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Grex Oldrpg Item 75: AD&D Planescape Factions: Basic Premises and the Real Basics
Entered by bjorn on Tue Oct 10 03:14:05 UTC 1995:

This information regarding factions comes from "The Factol's Manifesto"
Some information, in particular, a demise, will be rearranged as it does
not apply before the conclusion of the adventure "Fires of Dis".

*things*, ie those surrounded by asterix represent italics.

Faction abilities will be posted closer to run-time.

"Factions at a Glance

Designed to help the Clueless pursue their options, this section offers a
shorthand description of all 15 established philosophies.
ATHAR (DEFIERS, LOST)
*philosophy:* The gods are frauds; the unknowable truth lies beyond the
veil.
*factol*: Terrance
*Sigil HQ:* Shattered Temple (Lower Ward).
*Home Field:* Astral
*Allies:* Believers of the Source
*Enemies:* -

BELIEVERS OF THE SOURCE (GODSMEN)
*Philosophy:* All life springs from the same divine source ascending and
descending as the cosmos tests it.
*Factol:* Ambar Vergrove
*Sigil HQ:* Great Foundry (Lower Ward).
*Home Field:* Ethereal demiplanes.
*Allies:* Athar, Doomguard (temporary ally).
*Enemies:* Bleak Cabal, Dustmen

BLEAK CABAL (BLEAKERS, THE CABAL, MADMEN)
*Philosophy:* The multiverse ain't supposed to make sense; there's no grand
scheme, no deep meaning, no elusive order.  The only truth worth finding lies
within.
*Factol:* Lhar
*Sigil HQ:* The Gatehouse (Hive Ward).
*Home Field:* Pandemonium
*Allies:* Doomguard, Dustmen, Revolutionary League.
*Enemies:* Fraternity of Order, Harmonium, Mercykillers.

DOOMGUARD (SINKERS)
*Philosophy:* Entropy is ecstacy; decay is divine.  The multiverse is
*supposed* to fall apart.  We're just here to keep leatherheads from
interfering.
*Factol:* Pentar
*Sigil HQ:* Armory (The Lady's Ward).
*Home Field:* Each negative quasiplane.
*Allies:* Bleak Cabal, Dustmen.
*Enemies:* Fraternity of Order, Harmonium

DUSTMEN (THE DEAD)
*Philosophy:* We're all dead - some more so than others.  So, we explore our
current state with patience, purge our passion, and ascend toward the purity
of True Death.
*Factol:* Skall
*Sigil HQ:* Mortuary (Hive Ward).
*Home Field:* Negative Energy Plane
*Allies:* Bleak Cabal, Doomguard
*Enemies:* Soceity of Sensation, Sign of One.

FATED (TAKERS, HEARTLESS)
*Philosophy:* The multiverse belongs to those who seize it.  No one's to blame
for a poor sod's fate but the sorry sod himself.
*Factol:* Duke Rowan Darkwood
*Sigil HQ:* Hall of Records (Clerk's Ward).
*Home Field:* Ysgard.
*Allies:* Free League, Mercykillers (loosely)
*Enemies:* Harmonium

FRATERNITY OF ORDER (GUVNERS)
*Philosophy:* everythin has laws; most are dark.  Learn the laws of the
multiverse and you can rule it.
*Factol:* Hashkar.
*Sigil HQ:* City Court (The Lady's Ward).
*Home Field:* Mechanus.
*Allies:* Mercykillers, Harmonium.
*Enemies:* Xaositects, Revolutionary League.

FREE LEAGUE (INDEPS)
*Philiosophy:* This ain't no faction, and *nobody* tells us what to do.  Keep
your options open; nobody's got the key to the truth.
*Factol:* None.
*Sigil HQ:* Great Bazaar (Market Ward).
*Home Field:* Outlands
*Allies:* Fated (sometimes).
*Enemies:* Harmonium.

HARMONIUM (HARDHEADS)
*Philosophy:* Peace is our goal.  But if it takes a little war to get others
to set things right, the *Harmonium* way, so be it.  That's how we'll reach
our golden harmony.
*Factol:* Sarin.
*Sigil HQ:* City Barracks (The Lady's Ward).
*Home Field:* Arcadia
*Allies:* Guvners, Mercykillers.
*Enemies:* Indeps, Revolutionary League, Xaositects.

MERCYKILLERS (RED DEATH)
*Philosophy:* Justice is everything.  When properly applied, punishment leads
to perfection.
*Factol:*" Mallin "
*Sigil HQ:* Prison (The lady's Ward).
*Home Field:* Acheron.
*Allies:* Harmonium, Guvners.
*Enemies:* Often Sensates, Signers, Revolutionary League.

REVOLUTIONARY LEAGUE (ANARCHISTS)
*Philosophy:* The status quo is built on lies and greed.  Crush the factions.
 Break 'em all down and rebuild with what's left - that's the only way to find
the real truth.
*Factol:* None.
*Sigil HQ:* Mobile.
*Home Field:* Carceri.
*Allies:* Doomguard, Xaositects (weak tie).
*Enemies:* Harmonium, Guvners.

SIGN OF ONE (SIGNERS)
*Philosophy:* The multiverse exists because the mind imagines it.  The Signers
- it could be any Signer - create the multiverse through the power of thought.
*Factol:* Darius
*Sigil HQ:* Hall of Speakers (Clerk's Ward).
*Home Field:* Beastlands.
*Allies:* Sensates
*Enemies:* Bleack Cabal (especially), Harmonium.

SOCIETY OF SENSATION (SENSATES)
*Philosophy:* To know the multiverse, experience it fully.  The senses form
the path to truth, for the multiverse doesn't exist beyond what can be
*sensed.*
*Factol:* Erin Montgomery
*Sigil HQ:* civic Feasthall (Clerk's Ward).
*Home Field:* Arborea.
*Allies:* Signers, occasionally Indeps and Guvners.
*enemies:* Doomguard; often Mercykillers, Dustmen.

TRANSCENDANT ORDER (CIPHERS)
*Philosophy:* Action without thought is the purest response.  Train body and
mind to act in harmony, and the spirit will become one with the multiverse.
*Factol:* Rhys.
*Sigil HQ:* Great Gymnasium (Guildhall Ward).
*Home Field:* Elysium.
*Allies:* Most factions.
*Enemies:* Harmonium (suspicion).

XAOSITECTS (CHAOSMEN)
*Philosophy:* Choas is truth, order delusion.  Embracing the randomness of
the multiverse, one learns its secrets.
*Factol:* Karan
*Sigil HQ:* Hive (Hive Ward).
*Home Field:* Limbo.
*Allies:* Doomguard, Bleakers.
*Enemies:* Harmonium, Guvners."

-from pages 4 & 5  of "The Factol's Manifesto".  Punctuation, and
capaitalization may be messed up, but I can't fix that now.

Eligibility will also come up closer to run time.

41 responses total.



#1 of 41 by bjorn on Tue Oct 10 22:39:11 1995:

I just had a better idea about faction eligibility posting.  If you are
interested in joining one, and Primes do have that right, tell me which
faction(s) you are interested in.  Upon receiving your mail, or reading your
post I will list the following about those faction(s):

Eligibilty: Mainly what alignment restrictions apply
Benefits: Granted powers for belonging to the faction
Restrictions: Penalties applied for belonging to that particular faction


#2 of 41 by bjorn on Fri Oct 13 17:12:33 1995:

Information on factions can also be found in the last pages of 
"A Player's Guide to the Planes" which is a component of the
Planescape boxed set.


#3 of 41 by bjorn on Wed Oct 18 17:32:34 1995:

Faction Eligibility, Benefits, and Restrictions (ignoring obvious things)
Athar Eligibility: Anyone
Benefits: Immunity to faith-based spells (*abjure, augury, bestow curse,
curse, divination, enthrall, exaction, holy word,* and *quest*)
Restrictions: Priests of specific dieties may not aid known faction members
with spells or other uses of divine power, particularly healing.

