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'''Factol:''' Skall
'''Factol:''' Skall


'''Home Field:''' Negative Energy Plane
'''Home Field:''' [[Negative Energy Plane]]


'''Sigil HQ:''' Mortuary (Hive Ward)
'''Sigil HQ:''' Mortuary (Hive Ward)


'''Allies:''' Bleak Cabal, Doomguard
'''Allies:''' [[Bleak Cabal]], [[Doomguard]]


'''Enemies:''' Society of Sensation, Sign of One  
'''Enemies:''' [[Society of Sensation]], [[Sign of One]]
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=Philosophy=
=Philosophy=


What's the common Bleaker's feeling on the meaning of the multiverse? That there is no meaning to it! Just give it up, this faction says, stop trying to hard to understand the infinite craziness that is the multiverse. It has no point, no plan, no ultimate dark. The only people who say it has to are those that delude themselves and attempt to create some meaning out of none.
Unlike most cutters, the Dustmen aren't looking for the Meaning of Life. In fact, they are looking for the Meaning of Death. That's because the Dustmen believe we are all already dead. The planes are just a shadowy mirror of what existence is really like when you are alive. Afterall, if life is supposed to be such a beautiful thing, why is existence so miserable? Life must be without suffering and pain, and the only reason why we are feeling it now is because we are already experiencing our afterlife punishments.


The Bleakers wish everyone to take a look around them. Millions of primes, planars, petitioners, proxies and powers, and not a single one of them has The Answer. This faction wants you to stop trying to impose a meaning on the multiverse and instead just look inward. There's no higher purpose for your existence, there is only what you make of it here and now.
Everyone, petitioners, primers, planars, we're all dead. We're all just bobbin' about in Purgatory while we get our afterlives together and make our way towards the final reward. Some are further along the route than others, and Dustmen credit the walking dead (yes, the undead) as being furthest along, since they have divested themselves of the passions which keep them tied to this wraithly state.


That attitude of looking inward and making a difference in the here and now makes the Bleakers one of the most charitable factions in the entire Cage. Unlike most factions, they don't refuse to help people based upon their faction allegiance; to the Bleakers, all namers are equally delusional and any faction member might just realize how meaningless everything is and join the Cabal.  
But to really be ready for True Death and to move off of this in-between afterlife, one must understand why he is still bound here and work to remove those chains. Only a fool rushes off to True Death, and most of them just reappear right back here and have to re-do the whole thing over again. Instead, the Dustmen carefully consider this (after)life and work to slowly shrug off their passions and emulate their betters, the undead. Only then do they become ready to move along the path to Truth.


=Influence=
=Influence=


Many Bleak Cabal factioneers find themselves drawn to the plane of Pandemonium. Its caves, which howl with the winds of madness, are the site of many a Bleaker retreat. In Sigil, the Bleak Cabal makes their headquarters in the Gatehouse, the insane asylum located within the Hive Ward. From here they try to make a difference in a meaningless multiverse, assisting the orphaned, the insane, and the poor in anyway they can.
The Dustmen consider the [[Negative Energy Plane]] to be a central place to their philosophy, proving that death is here among us. With great difficulty they maintain a fortress out on the [[Negative Energy Plane]], which hosts Dustmen who go there to study Death. In [[Sigil]], the Dustmen have made the Mortuary their home, where they do a great service to the Cage by disposing of the bodies of the dead. Of course, they often study these corpses (and perhaps do even more), but what sod really cares about the dead but these berks?


=Politics=
=Politics=


The Doomguard and the Revolutionary League, both enjoying the collapse of great things (the multiverse and the factions, respectively), appreciate the Bleak Cabal's nihilistic attitude and lack of desire to rule over others. And while they ally with the Bleakers often, they do patronize the faction for its lack of participation. The Dustmen also frequently accept the Bleakers' fatalistic attitudes, since it is similar to their own. Even the Xaositects and Ciphers sometimes ally with the Madmen. The Xaositects work with the Bleak Cabal to show how little sense the multiverse makes, and the Ciphers agree that the best work is done in the here and now. However, the factions intent on building up institutions or people often dislike the Bleak Cabal's apathy. The Fraternity of Order is upset by the Bleakers' general disregard for their "meaningless" laws and the Harmonium and Mercykillers are equally distraught because they feel the same way about instituted peace or enforced justice. Even many Godsmen have a problem with the Bleakers, because they refuse to make an effort to ascend.  
The Dustmen have a rather strong and surprising philosophy and it has a tendency to produce extreme reactions. The [[Bleak Cabal]] and the [[Doomguard]] both treat the Dustmen with respect, since they all share rather fatalistic views of [[The Multiverse]]. However, at the same time, the [[Sign of One|Signers]] and the [[Society of Sensation|Sensates]] tend to hate the Dustmen, because the Dead care not for imagination or sensation, since these things to them are only delusions holding us from reaching True Death.


