viene sfornato quasi qualsiasi manufatto della città e rende la
fazione ricca e influente. Oltre alle maestranze artigianali, si occupano della crescita spirituale degli
individui, aiutandoli ad approfondire le vite passate e a raggiungere il culmine del proprio potenziale, senza
alcun pregiudizio nei confronti di chi hanno davanti... o di cosa faranno con il potere quando lo
acquisiranno.
Caratteristiche:
Ben accetti in quanto privi di pregiudizi e di mentalità aperta. Tutti devono essere rispettati.
Non tornano in vita ma si reincarnano.
I Godsmen sacerdoti che adorano divinità, non hanno una devozione assoluta.
Catchphrase: All life springs from the same divine source, ascending and descending in form as the cosmos
tests it.
The Believers of the Source are united in the belief that all beings are sacred, and capable of becoming
gods. They see the multiverse as a forge that tests and shapes every living being: bringing them either
closer to or farther away from godhood. The goal of each Believer is to draw closer to the Divine, and they
believe that many who have come before them have succeeded (such as the last Factol, Curran).
That said, because everyone can become a god, being a Power isn't so very special in the mind of a
Believer. The powers should be revered, of course, but they are just the next step in a soul's evolution. The
Godsmen revere the Source of all life more than any particular Power.
Because of the faction's emphasis on the multiverse as a great forge for souls, Believers see a special
significance in the process of creating; as such, every member does his time at the Great Foundry. The
faction is not for the soft: in addition to the back-breaking labor required, Believers strongly feel that
everyone should learn from their mistakes, and aren't interested in saving anyone from a "life lesson."
That said, they're not a cruel faction as a whole, and you can count on a Believer to help out in a pinch.
While all Godsmen hold the above beliefs in common, there are still various sub-groups within the faction.
Bleak Cabal
Also Known As: Bleakers, the Cabal, Madmen
Allowed PC Alignments: Any non-lawful
Ruolo in Sigil: L’unica fazione a svolgere veri servizi socio-assistenziali, gestendo sia un orfanotrofio che una
struttura in cui vengono fornite cure fisiche e psicologiche gratuite. Ad ogni modo, il loro distacco emotivo
e apatico non li rende certamente né amorevoli o caritatevoli né decisivi in molti casi per il processo di
riabilitazione.
Caratteristiche:
Apatia e insana melanconia
Immunità a poteri di caos e follia. Resistenza a telepatia.
Possono eseguire rituali per tentare di assorbire la pazzia altrui.
Catchphrase: 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.
To most people the idea that there isn‘t any meaning to the multiverse is madness, but to a Bleaker, the
idea that there is meaning to anything is what‘s really mad. What proof of some greater purpose has there
ever been? What makes people so sure life makes sense anyways? None, nil. For all the searching, no one
can truly make sense of everything, not the petitioners, the proxies, or the powers themselves. The
Bleakers know the truth: there is no answer, no grand design, no reason. Nothing. They find peace in
accepting the state of things for what they are; it‘s what allows them to face the multiverse and
themselves. They look down at those who try to force meaning on the multiverse with pity, and can only
sigh when others say they are mad.
The Bleak Cabal believe that since there is no meaning on the outside, then all they can do is try to find
meaning on the inside. See, the multiverse is cruel and merciless, all madness and noise. However, being
used to that, a Bleaker tends to be more understanding of such a condition, and more willing to dole out
the mercy that is not inherently in the multiverse. They figure if there isn‘t any mercy in the multiverse,
then mercy comes from within, and if mercy comes from within, then maybe, just maybe, they can find
their own meaning through it. Even the evil among the Cabal try to do charitable acts, not because they
care one way or the other, but because the act helps battle the insanity of having no purpose.
While the Cabal would like to shape people with their point of view, they don‘t force it on others. They
don‘t even actively recruit members. The Bleak Cabal are a group of depressed, and ofttimes mentally
disturbed, humanitarians. If that doesn‘t convince people that the multiverse is insane and without
meaning, then perhaps nothing will.
Doomguard
Also Known As: Sinkers
Allowed PC Alignments: Any
Allies: Believers of the Source (sometimes), Bleak Cabal (sympathizer) Dustmen (sympathizer).
