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In the vast multiverse ofDungeons & Dragons, the city of Sigil stands as a nexus of power, constantly being reshaped by belief and cosmic truths. And Sigil’s factions—organized groups of like-minded philosophers—hold all the power in this city, controlling all sociopolitical affairs and production.
Among them, the Ascendant Factions—currently twelve strong—hold the strongest influence. Whether you’re looking to DM a campaign set in Sigil or crafting a character for a Planescape adventure, we’ve got you covered! Dive in as we break down each faction’s roles and influences and how to utilize them in your campaign.

Who Are The Ascended Factions
In Sigil’s labyrinthine sociopolitics, the Ascendant Factions stand as itscornerstones of power.
Each spearheaded by aleader called a ‘Factol,’ these twelve influential groups fundamentallysculpt lifewithin the City of Doors. From challenging divine existence to relentlessly pursuing justice, the members of each Ascendant Faction unite under ashared banner of beliefs and values.

Theirroles vary, from orchestrating grand feasts and providing publicly accessible healing to enforcing the law and controlling the city’s armory.
Veterans of Planescape from AD&D might notice thatsome factions have changed. This is largely due tocity events and inter-faction disputes, and of course, none are safe from the inscrutable will of theLady of Pain,Sigil’s god-like ruler—not even the Ascendant Factions. As a result, some factions have beendecimatedorassimilated entirely into others.

For instance, the Mind’s Eye was formed when the Believers in the Source and the Sign of One merged their doctrines.
Whether you’re a Sigil native or a visitor passing through, you’ll need to learn theins-and-outs of faction politicsto avoid finding yourselfin the Prison,dead at the hands of the Harmonium, orworse.

Disillusioned / former devouts, skeptics
Healers, nihilists

Members are called Bleakers.
Hub of healing, sanctuary, and respite to any who need shelter.
Soldiers, weaponsmiths

Members are called Sinkers.
Controls and oversees the production and sale of weapons in the city.
Bullies, moguls, warlords

Ruthless and aggressive tax / debt collectors.
Con artists, lawyers, spellcasters

Members are called Guvners.
Review, study, and adjudicate the laws that govern Sigil; keep records of all portals.
Anarchists, arsonists, freedom fighters

Members are called Wreakers.
Fittingly, no “official” role. Infiltrate other factions and sabotage them when they become too powerful.
Authoritarians, guards, mediators