=Eligibility=
=Eligibility=


The Bleakers will take anyone who realizes that the multiverse has no plan. However, lawful characters can not stomach the idea that there is no greater order of things, and so they never join the Cabal.
Everyone is dead, so the Dead accept everyone, priests of death being extremely welcome. However, as the faction promotes the shedding of passion, most Dustmen tend to be of Neutral alignment.
 
Playing a character who’s a member of the Bleak Cabal is likely to pose a challenge for many players – and it’s equally likely that the faction’s too grim to interest many players. After all, it’s hard to play someone whose outlook on life is, by choice, depressing and fatalistic. But the opportunity to play a character on the edge of madness can be a challenge – and exciting, too, as the faction lends itself well to numerous possibilities.  


'''Alignment'''
'''Alignment'''


Bleakers can be of any alignment save lawful. Lawfully aligned characters can’t stomach the basic premise of the Cabal, that the multiverse doesn’t make sense, for without sense there’s no order. However, further distinctions of alignment seldom trouble Bleakers. “Good” and “evil” aren’t necessarily the standard definitions to Madmen; instead, they prefer ‘sanity” and “insanity.” The thin line that separates these extremes for any given Bleaker is often a faint one, blurred by trying to live and keep at bay a body’s inner demons. A member of the Cabal can be quite sane one day, and a fortnight later he is in the throes of a depression bordering on true insanity.
[[Druid|Druids]] also lean towards Dustman views ‘cause they don’t get distracted working toward good or evil, law or chaos. This neutral position proves common among the Dustmen. Fact is, the longer a body stays in the Dead, the more his alignment shifts toward true neutral, and only neutral characters can achieve True Death. Chaotics may try to play Dead for a while, but any group whose philosophy centers on “we” (as in “we are all dead”) can’t attract chaotic folks long. Revering death ain’t popular with good people, for that matter.


It’s all a matter of outlook. Similarly, Bleakers of opposite alignments can work well together despite clashing viewpoints. If the factol assigns two Bleakers to tend the soup kitchens near the Foundry, they will. The chaotic evil fellow will dish up broth with as much speed and determination as his chaotic good partner, though his heart may not be as gladdened by the deed. The two Bleakers have a far more primal urgency to deal with their own internal struggle for sanity. At one point or another, all Madmen share the pain inherent to their faction, and not even alignment can separate two Bleakers who know the tenors the other has endured.  
Still, a few Dustmen remain chaotic, or good, or both. A chaotic Dustman believes that each person must find a separate path to True Death. And, as thinking everyone is dead doesn’t exactly conflict with good, a good dustman guides himself and others patiently along the path to the next stage of existence. The Dead’s belief in an orderly pattern to [[The Multiverse]] attracts many who favour law, but the group’s apparent lack of respect for “life” attracts the evil. Well-intentioned Dustmen want their neighbors to advance in death but most folks believe it’s evil to hope for someone’s demise. Go figure.


'''Class'''
'''Class'''


Intelligent characters – notably wizards, priests, bards, and other classes with scholarly inclinations – are particularly attracted to the Bleak Cabal, with its emphasis on the mental over the physical. Thieves and fighters can also join the faction, but these classes typically do so later in life. Perhaps a warrior sees too much Uing, or a highwayman spends too many years on the run – whatever the case, the burden of life takes its toll and sends him a bit off the edge. Their haunted pasts drive them to even greater acts of sacrifice and compassion.  
Many [[Wizard|Wizards]], as scholarly, intellectual types, favour the introspection of the Dustmen. This quality also attracts [[Cleric|clerics]], though the ones who actually join have devoted themselves mainly to gods of death. Dustmen [[Cleric|clerics]] all eventually hit the blinds, however: Religious devotion requires some amount of passion, yet progressing among the Dead means letting go of that passion. [[Cleric|Clerics]] slowly become less devoted to specific gods and more devout to Death as a force. The Dead attract few [[Rogue|Rogues]] or [[Fighter|Warriors]], since these professions encourage flamboyance and emotion. The infrequent Dustman [[Fighter|Warrior]], a guardian rather than a crusader, becomes a strong, implacable foe.
 
