Something appears to be happening in the Hive as Xaositects have begun purposefully infiltrating the wasteland that is the Slags. Rumor has begun flying that the Chaosmen have found some way to exert control over the ancient chaotic battlefield, and that they are findings the troves that were long-since abandoned.
What’s more, rumors are also flying about an item of great power being found in the desolate ruins, possibly in the hands of the Xaositects themselves, which could be cause for alarm from anyone.
What is known is that all the factions are beginning to take notice, as something has apparently caused the Slags to become habitable once more, and there needs to be an answer as to why.
Number of Players: 5 Starting Level: 6 Materials Available: Any and all. Starting Wealth: Normal for Level (A 7th, a 6th, a 5th, and 1000 gold) but see notes below.
Fixed Enhancement: This game will follow a fixed bonus system outlined in the DMG2 (and elsewhere). Essentially, the rewards will be a little more boon or more non-essential item-oriented, which I like, and the inherent system is being used more to supplement the normal system rather than replace it.
For those who do not possess a source that details this system, here is how it works: at certain levels, the character gets an enhancement bonus to attacks and defenses that does not stack with the enhancement bonuses of enchanted items. For attacks and damage, those levels are 2, 7, 12, and so on. For defenses (AC and Non-AC Defenses alike), they are 4, 9, 14, and so on.
For example, if a character with a +2 inherent bonus to attacks uses a +1 magic weapon, they still get the benefit of the +2 inherent bonus when attacking. In contrast, if they pick up a +3 magic weapon and start using that, they have a +3 bonus rather than their +2.
Masterwork armor does not get covered by this, but can be purchased as a non-magical item of level equal to the lowest level needed to make it. For example, Finemail, which is Chain Mail with a +7 bonus to AC, would be a 6th level item at it requires at least a +2 bonus, and Braidmail would be an 11th level item due to its need of at least a +3 bonus, and so on.
Special Game Elements: Players can make use of any published Background and Theme.
Additionally, the player will be a part of one of the 15 Factions of Sigil and will receive a benefit based on it. There are 5 groupings of the factions, which represent factions that have a common ideological thread. They also reflect triads of factions that are have varying degrees of friendliness towards one another, or are not openly hostile towards the other members. This is done because I sorta like the way Dracollich does it, as it seems to make for a little more interesting group.
Following each of the factions, there is a list of three skills. A character in a faction gains Free Skill Training in one of those skills. The exception is the Fated faction, where they can choose a skill of their choice to train in.
Triad of Independence The Athar: History, Religion, or Stealth. The Free League: Bluff, Insight, or Streetwise. The Revolutionary League: Bluff, Stealth, or Thievery.
Triad of Despair The Bleak Cabal: Endurance, Insight, or Heal. The Doomguard: Athletics, Endurance, or Intimidate. The Dustmen: Arcana, History, or Religion.
Triad of Spirit The Society of Sensation: Endurance, Heal, or Perception. The Transcendent Order: Acrobatics, Athletics, or Diplomacy. The Xaositects: Bluff, Intimidate, or Thievery.
Triad of Order The Fraternity of Order: Arcana, History, or Insight. The Harmonium: Diplomacy, Intimidate, or Religion. The Mercykillers: Insight, Intimidate, or Perception.
Triad of Self Believers of the Source: Diplomacy, History, or Insight. The Fated: Skill of your choice The Sign of One: Bluff, Insight, or Perception.
Prospective players can do several things now: 1. Vote for a triad they would like to be a part of, and a secondary vote for a different one. When the party is settled, the whole party will be associated with any faction of the triad that has the most points, although which faction a character is in is ultimately up to the player in question.
For example, if the Triad of Order receives the most votes, each member of the party will be in one of the Fraternity of Order, the Harmonium, or the Mercykillers in any mixture.
2. Which roles/classes/etc you would like to play, just to get some ideas. Actual character write-ups and specifics can wait until the party and the triad is decided upon.
3. Submissions for player interest, voting on Triads, and such will be for about a week. I will make decisions around December 8th, unless something comes up.
