Sigil lies at the center of the multiverse, and factions seek to grow their power in the city. Though the Lady of Pain ultimately holds dominion over the City of Doors, she permits to a degree these factions to compete with one another for the opportunity to capture the hearts of the masses and to spread their ideologies.
To help you prepare for the release of Planescape: Adventures in the Multiverse, here's a sneak peek at the most influential factions in Sigil. You'll find downloadable faction recruitment posters you can print and play with, advice on creating your own faction, and learn what happens when a faction falls apart.
Click below to jump in:
- Downloadable Handout: 12 Recruitment Posters for Sigil Factions
- Creating Your Own Faction for Sigil
- When a Faction Falls Apart
Downloadable Handout: 12 Recruitment Posters for Sigil Factions
The city’s 12 most influential factions are known as the ascendant factions. Each is responsible in some way for managing the city, whether that’s laying down the law, crafting needed materials, or spying on troublemakers. But their diversity of ideologies and missions at times put them in opposition to one another, and tensions can escalate into all-out war.
Below, we offer downloadable recruitment posters for these major factions. You can print them out to use as handouts for when your party of adventurers begin to explore Sigil, and when the factions start to take notice of them.
Click a poster below to view its full-size version.
The 12 Ascendant Factions of Sigil
Column one of the below table has the faction name; column two has the faction's motto; and column three reveals key information on the faction.
Faction |
Motto |
Key Information |
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Athar |
Who Claim the Gods Are Frauds |
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Bleak Cabal |
Who Find No Sense in the Multiverse |
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Doomguard |
Who Celebrate Destruction and Decay |
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Fated |
Who Take All They Can and More |
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Fraternity of Order |
Who Discover Laws to Find Truth |
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Hands of Havoc |
Who Free Society Through Chaos |
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Harmonium |
Who Enforce Peace Through Might |
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Heralds of Dust |
Who Believe Everyone Is Already Dead |
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Mercykillers |
Who Bring Justice to the Deserving |
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Mind’s Eye |
Who Grow to Godhood |
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Society of Sensation |
Who Find Truth Only in Experience |
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Transcendent Order |
Who Act Unfettered by Thought |
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Minor Factions
Not all the factions of Sigil are represented here, only the ascendant factions. You’ll find details on a few minor factions in Planescape: Adventures in the Multiverse. Such factions may reflect ideologies gaining traction in Sigil or be former ascendant factions whose numbers have dwindled.
Creating Your Own Faction for Sigil
The ascendant factions are not immutable. Over time, their ideologies may become dated or scandal may chase out members. Should your party of adventurers seek to grow their power in the City of Doors, they may seek to establish a new faction.
To help you create a faction of your own, I put together this bulleted list for you to fill out:
- Name: Every good faction needs a name!
- Core Tenets: What are the driving principles for your faction?
- Motto: Write a phrase that encapsulates the faction’s mission or beliefs.
- Alignment: How far is your faction willing to go to accomplish its goals? What is the general alignment of its members?
- Aligned Plane: Which of the planes of existence have shaped the ideologies of your faction?
- Factol: Who leads your faction, if anyone? What are they like?
- Headquarters: Where do you make your home? This could be a single location in Sigil or multiple.
- Members: What kinds of people does your faction commonly attract?
- Attire: Who doesn’t love a good uniform? How do your members dress for meetings or events?
- Epithet: What are your faction members called? Choose a word that reflects the faction.
- Ally/Rival Faction: Which faction(s) complement yours? Which would like to see it burn?
If your faction will be one of the ascendant factions, you should also decide in what ways it serves the people of Sigil. The Society of Sensation (my favorite) provides the people with a distraction from their everyday lives, whereas the Fraternity of Order deals in law and studies the city’s many portals.
When a Faction Falls Apart
Factions come and go in Sigil. The machinations of a rival faction may destroy your faction or drive it underground. A similar fate awaits a faction that threatens Sigil’s neutrality in the multiverse. Should factions openly wage war with one another, the Lady of Pain will force them to a speedy resolution by temporarily closing the portals into and out of the city.
When a faction falls apart, its members may scatter to other factions or, if they are truly devoted to their cause, choose to meet in Nowhere, found in Undersigil. As the name suggests, Undersigil is the underbelly of the City of Doors. There, forgotten factions host forums in seedy alleyways surrounded by criminals and all manner of odd monsters. Whether their ideologies or numbers will ever allow them to escape Undersigil is another matter.
Prepare for Multiversal Havoc
Planescape: Adventures in the Multiverse has everything you need to take your players to Sigil and the Outlands. For Sigil, you’ll have a gazetteer, encounters, maps, and more at your disposal to bring the city to life. When your players are ready, they can strike out on an adventure to rediscover who they are and that uncovers a plot that undermines the very rules of reality!
Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.
That has been so in the past, too. The Revolutionary League and the Xaositects did it in secret, and also these two barely had any organization to speak of (same for the Indeps, who are basically people without a Faction). For the others, membership is a thing of pride, not secretive. I assume the Hands of Havoc are still secretive since they are the probably merger of these three chaotic Factions, plus they have no known leadership.