Though the Dead [[Rogue|Thief]] loses the passion for stealing, he still can skulk with the best of ’em. The unusual Dustman [[Bard]] – in demand at funerals – devotes himself to odes and dirges that honor death rather than celebrate life, and he analyzes music and lyric, instead of enjoying it. Now, some claim [[Druid|Druids]] don’t “belong” in the Dustmen any more than [[Bard|Bards]], yet a surprising number of them do join. See, [[Druid|Druids]] revere nature and see death as a natural progression from life. All life ends in death, right? Once a druid looks at things this way, he’s ready to accept all “life” as merely a stage of death.


'''Race'''
'''Race'''


Any and all races are accepted as long as all other prerequisites are met.  
Most Dead are [[Races#Human|Humans]]. Some factions say that’s because only [[Races#Human|humans]] are gullible enough, to follow Dustman beliefs, but that doesn’t explain the minority of nonhuman faction members from other short-lived species. Seems folks with short life spans tend to sympathize with the Dustman philosophy; they see death more than others do, so they feel closer to it. Most other prime races seem too connected to life to consider the Dead philosophy. For instance, it’s a rare thing to see a Dustman [[Races#elf|Elf]], since Elves are a long-lived and generally life-loving bunch. A prime [[Races#Elf|Elf]] who joins the Dead has come to embrace death and considers his connection with nature and life a disadvantage, one that hinders him from moving forward to the next stage of existence.
 
The severe [[Githzerai]] might seem naturals for the Dustmen, but they have a lot of passion to overcome, like their hatred for the [[Githyanki]]. [[Tiefling|Tieflings]] and planar Half-Elves, both “misplaced people,” often accept the way of the Dustmen. However, [[Bariaur]] prove too carefree, outgoing, and happy for this faction. A [[Bariaur]] has to get awfully depressed to even consider joining the Dead, and usually that depression keeps him out, as such an emotional tendency would make him unsuitable.


=Benefits/Penalties=
=Benefits/Penalties=


Because of the sheer fugue of their nihilism, Bleakers are naturally very resistant to attacks that attempt to change their mental state. In game terms, this translates to a +2 to all Will saving throws. Also, Bleakers are immune to any spell effects which attempt to drive them mad (because, some say, they already are). This includes confusion, feeblemind, Otto's Irresistible Dance, and Tasha's Hideous Laughter. However, while their own nihilism may be a boon sometimes, it is always a bane. Bleakers sometimes suffer periods of total nihilism in which they can not be motivated to do anything unless a friend is able to philosophically convince them. If these periods last too long or happen too often, the Bleaker must be committed to the Gatehouse Mad Bleakers' Ward. Just as often the Bleaker may be hit with a period of intense euphoric mania. During this time, they are extremely happy and generous, but these periods unfortunately are much shorter than the apathetic ones, lasting no more than a day at a stretch.
The Dustmen have a truly unique benefit applied to their factioneers which takes the form of an ancient truce made long ago between the Dustmen and the beings of the [[Negative Energy Plane]]. The Dead Truce, as it is called, ensures that none of the walking dead shall ever make an unprovoked move towards a Dustmen. Undead will ignore a member of the Dustmen unless that member provokes the undead in some way, in which case they are released from the pact. This pact does not extend to non-Dustmen companions, so undead may attack an entire party while ignoring the Dustman, assuming he does not act against them.
 
The question often arises as to why any Bleaker would bother to join a party of adventurers or undertake any sort of quest in the first place. Wouldn’t it be easier to remain in Sigil and perform charitable works to ease the pain and suffering of others, as well as one’s own? Wouldn’t it be more fitting to lie in bed all day and refuse to show interest in anything the world has to offer? Perhaps, but a true Madman welcomes his duty to embrace the pain of life, wrestle with the demons of insanity, and emerge the stronger for it all. For the same reason why the Cabal endures the tormenting winds of Pandemonium, so do Bleakers set out on adventures – the madness of it all moves a cutter farther along on the path toward self-awareness. After all, the faction’s core belief says that a body’s got to find meaning within himself, but such meaning can’t come without first experiencing the intrinsic folly of the rest of the multiverse. Exploring the ruins of a castle or escorting an infant prince across a desert won’t mean much to a Bleaker other than what be can take away from it – bow the experience can help him look inward and find truth.


