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What do the PCs find in a City of the Jann?
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<blockquote data-quote="Celebrim" data-source="post: 6996916" data-attributes="member: 4937"><p>Because it's not at all clear that 'Planescape' exists in Quickleaf's setting or that even if it did that the Sigil factions would be greatly influential in the culture of the Jann.  There is certainly no evidence that they are highly influential in the City of Brass or other civilization that Qaybar would be in close contact with.</p><p></p><p></p><p></p><p>The Sigil factions are loosely related to the great wheel and outer planes.  You say yourself, the Inner Planes - which dominate the outlook of Qaybar by necessity - are obviously different.  For one thing, many of the Sigil factions are dominated by their concerns about the divine, which is natural given the 'powers' dominance of the Outer Planes.  It's not at all obvious that the Jann give a darn about the gods, or - being genie - would need to.  </p><p></p><p>Finally, I'm not that impressed by the Sigil factions as concepts.  Many of them I find terribly redundant, and when they aren't redundant they are also not mutually exclusive.  It's not clear why the claims of one faction would necessarily be rejected by the claims of another faction.  So it's often not all clear why something like the 'Bleak Cabal' and the 'Athar' should be in conflict, or why you couldn't belong to both - and also the 'Revolutionary League', the 'Sign of One', the 'Doomgaurd', the 'Society of Sensation', and the 'Xaositects' all at the same time.  It's not like seven actually advocate anything particularly mutually exclusive.  It's not impossible or even improbable to be both an existentialist, a nihilist, and a hedonist at the same time.  Unlike the 'political' parties, it's not really clear what sort of policy the Sigil factions would necessarily advocate for.   Even the Harmonium's overtly political assimilationist policy doesn't seem to have an ideological core to it.  Do they believe in themselves or do they believe in some higher truth?  If the former, then how are they all that different from the Fated, and if the later how do they justify their actions?</p><p></p><p>I don't know, I just never found the Planescape factions all that very interesting, and indeed less interesting than the 9 alignments of standard D&D.</p><p></p><p>UPDATE: In reading after my reply, I notice that TSR/WotC must have thought much the same thing, because apparently in the 1998 'Faction War' supplement (which I hitherto had not been exposed to) and in Dragon magazine article from 2004 they officially killed off most of the factions and removed the rest from places of influence in Sigil society.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6996916, member: 4937"] Because it's not at all clear that 'Planescape' exists in Quickleaf's setting or that even if it did that the Sigil factions would be greatly influential in the culture of the Jann. There is certainly no evidence that they are highly influential in the City of Brass or other civilization that Qaybar would be in close contact with. The Sigil factions are loosely related to the great wheel and outer planes. You say yourself, the Inner Planes - which dominate the outlook of Qaybar by necessity - are obviously different. For one thing, many of the Sigil factions are dominated by their concerns about the divine, which is natural given the 'powers' dominance of the Outer Planes. It's not at all obvious that the Jann give a darn about the gods, or - being genie - would need to. Finally, I'm not that impressed by the Sigil factions as concepts. Many of them I find terribly redundant, and when they aren't redundant they are also not mutually exclusive. It's not clear why the claims of one faction would necessarily be rejected by the claims of another faction. So it's often not all clear why something like the 'Bleak Cabal' and the 'Athar' should be in conflict, or why you couldn't belong to both - and also the 'Revolutionary League', the 'Sign of One', the 'Doomgaurd', the 'Society of Sensation', and the 'Xaositects' all at the same time. It's not like seven actually advocate anything particularly mutually exclusive. It's not impossible or even improbable to be both an existentialist, a nihilist, and a hedonist at the same time. Unlike the 'political' parties, it's not really clear what sort of policy the Sigil factions would necessarily advocate for. Even the Harmonium's overtly political assimilationist policy doesn't seem to have an ideological core to it. Do they believe in themselves or do they believe in some higher truth? If the former, then how are they all that different from the Fated, and if the later how do they justify their actions? I don't know, I just never found the Planescape factions all that very interesting, and indeed less interesting than the 9 alignments of standard D&D. UPDATE: In reading after my reply, I notice that TSR/WotC must have thought much the same thing, because apparently in the 1998 'Faction War' supplement (which I hitherto had not been exposed to) and in Dragon magazine article from 2004 they officially killed off most of the factions and removed the rest from places of influence in Sigil society. [/QUOTE]
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