Believers of the Source Eligibility: Anyone
Benefits: +2 (or 10%) to all encounters with planar beings.
Restrictions: Godsmen cannot be resurrected or raised.  With DM permission,
they can be *reincarnated* as a PC race (choosen by the DM)

Bleak Cabal Eligibility: Must be of non-lawful alignment
Benefits: immune to madness inducing spells [all of them] (*chaos, confusion,
delude, feeblemind, Otto's irresistable dance,* and *Tasha's uncontrollable
hideous laughter)
Allowed saving throw vs. all *ESP* spells directed at them
Immune to following psionic abilities: ego whip, psychich crush, and psychich
surgery.
Restrictions: most roll 1d20 at the beginning of each game day to see if
he/she cares- 20=meloncholia you are overcome by the pointlessness of life
(wont't do a damn thing unless you can see a significant reason for doing so)
1=maniac euphora- you think you are the Messiah of some sort.

Doomguard eligibility: Anybody
Benefits: All classes are taught to fight with swords, allowing people not
normally allowed swords to wield them with a +1 to attack and damage rolls
when using a sword
Restrictions: Must fail a saving throw vs. spell to be magickally healed,
immune to natural healing.

Dustmen Eligibility: Anybody
Benefits: Dead Truce (walking dead will ignore you if you don't do anything
to them)
Restrictions: 50% of normal Resurrection Survival percentage on Constitution
table.

This ends part one of our faction tour.  The tour is three part.


#4 of 41 by bjorn on Wed Oct 18 19:35:33 1995:

The Fated Eligibility: Anyone who ain't lawful good
Benefits: 2 times normal proficiency slots and the ability to take from all
categories without penalty
Restrictions: Cannot give or receive charity in any form.  This means if
someone offers you a heling potion you cannot take it unless you have earned
it

The Fraternity of Order eligibility: Must be lawful
Benefits: *comprehend languages* 1/day
Restrictions: ?

The Free League eiligibility: Anyone
Benefits: +2 on saves vs. charm adn allowed normal save on charms that don't
normally allow it, same thing with all other attempts of mental control
restrictions: No voice in Sigil, fe protected rights.

The Harmonium eligibility: Must be lawful
Benefits: *charm person* 1/day
Restrictions: single mindededness

The Mercykillers eligibility: Must be lawful, no known thieves allowed
Benefits: *detect lie* to a single question 1/day (question must be choosen)
Commitng crime during punishment is not crime for the Red Death
Restrictions: Even if a confession is gained, cannot release quarry until the
proper sentance has been carried out



#5 of 41 by bjorn on Thu Oct 19 01:10:01 1995:

Faction Tour, Part III

The Revolutionary League  Eligibility: non-lawfuls only
Benefits: Can pose as member of any other faction automatically without being
detected.
Restrictions: Can't count on faction

The Sign of One eligibility: Anyone
Benefits: automatic save vs. spell to resist illusions
Restrictions: suffer -2 penalty on charisma reaction adjusments

The Society of Sensation Eligibility: Anyone
Benefits: all sensates, regardless of race, have infravision to 60' and +1
bonus to save vs, poison and surprise roll, good reading of body language 10%
chance of knowing if someone is lying, 20% if of same race as sensate in
question.
Restrictions: Insatiable curiosity, unless known to be lethal, a sensate will
reply yes to any new experience.

The Transcendant Order eligibility: Must be LN, NG, N, NE, or CN in alignment
Benefits: 1 point bonus to initiative
Restrictions: cannot alter statements of intent as it contradicts faction
philosophy

The Xaositects (pronounced Choas ei tects) eligibility: Chaotic Alignment
Benefits: *babble* (reverse of tongues) 1/week
Restrictions: ?

So ends out tour, I will fill in ?'s later when I have more of my stuff


#6 of 41 by orinoco on Thu Oct 19 19:59:17 1995:

Ok, my tiefling is now a fated.


#7 of 41 by bjorn on Thu Oct 19 22:01:46 1995:

Cool.


#8 of 41 by bjorn on Fri Oct 20 14:27:24 1995:

Reference- Subject: The Fated
Those extra prof slots are NW only.


#9 of 41 by kain on Sun Nov 12 23:09:28 1995:

do everybody gotta hxve a faction?


#10 of 41 by jamie on Mon Nov 13 03:03:58 1995:

You do if you start the game as a planar character...If you come from the
Forgotten Realms, or Athas, or anywhere else on the Prime Material plane,
though, they are optional, correct Bjorn?


#11 of 41 by bjorn on Mon Nov 13 17:27:16 1995:

Re #10: That is correct.


#12 of 41 by starwolf on Tue Nov 14 16:52:11 1995:

Iff I join one, it'll probably be the free league, but I may not, since I will
be in animal form most of the time.


#13 of 41 by bjorn on Tue Nov 14 18:40:23 1995:

Who said that joiners had to be humaniod?  As long as you can still speak
to someone, you should have no problem getting in.

There are things like dragons in the Ciphers...
(logging starwolf as an Indep)


#14 of 41 by bjorn on Tue Nov 14 22:27:16 1995:

Faction Symbol Descriptions follow:
The Fated's symbol is that of a knight with finery around his helmet.
The Free League's symbol is that of a serpentine gold dragon consuming itself.


#15 of 41 by starwolf on Wed Nov 15 18:40:18 1995:

Dragon eating itself out (of existence, gutter-brain)  ;}


#16 of 41 by eldrich on Wed Nov 15 21:55:50 1995:

I love that one. It would be cool if Esher had done a picture of that.


#17 of 41 by bjorn on Thu Nov 16 03:26:11 1995:

I could probably trace it, that is, if I had tracing paper available.


#18 of 41 by orinoco on Fri Nov 17 14:15:01 1995:

Escher, I think it is....he did do one of a dragon biting it's tail, and
it is kinda coool.


#19 of 41 by kain on Sat Nov 18 03:35:02 1995:

hey there posing off of Robert Jordan!


#20 of 41 by orinoco on Fri Nov 24 21:11:45 1995:

I'm sure escher did it first...who is rob jordan?


#21 of 41 by kain on Sat Nov 25 01:08:52 1995:

Author of the wheel of time series


#22 of 41 by orinoco on Sat Nov 25 15:28:43 1995:

Being as escher did most of his work in the 1800's, I think rob is posing
off escher


#23 of 41 by kain on Sun Nov 26 20:39:03 1995:

owell the main insignia in the wheel of time is a dragon sonsuming itself
wrapped around a wheel


#24 of 41 by orinoco on Tue Nov 28 02:45:30 1995:

the escher (if anyone still cares) is a dragon (2D) with two punctures in
it's body, the tail extending through these and into its open mouth


#25 of 41 by kain on Tue Nov 28 03:13:23 1995:

Is it in the shape of the infinite sign?


#26 of 41 by orinoco on Wed Nov 29 22:23:13 1995:

more or less


#27 of 41 by bjorn on Wed Nov 29 23:16:44 1995:

Could we please tone down the drift?


#28 of 41 by kain on Thu Nov 30 20:53:40 1995:

<kain kills drift with his magical long sword +5>


#29 of 41 by orinoco on Sat Dec 2 16:02:05 1995:

<unfortunately, the drift is wearing plate mail of etherealness, and 
 pops into the Aether just in time...gone for now, but to return another day>


#30 of 41 by kain on Sun Dec 3 15:55:05 1995:

doh, foiled again


#31 of 41 by bjorn on Sun Feb 25 22:55:45 1996:

Faction Restrictions Clarifications.  From pages 16, 19, 22-24, 26-27, 30
of "A Player's Guide to the Planes"

ATHAR
"Because Athars deny the validity of the powers, priests of specific deities
can't provide known Athars with aid in the form of spells and magical devices,
particularily those of healing.  Only the most dire circumstances can compel
a priest to violate this restriction.  'Course no self-respecting Athar would
let any toadie of a power touch him, anyway . . ."
Priests of specific deities can't join, either.

DOOMGUARD
"The Doomguard are naturally resistant to healing and cures.  For any such
spell or magical device to have effect, a Doomguard must first fail a saving
throw vs. spell.  If the save is successful, the magic is negated."

FREE LEAGUE
"Being independent, the Free League has no factol and therefore is not
represented in any city business.  Indeps have no judge in the courts, nor
any seat on the council.  Not surprisingly, in Sigil Indeps have few protected
rights."