A Bleaker doesn’t dwell on treasure the way other adventurers often do, but that doesn’t mean be won’t take his fair share. He’ll hold on to it, prepared to spend it in whatever fashion he thinks best – perhaps to bolster a struggling orphanage or aid a sage’s medical studies toward relieving mental illnesses. But if he can’t think of a suitable use for a pile of jink, a Bleaker just might leave it where it lies – one of the many reasons why other factions call them Madmen.  
Because the Dustmen aim to move towards True Death, resurrection and attempts to return them to their body or a new body are often rejected. Any attempt to raise, resurrect or reincarnate a Dustman has a 50% chance of total failure. This difficulty does not take effect against any attempts to transform a Dustman into an undead creature, since they consider these creatures closer to True Death. As another part of the Dead Truce, Dustmen priests may never use their turn undead ability to destroy undead creatures. Those that do are in violation of the Truce, and face explusion from the faction.


  Sigil - Planar Legends:  
  Sigil - Planar Legends:  
  Members of the Bleak Cabal can cast Clarity 1/day.  
  Members of the Dustmen can cast Control Undead 1/day.
=Dustmen Membership=


=Dustmen Membership=
Life among the Dead – interesting phrase, ain’t it? Though Dustman characters hear a lot of cracks about their faction’s name, they really don’t care one way or the other about nicknames. After all, they’ve supposedly shucked off all emotion. So they don’t mind being called the Dead, or Dusters or even Dusties (the last not used often, and never within earshot). One story going around the Cage, though, tells of an odd primer who thought herself funny calling them the “Dustbunnies.” She stopped the morning she woke up next to a zombie. (Folks say the zombie had on rabbit ears, but it’s tough credit the dead with such a sense of humor.)


At first, it seems like joining the Bleak Cabal’s as easy as stepping through a portal. A body’s just got to decide that he wants to be a member and then make his decision known to any Bleaker, whether at the Gatehouse, in a soup kitchen, or on the howling plane of Pandemonium. But then comes the initiation period, which tends to break most berks. The Bleaker’s response to the applicant won’t be much more than a grunt or a shrug of the shoulders. He won’t explain what to do, where to go, or anything of the sort – the sod’s on his own. Oh, he can tag along with the Bleaker he’s attached himself to and continue to struggle for acceptance, but the Madman’ll try to ignore the sod and may even try to talk him out of joining.
Most Dustmen are just namers, folks who join the Dead by promising before witnesses to serve the faction and declaring their knowledge that they, like all in [[The Multiverse]], have left Life behind. They try to leave their passions behind as well, and succeed in varying degrees. However, the majority of ’em never approach True Death. Namers work as Collectors and Mortuary aides.


Most berks change their minds in the face of such repeated disinterest or downright antagonism. But those whose hearts are truly bleak, whose will is such that they persevere, eventually get accepted into the faction as namers. Typically this initiation period lasts from six months to one year. A sod who makes it through the initiation has to drop his last name or family name; all members of the Cabal are known only by their given name. It’s a sign of their willingness to give up a life of past “meaning”.
Those with promise (and of at least 4th level) become factotums, whom fellow Dustmen call Initiates . The lowest ranking factotums are Initiates of the Fifth Circle. They serve guard duty, perform missions on assignment, and escort visitors and funeral parties. For induction into the Fifth Circle, prospective factotums attend their own funerals, detaching themselves from worldly possessions and making peace with family and friends. Factotums who perform well go through a new initiation to gain the Fourth Circle, then presumably another to proceed straight from Fourth to First. The chant has little to say about these secret ceremonies. The First Circle holds the factol and his factors, and a cutter or two advanced there directly from the Fourth Circle. So what about the Third and Second Circles? No one knows, not even other Initiates. (Except, presumably, those of the First Circle.) The chant around the Mortuary says the Third Circle consists of lesser free-willed undead, like ghasts, wights, and wraiths; liches, spectres, and vampires supposedly make up the Second. One thing sure: No living basher can see through this dark.

