Difference between revisions of "The Revolutionary League"

From Ardrana

m (Bolding & Category line-skip)
m (Fix external link)
 
Line 1: Line 1:
 
"These universes, these powers, they re all corrupt!" screams this faction. "They're guiding people in the wrong directions, keeping them slaves and prisoners to the powerful. The old beliefs are lies." These sods claim that
 
"These universes, these powers, they re all corrupt!" screams this faction. "They're guiding people in the wrong directions, keeping them slaves and prisoners to the powerful. The old beliefs are lies." These sods claim that
[[The Fraternity of Order|Guvners]], [[The Xaositects|Chaosmen]], [[the Mercykillers|Mercykillers]], [[The Athar|Athar]] - every last one of them - no longer care about the truth. Their factols all have property, bodyguards, jink, and influence. They're not looking for the truth; they just want to hang onto what they've got. Well, the Anarchists say it's time for that to change. It's time to break free of the chains and seek the real truth. And that's only going to happen when a body's free of the bonds of the other factions. A being's got to be able to make his own choices, but would any faction just let a body go? Think [[the Harmonium]] would say, "Sure, we admit we're wrong. Go and find your own way." Not a chance! The only way a being's ever going to get its freedom is to tear down the old factions. Throw 'em down, shatter 'em, break their power - that's what's got to be done! When the old factions are crushed, a sod has a chance to learn the real truth. 'Course, a body's got to be careful. The plutocrats don't want to give up a single grain of their power cache, so they'll try to break the spirit of the revolution - if they can catch it. A blood's got to be careful and keep himself dark from the factols or he'll end up lost in an alley some night, so the best thing to do is to pit the factions against each other. A cutter doesn't need to hit them head-on unless he wants to end up in the dead-book. Once the factions all come down, then folks can find the real truth. What's that truth? No one knows and there's no way of saying. There ain't no point in thinking about it even, not until what's standing now is brought down. Break it all and rebuild with the pieces that're left - that's the only plan.
+
[[The Fraternity of Order|Guvners]], [[The Xaositects|Chaosmen]], [[the Mercykillers|Mercykillers]], [[The Athar|Athar]] -- every last one of them -- no longer care about the truth. Their factols all have property, bodyguards, jink, and influence. They're not looking for the truth; they just want to hang onto what they've got. Well, the Anarchists say it's time for that to change. It's time to break free of the chains and seek the real truth. And that's only going to happen when a body's free of the bonds of the other factions. A being's got to be able to make his own choices, but would any faction just let a body go? Think [[the Harmonium]] would say, "Sure, we admit we're wrong. Go and find your own way." Not a chance! The only way a being's ever going to get its freedom is to tear down the old factions. Throw 'em down, shatter 'em, break their power -- that's what's got to be done! When the old factions are crushed, a sod has a chance to learn the real truth. 'Course, a body's got to be careful. The plutocrats don't want to give up a single grain of their power cache, so they'll try to break the spirit of the revolution - if they can catch it. A blood's got to be careful and keep himself dark from the factols or he'll end up lost in an alley some night, so the best thing to do is to pit the factions against each other. A cutter doesn't need to hit them head-on unless he wants to end up in the dead-book. Once the factions all come down, then folks can find the real truth. What's that truth? No one knows and there's no way of saying. There ain't no point in thinking about it even, not until what's standing now is brought down. Break it all and rebuild with the pieces that're left - that's the only plan.
  
 
'''The Revolutionary League''' is best typified by the grim exiles of [[Carceri]], forever scheming to overthrow their enemies. In [[Sigil]], the faction rejects the idea of a fixed headquarters. Instead, it moves from place to place in the city, to prevent its discovery by the unwanted. The Anarchists have no factol.
 