Enemies: Fraternity of Order, Harmonium.
Ruolo in Sigil: Gestiscono la forgiatura in Sigil di qualsiasi armatura e armamentario bellico. Fazione potente
ma mai coesa al suo interno.
Caratteristiche:
Addestrati a combattere con le spade
Lettura dell’entropia: comprende causa della distruzione di un oggetto. Se sacerdote, può usarlo
anche sulla materia organica
Non fermano l’entropia e la decadenza. Resistenti a cure magiche.
Catchphrase: Entropy is ecstasy; decay is divine. The verse is supposed to fall apart. We’re just here to keep
leatherheads from interfering.
A single belief fuels the Doomguard: everything is falling apart. The only truth of the multiverse is that it will
end. In fact, it‘s ending every minute of every day, with every flake of rust, every aging body, and every
waning power. It‘s happening on a mass scale. Nobody could stop it, even if everybody tried together. For
every finger you stick in the dam to halt a leak, another leak will spring from the pressure. Most people
rage against entropy, or at least try to. The Doomguard takes the opposite tack – why wait? Why not help it
along?
It‘s their take on entropy that has led most folks to think the Sinkers are insane or worse. Truth is the
reasons one might hasten the end are varied and not always malevolent. Some think the multiverse is less
than perfect, and the slate has to be cleared for a better order. Others think the powers and mortals alike
have a tendency to lengthen the lifespan of the planes beyond their natural age, and that the Sinkers have
to work to undo the harm this ―preservation‖ does. Some just want to see the multiverse end in their
lifetime, and play a part in the biggest and final event in the history of the planes. Others are simply
inspired by the despair and chaos entropy brings, and let it take permanent root in their souls. Whatever
their reasons, they are united in the belief that eventually the multiverse is going to crumble, and defying
this end is denying its purpose.
Dustmen
Also Known As: The Dead, Dusties
Allowed PC Alignments: Any
Ruolo in Sigil: I Dustmen si occupano di ogni aspetto della morte in città, tengono traccia di ogni singolo
decesso, forniscono il servizio funebre più consono a ciascun defunto e danno riparo ai non-morti con cui
hanno una stretta collaborazione
Caratteristiche:
Dead Truce: patto di non belligeranza con tutti i non-morti
Resistenti ad effetti di resurrezione.
Catchphrase: 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.
The Dead believe that we’ve all lived and died already, and this is what comes next. Life is about joy and
celebration, after all, yet the multiverse is filled with conflict and suffering. Instead of positive feelings,
there is pain. Instead of growth, there is only death. No, this cannot be life. This is a twisted mockery, a
shadow of what life really is.
The only goal now is to achieve True Death and pass beyond this miserable stage of existence. What comes
after True Death? Well, that‘s up for debate. Some believe that after True Death, a body comes back into
True Life, and has a chance to live again where he lived before, a place far more vibrant and real than this
pale post-mortal shadow.
That doesn‘t mean that they go around looking for death. Just dying ain’t enough; a body’s got to have
prepared himself right to get to the next stage after True Death. One has to truly understand this stage of
existence, its trials and its hardships, before being ready to move on.
Stoicism is a common trait among the Dustmen: this is only an afterlife, and anything that happens here
doesn’t really matter except insofar as it brings a body closer to True Death. So why bother caring? And as
far as cares are concerned, the Dead don‘t have them. A sense of aloof pity is common; the Dustmen feel
sorry for those who don‘t see the big picture. But then, pity is a feeling, and so even that is something of
which the really advanced Dustmen try to divest themselves.
Fated
Also Known As: Takers, The heartless
Allowed PC Alignments: Any non-lawful/good
Ruolo in Sigil: Gestione delle licenze, riscossione delle imposte e di qualsiasi bollo e tassa burocratica.
Fazione ricca e potente, ma malvista dalla popolazione
Caratteristiche:
I membri sono eclettici ed autosufficienti
Abili nel mercanteggiare o nel borseggio
Non accettano né dispensano carità
Catchphrase: The multiverse belongs to those who seize it. No one’s to blame for a poor sods fate but the
sorry sod himself.