Well, these are just artwork of Faction members from the book (we have seen some of these before) with a blurb written by WotC for advertisment purposes. It's not like these are real posters from Sigil, they are promotion material for us.
the lady of pain is a neutral being as sigil is in the middle of the multiverse. As long as nobody tries to replace her the factions can have there little terf wars (as long as they know whos in charge)
Oh, that is interesting. I had always assumed she would be very against any kind of Factions, in the way she is against cults or religions etc. It is interesting that she is using them to keep Sigil a working, running city. She allows them to exist, and in return they run what is the cities essential services. I knew she did not care what people did outside of Sigil, but it seems I have overestimated some parts of her character.
A good rule of thumb for her is she is not concerned with or hardly even notices anyone (individual or group) unless they threaten Sigil itself (either physical city and/or overall population), then you feel her wrath. But as long as you stay under that radar, she doesn't even acknowledge your existence - with a little quirk that if you try to worship her, you're toast. :)
With the Factions in the Planescape Classic canon, she clearly, directly acknowledged them really only twice, if I recall. Once in the Great Upheaval. This was the event BBShockwave mentioned with going from 50 to 15 Factions that was precipitated by massive fighting between them that finally rose to the level of threatening the overall population. And secondly in the Faction War adventure where, keeping it vague for spoilers, there is again open warfare between Factions but precipitated by a certain Factol carrying out a very old plan to try to seize control of Sigil itself. Other than that it's either rumors of secret influence (like a possible plague that cut down one Faction that was growing way too big) or usually completely ignoring the Factions altogether.
Even religion and temples are ok in Sigil, just gods themselves cannot enter (sorry, FR deities who keep popping up in person everywhere), and, again, as long as the temples stay in their lane and don't try anything that would harm the continuance of Sigil itself, the Lady of Pain doesn't appear to even notice them at all.
Being new for the setting it is gloriously uninteresting and messy just upon a glance towards factions. I don't understand shit and it feels I won't if I read further.
Skipping that release whatsoever
Nothing says Forgotten Realms immersive like Helvetica ....
Think you should wait a bit.
Would be nice if we could download all posters with one click instead of each one individually. Wasting time this way.
For anyone interested, I isolated the symbols.
Can we all agree that the posters all have such incredible visual designs? Each faction's poster is so distinct and vibrant!
You mean Cant. Planars use a form of speech called the Cant where they refer to things using slang, euphamism. If you've ever seen an east-london crime movie you'll understand what I mean. Planars tend to name things with a sense of gallows humor. Might as well get a few good'uns in before you get written in the book, right, cutter? You can't give death the laugh so you might as well laugh at life instead--only a killjoy berk or a Hardhead or a far too serious prime wouldn't.
A 'dustman' is a term for a garbage collector. The Dustmen named themselves that because of their job--running the mortuary. They humbly collect the trash--planar and primer corpses (petitioners don't leave corpses, yes there's three types of citizens, always remember your Rule of Threes)--and they accept it as it is.
Dustmen don't tend to be gloomy or broody about things, because they live amongst the dead. Not in the 'they run a mortuary' sense, but because they literally live in the afterlife. They're belief isn't 'necrosad' it's 'When we die, we come back as these guys, that petitioner, over there, selling swords and just trying to do his best, so what's to say that petitioner, when they die, don't move on to a different form? It's all one big journey baybay.'
Dustmen aren't -ominous- and 'Heralds of Dust' makes them sound like the planar equivalent of a Myrkulite cult, rather than a more upbeat version of the Kelemvorite church.
Things like Rhys not being a tiefling are especially galling.
I feel like there's a long history of the game that's been erased here. Tieflings are a very popular race, and Rhys being the first time in the entire history of Dungeons and Dragons a player encounters an artistic rendering of a tiefling and to have her just transformed into a dragonborn just because is galling. Also Pentar was a tiefling, not a heckin drow.
Making Rowan from a Greyhawk human to a tiefling is fine, but then it feels they went 'Well we can't have TWO, never mind THREE tieflings in Planescape' which would be like saying you can't have two dragons in Dragonlance levels of addle-coved barmy berk nonsense...
Could you imagine if you presented a new Planescape (as opposed to a Manual of the Planes) and you:
1) Didn't use the Cant
2) Didn't show a single bauriar or githzerai, you know, core races of the setting, more core than half-orcs and drow
3) Only had one tiefling depicted, and have it NOT be someone who was originally a tiefling.
4) Ignored the directive of Planescape's origins and only had the 'big devil horns and red-to-purple skin' style tieflings, rather than the original diverse 'no two tieflings are the same in their fiendishness' mode
It feels very strongly that the people who made this understand Planescape through the lens of 3rd and 4th edition books that reference it, rather than through the lens of the original boxed sets. It feels like if someone made a Dark Sun setting with paladins but without defiling or elemental priests--it doesn't feel right.