'''The Revolutionary League''' is best typified by the grim exiles of [[Carceri]], forever scheming to overthrow their enemies. In [[Sigil]], the faction rejects the idea of a fixed headquarters. Instead, it moves from place to place in the city, to prevent its discovery by the unwanted. The Anarchists have no factol.
Line 6: Line 6:
 
Although their stated goal is the overthrow of all, the Anarchists do have allies. [[The Doomguard]] and the Xaositects both find much merit in Anarchist activities, even if they don't agree with the philosophy. At the other extreme, the Harmonium and the Guvners consider the Revolutionary League an abomination.
 
Although their stated goal is the overthrow of all, the Anarchists do have allies. [[The Doomguard]] and the Xaositects both find much merit in Anarchist activities, even if they don't agree with the philosophy. At the other extreme, the Harmonium and the Guvners consider the Revolutionary League an abomination.
  
''Note: The Revolutionary League originally appeared in the [http://www.amazon.com/exec/obidos/ASIN/1560768347/johnshelprous-20 Planescape] AD&D campaign setting from TSR. Additional information can be found in [http://www.amazon.com/exec/obidos/ASIN/078690111X/johnshelprous-20 In the Cage: A Guide to Sigil]. Their use here is for the purposes of providing context for the campaign only.''
+
''Note: The Revolutionary League originally appeared in the [http://www.amazon.com/exec/obidos/ASIN/1560768347/johnshelprous-20 Planescape] AD&D campaign setting from TSR. Additional information can be found in [http://www.amazon.com/exec/obidos/ASIN/B0006PHVOW/johnshelprous-20 In the Cage: A Guide to Sigil]. Their use here is for the purposes of providing context for the campaign only.''
  
 
{{DEFAULTSORT:Revolutionary League, The}}
 
{{DEFAULTSORT:Revolutionary League, The}}
 
[[Category:Planar factions]]
 
[[Category:Planar factions]]

Latest revision as of 18:51, 14 March 2024

"These universes, these powers, they re all corrupt!" screams this faction. "They're guiding people in the wrong directions, keeping them slaves and prisoners to the powerful. The old beliefs are lies." These sods claim that Guvners, Chaosmen, Mercykillers, Athar -- every last one of them -- no longer care about the truth. Their factols all have property, bodyguards, jink, and influence. They're not looking for the truth; they just want to hang onto what they've got. Well, the Anarchists say it's time for that to change. It's time to break free of the chains and seek the real truth. And that's only going to happen when a body's free of the bonds of the other factions. A being's got to be able to make his own choices, but would any faction just let a body go? Think the Harmonium would say, "Sure, we admit we're wrong. Go and find your own way." Not a chance! The only way a being's ever going to get its freedom is to tear down the old factions. Throw 'em down, shatter 'em, break their power -- that's what's got to be done! When the old factions are crushed, a sod has a chance to learn the real truth. 'Course, a body's got to be careful. The plutocrats don't want to give up a single grain of their power cache, so they'll try to break the spirit of the revolution - if they can catch it. A blood's got to be careful and keep himself dark from the factols or he'll end up lost in an alley some night, so the best thing to do is to pit the factions against each other. A cutter doesn't need to hit them head-on unless he wants to end up in the dead-book. Once the factions all come down, then folks can find the real truth. What's that truth? No one knows and there's no way of saying. There ain't no point in thinking about it even, not until what's standing now is brought down. Break it all and rebuild with the pieces that're left - that's the only plan.

The Revolutionary League is best typified by the grim exiles of Carceri, forever scheming to overthrow their enemies. In Sigil, the faction rejects the idea of a fixed headquarters. Instead, it moves from place to place in the city, to prevent its discovery by the unwanted. The Anarchists have no factol.

Although their stated goal is the overthrow of all, the Anarchists do have allies. The Doomguard and the Xaositects both find much merit in Anarchist activities, even if they don't agree with the philosophy. At the other extreme, the Harmonium and the Guvners consider the Revolutionary League an abomination.

Note: The Revolutionary League originally appeared in the Planescape AD&D campaign setting from TSR. Additional information can be found in In the Cage: A Guide to Sigil. Their use here is for the purposes of providing context for the campaign only.