The Fated believe that the multiverse and everything in it is up for grabs. Those who are strong enough to
hold on to something deserve it. This covers everything from material wealth, to land, to the abstract ideals
that make up the multiverse. A body needs to pull himself up by his own strength in the end, and if they
fall, it‘s no one‘s fault but his own. Luck, chance, fate, those are all shams. A true Fated grabs the woven
threads of the Norns, and snaps em in twain. Then he moves on, and does what he needs to do to make the
future he wants. Sure, there‘s all sorts of names thrown at the Fated, like heartless and cold-blooded. Just
the squalling of babes, who are too weak to stand on their own two feet. Instead of doing something about
it, they try to bring down the successful with words like knives. Well, the Fated have a nice, thick skin.
And truth is, those poor fools have got it all wrong. The Fated aren‘t petty thieves and thugs (at least not for
the most part). They‘re individuals first and foremost. Most are the fair-minded, upstanding sort. Being a
Taker doesn‘t mean grabbing everything in sight, and it doesn‘t mean you can‘t give someone a fair shake.
But when you want something, you make it yours with everything you can muster. All but the dimmest
realize not everything can be won by force. But even finding love and happiness takes force of will, an inner
strength that too many lack.
Never show weakness or softness. Never be a coward. It‘s courage to stand up for what you want and what
you believe that‘ll get you places. Anytime you see someone in the gutter, just remember whose fault that
is. Any self-respecting body wouldn‘t wallow about in the mud there, asking for handouts. A body has to be
self-sufficient. ‘Cause when it comes down to it, there‘s no one else looking out for you. The only one with
your best interests at heart is your own self.
Fraternity of Orders
Also Known As: Guvners
Allowed PC Alignments: Lawful
Ruolo in Sigil: Parte della triade di fazioni di legge e status-quo di Sigil. Legislatori di Sigil, gestiscono i
processi legali e dispongono di infiniti archivi contenenti le leggi di ogni civiltà conosciuta e studi volti a
comprendere le leggi naturali e del multiverso
Caratteristiche:
Possono comprendere qualsiasi linguaggio
Devono seguire le leggi, a meno che non ci siano speculazioni legali per aggirarle...
Grandi studiosi del calcolo delle probabilità
Catchphrase: Everything has laws; most are dark. Learn the laws of the multiverse and you can rule it.
The Fraternity of Order believes there are three types of Orders. The first are called Rules, created by
sentient beings to govern themselves and resolve disputes. The second are called Laws, which derive from
the powers. Most Laws are the natural laws of a given plane – the cycle of time in the Outlands, for
example. The third are known as Axioms. Axioms are laws all things – inanimate or alive, divine or mortal,
planar or prime – must adhere to. Some Axioms are referred to as Great Axioms, which it‘s said only the
powers can really understand. However, if by some chance a mortal does come to fully understand one,
one might move on to an existence more capable of withstanding that knowledge. Whether this means
becoming a power or something else is entirely theoretical.
Another trick to laws is discovering loopholes. By using loopholes in Orders, one can win court battles,
devise a device that boils tea nicely, or even bend Axioms to perform actions that might otherwise be
impossible. With loopholes, it‘s possible to do anything… a body‘s just got to uncover the secret to it. The
loopholes of Rules are useful in the court, the loopholes of Laws are useful in the lab, and the loopholes of
Axioms… well, they‘re useful anywhere, though one can only cheat the universe itself so many times before
it wises up.
Some Guvners argue that Rules are not created by mortals, nor are Laws created by powers. Rather, they
are discovered, and the truth is that there‘s a universal set of such Orders, and that some may become lost
or misunderstood, while others simply haven‘t been discovered yet. People may think they‘ve written a
new law, or a power may think its edict is its own, but they‘re just introducing (or rediscovering) a
previously unknown Order. While some may argue that there is no such thing as universal Rules and Orders
due to the seemingly varied laws of different planes and realms, such Guvners would counter with the idea
that Rules and Orders can be different between places and times. In their mind, that simple fact doesn’t
mean there isn’t an underlying order behind their variations of absolutes.
