In “Factions Need Moderate and Extremists,” we discussed how framing problems — and factions — on a belief spectrum adds value to our Planescape games. In this article, we flesh out the moderate and extreme wings of each of Sigil’s 15 factions.
The Planescape setting is designed to encourage philosophical discussion, but the philosophies of its 15 Factions read like bad philosophy 101 essays. Let’s make the factions more engaging and believable by adding extreme and moderate subfactions.
Want to introduce random(ly miserable) weather for Sigil into your Planescape game? This article provides a chart for DMs to roll random weather, with potentially unfortunate consequences for the PCs. It also explains the origins of Sigil’s unique weather.
How much jink for a kip in the cage? For those in the dark on DND Planescape slang, that means this blog article will look at lifestyle expenses in Sigil: how much it costs, variations by ward, and the consequences of PCs choosing the slums vs the Ritz.