-A lack experience with play-by-post games does prevent someone from joining in this, but I would request that prospective players be able to post at least once in a 48 hour period or so. I care a little more in combat or skill-challenge situations, but I like a little brisker pace with the play-by-post games overall.
-In the post after this, I will go over some of the core issues with the various factions, including a brief summary of their core philosophy, their role in Sigil, areas under their control, and possible character traits that would fit in well. If anybody cares, this matches up with what it was in the 2nd edition Planescape Setting prior to the Faction War which ended the faction’s official capacity in Sigil.
-If anyone wants to know more about an individual groups or has questions about anything else, I can provide more information/clarifications.
Note: This campaign is in addition to the other one that I am running, and is not replacing it.
The Factions at a Glance Most factions have something to say about one another, as they are ultimately rooted to philosophy. Sometimes, they have allies or enemies based on ideological roles, sometimes due to official roles in the city. The Factol is the one to run the faction.
Where the Players would fit in: Given the player's levels and skills that could be extrapolated from that, they would probably be fairly low in the rankings of their Faction. This wouldn't mean anything in some, as many of them don't really have a heirarchy to speak of, but for those that do, the players would be fairly low ranking members overall.
Each of the factions possesses some degree of wealth, but they don't really hand out gear, especially not to adventurers. It can probably be assumed that what your characters now comes in some part from your faction. There are members in each faction that would see to give services to their fellow members, but nobody in Sigil really does anything out of the goodness of their heart.
However, should the party come into possession of information that could be useful to the faction or the Factol themselves, they may find more people are willing to help them out.
Additionally, the faction headquarters are pretty much just headquarters. They are more than willing to let members spend a night or two, especially if they are actively engaged in faction business, but you start setting up camp there, they are quite likely to boot you out and tell you to rent a room, just like anyone else.
Of course, should someone want to spend a safe, secure night in Sigil, it is very hard to find a place safer than a Faction's headquarters.
Also Known As: The Lost (derisive nickname), Defiers Philosophy in Brief: The gods are frauds; the unknowable truth lies beyond the veil Factol: Terrance Role in Sigil: Control the Shattered Temple in Sigil’s Lower Ward. They have no official role in Sigil, but some feel that they are secretly spies or supporters of the Lady of Pain. They tend to take it upon themselves to watch the various priests of the city, and ever if one thinks to gain power, they act, either in secret or more overtly. As a result of their activities and secrecy, they also maintain a library filled with information unlikely to be found anywhere else. Allies: The Believers of the Source Enemies: None officially, but the Harmonium is probably the most hostile. The Athar are, understandably, not well-liked by the priests of Sigil and elsewhere. Possible Character Traits: Secretive, Antagonistic, Bitter Special: Divine characters can be members of the Athar, as many contend that there is an unknowable power behind it all that truly is divine, but that they cannot (and should not) attempt to define it. Amazingly, these priests can draw power from this belief, which they contend as proof of their philosophy. As a result, rather than a specific god, divine characters can worship an ideal, or that unknown divine force with no problems.