HARMONIUM
"Their rigid beliefs also expose several weaknesses in the Harmonium
philosophy.  Any variance from the orders of a Harmonium superior requires
an *atonement* on the part of the character before he or she can rejoin the
ranks of the faction.  Members who 'turn stag' - betray the faction - are
automatically sentenced to death by the factol.  Even refusing to return to
the faction's ranks is considered treasonous."

REVOLUTIONARY LEAGUE
"Anarchists can never hold any public office or nobile title, own a business,
or take part in anything that would tie them to the power structure of the
planes.  Fully 90% of all treasure gained by those bashers must be distributed
either to the cause or to the oppressed.  In no case can it be given to
another player character or player-controlled nonplayer character."

SIGN OF ONE
"Perhaps because of their egos, Signers have difficulty understanding the
motives and feelings of others.  Hence, they suffer a -2 penalty on all
encounter reactions and loyalty checks of nonplayer characters."

XAOSITECTS
"The Chaosmen are comitted to the power of Chaos.  As such, they can never
found businesses, build strongholds, raise armies, or undertake any other
action that requires long-term organization and discipline.  Indeed, they just
barely hold their faction together as it is."


#32 of 41 by bjorn on Wed Jun 5 19:43:23 1996:

Sects, subbranches of the main factions, and some completely seperate will
be detailed later - right now I'm going to add to the Planar magick item.


#33 of 41 by bjorn on Thu Jun 6 02:10:25 1996:

Welcome to the Sects section, if you're a new joiner, you may belong to one
of these in place of the factions presented above from the Planescape boxed
set.  Now, I begin, though this may take more than a few logins:

"THE ANARCH'S GUILD
(Chaos Masters, Groundsmen)

Sect Philosophy: Unlike many sects, the Anarch's Guild has a specific local
focus of purpose, rather than one that can be adopted across the planes.  But
in this case, the term "local" still covers a lot of ground, because the sect
is pretty widespread within Limbo.  Outside that plane, however, the sect has
no real purpose to speak of, so the chance of encountering one of its members
elsewhere is just about nil.
        See, the Anarch's Guilld exists specifically to train anarchs in the
chaos-shaping proficiency.  And since chaos shaping works only within the
mutable conditions of Limbo, there's not much point to the guild elsewhere.
That's especially true considering how valued anarchs are in those areas of
Limbo inhabited by anyone but slaadi and petitioners.  Other races dwelling
here need an anarch or two if they want to assure that their habitations
continue to exist.  As a result, not too many anarchs have any reason to wandy
away from home.  It's a cushy job.

Primary Plane of Influence: Limbo.  Go figure.

Allies and Enemies: There really aren't any traditional allies or enemies to
this guild, other than those applicable to the githzerai in general.

Eligibility: The Anarch's Guild is actually a githzerai institution.  Given
how insular the members of that race are, it's a wonder that anyone from any
other race ever learned the chaos-shaping proficiency.  Nevertheless, over
the ages the githzerai have taught a few non-githzerai souls here and there,
usually in return for some really great service to a githzerai cause.  Some
of those individuals, in turn, set up their own training schools in other
places, following the Anarch's Guild's traditions and teachings, but not
officially recognized as branches of that guild.  Whenever the githzerai refer
to a branch of the Anarch's Guild, then, they specifically mean one in a
githzerai city.  To anyone else, the title refers to any location that's
teaching chaos-shaping mastery, githzerai or not.  Adventurers should be
aware, however, that some of the non-githzerai branches have really
bastardized the traditional teachings, and there's no guarantee that they know
anything about the chaos-shaping proficiency at all.

Benefits: The main benefit of becoming a member of this sect is the chance
to learn the chaos-shaping proficiency.  Those interested should be aware that
in the hands of a master, higher levels of training in that proficiency allow
for some really amazing effects.  For example, githzerai cities are noted for
being of such large size that only a god should be able to maintain them. 
There are three possibile reasons for this: There are lots of genius-level
githzerai anarchs; githzerai anarchs divide up sections of the city and
maintain them separately; or githzerai anarchs are able to train themselves
to achieve phenomenal results with the chaos-shaping proficiency.
        The first possibility - though conceivable - doesn't seem likely.  The
second possibility is contradicted by the fact that the anarchs in each city
tend to dwell close together, typically within one centrally located Anarch's
Guild facility, and that puts them away from areas they would need to be
inhabiting in order to maintain.  The third possibility, however, is very
likely, especially given that the githzerai cities typically possess exotic
wildlife that's probably thought into being rather than culled from some other
plane.

Restrictions: Members of this guild have duty to help maintain their local
city.  Anarchs found wandering the planes as adventurers are usually scorned
by their fellows.  'Course, the most significant restriction is that
chaos-shaping doesn't work outside of Limbo.

THOSE who CONTROL
        the TERRAIN
CONTROL the BATTLE
- ANARCH'S GUILD PROVERB"
        -p. 28, the Travelogue, TSR 2603, *Planes of Chaos*

More sects later - too tired now.


#34 of 41 by bjorn on Thu Jun 6 19:58:58 1996:

And to complete the Chaos sects, the following file;

"THE CONVERTS 
(Chameleons, Turncoats) 
 
Sect Philosophy. It's a common saying among Chameleons that the more a body
learns, the more   questions he has.  Learning is, more than anything else, a
process of finding out how little a body really   knows.  Just as soon as a
body thinks he's learned the dark of things, along comes a new bit of
information   to prove him wrong.  Eventually a soul has to admit that the
multiverse is too big for a mortal to ever really   understand.  Even the
powers seem in the dark as often as not, so only a berk ever swears that
anything's   100% sure. 
        But that doesn't stop people from *trying* to understand.  See,
        believing exactly nothing leaves a  
berk with exactly nothing to do.  A body can't chart a course of action if he
thinks every direction is equally   senseless.  So people go about their lives,
piecing together things they learn, till they've got some sort of   workable
structure of beliefs to guide their actions. 
        Problem is, all too many berks try to make those structures permanent. 
        They start ignoring bits of  
knowledge that contradict their views, and start harping on the points they're
most sure of.  Pretty soon,   they're preaching their credos to everyone who
comes along, as if convincing enough other souls makes   their theories the
truth.  But deep down inside, where they won't even admit it to themselves,
they're full of   fear that they might be wrong.  Meanwhile, the multiverse
just goes on about its business, not giving a fig   what they do or don't
believe. 
        On the other hand, there's something real liberating in a soul
        admitting he don't know for sure  
how things work.  Cutters like this still have to come up with some theory to
live by, but they know it's   artificial, so they keep in mind that it's only
temporary.  The more they learn, the more they revise their   theory, and when
ultimately they see that something works better, they chuck the old theory out
with few   regrets.  They know that while they'll likely never find ultimate
Truth, that doesn't stop them from working   on improvement. 

Primary Plane of Influence. The Converts are strongest in Limbo, where nothing
is for certain, and it seems   that the sect took its start here.  But the
group also suits the Outlands, where balance in all things is   emphasized. 
The Converts have no factol, being instead a free league of like minds. 

Allies and Enemies. The Converts are considered too much of a null cipher to
have enemies or allies, except   those of whatever faction they currently
adhere to. 

Eligibility. Membership in the Converts is open to any race or class.  But
creatures of lawful alignment never   join, because they cannot accept the
sect's teachings that there is no way of knowing ultimate truth. 

Benefits. A Chameleon can belong to one other faction, as long as he meets its
prerequisites.  He gains the   full benefits of that faction.  Later, he can
change to a different faction, losing the benefits of the first and   gaining
those of the second instead.  He can do this any number of times. 

Restrictions. While belonging to another faction, a Chameleon is subject to its
restrictions.  In addition,   once he has left a faction, he can never return
to it.  He's come to see the limitations in its world view. 