Latest revision as of 00:17, 1 July 2019

"Because we are all dead, everybody belongs to the Dustmen.

Some people just do not know it yet."

--Factol Skall of the Dustmen


Also known as:

The Dead, the Cadavers, Dusties, Dustbunnies


Factol: Skall

Home Field: Negative Energy Plane

Sigil HQ: Mortuary (Hive Ward)

Allies: Bleak Cabal, Doomguard

Enemies: Society of Sensation, Sign of One

Philosophy

Unlike most cutters, the Dustmen aren't looking for the Meaning of Life. In fact, they are looking for the Meaning of Death. That's because the Dustmen believe we are all already dead. The planes are just a shadowy mirror of what existence is really like when you are alive. Afterall, if life is supposed to be such a beautiful thing, why is existence so miserable? Life must be without suffering and pain, and the only reason why we are feeling it now is because we are already experiencing our afterlife punishments.

Everyone, petitioners, primers, planars, we're all dead. We're all just bobbin' about in Purgatory while we get our afterlives together and make our way towards the final reward. Some are further along the route than others, and Dustmen credit the walking dead (yes, the undead) as being furthest along, since they have divested themselves of the passions which keep them tied to this wraithly state.

But to really be ready for True Death and to move off of this in-between afterlife, one must understand why he is still bound here and work to remove those chains. Only a fool rushes off to True Death, and most of them just reappear right back here and have to re-do the whole thing over again. Instead, the Dustmen carefully consider this (after)life and work to slowly shrug off their passions and emulate their betters, the undead. Only then do they become ready to move along the path to Truth.

Influence

The Dustmen consider the Negative Energy Plane to be a central place to their philosophy, proving that death is here among us. With great difficulty they maintain a fortress out on the Negative Energy Plane, which hosts Dustmen who go there to study Death. In Sigil, the Dustmen have made the Mortuary their home, where they do a great service to the Cage by disposing of the bodies of the dead. Of course, they often study these corpses (and perhaps do even more), but what sod really cares about the dead but these berks?

Politics

The Dustmen have a rather strong and surprising philosophy and it has a tendency to produce extreme reactions. The Bleak Cabal and the Doomguard both treat the Dustmen with respect, since they all share rather fatalistic views of The Multiverse. However, at the same time, the Signers and the Sensates tend to hate the Dustmen, because the Dead care not for imagination or sensation, since these things to them are only delusions holding us from reaching True Death.

Eligibility

Everyone is dead, so the Dead accept everyone, priests of death being extremely welcome. However, as the faction promotes the shedding of passion, most Dustmen tend to be of Neutral alignment.

Alignment

Druids also lean towards Dustman views ‘cause they don’t get distracted working toward good or evil, law or chaos. This neutral position proves common among the Dustmen. Fact is, the longer a body stays in the Dead, the more his alignment shifts toward true neutral, and only neutral characters can achieve True Death. Chaotics may try to play Dead for a while, but any group whose philosophy centers on “we” (as in “we are all dead”) can’t attract chaotic folks long. Revering death ain’t popular with good people, for that matter.

Still, a few Dustmen remain chaotic, or good, or both. A chaotic Dustman believes that each person must find a separate path to True Death. And, as thinking everyone is dead doesn’t exactly conflict with good, a good dustman guides himself and others patiently along the path to the next stage of existence. The Dead’s belief in an orderly pattern to The Multiverse attracts many who favour law, but the group’s apparent lack of respect for “life” attracts the evil. Well-intentioned Dustmen want their neighbors to advance in death – but most folks believe it’s evil to hope for someone’s demise. Go figure.

Class

Many Wizards, as scholarly, intellectual types, favour the introspection of the Dustmen. This quality also attracts clerics, though the ones who actually join have devoted themselves mainly to gods of death. Dustmen clerics all eventually hit the blinds, however: Religious devotion requires some amount of passion, yet progressing among the Dead means letting go of that passion. Clerics slowly become less devoted to specific gods and more devout to Death as a force. The Dead attract few Rogues or Warriors, since these professions encourage flamboyance and emotion. The infrequent Dustman Warrior, a guardian rather than a crusader, becomes a strong, implacable foe.