Also Known As: Godsmen Philosophy in Brief: All life springs from the same divine source, ascending and descending in form as the cosmos tests it. Factol: Ambar Vergrove Role in Sigil: Control the Great Foundry in Sigil’s Lower Ward. They have no official role in Sigil, but they take it upon themselves to act as peacekeepers in Sigil (mostly owing to the fact they think everyone has the potential to be divine, so why go around killing people?), especially between warring faiths. Despite this, they are not above utilizing their crafted arms and armor for war. They tend to see the universe as some great test that one must survive and succeed in, and in the end they will ascend to what is next. Unfortunately, nobody is quite sure just what the tests are, so that is what the Believers think is their role. Allies: Athar, The Doomguard (on temporary basis). Athar as they perform many of the same tasks, and the Doomguard, as they tend to believe that people ascending to godhood would foster entropy in the multiverse. Enemies: Bleak Cabal and Dustmen, mostly because their philosophies contend that there really is nothing to it all, which is in stark contrast to the Believer’s stance Possible Character Traits: Open, Tolerant, Trusting, Diplomatic, Philosophical
Also Known As: Bleakers, The Cabal, Madmen (derogatory) Philosophy in Brief: The multiverse isn’t supposed to make sense; there is no grand scheme, no deep meaning, no elusive order. The only truth worth learning is the one found within. Factol: Lhar Role in Sigil: Control the Gatehouse in the Hive. They also maintain numerous almshouses and places for the poor sick to recuperate, and are the most charitable of the Factions. They have some funny notions about treatments, but the poor of Sigil can often find a hot meal and a bed from the Bleakers. They are also probably the only in the planar city to care for the numerous insane individuals that can be found in the Lower Ward and the Hive. Allies: Doomguard, Dustmen, Revolutionary League, as they also contend no greater purpose to life Enemies: Fraternity of Order, Harmonium, Mercykillers Possible Character Traits: Apathetic, Melancholic, Charitable, Compassionate
Also Known As: Sinkers Philosophy in Brief: Entropy is ecstasy; decay is divine. The multiverse is supposed to fall apart. We’re just here to keep idiots from interfering. Factol: Pentar Role in Sigil: Control the Armory in the Lady’s Ward. They are fine smiths in their own rights, and find parallels to entropy in weapons of destruction and death Allies: Bleak Cabal, Dustmen Enemies: Fraternity of Order, Harmonium Possible Character Traits: Militaristic, Nihilistic, Maybe a little cruel
Also Known As: The Dead, Dusties (derogatory, but most Dustmen don’t care) Philosophy in Brief: We’re all dead-some more than others. So, we explore our current state with patience, purge our passion, and ascend to the purity of True Death. Factol: Skall Role in Sigil: Control the Mortuary in the Hive Ward. They take care of the disposal of all of Sigil’s dead, as Sigil doesn’t have the room for crypts or graves, where they send the dead to appropriate places based on belief. Of course, many contend that the Dustmen are not exactly sending all on and revive a few, to which the Dead say little. Allies: Bleak Cabal, Doomguard Enemies: Society of Sensation, Sign of One Possible Character Traits: Aloof, Detached, Joyless
Also Known As: The Takers, The Heartless (both derogatory) Philosophy in Brief: The multiverse belongs to those that can seize it. No one’s to blame for a person’s fate but that person themselves. Factol: Duke Rowan Darkwood Role in Sigil: Control the Hall of Records in the Clerk’s Ward. They maintain records of birth, death (if someone bothers to tell them), and record property deeds. They also collect the taxes. They embrace diversity of skills in their members, and refuse unearned rewards (but will gladly take what they have deemed to have earned). They also maintain a library, containing what is deemed to be 'dangerous' literature. Allies: Free League, Mercykillers (loosely. They appreciate the hard-nosed core of the faction) Enemies: Harmonium Possible Character Traits: Self-Serving, Self-Sufficient, Self Relaible, Hard-Working
Also Known As: Guvners Philosophy in Brief: Everything has laws; most are just secret. Learn the laws of the multiverse, and you can rule it. Factol: Hashkar Role in Sigil: Control the City Courts in the Lady’s Ward. They are the judges and advocates of Sigil, and are chillingly legalistic. To the relief of many, they only enforce the laws, and have no power to make them. They act as counterbalances to the Harmonium and other factions, as the laws of Sigil are often different from how some factions might see them. Allies: Harmonium, Mercykillers Enemies: Xaositects, Revolutionary League Possible Character Traits: Legalistic, Calculating