        OH!  I'D NEVER LOOKED 
at THINGS that WAY. 
   I SEE your POINT. 
        CAN I BE PART of 
your FACTION NOW? 
- PERMILLON of the 
        CONVERTS" 
 
        -Ibid. P. 27 
 
 
"THE DISPOSSESSED 
(Exiles, Chippers) 
 
Sect Philosophy. In order to understand the fellowship that calls itself the
Dispossessed, a basher first has to  understand its unofficial parent group,
the Banished.  Pandemonium and Carceri are the two most common  planes for
beings to find themselves exiled to when they offend some significant ruler,
wizard, or power.   Pandemonium in particular has so many of these exiles who
have taken up permanent residence that planar  travelers have come to refer to
them as the Banished.  But the Banished aren't really organized into any 
official sort of group, any more than peasants are, or hermits.  It's just a
convenient term for referring to  beings of a particular origin, most of whom
have a similar grudge against the rest of creation.  By and large, 
Pandemonium's Banished clump together in insular little communities that view
all outsiders with at least  some measure of hostility. 
        However, there are some members of the Banished who take their
        chip-on-the-shoulder attitude 
across the planes, seeking to prove that their worth against whatever the
multiverse can throw their way.   Many of them belong to a sort of loose
fellowship, with secret handshakes, passwords, and other  recognition signals. 
They call their order the Dispossessed, an obvious reference to the Banished,
which  they consider a derogatory term.  (Interestingly enough, members of the
Dispossessed still usually refer to  those exiles who cluster together as the
Banished.) 
        From the point of view of the Dispossessed, life has cast them aside,
        treating them as if they aren't 
worthy to play with the big rollers.  Their major motivation is to show the
rest of creation that it was wrong  in treating them with contempt, that they
are each a force to be reckoned with.  So they wander about the  planes,
ruffling feathers and picking fights to prove their mettle.  Eventually, most
make a point of looking  up the individuals who originally exiled them and
getting revenge. 

Primary Plane of Influence. Not surprisingly, this sect is strongest in
Pandemonium, where it took its start.   Its members also frequent Carceri,
where exiles are often even more in need of a helping hand.  Finally,  because
Cagers make such a big deal of their town's importance, quite a few
Dispossessed are finding their  way to Sigil just looking for trouble as a
chance to prove that its citizens ain't such hot stuff. 

Allies and Enemies. Given their antagonistic attitude, the Dispossessed don't
really have any allies.  They  won't admit to ever needing anybody else's help,
and most everybody finds their constant posturing  annoying.  Nonetheless,
members of the Fated, Indeps, Anarchists, and Signers often find something to 
admire in this sect's take-on-the-world attitude.  The Harmonium, on the other
hand, finds them particularly  antagonizing. 

Eligibility. Anyone who has been exiled is eligible for membership in the
Dispossessed.  Current members  of the sect are always on the lookout for newly
banished bashers, ready to offer a helping hand and an  earful of bitter gall
to get a newcomer started on a life of vengeance and one-upmanship.  But woe to
those  exiles who refuse the message.  They are scorned by the Dispossessed as
milksops too weak to stand up  and face a hostile universe, and as such fit
only to be kicked aside like dogs. 

Benefits. Due to their hard-headedness, members of the Dispossessed receive a
bonus of +1 to saving  throws versus all mental attacks.  In addition, when
rolling for hit points, Dispossessed roll *twice* and take  the better roll. 

Restrictions. Outside their own sect, Dispossessed suffer a -2 reaction
adjustment because of their  antagonistic manner. 

        WHO DO you THINK 
you're TALKING to, BERK. 
YOU WANNA take this OUTSIDE? 
- AGNOSSUS of the 
        DISPOSSESSED" 
        -Ibid. 38 
     
"THE RING-GIVERS 
(Bargainers, Beggars) 
 
Sect Philosophy. The universe belongs to those who can give it up.  A berk only
gets as good as she gives:  Whatever a greater blood gives away comes back to
her.  If she can give her last morsel and convince others  to do likewise, all
the universe will be laid at her feet.  Barmy as this might sound to a tiefling
in the streets  of Sigil, in Ysgard it actually seems to work. 
        The lust for material things binds a soul to the universe, keeping a
        berk in debt to it; poverty 
releases it from bondage to the world.  The multiverse is a set of stickey
traps to catch the greedy.  A berk  who ignores it can control the universe. 
        Through poverty, a cutter gains her heart's desire: peace, power, or an
        affinity to the gods.  A great 
leader gives everything to her followers.  A great magician spends all she has
to gain knowledge, and a great  priest devotes her life to a power. 

Primary Plane of Influence. The Ring-givers are slowly gathering power around
the Great Ring, but at the  cost of seeing their beliefs interpreted
differently on other planes.  They are powerful in Ysgard and Limbo,  and
rapidly gaining followers in Pandemonium (if a basher doesn't have much, it
isn't hard to give it up) and  - oddly enough - among tieflings and bards in
the Abyss.  Abyssal Ring-givers believe the universe owes  them something in
exchange for their gifts.  These Ring-givers can make pacts with the tanar'ri
that the  fiends (sometimes) honor for a time, and for this reason only are
they sought after as guides in the Abyss. 

Allies and Enemies. Though they share the same plane, the Bargainers and the
Fated hate each other.  The  Fated can take what they want from the Bargainers
(and do), but they always seem to pay for it in the end.   The Bargainers
consider the Sensates depraved, willingly throwing themselves into the
universe's traps. 
        The Ring-givers are allied with the Ciphers; both agree that action is
        the key.  The Ciphers just 
don't know that giving is the right action. 
 
Eligibillity. The Ring-givers are open to all races, classes, and alignments,
though lawful and evil members  are less common than chaotic and good ones. 
Most rogue members are bards, not thieves.   Its priests serve  powers of ideas
and abstractions.  No Ring-giver priest serves a power of material things, like
creation,  wealth, or the elements. 

Benefits. Anyone who accepts gifts is obliged to the Ring-giver.  The Bargainer
gains a +1 to +4 adjustment  on her reaction roll with that person, depending
on the gift's value.  In addition, once per level a Ring-giver  can claim a
favor from an NPC no more powerful than twice her own level of Hit Dice.  The
favor depends  as much on the NPC as on the Bargainer: Abyssal lords provide
much smaller favors than petitioners.  The  DM must judge the Ring-giver's
generosity and lack of material things and adjust the NPC's obligation 
accordingly.

Restrictions. The Ring-givers never own anything; they accept gifts and wealth
but always pass them on.   They share spells freely and even give magical items
away to strangers after a few days.  Ring-givers neither  buy no sell anything
- others provide food and shelter, or they make them for themselves.  Evil
Bargainers  never give gifts without claiming favors later.

        GIVE
and OTHERS
        WILL GIVE
to YOU.
- FACTOL INGWE of the RING-GIVERS"
        -Ibid. 44


Now for the only sect found in *Planes of Law* is to follow:
"THE MATHMATICIANS

Sect Philosophy. Discover the lost treaures of Mechanus through a rigid
application of logic.  When the keys to Mechanus are unlocked, so too are the
keys to the multiverse.
        The Mathmaticians are a splinter group of the Guvners, a group that's
drawn even more strongly than the Fraternity of Order to the gears of
Mechanus.  They believe that anything a body can imagine in Mechanus exists
in some form, perhaps on a far-off cog of the plane, and they're looking for
the way to find it.  They work from logic, symbolism, and a math that makes
the calculus of astronomers seem childishly simple.  Mathematicians aren't
foolish enough to believe that everything someone imagines can be found in
that exact form, but are sure that there are treasures undreamed of hidden
away in the far cogs of Mechanus.
        They're not wild dreamers, nor are they greedy berks blinded by the
light of gold.  They're serious thinkers convinced that they can discover the
secrets of the plane through some hard thinking and calculation.
        Their symbol is an abacus mounted within a gear wheel.  This symbolizes
both the strenous thinking the Mathematicians must perform and the place best
suited for them to do it.

Primary Plane of Influence. Mechanus.  Fact is, sect members only leave the
plane if they're on the trail of some esoteric bit of knowledge that relates
to the gears.

Allies and Enemies. The Mathematicians are loosely allied with the Guvners,
the Harmonium, and the Mercykillers.  Anyone with a free spirit or a hatred
of the claims of logic is naturally against the Mathematicians.

Eligibility. Only lawful character can join the Mathematicians, and then only
those of Intelligence 17 or higher - those who aren't smart enough could never
understand the significance of the holy numbers.