Members are called Hardheads.
Enforce the law, apprehend law-breakers, plan patrol routes, and keep records of all arrests.
Corpse-collectors, undead
Manage the Mortuary—Sigil’s all-in-one morgue, funeral home, and tomb.
Bounty hunters, executioners, vigilantes
Members are called Jailers.
Control the Prison, administer punishment to law-breakers and criminals sentenced by the courts.
Inventors, guides, wanderers
Members are called Seekers.
Oversee the creation of tools, parts, and machinery in the Great Foundry.
Artists, entertainers, revelers
Members are called Sensates.
Host festive and unique experiences at the Civic Festhall to provide joy and diversion.
Athletes, daredevils, rescuers
Members are called Ciphers.
Supervise and run the Grand Gymnasium, where members can train their bodies.
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Starry patterns, silver chains, and shattered holy emblems
Aligned Plane
Astral Plane
The Atharchallenge theauthenticity of gods, viewing them asmere mortals taking creditfor the power of someunknowable greater being.
They suspect there might betrue deitiesbut believe these entities are immeasurable. The Athar’s main aim is touncover the mysteries of the multiverseand this"ultimate" divine source of power.
Led by Factol Terrance, who reveres this “Greater Unknown” believed to be the true divine source, the Athar focuses onguiding former religious devoteestowards what they deem to be the truth.
In Sigil
They make their headquarters at theShattered Temple, once dedicated to the fallen god Aoskar. The Athar runs anintricate spy networkthatmonitors Sigil’s religious institutions, intervening or alerting other factions when any one religious movement starts gaining too much power.
In A Campaign
In a D&D campaign set in Sigil, players might cross paths with the Athar whileinvestigating religious mysteriesorencountering disillusioned former worshipers.
If your party comprisesreligious characterslike clerics and paladins, they may attract the faction’s attention (and distaste) due to theirown divine affiliations.
Worn, gloomy, faded, and frayed clothing
Pandemonium
The Bleak Cabal asserts that themultiverse lacks inherent meaning or purpose.
Despite (and because of) this seeming nihilism, they find solace in creating their own purpose byaiding others. They believe that with themultiverse being indifferentand chaotic, it falls upon them tobring kindness and reliefto its inhabitants.
Factol Lhar spearheads efforts toprovide aid and reliefto Sigil’s often-suffering citizens with initiatives like free community kitchens.
Role In Sigil
Their stronghold is the Gatehouse, which serves as asanctuary and hospital. Here, they treat those tormented by planar anomalies andprovide refugeto any in distress. Many Bleakers dedicate themselves toaiding those mentally and physically scarredby the dangers of the Outer Planes.
In a D&D campaign set in Sigil, players might seek the Bleakers forhealing from planar afflictions.They could also be drawn into the political drama of Sigil, as the Bleak Cabal’s charitable activities can rub certain factions the wrong way.
Bones and elements of decay—such as rust.
Elemental Chaos
The Doomguard embraces theinevitable end of the multiverse, viewing all existence as destined fordecay and destruction.
They believe that thoughentropy cannot be rushedand will come to fruition in its own time, each act ofcreation inevitably stems from destructionof some form.
Factol Pentar is a fearless leader who often finds herselftussling with the law-enforcing Harmonium.
Operating from the Armory, the Doomguard oversees the majority ofSigil’s weapons production and trade. This gives them significant sway in Sigil’s politics.
In a D&D campaign set in Sigil, players may interact with the Doomguard whentrying to procure weapons. They might also be thrust into themidst of their ongoing tussleswith factions like the Harmonium.
Harmonium, Society of Sensation
Attire
Lavish embroidered outfits, intricate hairstyles, and a golden hourglass representing that time equates to money.
Ysgard
The Fated believes that the multiverse belongs to thosestrong enoughtotake whatever they wantfrom it.
They argue that individuals areresponsible for seizing their own powerandearning their own happiness,scoffing at notions offate and divine will.Naturally, they are often perceived ascold and selfish, and their assistance almost alwayscomes with strings attached.
Factol Rowan Darkwood freely utilizes his control over Sigil’s financial infrastructure togenerously rewardthose that can provide him withintel over rival factions.
Operating from the Hall of Records, the Fated serve as Sigil’stax collectors. Theiruncompromising and brutal approachto debt collection and property seizure often makes them feared and disliked in the city.
In a D&D campaign set in Sigil, players might encounter the Fated whendealing with finances or seeking information. They might become embroiled in the faction’s power plays or find themselves needing to negotiate with the Takers formoney, crucial resources, or information.
Hands of Havoc
Tall distinctive hats, matching robes, and usually accompanied by small creatures like mephits, imps, and homunculi to carry their tomes.
Mechanus
The Guvnersseek truththrough understanding themultiverse’s underlying laws.
They believe thatlaws epitomize power; thus, knowledge about these laws grants one ultimate authority.
In the eyes of the Fraternity, laws are categorized into three tiers. The basic tier consists of Rules—laws governing humanoid behavior. Above this are the Laws, encompassingnatural laws and divine edicts. At the pinnacle are the Axioms, vast laws thatgrant the gods their might.Mastery of all Axioms theoretically grants control over the entire multiverse.
Factol Hashkar is the chief authority inSigil’s judiciary system. Anexpert in laws, his understanding of at least one Axiom is believed to be the source of his potent magical powers.
The Guvners are tasked withexamining, studying, and passing judgmentbased on the city’s laws. They also keep meticulous documentation aboutportals and keysin Sigil.
In a D&D campaign set in Sigil, players could interact with the Guvners whendealing with legal mattersor seeking knowledge about thecity’s countless portals. The detailed records and vast information held by this faction could eitheraid or obstruct the playersin their quests to establish a foothold in Sigil.
None explicitly mentioned, but implied bureaucratic factions
Singed clothing adorned with medical supplies and smoking lanterns, often concealed with masks, goggles, and scarves.
Limbo
The Hands of Havoc symbolizerebellion and renewal.
As passionate advocates for change, they targetoutdated and oppressive institutionsand infrastructures, tearing them down to make way for newer and more modern replacements. They have a deep-seated aversion tostrict laws and bureaucraciesthat they view as moreself-serving than public-serving.
Wreakers refuse to crown a permanent leader, and the title ofFactol is a fleeting mantle, transferred frequently among members.