Though the Dead Thief loses the passion for stealing, he still can skulk with the best of ’em. The unusual Dustman Bard – in demand at funerals – devotes himself to odes and dirges that honor death rather than celebrate life, and he analyzes music and lyric, instead of enjoying it. Now, some claim Druids don’t “belong” in the Dustmen any more than Bards, yet a surprising number of them do join. See, Druids revere nature and see death as a natural progression from life. All life ends in death, right? Once a druid looks at things this way, he’s ready to accept all “life” as merely a stage of death.

Race

Most Dead are Humans. Some factions say that’s because only humans are gullible enough, to follow Dustman beliefs, but that doesn’t explain the minority of nonhuman faction members from other short-lived species. Seems folks with short life spans tend to sympathize with the Dustman philosophy; they see death more than others do, so they feel closer to it. Most other prime races seem too connected to life to consider the Dead philosophy. For instance, it’s a rare thing to see a Dustman Elf, since Elves are a long-lived and generally life-loving bunch. A prime Elf who joins the Dead has come to embrace death and considers his connection with nature and life a disadvantage, one that hinders him from moving forward to the next stage of existence.

The severe Githzerai might seem naturals for the Dustmen, but they have a lot of passion to overcome, like their hatred for the Githyanki. Tieflings and planar Half-Elves, both “misplaced people,” often accept the way of the Dustmen. However, Bariaur prove too carefree, outgoing, and happy for this faction. A Bariaur has to get awfully depressed to even consider joining the Dead, and usually that depression keeps him out, as such an emotional tendency would make him unsuitable.

Benefits/Penalties

The Dustmen have a truly unique benefit applied to their factioneers which takes the form of an ancient truce made long ago between the Dustmen and the beings of the Negative Energy Plane. The Dead Truce, as it is called, ensures that none of the walking dead shall ever make an unprovoked move towards a Dustmen. Undead will ignore a member of the Dustmen unless that member provokes the undead in some way, in which case they are released from the pact. This pact does not extend to non-Dustmen companions, so undead may attack an entire party while ignoring the Dustman, assuming he does not act against them.

Because the Dustmen aim to move towards True Death, resurrection and attempts to return them to their body or a new body are often rejected. Any attempt to raise, resurrect or reincarnate a Dustman has a 50% chance of total failure. This difficulty does not take effect against any attempts to transform a Dustman into an undead creature, since they consider these creatures closer to True Death. As another part of the Dead Truce, Dustmen priests may never use their turn undead ability to destroy undead creatures. Those that do are in violation of the Truce, and face explusion from the faction.

Sigil - Planar Legends: 
Members of the Dustmen can cast Control Undead 1/day.

Dustmen Membership

Life among the Dead – interesting phrase, ain’t it? Though Dustman characters hear a lot of cracks about their faction’s name, they really don’t care one way or the other about nicknames. After all, they’ve supposedly shucked off all emotion. So they don’t mind being called the Dead, or Dusters or even Dusties (the last not used often, and never within earshot). One story going around the Cage, though, tells of an odd primer who thought herself funny calling them the “Dustbunnies.” She stopped the morning she woke up next to a zombie. (Folks say the zombie had on rabbit ears, but it’s tough credit the dead with such a sense of humor.)

Most Dustmen are just namers, folks who join the Dead by promising before witnesses to serve the faction and declaring their knowledge that they, like all in The Multiverse, have left Life behind. They try to leave their passions behind as well, and succeed in varying degrees. However, the majority of ’em never approach True Death. Namers work as Collectors and Mortuary aides.

Those with promise (and of at least 4th level) become factotums, whom fellow Dustmen call Initiates . The lowest ranking factotums are Initiates of the Fifth Circle. They serve guard duty, perform missions on assignment, and escort visitors and funeral parties. For induction into the Fifth Circle, prospective factotums attend their own funerals, detaching themselves from worldly possessions and making peace with family and friends. Factotums who perform well go through a new initiation to gain the Fourth Circle, then presumably another to proceed straight from Fourth to First. The chant has little to say about these secret ceremonies. The First Circle holds the factol and his factors, and a cutter or two advanced there directly from the Fourth Circle. So what about the Third and Second Circles? No one knows, not even other Initiates. (Except, presumably, those of the First Circle.) The chant around the Mortuary says the Third Circle consists of lesser free-willed undead, like ghasts, wights, and wraiths; liches, spectres, and vampires supposedly make up the Second. One thing sure: No living basher can see through this dark.