Benefits. Members of the Mathematicians can, with 1d3 turns of calculation,
figure a way through the Labyrinthine Portal to reach any place they've been
or any place that's been described to them in detail.

Restrictions. Mathematicians must share any findings about Mechanus with their
brethren, and may not discuss their works with those who haven't joined the
sect."
        -p. 12, *Mechanus* a component of TSR 2607, *Planes of Law*

Mistake analysis (Mathematicians only): A couple typos - leaving out the "e"
in Mathematicians a few times.


#35 of 41 by bjorn on Thu Jun 6 23:35:46 1996:

With the exception of those presented in the Second Planescape Monstrous
Compendium Appendix, sects should be finsihed with the following file - sorry
about the spacing, that'll teach me NOT to write text files in *Word* again.

"THE VERDANT GUILD
(The Wylders)

Sect Philosophy. The wilderness is the foundation of all life.  The wild places
have existed for eons, and  should continue for untold ages.  Without the
resources of the wilderness, civilization itself is doomed.   Therefore, the
wilderness must be preserved from the forces of civilization, evil, and
destruction.
        Since its founding centuries ago by the centaur ranger Angeliika
        Silvermane, the Guild has strived 
to preserve the Beastlands and all wild places in danger.  The Wylders don't
propose to burn down the  burgs and head back to the caves; they merely want to
avoid the elimination of wild areas and wildlife  throughout the planes.  As
nature is balanced, so should be civilization and progress be balanced with a 
healthy respect for wilderness and all things natural.  Members of the Verdant
Guild strive to seek this  balance and never allow the callous destruction of
natural beauty.
        The current leader of the Wylders is the outspoken Aaronatok, an
        unusual type of priest from a 
secluded prime world that suffered some massive ecological disaster in the past
due to a unique type of  magic used there.  Aaronatok knows from experience
what a destroyed ecosystem can mean to a world,  and he has made it his mission
to see that such a fate doesn't befall other worlds.  Members of the sect 
include humans, elves, gnomes, half-elves, halflings, swanmays, wemics,
centaurs, pixies, sprites,  aarakocra, treants, and other races that value the
wilds' beauty.
        This sect's symbol is a rendering of Yggdrassil (which is used by the
        sect as a means of travel) 
with a mask before it.  The mask is adorned with claws, teeth, and feathers,
symbolizing the beings the sect  defends.  All members wear some type of animal
mask as a sign of their reverence for nature and as a badge  of office.

Primary Plane of Influence. The sect makes the Beastlands its home, though
members can be found on any  good plane.  Some members visit other planes and
prime worlds from time to time, watching over the wild  areas.

Allies and Enemies. The Signers, Sensates, and Ciphers get along well enough
with the Wylders, while the  nihilistic and self-serving poses of the
Doomguard, the Dustmen, and the Fated go against the sect's grain.

Eligibility. Any nonevil, nonlawful being can join the sect.  Few evil cutters
are interested in saving the trees,  as the trees have little to offer such
self-centered berks in return.  The sect is often forced to act covertly 
against the forces that destroy the wilderness in the name of "progress."  This
fact rubs most lawful beings  the wrong way.

Benefits. Sect members learn the direction sense nonweapon proficiency without
cost.  Upon joining, a  cutter must choose the animal that his mask depicts. 
The process of gathering the components and  assembling the mask is a secret,
but it takes at least one month.  Once the mask is complete, the wearer  gains
a *speak with animals* spell once per day with the type of animal on the mask.

Restrictions. Cutters who belong to this sect may not learn any "civilized"
proficiencies like agriculture and  blacksmithing.  Wilderness skills such as
survival and weather sense are permitted.  Also, when forced to  visit any
center of civilization (anything bigger than a small village), Wylders operate
at a disadvantage,  suffering a -4 penalty to all reaction rolls."

        -P. 9, *A Player's Guide to Conflict*, a component of TSR 2615, *Planes
        of Conflict*








"THE GUARDIANS
(The Caretakers, The Protectors)

Sect Philosophy. Strive for the good of all.  Protect those virtuous hearts
from the ravages of evil.  Force  nothing upon any party, and defend the
defenseless when others' views are forced upon them.  Do not  meddle -
intervene only where there is evil to be vanquished.
        In the Guardians' centuries of history, many a good-aligned berk has
        quietly signed on with the 
sect, and many have died fighting battles against evil.  Originally inspired by
the guardinals' ideals, the  sect's organization mirrors guardinal society. 
The leaders are known as Princes, after the leonal rulers of the  guardinals. 
Mages and sages model themselves after wise ursinals, rogues identify with the
winged avorals,  and other bashers choose from among the equinals, lupinals,
and cervidals for their ideal.  Individuals  identify with one of the guardinal
races, the one each Guardian most admires and respects.  Each wears a  token to
signify her choice and branch of the sect.
        The sect's current leader, Prince Azlan (a half-elven fighter/mage),
        has held the post for over 50 
years and has many years left within him.  With his small band of advisors and
mages, he wanders the  layers of Elysium, keeping tabs on the far-flung members
of the sect.
        The sect's symbol is a disk to represent the pure light of goodness,
        upon which a sword and a 
branch are crossed.  One represents the might and power of good, the other the
benevolence and mercy of  the same.

Primary Plane of Influence. The sect flourishes on Elysium, but its members and
agents spread their cause  throughout the Outer Ring, Sigil, and the
prime-material worlds.

Allies on Enemies. The Guardians, with their hands-off attitude, get along well
enough with the majority of  factions.  The only notable exceptions are the
Doomguard, the Bleakers, and the Harmonium, whose  entropic or unyielding
philosophies clash with the Guardian ideal.

Eligibility. The sect is open to any good-aligned cutter.  A berk's approach to
goodness isn't as important as  the deeds she does in its pursuit.

Benefits. A Guardian can continue to pursue her own goals and interests; the
sect does not demand total  commitment.  Many informal members are adventurers
who go about their activities, keeping a peery eye  out for major evils that
would require the attention of the sect.  As a result, the Guardians are one of
the best  informed groups on all the planes.  If a member needs the dark on a
particualr topic, somebody in the sect  can likely pass on the information. 
Most members have regular contact only with others in the same branch  of the
sect.
        The reputation of the Guardians is widespread.  In some places,
        however, it's dangerous for 
members to advertise their identities.

Restrictions. The open attitude of the sect places few restrictions on its
members.  The only precept of the  sect could be construed as a restriction is
the forbearance that the sect's members must display.  Guardians  are not to
become involved in politics or other petty squabbles; they must remain
dedicated to the  promotion of overall good throughout the multiverse.
        Of course, only good cutters need apply, and each member must choose a
        guardinal race to pattern 
her behavior after."

        -Ibid. 22
          




#36 of 41 by gandalf on Fri Jun 7 16:40:25 1996:

Whoa!  Way too much information for me...


#37 of 41 by bjorn on Fri Jun 7 20:45:56 1996:

<insane giggling>


#38 of 41 by bjorn on Sat Jun 8 01:01:07 1996:

The Final Installments to the Sects - I'll make a full faction/sect list
sometime in the future.  I decided to include both sects even though the
first is for NPCs only - the future file will contain at least two pages of
detail on each faction and/or sect.  Without further tomfoolery, the finale
to the sect section (as far as I know):

"INCANTIFER (SECT)
____________________________________________________________________________

Climate/Terrain:                Any
Frequency:              Very Rare
Organization:           Solitary
Activity Cycle:         Any
Diet:                   Special
Intelligence:           Supra-genius (19-20)
Treasure:               R x 3 and incidental
Alignment:              Neutral (evil)
____________________________________________________________________________
No. Appearing:          1
Armor Class:            0 or better
Movement:               12
Hit Dice:               9d4+18 to 9d4+26
Thac0:                  13
No. of Attacks:         1
Damage/Attack:          By weapon
Special Attacks:        Spells
Special Defenses:       Absorption
Magic Resistance:       20% + 5% per level over 9th
Size:                   M (5-6' tall)
Morale:                 Average (8-10)
XP Value:               13,000+