Their fervor for freedom and self-expression has been the foundation for many ofSigil’s artistic, literary, and musical movements.
Fittingly, the Hands of Havocshun any formal designationin Sigil. They can sometimes be foundinfiltrating other factionsto spy on and take down any institutions that become too powerful or complacent.
In a D&D campaign set in Sigil, players might encounter the Hands whenrallying against oppressive forcesorexploring the city’s artistic scene. The faction’s guerilla-style operations and ever-changing leadership might make them unpredictable allies or foes.
Arcadia
The Harmonium believes in a black-and-white dichotomy betweenpeace and war.
For them,true peace, an ideal multiversal state, can only flourish when thereare no disagreements. As such, they are committed toeliminating all conflict and upholding the peaceof the city and are willing to take increasinglydrastic measuresto do so.
Factol Sarin has a reputation as a tough, dignified, and honorableguard captain who takes a personal interest in all new recruits.
Hardheads engage inrigorous training, patrol the city toapprehend law-breakers,and diligently record each arrest in Sigil. Alongside the Fraternity of Order and the Mercykillers, they oversee a seamless chain ofapprehension, trial, and retribution.
In a D&D campaign set in Sigil, players are bound to encounter the Harmonium, whichserves as the city’s guard. Their strong belief inpeace and ordermight lead them to either become the player’s staunch allies or worst enemies, depending on the players' actions and motivations.
Somber garb resembling gravediggers, morticians, or undead in rags.
Hades
The Heralds of Dust perceive themultiverse as part of an afterlife: every entity isessentially already dead, and the life we know is just an early phase of death.
They work towards an understanding of the multi-faceted journey through this afterlife, culminating in what they term as the “True Death”—an exalted state that transcends the confines of the multiverse. They believepassion and hopefor life are only anchors and hindrances and aim to shed both.
Factol Skall is an ancient connoisseur of this philosophy and an advocate of apathy. He often enlists adventurers to augment his vast knowledge or to lay the dead to rest.
The Heralds of Dust tend to the Mortuary, which triples as themorgue, funeral home, and cemeteryof the city of Sigil. Almost all of Sigil’sdead are kept here, for investigation if necessary, then processing and burial.
In a D&D campaign set in Sigil, players may find themselves amidst the chilling air of the Mortuary for many reasons—perhaps whileinvestigating clues tied to the dead.
Turn of Fortune’s Wheel, the published Planescape adventure for D&D 5E, provides some insight into theareas of the Mortuary and interactions with Dusters.
Hands of Havoc, Mind’s Eye, Society of Sensation
Ominous, bladed armor adorned with manacles; faces hidden behind masks or hoods, symbolizing the impersonal nature of justice.
Acheron
The Mercykillers live by the anthem ofunyielding justice. They assert that no one, regardless of status or intent,stands above the law.
Fittingly, the Mercykillers attempt to kill any trace of mercy within them, regarding it as weakness. They aim toexecute punishmentwithout regard to pleas or personal biases.
While they don’t frame the rules or apprehend violators—that’s for the Harmonium—Jailers act post-verdict to ensurepunishments are meted outwithout any leniency. Interestingly, however, they believe that they areentitled to exemption from the lawwhile they are executing said justice.
Factol Alisohn Nilesia uses powers of divination tounerringly track escapeesand personallyoversee every punishmentdoled out to prisoners.
Anchored in the fortress known as the Prison, the Mercykillershouse and punish those found guiltyby Sigil’s judicial system.
In a D&D campaign set in Sigil, players may cross paths with the Mercykillersduring investigationsor while seeking information about a particular inmate. Encounters might range fromfights due to conflicting ideologiesto indirect confrontations, such as navigating thebureaucratic prison system.
Sleek and opalescent robes, adorned with intricate metalwork.
The Outlands
The Mind’s Eye champions the path ofself-realization through experience and exploration.
By embracing the vastness of the multiverse, they believe one can refine themselves and even grow powerful enough tomold reality and achieve divinity.They firmly believe inexperimental learning over formal study, advocating for fully exploring the multiverse’s challenges and wonders.
Factol Saladryn, a powerful mage, pivots the faction aroundcrafting and creativity, using these values as tools for personal and collective growth.
Situated in the Great Foundry, the Seekers produceessential tools and componentsfor the rest of the city. Their origins trace back to the merging of two factions: the Believers in the Source and the Sign of One, both of which believed in the potential ascension to divine power.
In a D&D campaign set in Sigil, players might liaise with the Mind’s Eye whenseeking specialized tools or machineryor during quests centered around divine mysteries and personal evolution.
Flowing, vibrant attire adorned with floral embellishments and glasswork.
Arborea
The Society of Sensation champions living through adiverse spectrum of experiences to grasp the essence of the multiverse.
For Sensates, truth is found in the tangible—from theecstatic highs to the profound lows, not just pleasurable sensations. Thoughoften viewed as vapid and hedonistic, Sensates delve into theentirety of life’s offerings, seeking depth and understanding.
Factol Erin Darkflame Montgomery advocates for, and steers Sensates in pursuit of, abalanced exploration of life, experiencing not just pleasure butevery facet of existence. His distaste for the Fated often leads to factional disputes.
Occupying the Civic Festhall, the Society of Sensation offersrespite and entertainmentto Sigil’s denizens. They are known to hostfestivities and feastshere, as well asshows and exhibitsof different sensations and experiences.
In a D&D campaign set in Sigil, players might find themselvesattending a Sensate eventorpartaking in their experimental experiencesat the Civic Festhall.
Elysium
The Transcendent Order believes in achievingcomplete unity of mind and body. Through rigorous discipline, they strive for a seamless connection betweenthought and action,aiming to act on instinct alone.
Factol Rhys assumed leadership when his predecessorachieved this transcendenceand suddenly vanished on the spot. He empowers Ciphers in their relentless pursuit of perfection withhelpful direction.
In the Great Gymnasium, Ciphers hone their skills,encompassing athletics to arts, emphasizing instinct over conscious thought. They are largely neutral and rarely form alliances, yet they remainrespected and unopposedin Sigil.
In a D&D campaign set in Sigil, players might engage with the Transcendent Order tomaster a skill or artor delve into the mystery surrounding the previous factol’scomical and strange disappearance.