Free League
Also Known As: Indeps
Allowed PC Alignments: Any
Factol: None
Sigil Headquarters: Great Bazaar
Planar Headquarters: Outlands
Ruolo in Sigil: Nessun ruolo politico, influenza o potere. Forniscono rifugi sicuri a chi ne ha bisogno e
dispongono pertanto di numerosi simpatizzanti e di un buon network di contatti.
Caratteristiche:
Testardi, resistenti a poteri di charme e compulsione
Forte astio da parte delle autorità
Catchphrase: This ain’t no faction, and nobody tells us what to do. Keep your options open; nobody’s got the
key to the truth.
A true Free Leaguer has no philosophy and no problem telling you so if you try to confront them about it.
When asked directly on points, most Indeps will give a loose definition or simply not answer the question at
all, turning it back upon the questioner. The only thing that a Free Leaguer will be definite about is their
independence. They are free to make up their own mind as they wish, and will not give up that freedom for
any price. See, the Free League isn‘t about spreading a particular philosophy. They don‘t have a common
belief; fact of the matter is, most don‘t believe there is a right belief to begin with. To accept one
philosophy over another is only restricting yourself, denying independent thought in favor of someone
else‘s opinion.
Members of the Free League are not held to any creed other than individualism, freedom, and tolerance.
They accept any person, are often non-judgmental, and can be found scattered throughout the Outlands
and within Sigil. In the end, the philosophy of the Free League is not having a philosophy.
A member determines his own mind, and does not simply follow an outlined guide for his beliefs.
Harmonium
Also Known As: Hardheads
Allowed PC Alignments: Any lawful
Ruolo in Sigil: Parte della triade di fazioni di legge e status-quo di Sigil. Guardia cittadina di Sigil, viste da
alcuni come “braccio violento della legge”, fortemente militarizzato e gerarchizzato.
Caratteristiche:
Possono utilizzare un’influenza mentale magica per scopi di ordine pubblico
Addestramento militare, inflessibile gerarchia militare
Resistenti a paura ed effetti sulle emozioni
Credo rigido e fondamentalista
Catchphrase: 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.
The Harmonium believes that peace and harmony is the perfect state of the multiverse. In times of peace,
farmers can tend to their crops, merchants can trade freely, and soldiers don’t have to die. Clearly, peace is
better than disharmony and war. And what causes disharmony? It‘s simple, say the Harmonium:
disagreement. When two nations or just two people disagree, it leads to friction, discord, and ultimately
fighting. To that end, the Harmonium believes in minimizing disagreements by working together as one
group. Their goal is nothing less than recruiting every sentient being into the Harmonium. And once
everyone lives in agreement with all others, then the multiverse will enter into a golden age of peace.
When belief is power, belief can be used for the selfish quest of individual ascension, to create discord and
conflict among society, or it can be used to forge a unified front of peace and safety for all. Those who care
about others strive to find a common system of belief that benefits everyone, while those who only care
about themselves choose a different system of belief, inevitably false because it will inevitably lead to
disagreement, which causes friction and even war. It is this common belief, this belief that by working
together peace can be obtained, that the Harmonium places at the very center of their organization.
Unfortunately, there are many folk that resist the Harmonium, regardless of the truth of their cause.
Mercykillers
Also Known As: Red Death
Allowed PC Alignments: Any lawful without a criminal background
Ruolo in Sigil: Parte della triade di fazioni di legge e status-quo di Sigil. Gestiscono le punizioni in carcere, le
esecuzioni, le taglie e la caccia ai criminali.
Caratteristiche:
Possono individuare le bugie alle loro domande
Non possono lasciare un crimine impunito
Non possono commettere crimini... a meno che non stiano dando la caccia a fuorilegge
The Red Death are people of true justice. They are the main people for bringing justice to the streets of
Sigil, anyone who commits a crime goes onto their list of people to hunt down. They are seemingly
righteous people and they enforce justice according to the amount of injustice that has been previously
served. They are a type of police force with their armor serving as a type of uniform. Their methods are
very extreme but also extremely precise, they are joint in the single goal of stamping out all injustice from
Sigil. They firmly believe that by imposing justice on the multiverse it can be cleansed of evil and made
perfect. They dedicate their lives to dispensing justice, but it must be done correctly, according to the law.