Centuries ago, a faction called the Incanterium schemed and maneuvered into
the *kreigstanz* of Sigil's factions.  They were known as the Magicians or
the Wanters; it's said they believed that the secret to everything was
wizardly magic.  Magic's powerful, the Incanterium line went: so powerful
that archmages change the rules of the worlds they deal with, so powerful
that the gods themselves fear it.  Any cutter with determination and savvy
can make himself the high-up by learning all there is to know about magic.  
It's been done before, after all.
        The Magicians spent their time and effort collecting every magical
item, every spare scrap of magical lore they could lay their hands on.  They
collected it all in Sigil's Tower Sorcerous, a dark fortress of knowledge 
and ambition.  The other factions'd try to use the Magicians by offering 
them magic in return for their help, or they'd scheme to steal a little of
the Incanterium's knowledge back.  In fact, there came a time when there 
came a time where the Magicians were calling the tune, and the other
factions were beginning to learn how to dance.
        Then something happened.  One day the folk of Sigil found that the
Tower Sorcerous no longer stood over the skyline of the Clerk's Ward.  
Rumors spread that the Lady had put 'em all in the Mazes, and the better
Sigil was for it.  Some cutters believed that maybe the Magicians had
challenged the Lady and failed.  Others thought that the other factions'd
found a way to put the Incanterium in the dead-book.  It didn't matter, in
time, the Incanterium was forgotten.
        But they're not as lost as everyone thinks.
        From time to time, one of the members of this ancient sect shows up,
still pursuing his unattainable goal of mastering all the magic of the
multiverse.  Without exception, they're self-centered, ambitious cutters of
tremendous magical power.  They're called incantifers now.
        An incantifer looks human enough on the outside, but just like a
tanner who'll never be able to get the smell of his work off his skin, an
incantifer reeks of magic.  It's changed and twisted him on the inside.
Incantifers usually appear extremely old and frail; they've used 
life-extending magics to defeat death, but youth for it's own sake doesn't
interest them.  After all, it's a simple trick to *appear* youthful when 
it's necessary.  There are two giveaways for an incantifer: first, his or
her eyes're orbs of blank, shining silver; secondly, the magical strength
that courses through them provides uncanny grace and agility despite their
decrepit appearance.

Combat: Incantifers spurn physical conflict, since magic's clearly the best
way to deal with any foe.  There's a spell for everything, if a cutter knows
it.  As a matter of last resort, an incantifer can make use of an effective
Strength of 18/51, punching for 1d3+3 points of damage or striking with a
magical staff or similar weapon.  Generally an incantifer throws a punch or
physical blow only to clear himself enough room to cast a spell or use a
magical item.
        Without exception, incantifers are powerful mages.  A typical
incantifer has the spell ability of a 9th- to 18th- level (d8+10) mage.  
Most incantifers are specialists: wild mages, transmuters, conjurers, and
evokers are the most common varieties.  The incantifer's Hit dice are tied
to its magic-use level - a 9th-level incantifer has 9d4+18 hit points, and
higher level incantifers have an additional +1 hit point per level.  A
special warning to berks thinking of tangling with an incantifer: They've
had lots of time to find spells a body's never even heard of.
        Incantifers also carry numerous magical items of varying power and
effects.  Generally, an incantifer has 2 to 5 useful potions (*extra 
healing, invisibility, gaseous form,* or *invunerability* are common); 1 to
3 scrolls (*protection from undead, dragon breath,* or *petrification*); 1
to 2 rings (*mind shielding, protection, regeneration,* or *wizardry* are
preferred); 1 to 3 wands; and 2 to 5 miscellaneous magical items.  An 
incantifer's Armor Class is based on the level of magical protection he
carries, coupled with a Dexterity of 18.  For example, an incantifer with an
*armor* spell in effect (AC 6), a *cloak of displacement* (+2 to AC), and a
*ring of protection +3* is effectively AC -3.
        Incantifers're also likely to by protected by long-lasting spells
such as *armor, stoneskin,* a *permanent protection from normal missiles,*
or *permanent detect invisibility*.
        In a fight, incantifers prefer to expend memorized first, since 
they're a renewable resource; they're peery of wasting valuable one-use
magical items unless it's absolutely necessary.
        All in all, it might seem that an incantifer's no different from a
well-prepared mage who's had time to get his defenses and spells set just
right.  But there's one vitally important difference that makes an
incantifer far more dangerous than a mage - incantifers can *absorb* magic.
Any time a spell, spell-like effect, or spell-projecting magical item is
used on an incantifer, she *absorbs* the effect is she passes her magic
resistance roll.  This heals 1 hp of damage per spell level *absorbed* and
enables her to cast spells without removing them from her memory, just as a
*rod of absorption* does.  Even a *dispel magic* can be absorbed.  The only
magical effects that can't be assimilated are magical weapons or *antimagic*
areas.  If the incantifer fails her magic resistance roll, she's still 
entitled to any normal saving throws permitted by the spell.
        The altered physiology of an incantifer frees him of the need to
breathe and makes him immune to nonmagical extremes of temperature and
environment.

Habitat/Society: The original survivors of the Incanterium are very rare
creatures; only a handful still walk the planes.  Their apprentices and
servants are more common.  Every so often, an incantifer will consent to
teach a talented mage the secrets of his or her abilities and cast a series
of spells that create a new incantifer.  These younglings are the 
lowest-level incantifers, ranging from 9th to 14th level.
        Incantifers are exceedingly paranoid about their magical caches and
never leave them unguarded.  In fact, they carry as much of their stashes
with them as they can.  An incantifer on the move can be a humorous sight,
with dozens of pouches, satchels, and packs hanging from his garments.
(Important piece of advice, berk: Don't laugh.)
        Most incantifers've forgotten how to deal with people and view any
cutter they meet as a potential source of magic.  If a body runs across one
in a tavern, he'll likely find the incantifer to be brusque, inconsiderate,
and condescending.  Incantifers don't always try to take what they want by
force, but few of 'em have any patience for extended haggling or insults.
        Some interesting peels or cross-trades've got incantifers at the
bottom of them.  It's not too unusual for a sharp blood to be approached by
an incantifer with a job offer.  These jobs can be pretty dangerous, since
they typically involve separating some rare and unusual piece of magic from
its rightful owner, but incantifers can pay quite well.

Ecology: The transformations that make a mage into an incantifer change his
life process.  Breathing, eating, sleeping - none of these things matter to
incantifers anymore.  The only thing they live for is the collection of
magic.  An incantifer must *absorb* spell levels equal to his own
experience level every month, or he permanently loses a level.  Draining a
magical item provides 1 spell level per 500 XP value of the device.  For 
example, a 16th-level incantifer has to consume 16 spell levels of magic or
8,000 XP of magical items, or any combination of the two, within one month's
time or be permanently reduced to 15th level.  Incantifers trapped in 
magic-dead areas have been known to starve.

THE INCANTIFER SECT

While the incantifers were once a united faction, they've largely gone their
own way.  Two incantifers rarely have a friendly word for each other, and
are likely to view each other as rivals and threats, therefore the sect's
pretty much died out.
        Should a PC wish to become an incantifer, he'd have to persuade an
incantifer to perform the transformation on him.  The transformation 
requires dozens of dangerous spells and rituals that could take a cutter
years to complete.  For example, on of the steps might be to capture the
flame of a balor in the Abyss, another one might be to consume an item 
enchanted by a power whose portfolio includes magic, and so on.  The DM 
shouldn't allow player characters to attempt the feet.