Also Known As: Indeps Philosophy in Brief: This isn’t a faction, and nobody tells us what to do. Keep your opinions open; nobody’s got the key to the truth. Factol: None Role in Sigil: Maintain much of the Great Bazaar in the Market Ward. They make sure what needs selling in the town is getting done, and that every merchant, no matter how small, has their own fair chance. They have very little legal powers, as they are only technically a faction, and they fight against bigger guilds and use criers, rumors, and ‘friendly advice’ to keep everybody honest, at least in the market. Allies: Fated (sometimes, just not around tax time, or when the Takers live up to their nickname) Enemies: Harmonium Possible Character Traits: Open, Forthright, Advocate
Also Known As: Hardheads (Do not call a Harmonium a hardhead, at least to his face) Philosophy in Brief: 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 is how we will reach our golden harmony. Factol: Sarin Role in Sigil: Maintain the Barracks in the Lady’s Ward. This means they are also in control the City Watch, taking it upon themselves to arrest anyone they suspect of breaking laws, which may not quite match up with how the laws of Sigil actually function. Fortunately, those they arrest are tried by the Fraternity of Order and punished by the Mercykillers, so their overzealousness is curbed. Also, the real tools to maintain order in Sigil are held by the Doomguard, which works out for everyone (except the Harmonium, that is). Allies: Fraternity of Order, Mercykillers Enemies: Free League, Revolutionary League, Xaositects Possible Character Traits: Unwavering, Devoted, Uniform, Dutiful
Also Known As: The Red Death Philosophy in Brief: Justice is everything. When properly applied, punishment leads to perfection. Factol: Alisohn Nilesia, but was Mallin until recently Role in Sigil: Control the Prison in the Lady’s Ward. As a result, they are tasked with the punishment of those so incarcerated. If they had their way, they’d hunt down, try, and punish criminals themselves, but the other factions act as tempering forces to curb that. Several groups merged to form this faction long ago, and there are two major schools of thought in the matter. The dominant force contends that punishment is their true goal, but another aims more for rehabilitation, and to combat injustice where they see it rather than solely on punishing an offender. Allies: Harmonium, Fraternity of Order Enemies: Often the Society of Sensation, Sign of One, The Revolutionary League Possible Character Traits: Inflexible, Absolute, Authoritarian Special: Even though they are charged with punishment, they cannot freely punish according to their will, as that’s against the law. However, if there were members of good standing with the Harmonium and the Fraternity of Order with a Mercykiller, an impromptu arraignment and trial is generally acceptable for all factions involved.
Also Known As: Anarchists Philosophy in Brief: The status quo is built on lies and greed. Crush the factions. Break them all down and rebuild with what’s left- that’s the only way to find the real truth. Factol: None Role in Sigil: None, really. They have mobile headquarters and no leadership. They often infiltrate other factions in efforts to sabotage their efforts. They pride themselves as giving a home to those that don’t fit in elsewhere. Allies: Doomguard, Xaositects (weakly) Enemies: Harmonium, Fraternity of Order Possible Character Traits: Secretive, Paranoid, Deceitful, Rabble-Rouser, Controversial
Also Known As: Signers Philosophy in Brief: The multiverse exists because the mind imagines it. The Signers-could be any Signer- create the multiverse through the power of thought. Factol: Darius Role in Sigil: Control the Hall of Speakers in the Clerk’s Ward, which is where all the power players act (factions, guilds, and more) and handle the legislation of Sigil. All groups are represented here, but only the Signers can preside over the meetings. Other factions may not like them, but there is a grudging respect as they are able to maintain a sense of government and order in Sigil. Allies: Sensates Enemies: Bleak Cabal (especially), Harmonium Possible Character Traits: Self-Involved, Dynamic, Scholarly
Also Known As: Sensates Philosophy in Brief: To know the multiverse, you need to experience it fully. The senses form the path to truth, for the multiverse doesn’t exist beyond what can be sensed. Factol: Erin Montgomery Role in Sigil: Control the Civic Festhall in the Clerk’s Ward. They have no official role, but in their quest to experience all the multiverse has to offer, they keep diversions and entertainment flowing throughout Sigil. Thanks to the Sensates, there is something for every taste somewhere in Sigil. Allies: Signers. Sometimes Indeps and Fraternity of Order Enemies: Doomguard, Dustmen, often the Mercykillers Possible Character Traits: Naïve, Impulsive, Hedonistic, Worldly