The meaning of the name "Mercykiller" is said to be commonly misunderstood by foreigners as meaning
that they kill out of mercy but it is almost the exact opposite, it is rather that they search to kill mercy itself.
They take it upon themselves to punish the guilty of Sigil at any cost and do not use mercy in any form in so
doing.
The faction seem to be indebted in some way to the Lady of Pain, having to do her bidding and helping her
to keep order, they are a people who are influenced largely by her presence. If some displeases her,
Mercykillers are sent after them. The Mercykillers are upholders of the law and devote their lives to
patrolling the streets of Sigil, although they tend to stay out of the poorer sections of the city, such as the
lowly Hive areas. The Mercykillers work with the Harmonium and the Fraternity of Order to promote peace
and stability in Sigil. The Godsmen faction are on good terms with the Mercykiller and are always looking
for ways to get into their good books.
Their credo that mercy is for the weak, and the merciful should be punished. Appropriately, their
headquarters is Sigil's Prison, where they carry out the sentences of convicted criminals.
Revolutionary League
Also Known As: Anarchists
Allowed PC Alignments: Any non-lawful
Factol: None
Sigil Headquarters: None
Planar Headquarters: Carceri
Ruolo in Sigil: Nessun ruolo ufficiale e socio-politico, ma numerose cellule di anarchici sono presenti nel
tessuto sociale della città, pronte a perseguire i propri scopi o far saltare in aria i piani dei potenti ad ogni
costo. Le identità degli anarchici sono segrete e, per sicurezza, all’interno di questa fazione si conoscono
solo i contatti della propria cellula. La sola membership di questa fazione è reato grave nella città di Sigil.
Caratteristiche:
Eccellenti impostori: possono sembrare membri di qualsiasi altra fazione impeccabilmente
Addestrati nelle arti furtive
Rappresentano il “Nemico pubblico #1”
Non posseggono beni immobili, cariche pubbliche, titoli onorifici. Devolvono quasi tutti i loro averi
alla causa.
Catchphrase: Destroy the factions; they're built on lies and greed. Break them all down and rebuild with
what's left; that's the way to the real truth.
Order is slavery. No one should be able to tell another what to do, not the city officials, not the judges, not
the rulers, not even the powers. See, an authoritarian god‘s just one more taskmaster on a guy‘s back,
keeping him down. The Anarchists fight to tear down all repressive structures, from the lowest toady to the
highest of the high-ups. Several ways exist to accomplish this goal, and the League ain‘t shy about using just
about any of ‘em.
From propaganda to sabotage, infiltration to assassination, the invisible army of the Revolutionary League
fights its war with any weapon it can get its hands on. If they can just uproot all of this decaying system,
then the people will finally be able to find the truth.
The Revolutionary League stands for the reversal of the present order. Operating in utmost secrecy, they
strike out against their enemies from the darkest shadows. Ask a group of Anarchists what their ultimate
goal is, and you‘ll get a different answer each time. Truth is, the Revolutionary League has never been
known for unity or cohesion. The members are so paranoid they don‘t even trust each other, much less
agree on a common objective. What they can all agree on, though, is that no one should be telling anyone
else what to do. Exiles, runaways, and misfits all find a home of sorts with the Anarchists, and a dream of a
better tomorrow where all folks‘re free to make their own way, and face up to the darks of the multiverse
by themselves.
Sign of One
Also Known As: Signers
Allowed PC Alignments: Any non-lawful/good and lawful/neutral
Ruolo in Sigil: seppur formata da di individui egocentrici, questa fazione è piuttosto coesa e influente. La
fazione eccelle nelle doti politiche e il loro quartier generale è una sorta di parlamento in cui tutti i seggi
delle fazioni si incontrano. I Signers hanno fiuto nel trovare alleati e proporre loro negoziati vantaggiosi al
fine del raggiungimento dei propri scopi personali.
Caratteristiche:
Estremamente resistenti alle illusioni
Immenso egocentrismo
Talvolta la loro immaginazione prende vita
Catchphrase: The multiverse exists because the mind imagines it. The Signers - it could be any Signer -
create the multiverse through the power of thought.