Faction Philosophy: Wizardly magic is the be-all and end-all of existence.
Everything in the multiverse can be controlled by magic, and anyone who
can do that is *the* high-up.
Principal Plane of Influence: One's as good as another, once a body knows
how the magic works.
Allies and Enemies: Incantifers are their own worst enemies since each one's
out to make himself the high-up by gathering all the magical knowledge there
is on every plane of existence.
They have no allies in any faction.
Eligibility: Any mage of any alignment.  (Good mages, however, should be
aware that they must be willing to change to neutral or evil; see 
"Restrictions.")
Benefits: Hit Dice are tied to magic-use level, starting at 9d4+18 at 9th
level and rising to 9d4+26 at 14th.  Armor Class is determined with an
effective Dexterity score of 18.
Restrictions: Alignment has to be neutral or evil, since it's not a good act
to turn one's back on humanity and become a devourer of other people's 
magic."
        -pp. 52-23, TSR 2613, *Planescape Monstrous Compendium Appendix II*

"MERKHANT (SECT)
____________________________________________________________________________

Climate/Terrain:                Any
Frequency:              Rare
Organization:           Solitary
Activity Cycle:         Any
Diet:                   Omnivore
Intelligence:           Average-Genius (8-18)
Treasure:               H, individual R x 3, U
Alignment:              Any nongood
____________________________________________________________________________
No. Appearing:          1-4
Armor Class:            Varies (5)
Movement:               12
Hit Dice:               Varies (5d6)
Thac0:                  Varies (18)
No. of Attacks:         1
Damage/Attack:          By weapon (1d6+1)
Special Attacks:        None (backstab)
Special Defenses:       None
Magic Resistance:       None
Size:                   M (5-7' tall)
Morale:                 Unsteady (5-7)
XP Value:               Varies (650)

Money is power.  Ever notice how a cutter with jink seems to avoid all kinds
of trouble that a stretched-out sod can't get away from?  If there's a blood
who wants to put a rich cutter in the dead-book, why, the rich cutter can 
pay a few bashers to lay out the other fellow instead.  If there's a law
that needs bending, the rich cutter can spread a little garnish around and
suddenly the law's got new loopholes.  If there's something the cutter with
gold wants, it's only a matter of setting the price before some sod sells it
to him.  In fact, if a body throws enough money at anything, it'll usually
go away.
        That's the chant of the Merkhants, a sect found in parts of the 
Outlands and around the Great Wheel.  See, jink gets a cutter what he wants.
If there's two cutters with jink as want the same thing, the cutter with the
most jink ends up getting it.  A cutter can't ever have enough jink; 
therefore the Merkhants believe that the whole show's about who can get the
most jink and hang on to it.  Even the powers got their own price; a cagey
blood can figure out what it is and meet it to get the powers on his side.
        Merkhants're also known as Misers, Gold-hounds, or the Hidden Hand.
They like to keep a low profile  - after all, if word gets out that a 
cutter's a Miser, he can expect a thief within two planes to come looking 
for his stash.  Merkhants keep their meetings and communications to a 
minimum, and for the most part view each other as their own chief rivals.
With that said, Misers do acknowledge each other as bloods who share a
common belief, and from time to time they'll make contact with a basher who
seems to hold their views and explain to him what it's all about.
        Wherever they set their cases, Merkhants dress and act like 
high-ups.  It doesn't take a Merkhant long to figure out who he needs to put
on his payroll and where the jink is in his burg.  Misers'll help each other
out when they're in trouble, but they're very defensive of their territory;
the presence of two Merkhants in the same town is a war waiting to happen.
'Course, the war'll be fought with hired muscle, bribery, and smuggled 
goods, but a war's a war nonetheless.
        Player characters might run across a Merkhant when they interfere
with his operations - say, by breaking up the local thieves' guild, if the
thieves're working for the Miser - or they might be contacted with an offer
of employment.  Most Merkhants're always willing to speculate on rumors of
fantastic or legendary treasures hidden in horrible dungeons or forgotten
ruins, as long as the bloods they send out to find it remember to count it
right when they bring it back.

Combat: Merkhants vary wildly in combat ability and character class.  A
typical Miser's the equivalent of a 5th-level thief; these're the stats in
parentheses above.  He's got leather armor, a *short sword +1*, and a 
magical ring or cloak that improves his AC by 1, and a Dexterity of about 
16.
        If a particular Merkhant doesn't strike the DM as typical, here are
some notes on figuring out the class and level of a randomly generated 
Miser:

d% Roll     Class       Level
 01-10      None        0-level human
 11-35      Fighter     2nd-9th level (1d8+1)
 36-45      Wizard      3rd-12th level (1d10+1)
 46-55      Priest      2nd-12th level (2d6)
 56-97      Thief       3rd-14th level (1d12+2)
 98-00      Bard        2nd-8th level (2d4)

*Note:* Merkhant priests are almost always devoted to a power of thievery,
avarice, or wealth.

        Merkhants'll have ability scores, proficiencies, equipment, and
magical items appropriate for their class.  It's safe to assume that 
Merkhants have a score of 13 to 18 (d6+12) in their prime requisite, and
possibly another exceptional score in a related ability.
        Although some Merkhants may actually be quite competent in a fight,
as a rule they prefer to pay other bashers to fight for them.  After all,
what's jink good for if not to take care of little problems like parties of
adventurers?  A Merkhant's bodyguards can be almost anything - a very 
well-paid fiend, a thieves' guild or gang of street toughs, a band of elite
mercenaries, or even the captain of the local police who's been passed a 
little garnish.

Habitat/Society: Merkhants'll help each other out of trouble - for a price.
Beyond that, they owe little loyalty to each other.  It's not uncommon to 
see three of four Merkhants join forces to embark on some collective 
enterprise, but odds are that one of 'em thinking about peeling the other's
when it's time to count the profits.
        Generally, Merkhants find money-making enterprises and try to get 
their fingers into the pie.  They blend in with the local populace, setting
themselves up as respected businessmen and pillars of the community.  Given
a little time an luck, they'll own a burg, lock, stock, and barrel.  Some
Merkhants prefer to operate through legitimate channels, but others believe
that illegal activities're the fastest way to amass wealth.  It just depends
on the character of the individual.
        A Miser's real peery of how he keeps his hoard. He'll try to 
diversify his wealth through a tangled network of partnerships, loans, and
property holdings so that one catastrophic event can't wipe him out.  It's
also harder for thieves to steal from him when his wealth's counted in 
ranches on Ysgard or shipping lines in some prime world.  A single 
successful Merkhant's likely to be wealthier than a lot of kingdom's when 
all his stash's together in one place.  However, a Merkhant's almost always
got a lot of spending money on hand, buried in hidden vaults, guarded by
fierce monsters, or secreted away in magical caches.
        From time to time, the Misers'll band together to address issues
that affect them all.  Their first solution is to throw jink at a problem
until it goes away.  The negotiations for which one of them spends how much
jink can take weeks, but when the sect's collected assets are put to a 
single use, the results can be quite impressive.

Ecology: Merkhants are normal humans, tieflings, or githzerai, for the most
part.  It's not unusual to find any stripe of prime among their ranks.  
They're capable of wrecking or supporting local economies with their jink; 
in many cases, a Merkhant's investment can greatly benefit an area in need 
of some hard cash.  Misers've also been known to cause depressions or 
revolutions by pulling their money out from underneath the locals.

THE MERKHANT SECT

Faction Philosophy: The Merkhants believe that the accumulation of raw
physical wealth'll lead to dominion over the universe.  Some people think
they're barmy, that there are lots of things that can't be bought or sold,
but the Miser's just laugh and day that if it can't be bought, it ain't
worth having.

Principal Plane of Influence: The Outlands, since trade from all planes come
through the Land.  The Merkhants've got a hidden fortress and vault 
somewhere in the empty lands near Curst.

Allies and Enemies: The Merkhants're on good terms with the Believers of the
Source, since they feel that mortals and powers are the same except for the
amount of jink they've got, and they also see eye-to-eye with the Fated.  On
the other hand, the Guvners don't care for the Misers since Misers don't
care what laws get broken in the pursuit of wealth.  The Ciphers find the
Merkhants to be hopelessly mired in material things and feel sorry for them.

Eligibility: Any character can become a Merkhant, but he's got to be able to
put together quite a stash before the Misers believe he's got what it takes
to join their sect.  Merkhants can't be of good alignment, since the
accumulation of wealth for its own sake is a pretty self-centered activity.

Benefits: Merkhants have the special faction benefit of being able to 
instantly and accurately appraise the worth of any gem or art object.

