Question about the Factions on the Planes

Post/Author/DateTimePost
#1

zombiegleemax

Feb 02, 2005 9:32:24
Ah, Good Day and Greetings.

Seeing as how this board seems to be a good place to turn for top-shelf speculation on All Things Planar, I would like to pose a rather plain, if perhaps in some ways extensive, question: How well or poorly do the various factions (or sects, for that matter) do on each of the planes (meaning primarily the Outer, but certainly also Inner, Transitive, and perhaps even the Prime Material)? (Or, to put it more fully: Whom on what plane might join a faction under what circumstances, and to what extent does his origin color his excercise of and adherance to faction beliefs? And as complementary questions: A) To what extent and outcome can a faction, either in the form of individual members or the organization itself, establish a temporary or permanent presence on a plane? and B) If belonging to a certain faction is virtually unthinkable on a certain plane, how might a native come to join said faction anyhow?)

It seems to me that the books, perhaps deliberately, do not have much to say on the matter beyond where they have their strongest influence (or, as it would be for some, which plane they are the most prone to visit). Obviously Sigil is (or at least used to be before FW) the factions' main focus, but they do seem to have at least a fair share of members beyond the Cage.

To some extent one can of course begin to guess the contours of the answer by looking at what alignment restrictions the factions have. But in addition to what alignment each plane embodies, they also seem to have other traits and concepts that they represent. And with the variations between natives of the same plane also taken into account, it makes for quite a few different "flavors" of each plane that may mesh more or less well with the ideas of the factions.

Anyhow, I already have quite a few guesses on the matter, but it would be most interesting to get a bit of perspective on it by seeing other takes on the answer. To anyone who can take the time to provide a partial or mayhap even whole answer to the question: thanks in advance.
#2

lord_zeb_02

Feb 02, 2005 12:15:55
IIRC, post-FW most of the Factions split off into various planes that suited their beliefs. (off the top of my head anyway, would have to do some reading when I get home...)

Doomguard to the plane of entropy/negative energy plane
Fated to Ysgard (?)

Not sure 'bout the others right now.

That said, it seems likely that a plane where a faction is now headquartered would do well for itself in recruiting like minded individuals from the natives.

Cheers,
Zeb
#3

manindarkness

Feb 02, 2005 12:33:00
The Hardheads are certainly one of the most influencial factions, they have helped shape Arcadia and Mechanus (not to their liking though), they own a Material world... I'd think that they are well regarded in Arcadia and Merchanus, less in Celestia and Acheron, glorified in their homeplane.
The Dusties are very (in)famous, as all undead should know the Dead Truce. Certainly, many undead in the Prime ought to follow their philosophy.
I'd say the Sensates travel to anywhere, so are also well-known. I can see genies in the inner planes following this philosophy.
The Anarchs are also everywhere, with many cells that have members that do not follow the philosophy, but are willing to topple the system, whatever it might be.
The Athar would like the Inner more than the Outer, as there less deities there. They like to proselitize, so those big cities with portals in the inner (like the City of Glass) would be like a paradise to 'em.
#4

zombiegleemax

Feb 02, 2005 17:52:59
If you're looking for what happened to all the factions, check out the official fansite for Planescape, www.planewalker.com. They have writeups for all the factions, as well as Post-FW Sigil.

Mileage may vary by your own campaign, but to sum up what's "officially" happened:

The Xaositects have returned to Limbo. For the most part. them hard group with a tell, to like It's.

The Transcendent Order is still working from their headquarters in Elysium, though it seems Factol Rhys may have stepped aside to concentrate (so to speak, she is a Cypher, after all) on her duties as Sigil Councilwoman.

The Mercykillers split into two groups, the Bytopia-based Sons of Mercy and the Acheron-dwelling Sodkillers. Arwin Swan's Son has allied the Martyrs with the Guardian's leader (Prince Azlan), while the Sodkillers are the driving force behind Sigil's Minder's Guild.

The Guilded Hall in Arborea plays host to the Sensates, though the Civic Festhall in Sigil remains a potent recruiting post.

The Anarchists make their base on the planes Carceri, plotting to overthrow... well, whatever comes next.

The remnants of the Believers of the Source and the Sign of the One joined to form The Mind's Eye. They reside on the Outlands, a fantastic setting off point for their own personal journeys.

The Harmonium has returned to Melodia (in Arcadia), and sources say that certain higher-ups are trying to reclaim Menausus; the layer their training camps migrated to Mechanus.

The Indeps never have and never will have a major power structure, just because of their beliefs. Though you will find a large number of Free Leaguers in the Outlands.

The Guvners have withdrawn to Mechanus, no surprise their. The Fortress of Disciplined Enlightenment serves as their central gathering point.

The Athar are spread out, but there is a large concentration at the base of the Spire, where divine magic doesn't work at all. They feel safest in the one place where even the so-called gods cannot reach.

The Fated, as Lord Zeb stated, have returned to Skeinheim, their headquarters in Ysgard. A good number steer clear; after all, it was a gift from the Ring-Givers.

The Dustmen have regrouped after a short disbandment, and though they operate as they always have from Sigil's Mortuary, they retain some outposts on the Negative Energy Plane.

The Doomguard have returned to their citadels on the Negative Quasi-elemental Planes. Their philosophy has seemed to turn on it's adherents, though: four cells are vying for control of the faction.

The Bleakers continue to ply their particular brand of mercy from the Madhouse (Pandemoneum).

The Ring-Givers were elevated to faction status, and are currently the only faction with an official presence in Sigil after the Lady's Edict. Jeremo the Natterer operates with apparent immunity from the Palace of the Jester.