Also Known As: Ciphers Philosophy in Brief: Action without thought is the purest response. Train the body and mind to act in harmony, and the spirit will become one with the multiverse. Factol: Rhys Role in Sigil: Control the Great Gymnasium in the Guildhall Ward. They act as natural advisors, as they seek perfection in thought and action, and they embody qualities that most other factions lack, and thy often act to temper the actions of the others, such as preach compassion to the Guvners, or tolerance to the Harmoniuum. This advice is generally ignored, but they still try. The Great Gymnasium is also utilized as one of the few truly neutral meeting places of Sigil, and more than a handful of treaties were hammered out in its facilities. Allies: Most factions Enemies: Harmonium (they feel that their notions of good will and understanding are a front) Possible Character Traits: Self-Improving, Diplomatic, Impulsive
Also Known As: Chaosmen Philosophy in Brief: Chaos is truth, order is delusion. Embracing the randomness of the multiverse, one learns its secrets Factol: Karan (when he feels like it) Role in Sigil: Live in the Hive, which itself is a part of the Hive Ward. They have (and demand) no official power in the city. Allies: Doomguard, Bleak Cabal Enemies: Harmonium, Fraternity of Order Possible Character Traits: Chaotic, Capricious, Disjointed
I would like to start by saying that yes I do not have much experience in play by post games, but I have been following this group for some time, I have been wanting to get involved in a game, so I thought I would try here. I do have plenty of experience playing both in person and on the Virtual Table, and I am more then able to post at least every 48 hours, easily at least once every 24 hours without being a problem.
Character wise I would be leaning towards playing an elf avenger. I'll post further details if needed.
For Triad voting my primary vote goes for the Triad of Order, secondary vote to the Triad of Self.
You have an interesting game it seems and I'm curious. Though by what criteria is it that you are using to judge potential players? Post count, resume of current games joined?
For the character, don't really have a preference for roles. It boils down to the class itself. What does it do and how much fun does it offer? So I favor the psionic classes the most, including the Monk. Ardents, Psions and Battleminds just offer something unique while the Monk has versitility. Besides these are the Vampire, Executioner, Hexblade and Druid (in any form). At the heart of it I really favor something that is just a hybrid or something that allows some room to break the traditional molds like using a spellscar for instance.
Same goes for the races. Don't care for elves, humans and the other core races from the PHB 1 and 2. Nothing against them personally but really these have been done to death as far as I see it. For instance who hasn't seen the bow weilding elf before? Instead how about a Thri-keen sorcorrer? Now that sounds fun to play as. Difficult but fun nonetheless. So as far as the races go I stick with all from the PHB 3, Monster Manuals, Vryloka (Heroes of Shadow) and the newest edition, the Hengeyokai. Perhaps the ones presented in the Heroes of the Feywild but don't know enough about these yet.
To the Triad, my primary is the Triad of Independence and secondary is the Triad of Spirit.
Character: I made a Hexblade for another game here, but its been a few weeks since the author of the thread has been around and it seems to me it might not go off. I'm itching to play that character though. (The character is a Gloomblade, and will focus in melee action denial in addition to dealing good damage and having a solid mba (Just in case anyone wants to play lazy). I might make her a revenant for this one since everything is allowed. I can adjust her personality, but she was originally planned to be lawful neutral with a tendency to rather use action than diplomacy.)
You have an interesting game it seems and I'm curious. Though by what criteria is it that you are using to judge potential players? Post count, resume of current games joined?
I will be judging potential players just based on what they say as they express interest. I don't really care about post counts or anything. I mean, I started playing here with only a dozen or so posts to my name, and I don't really care what PBP stuff you've done. Can't get new people involved that way.
I will say I like teams to have a little more balance overall, mostly because I like individual aspects of all roles. Considering that all materials are open, I am hoping that a well-rounded team can be made, but that can be settled once the group members are known, so that people can make things to work well with one another should they choose to.