Restrictions: Merkhant PCs are expected to refuse any mission that doesn't
promise at least a 100% return on the cash investment required.  (Any 
Miser worth her jink takes into account transportation costs, lodging, 
meals, and garnishes.)"   
        -Ibid. pp. 62-62

"RAGER (SECT)
____________________________________________________________________________

Climate/Terrain:                Any
Frequency:              Rare
Organization:           Band
Activity Cycle:         Any
Diet:                   Carnivore
Intelligence:           Low-Very (5-14)
Treasure:               P, L, Q
Alignment:              Any chaotic
____________________________________________________________________________
No. Appearing:          1-8
Armor Class:            Varies
Movement:               12
Hit Dice:               3d10 to 8d10
Thac0:                  Varies
No. of Attacks:         Varies
Damage/Attack:          By weapon
Special Attacks:        Berserk
Special Defenses:       None
Magic Resistance:       None
Size:                   M (5-7' tall)
Morale:                 Champion (15-16)
XP Value:               3 HD: 270
                        4 HD: 420
                        5 HD: 650
                        6 HD: 975
                        7 HD: 1,400
                        8 HD: 2,000

*Life is battle, from the moment we are born to the final beat of our 
hearts.  A warrior can't be measured by how much money he has - hah! I spit
on money!  Cowards and weaklings can hoard gold.  A warrior can't be 
measured by some leatherhead's philosophy - I spit on philosophy!  It's the
pastime of those who are afraid to act!  No, young hawk, there is only one
thing to life, on reason for you to be.  You are here to try your strength
in battle.  If you are worthy, if you are strong, if you are brave, you will
survive.  If not . . . then you were a coward and a weakling.*
                                - Ulfgang Skardall, Rager of Ysgard

        Ask any blood in Sigil, and she'll tell you that the Ragers are a
band of addle-coved bashers who're a menace to anything in their path.  Then
she'll tell you what she *really* thinks, in words that can't be repeated
here.  What's there to say about a gang of glory-seekers who believe life's
one battle after another?  Stand up to a Rager, and a cutter's got a duel to
the death to deal with.  Let him blow on by, and a cutter's got to live with
a fountain of scorn and ridicule.  Ragers might just be some of the most
annoying berks in the multiverse, and they're proud of it.
        The Ragers probably got their start somewhere in Ysgard, but they're
widespread now.  They turn up just about anywhere.  Not too long ago, the
Ragers built a great arena in Sigil's Lower Ward, and it looked like they
were on their way toward becoming a faction.  But in an unprecedented spree
of random bloodshed and violence, they managed to anger every other faction
in the Cage.  The Ragers were declared too leather-headed and dangerous to
stay in Sigil and were thrown out of the Cage one by one.  And one by one
they've been coming back, demanding honorable combat with whatever cutters
happened to throw them out.  Most bloods get a headache just thinking about
the Ragers.
        So, how did such an unpopular band ever get so large?  Well, there's
no dark to the fact that an old Rager's rarer than a toothless tanar'ri.
They lead lives that're nasty, brutish, and short, picking one fight after
another until finally some high-up gets bothered on the wrong day and 
squashes one like a bug.  It's a sad statement about the quality of heroes
today that there's always another berk with more muscles than brains, his
head filled with dreams of glory and conquest, who's willing to sign up.
        Ragers come in all shapes and sizes, but as a mark of their beliefs
they tattoo themselves with records of all of their personal victories.  
They range from hulking axemen to slim, graceful fencers - any school or
method of personal, hand-to-hand combat is possible among a gang of Ragers.
In addition to their tattoos and obvious armament, Ragers also wear red 
cloaks, capes, or shirts to distinguish themselves.

Combat: The typical Rager's a warrior of 3rd to 8th level (1d6+2), 
although it's always possible to run across less or more
experienced individuals.  Usually, a cutter's got to have a
minimum level of skill to survive the faction's philosophy early on -
1st-level Ragers don't live very long.  On the other hand, Ragers of
higher level just aren't that common because sooner or later every
Rager meets his match.
        Ragers often have exceptional ability scores, since only
the best warriors stand a chance of surviving within their ranks.  There's a
50% chance that any given Rager has a score of 15 to 18 (14+1d4) in either
Strength, Dexterity, or Constitution, with the appropriate bonuses.  There's
a 25% chance that a Rager is a weapon specialist, with the appropriate extra
attacks and bonuses.  A Rager's THAC0 improves with his level, as for a
normal fighter.
        Ragers scorn the use of magical weapons or armor, relying on their
own strength, speed, and skill to carry them through.  From a Rager's point
of view, the fight isn't fair unless it's *mano o mano,* one on one, with no
props or crutches for either warrior.  However, Ragers also believe in
fighting fire with fire, and *will* use an enchanted weapon if he plans to
take on a foe who can only be damaged only by such a thing.  Ragers refuse
assistance such as *bless* or *haste* spells that unnaturally augment their
fighting ability.
        Ragers are normal warrior NPCs in all regards, except for their
ability to *berserk.*  When a Rager engages in battle with a worthy foe (or
a sufficient number of unworthy foes, for that matter) he enters a mystical
battle rage.  While berserk, the Rager gains 1 extra attack per round and
inflicts one additional point of damage with each attack.  He gains a 90%
immunity to all mind- or emotion-based effects, such as *fear, scare, charm,
hold* and the like.  Finally, the Rager gains the power to ignore wounds,
and can fight on after being reduced to 0 hit points.  In fact, the Rager
doesn't fall until reduced to -10 hit points plus his level, so a 5th-level
Rager can fight until he reaches -15 hp (at which point he's dead).
        The Rager's berserk state doesn't allow him to engage in any actions
except moving towards his chosen foe and attacking him until he drops.  He 
can't choose to retreat, take a breather, or even fire missiles.  He can 
only fight until there's no one left to oppose.  The Rager's berserk state
does allow him to tell friend from foe, although two berserk Ragers might
turn on each other just for the joy of battle.  When the berserk rage wears
off, the Rager collapses; if he's been reduced to a negative hit point
total, he begins to lose 1 hit point per round until dead (See the optional
rule 'Hovering on Death's Door' in the 'Character Death' section of the 
'Combat' chapter of the *DMG.*)

Habitat/Society: Ragers constantly test themselves and everyone around them.
In their own words, they want to know whether a basher's got 'the heart of
a warrior, or the liver of a coward.'  A Rager sees no honor in fighting
someone weaker than himself, and won't issue a challenge to *everyone* he
meets - just as the bashers that look about as tough or tougher than 
himself.  Ragers never attack without issuing a ritual challenge and 
offering their potential opponent the opportunity to decline on the spot,
acknowledging the Rager's superior strength and honor.  Therefore, it's
possible to avoid a duel with a Rager by a little shameless begging,
pleading, or weeping.  Of course, a Rager's free to defend himself without
any rigmarole if suddenly attacked.
        A group of Ragers traveling together won't attack en masse; rather,
the individuals prefer to undertake honor matches with any bloods they run
across.  One Rager at a time will challenge, and a cutter who won't back
down will have to fight every one of the Ragers before he gets his point
across.
        Fortunately for the rest of the multiverse, Ragers spend a great
deal of time challenging and killing each other.

THE RAGER SECT

As noted above, Ragers believe that the point of the universe is to find out
where a body stands in the cosmic pecking order, and that the way to do that
is to treat life as one big tournament ladder: Challenge the next blood, and
see who wins.  The Ragers (actually, they call themselves the Brotherhood of
Glory) are common in Ysgard, Limbo, and Arborea, and scattered throughout 
the rest of the planes.
        Bloods who want to join the Ragers must first defeat one of the
Brothers and take his place.  Once that's done, the prospective candidate is
paired with an older, wiser Rager for a year of study and training.  During
this time, the student and master are considered off-limits to challenges
from other Ragers, although they can still take on any other bashers they
run across.  At the end of a year of training, the prospective candidate
masters the ability to berserk, and he's free to choose his own path.
        Ragers aren't well-liked by most common folk; after all, they're
violence waiting to happen.  They're on excellent terms with the Doomguard,
Xaositects, and the Fated.  On the other hand, they're regarded as dangerous
lunatics by the Harmonium, Guvners, and Mercykillers.  Some of the powers of
Ysgard and any deity whose portfolio deals with personal combat or battle
tend to look favorably upon the Ragers, so long as it's not their own
proxies the Ragers're killing."
        -Ibid. pp. 76-77   



#39 of 41 by starwolf on Sun Jun 9 22:38:41 1996:

Too much to read, for one who isn't into Planescape


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