Quite simply, the Sign of One believes itself the center of the multiverse, and that by virtue of this position
it can shape the multiverse however it desires. More specifically, each individual member believes
themselves the core figure of all that is; some believe they arrived there by chance, some believe in some
sense they created it, some believe all individuals are manifestations of the same higher-dimensional meta-
intelligence that personifies the whole of reality. Each member of the Sign of One has their own unique
philosophy on how they can do what they do, and yet somehow it functions as a coherent organization; it's
a common joke that that alone gives some evidence that maybe there's something to it. And indeed, all but
the newest Signers can indeed impose their will on the multiverse in minor ways without recourse of magic.
Either through prediction or pure force of will, they can achieve small feats that would otherwise be
impossible without magic.
The Signers are a solipsistic bunch, with each member believing that they are the center of the multiverse.
They believe that they shape their surroundings through sheer willpower, and that the multiverse is built
upon belief and perspective. They view debate as a fine art.
Because of the strange and differed beliefs of the members, the faction is rather polarizing. There are a few
main sub-groups of the faction that hold slightly different views. Some members believe they should use
their willpower to make the multiverse a better place, while some aim for a larger goal: resurrecting a dead
god.
Society of Sensation
Also Known As: Sensates
Allowed PC Alignments: Any
Ruolo in Sigil: Divulgare cultura ed esperienze di ogni genere. Il loro salone per feste immenso è un centro
aperto ad ogni genere di incontro e include un sensorio pubblico in cui i cittadini possono registrare
all’interno di globi magici delle esperienze e sensazioni vissute per permettere ad altri di “viverle”.
Caratteristiche:
Sensi affinati ed amplificati. Resistenti al veleno.
Non rifiutano esperienze nuove
Catchphrase: 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.
The Society of Sensation goes by the basic philosophy that to truly understand something, it first must be
experienced. With this as their compass, a Sensate travels the planes in the attempt to find new
experiences, in the process coming to understand these new concepts. Although many claim them to be
simply hedonists, in truth there is much more to this path. A true Sensate will accept any experience short
of death, no matter how unpleasant, as they feel that whether a Sensate enjoys an experience has little to
do with whether they learn from it. As a result, while one member may be sampling expensive wines
imported from an obscure prime world, another at the same time may be testing his perseverance in the
depths of an Elemental Plane, yet both do so in the same never-ending pursuit of knowledge.
The Sensates are based entirely around experience. As they would put it, your senses are the only things
that allow you to truly know that something exists. To know an object exists you first must see or feel it. To
be able to comprehend a food‘s taste, you must have eaten it. To understand the meanings of a new piece
of music, you must have heard it. A Sensate can then apply such an explanation to anything that can be
thought of, for every physical thing requires the senses to be experienced, and all mental concepts require
a connection to physical reality, for without outside inspiration the mind cannot function.
Because of their ideals, the Sensates feel that to gain and build upon personal knowledge, it makes far
more sense to actively seek the experiences that life has to offer rather than wait for them to come to you.
In a lifetime a Sensate will experience countless smells, sounds and situations, but this will still only be the
most minute fraction of what the planes truly have to offer. While every member is encouraged to travel
the planes in search of new experience to be found, they are also given complete access to the Sensoriums.
The Sensoriums span countless rooms throughout the Civic Festhall, the Sensate base of operations within
Sigil, each containing thousands of sensory recorders: small, round stones that are used to store specific
occurrences or situations that a Sensate has experienced.
Transcendent Order
Also Known As: Ciphers
Allowed PC Alignments: Neutral
Ruolo in Sigil: La fazione è un solido pilastro per tutti coloro che vogliono perfezionare se stessi mediante
l’addestramento fisico e la meditazione volta alla ricerca di uno stato d’animo calmo ma costantemente
pronto all’azione. La fazione ha un buon seguito ma non sfrutta questo punto di forza, preferendo la ricerca
interiore alla politica.
Caratteristiche:
Rapidi e scattanti
Agiscono senza pensarci due volte (il giocatore non può ritrattare una cosa precedentemente
dichiarata)
Catchphrase: Action without thought is the purest response. Train body and mind to act in harmony, and
the spirit will become one with the multiverse.
