Sect (Planescape)
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Sects are philosophically-based power groups in the Planescape campaign setting for the Dungeons & Dragons game.
[edit] Background
They are in many ways identical to the Factions, differing in that they are not based in Sigil. Sects are often highly specific to the particular planes they originate from, though historically many of the Factions were once Sects and some Sects were once Factions.
[edit] The Sects
A complete list of Sects is probably not possible (due the infinite multitudes of the Planes), but those documented are presented below:
- Anarch's Guild ("Groundsmen"), who control the terrain of Limbo to defend the Githzerai fortress-cities.
- Children of the Vine ("Revellers"), who believe in celebrating today and ignoring tomorrow.
- Communals ("Comrads"), who believe that all property is to be shared.
- Converts ("Chameleons"), who believe whatever they have heard most recently.
- Dispossessed ("Chippers"), whose self-imposed banishment shows their true freedom.
- Eschaton, who believe the end is near.
- Expansionists ("Growers"), who believe in gaining and holding physical and political territory.
- Guardians ("Caretakers"), who believe in Good and protection for its own sake.
- Incantifers, who believe that magic is the true form of power.
- Mathematicians ("Gearheads"), who believe that numbers can be used to find or discover everything.
- Merkhants ("Misers"), who believe that money is the only true measure of power.
- Opposers, who believe that ideological balance is achieved in the multiverse by making sure no single ideology wins.
- Order of Planes-Militant ("Brethren"), who believe that the war against evil must be fought, not waited out.
- Planarists, who believe that the Prime Material Plane should serve the Planars, not the other way around.
- Prolongers ("Cheaters"), who believe that immortality is the true goal of life, and see no problem in taking life-force from others.
- Ragers, who believe in being stronger than everyone else, and proving it one man at a time.
- Ring-Givers, who believe that one who gives the world away will receive the world in exchange.
- Tacharim, who believe in augmenting the self through the grafting of more reliable body parts.
- Verdant Guild ("Wylders"), who believe in returning to nature.
- Vile Hunt, who believe in affirming their humanity by killing 'lesser beings.'