I remember Planescape. Can you please show me some Planescape, when you try to sell Planescape? I see ya'll rattlin' yer bone box, but it don't feel legit--it feels like a knight trying to do a bit of cross trade, and I ain't got jink to waste on something from the post.
Because she doesn't care about order. Or disorder.
If it helps to understand Sigil, understand what it is geographically.
In the Outer Planes, there's one plane called the Outlands (by locals) or Concordant Opposition (by outsiders) and these names are significant. It's both outside the strict philosophical hegemonies that mark each other Outer Plane, but not because of rejection, but because of conflict. Concordant Opposition means that those philosophies are present and in opposition to each other, and thus, the Outlands remains true neutral. Not 'neutral' in the sense those philosophies are not allowed, but neutral, in the sense, all those philosophies are permitted and encouraged to conflict.
The Cage is at the center of all that. Now, the Lady of Pain doesn't care about murder, crime, revolution, arguments, conflict, because she is conflict incarnate. Disorder is as welcome as order, and in fact, a necessary thing.
Take the Harmonium. They're corrupt. They're baddies. They're the sort that kidnap people and force them into re-education camps 'for the greater good' and in 2e, even had mind control powers--they even caused an entire layer of the lawful neutral Arcadia to slip from Arcadia to the non-good plane of Mechanus because of their camps.
This is a dangerous group to have around. They're very good at keeping the peace, but they're very good at imposing their own law and taking over, and having their consciences clean as they do it. So the Lady of Pain invites sedition against them, through groups that reject this view taking over other power structures (the Mercykillers being in charge of prosecution and the Fraternity of Order being judiciary really helps temper their excesses, having the Sinkers in charge of the Armory keeps the tools of oppression out of the Hardheads' hands, having Indeps and Anarchists actively opposing them gives people options to choose not to be with them, etc.) but also because the Lady of Pain understands how the entire game works in the Outer Planes.
Groups that exist to upturn the status quo are necessary for Sigil because if they don't exist, Sigil won't be in the Outlands any more. The Lady of Pain will abide people arguing and conflict with each other, so long as it doesn't endanger what Sigil is. But if anyone makes a powerplay for Sigil itself, it's the mazes for them.
The Lady of Pain is the arbiter of Neutrality-as-conflict. And Sigil exists to cage that conflict, to give a place where demons and devils and angels can conflict philosophically, without the war. That's why disorder groups are tolerated--because they bring the conflict so that the ordered groups do not take over philosophically, and therefore geographically.
Plus, the factions do a good job running public works and the Lady of Pain can't be bothered with that nonsense.
Those pictures aren’t the factols.
Well in that case, the Bleakers would never make a poster; They discourged casual joiners.
These are just posters, not the actual Factols.
I think that some of the changes in "aligned plane" are interesting. (I'm even wondering "aligned plane" as opposed to "planar headquarters") The Doomguard took the Elemental Chaos, whereas before they had five headquarters on the Negative Quasi-elemental planes of Ash, Dust, Salt, and Vacuum, while now they have the Elemental Chaos, and the Heralds of Dust have Hades, instead of the Negative Elemental Plane.
While I loved Planescape when I was playing 2nd Edition, I always felt like there was a bunch of clutter, and 4e really made much more economy of concepts (I can never remember what defines Gehenna, Carceri, and Acheron, and had to double check that the Mercykillers hadn't been in Carceri before) and I don't know why my players would ever go to Bytopia versus Elysium). 5e seems to be struggling bringing in both sometimes.
I totally approve of them getting rid of the positive and negative elemental plane, it was an awkward place that didn't seem to have any real possibility for adventuring. Also the introduction of the Shadowfell and the Feywild introduced two staple genres of fantasy into the planar setup, haunted gothic world, and magic infused wonder world that kind of took their place.
I feel like the Heralds of Dust would have fit very well in the Shadowfell, it seems more neutral than Hades which is very evil aligned. I even see them positing that you're either on the prime material or in the outer planes, and neither is at rest unless it's merged with the Shadowfell, (and could totally have seen the Society of Sensation moved to the Feywild, but Arborea is fine. Arborea and the Feywild also kind of compete for space in my mind) I kind of wished they had kept Limbo and the Elemental Chaos fused. However I HIGHLY approve of tightening up the Factions that competed for conceptual space. Mind's Eye, and Hands of Havoc are very welcome. As well as removing the Free League. A faction for people who don't want to join a faction? Go home Planescape you're doing too much.
Here would be my edited Great Wheel that no one asked for, and is too late to influence anyone at WotC before this book comes out. Some of the iconic planar factions, Devils and Demons take the slot of "ideal" faction. Not really related, just noticed it had a nice symmetry.
Mechanus, Ultimate Order (Fraternity of Order compete with Modrons)
I'm realizing I strongly identify with none of these Which...I suspect was not the intent.
My strongest identification is actually with the Bleakers, followed by the Defiers. Not sure what that says about me, but it's probably nothing positive. Funniest thing is, the Guvners (great epithet, btw) should have been an easy sell to me - but the synopsis just doesn't land. At all.