The Transcendent Order may be the name of the faction, but it doesn‘t describe the faction. Rather, the
Transcendent Order is what they seek, a sense of perfect harmony and unity. But they don‘t seek to impose
it on others, like the Harmonium does. Instead, the Ciphers draw it from within by unifying thought and
action into an enlightened whole. See, according to them, there‘s a universal harmony – a pulse the entire
multiverse beats to. And by understanding that harmony one can always find the perfect action for a given
moment.
Act upon impulses, instincts, and one will find rhythm with the universe. To ponder is to hesitate; to
hesitate is to doubt; to doubt is to fail. All that matters is the moment; anticipating the future is
meaningless, and so is dwelling in the past.
Of course, any drunken fool can act without thinking, either with his fists or otherwise. That isn‘t the aim of
the Transcendent Order; instead, they believe that ideas should be brought forth into action in a mere
instant. By merging body and mind, and balancing both, one opens up both to the multiverse and to the
rhythm found within. They call this rhythm the Cadence of the Plane, and once one is attuned to that
rhythm, they can understand their role and purpose in the multiverse.
That doesn‘t mean that a Cipher is always acting. Inaction has its place in the multiverse too, and
sometimes it‘s best if a body just doesn‘t get involved. Sometimes a Cipher might come across as uncaring
or aloof, but truthfully, it‘s just that they recognize where their place is. When confronted with less
balanced folk, Ciphers will often reflect that imbalance. Around tanar‘ri, a Cipher might be saintly. Around a
modron, a Cipher might be chaotic. This isn‘t a deliberate act, but rather, a by-product of their philosophy.
Since they serve the balance unconsciously, they often serve as a counterweight to extremes in the cosmos.
Xaositects
Also Known As: Chaosmen
Allowed PC Alignments: Any Chaotic
Ruolo in Sigil: La fazione ha base nel quartiere più povero e misero della città e il suo operato e i suoi scopi
restano un costante mistero. E’ inspiegabile come questa masnada di lunatici si sia riuscita ad organizzare in
una fazione E ottenere un seggio politico all’interno della città... Dieci anni fa raggiunsero l’impossibile
stringendo alleanza con tutte le altre fazioni contemporaneamente... cosa che durò circa 12 minuti...
Caratteristiche:
Possono confondere le comunicazioni verbali altrui
Resistenti a poteri di divinazione
Non possono fare piani a lungo termine
Non possono avere attività stabili, fortezze, seguaci
Catchphrase: Chaos is truth, order delusion. Embracing the randomness of the multiverse, one learns its
secrets.
The multiverse wasn‘t just born from chaos; it is chaos. There‘s no order to the multiverse, no rules that
define its existence. The only order that exists is that which we try to impose on it, and as soon as we stop
the multiverse will return to chaos. And if chaos is the true state of the multiverse, why fight it when you
can just accept it, become one with its beauty and energy?
Of course, chaos should exist outside of moral structures. Good and evil are irrelevant before its glory. Does
a storm care whom it rains lightning down on? Chaos is random, and randomness is arbitrary. Often the
only people Xaositects are partial to are other Xaositects, and even that’s a bit questionable. However,
individual Xaositects often impose their own moral strictures on chaos. Good-minded Xaositects tend to
desire the implementation of positive change and development… they tend to stir the pot where they see
corruption and stagnation, hoping their actions will serve as a wake-up call and impetus for change on the
part of the wicked and lazy. More evil Chaosmen tend to see chaos as a tool to be used for their own
benefit, a method for self-gain and a weapon to be used against their enemies.
The Xaositects embody chaos, or at least try to. They are difficult to define, since they spend much of their
time working to be undefinable. That‘s all there is to it. If you want to know more, have you considered
Sopworth’s delicious soup? Doors usually only open one way; it’s too much trouble otherwise. The
ointment is best put directly under the skin, but who wants to do that? Blackened tanar’ri smells awful,
believe me. If only there were a way to keep a pen magically wet all the time… use the speed factor and
damage appropriate to the grip. You don’t like Bytopia? Don’t go to Elysium, then! Well, I can if I want, and
make it so.