Planar Factions
Planar Factions is written by Ari Marmell and for sale by Ronin Arts. Clocking in at 128 black and white pages, Planar Factions is one of the longest PDF files I’ve seen that contains no art.
The internal layout is a simple two column thing with no borders with good use of white space to save the user’s eyes. The book could’ve probably been cut down in size a bit with a smaller margin and font, but to be honest, I preferred it this way as it made reading the book easier than struggling with tightly packed text.
Planar Factions includes a dozen factions whose origins may not start as in a planar fashion, but whose activities take them across many areas. When I first heard about this, I wondered what crossover there’d be with Phil’s own Dozen Demi-Planes and I’m sad to say, that despite some potential good fits, none of them are worked into the book.
That’s okay though. The book stands on its own.
Planar Factions starts off with the name, a quick theme, a paragraph of idea material, and attributes. The attributes are similar to a town stat block and include the following: Size, Alignment and Purpose, Approximate Class Breakdown, Resources, Central Headquarters, and Known Enemies. Longer sections with more details include: A General Overview, A Brief History of, Inside the, and other bits. Sometimes these other bits are spells, sometimes NPCs, sometimes a PrC.
Instead of spewing out a breakdown of all the guilds, I’ll hit a few I liked. I’ll start with the first one, The Eternal Flame. See, I like this one because it’s really sneaky. It’s a organization focused on doing good and bringing justice to where ever they go, but at it’s heart, it’s an evil organization. It’s a set up by the devil known as Moloch that has a few neat angles going for it.
See, they start off small, wiping out monsters and other outside obvious threats. They then work on doing good deeds for the communities, including getting rid of cults and corrupt leaders, earning the public’s trust. Now many of the people who work for the organization are good, but the closer you get to the center, the more questionable things become and the more efforts are put into protecting those hidden truths. For example, there’s a new spell that the higher ranking officials cast on priests to insure that those priests, even if they commit acts that are questionable by the faith, still receive spells, but only this time, they’re receiving them from Moloch, or at the GM’s option, some other entity allied with Moloch.
This is a great way of working around the whole “Gods are Real” thing that plagues many core D&D settings but wouldn’t be as necessary in others like Iron Kingdoms, Ravenloft or Eberron.
Because of it’s nature, the GM can have a lot of fun with any paladins in his player’s group. I know that some paladin PrCs already push this concept a bit like the Shadowborn Inquisitor from the Complete Adventurer. I’ve also seen many stories where someone thinks that they’re working for the greater good, all the while continuing to compromise their own believes so it is something I could easily role play as a GM.
The problems with the Planar Factions though, show through even in one of my favorite ones. See, because it’s just all text, there are no maps. There are no guild symbols. There is some good solid information to work on, but no adventure seeds. IN this case, when the NPC’s are detailed, apparently none of them have eye color, which is okay as that’s something easy to skip, but what’s worse, is that they have no combat tactics. Why is that bad? Well for me, if someone is going to stat up an NPC, combat and tactics are good things to have because chances are, the entity was written up to be used.
Another favorite organization is the Gur-Tannan. If you’re ever wanted a real reason to use Malhavoc’s Requiem for A God, they’re perfect. See in one plane, the foul deity known as Gur-Tanna overcame his entire pantheon and now goes to alternative prime planes and wipes out the gods of those worlds. Those worlds that he cannot conquer, he destroys with a world crushing engine crafted from the energies of a dead god native to that plane.
I didn’t love everything though. For example, the idea behind the Midnight Dawn isn’t new. It’s good people using necromantic energies, specifically the undead, to fight evil. While I wouldn’t say that the Secret College of Necromancy was filled with heroes, I would say that Hollowfaust for the Scarred Lands, had it’s share of heroes and took a lot of the piss out of being the ‘evil’ necromancer.
Similarly, Wizards of the Coast had a series in the Forgotten Realms that dealt with all of the evil undersea races taking the fight to the surface world. While the Poison Tide isn’t exactly that, it is the first thing I thought of. Useful for someone whose using a lot of water based adventures but by itself, of limited use.
The Mythmakers, while useful, would probably see limited use in most games. This organization makes heroes out of anyone whose got the money to pay their fines. Useful for building something up in the background perhaps but in actual game play? Not saying I can’t see a player actually hiring this organization, but it’s not my play style.
Same issue I have with the Obsidian League. These are merchants who’ve mastered planar travel and due to that, can get the best prices on almost anything and can make huge profits. To me, economics are broke in D&D so having an organization that actively takes advantage of that fault isn’t something I can shout about because it doesn’t do anything in terms of providing any rules for handling trades. What’s worse, there’s another organization, The Silent Hand and the Risen Legion, that probably should be behind the Obsidian League due to it’s own power level.
Same thing for the Vault of Souls. Here we have an organization looking to not only wipe out the undead, but also anyone whose been raised or resurrected. I first recall this idea in Atlas Games Touched by the Gods sourcebook. Now that’s a good thing too though as it’s not a really touched on idea, but it’s not one I’m impressed by. Good for those GMs looking for a way to counter balance how easy it is to come back from the dead in 3rd ed though.
Now for the Silent Hand, they’re ruled by a very ancient race, the Founders, that hail from a dead world and seek to prepare for the end times by recruiting and training the most talented and powerful warriors of the multi-verse. Of course, there’s no saying no to these guys and they use a wide variety of magics to insure that once you’ve been hen pecked, that you stay in the Risen Legion.
The thing I like about this organization, is that it’s similar to well, the real world. The soldiers are there to do a job but in many ways, their leaders, the Silent Hand, is becoming too bureaucratic for it’s own good and may even lose sight of it’s original goals and become nothing more than another group like the Obsidian League, but since they have their own legion and every soldier’s above 10th level, they’d probably wipe them out, which is why in my mind, they’ve already taken control.
But that’s the nice thing about the book. Because there are twelve organizations, each reader may have their own favorites. My comparission to Touched by the Gods by Atlas is a good thing as the book is still in use in my game and the ideas are still sound.
The lack of any art hurts the product. At minimum, each organization should at least have an illustrated symbol. Better yet, each should have a guild hall or at least a popular location illustrated.
The nice thing about the organizations though is that despite their Planar reach, the GM doesn’t have to use them as such. Take the Twilight Empire, a collection of some of the best thieves in the multiverse. Nothing prevents the GM from just using them as a large thieves guild that has branches in almost every city and every place that the player’s go. For those who are running a Planar campaign though, many of them are perfect and can easily be inserted into a Planescape game or one using the Nexus.
Those looking for more options for their games, for allies or enemies for the players, should get this book.