Revolutionary League

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"Sigil's a cage 'til we finish the last so-called ruler.

Arise and cast off your chains!"

--Ninety-first Proclamation of the Anarchs

Also known as:

Anarchists or Anarchs

Factol: None

Home Field: Carceri

Sigil HQ: Mobile

Allies: Doomguard, Xaositects (weak tie)

Enemies: Harmonium, Guvners


Look at the factols in their high-up spots, parading around the city with a army full of lackeys and wealth up to their eyeballs. Those bloods are more corrupt than a roomful of yugoloths. They wrap the citizenry up in their constrictive beliefs, which stand just for the purpose of controlling those below them and wrenching money from their purses. Think about it, have any of them actually served up the Truth? Have they made your lives meaningful? It's all hogwash. They just used you all to get what they have and now they are trying to hold onto it.

But we, the Anarchists, are not going to take it anymore. It's time for change. It's time for a revolution. We can't let any of these factions ever get the upper hand, because they'd never allow a body a choice. Do you think a single one, if it got hold of power, would say "I'm sorry, guess we were wrong." Not a snowball's chance in Phlegethos. We're here to make sure that doesn't happen, and perhaps even tear them all down and usher in a new era of ideas. Because you can't see the truth as long as the factions continue to pull a shroud over your eyes.

We've got to be real careful though, because the high-ups aren't about to hand over their power or their jink. The front lines are everywhere, berk, and you've got to step lightly if you don't want to end up written into the dead-book. But sacrifices are going to have to be made if we're going to reach for a greater enlightenment that can only be seen when the existing power structure has been torn down.


Many central cells of the Revolutionary League hide out in Carceri, the Plane of Exiles. Here they may hide in plain sight, because everyone in that land desires to get back at someone. It also makes a great place to find new recruits to the cause. In Sigil, the Anarchs reject the idea of a central headquarters, preferring to move around throughout the city to best avoid those that would destroy them. They also have no factol, or at least they do not admit to having any single leader.


Even though the Anarchists proclaim the desire to destroy all the factions, they certainly believe some to be worse than others, and some even make temporary allies. The Doomguard find a certain pleasure in the destruction of the factions, since it backs their principle that all things fall apart. The Xaositects also enjoy shaking up the status quo, and have been known to help the Anarchists on more than one occasion. On the other hand, the Harmonium finds the Anarchists to be the ultimate threat to peace and harmony, and the Guvners are insulted by the blatant disregard they have for the law. Both factions may be considered the Revolutionary League's enemies.


Anarchist profess an ultimate equality which accepts any race or creed. However, their intent on the overthrow of the social order typically leaves lawful types out in the cold. Although the Anarchists give the appearance of complete chaos, but it just ain’t so. See, their organization style just differs from what’s normal for other groups. The Revolutionary League divides itself into cells: little groups of bloods who act together and share information. The cells talk to each other through representatives, so a typical Anarchist never meets more than a dozen other members of the faction. This way, Anarchists that get pinched can’t give too many others away. And by the time the Hardheads trace the connections back a cell or two, the League members involved all have changed their names, found new kips, and disappeared into the woodwork. That’s why they’re so tough to root out, and almost impossible to destroy. And look into this dark: When the Harmonium or another group kills an Anarchist or wipes out a cell, it actually helps the Revolutionary League. Other factions wouldn’t seek the Anarchists’ destruction unless they feared them, see? So, lots of berks join up, figuring the League must be doing something right.

A basher might think the Revolutionary League’s natural secrecy implies a certain amount of paranoia among its members – and he’d have the dark of it. The Cage can’t hold a more suspicious bunch. Even Hardheads trust at least each other, plus most Guvners, Mercykillers, and select others. Anarchists don’t trust anyone, not even other cell members.


Though they claim to accept all comers, the Anarchists keep out lawful types, who’d feel averse to overthrowing the order in society. A few good bashers join, believing in the nobility of bringing down factions, despite the violence that arises. Some evil types join because of that violence. However, most of the faction breaks down evenly between chaotic and neutral members. ’Course, perhaps the lack of lawful types is what keeps the League from really getting organized.


Of the many Anarchist warriors, most work as fighters, though the League has a few rangers, too. It also embraces priests and wizards, the latter usually concentrating on enchantments, divinations, and other covert magic. ’Course, the most common profession by far in the League is that of thief and other rogues.


Most Anarchists are human, since they can best infiltrate other factions. Its peery nature makes the Revolutionary League a good home for loners, so tieflings and half-elves join in large numbers. However, they seem less inclined to participate in the more subtle undertakings of the cells that require them to interact with other groups under cover. Bariaur often prove a little flamboyant for the Anarchists’ tastes. Githzerai have a special affinity for the League, but dwarves and other races strongly inclined toward law seldom join.


All anarchists must rely on the skills of a rogue to keep from being discovered by the authorities. Therefore, the following skills are considered class skills for all Anarchists, regardless of their actual class: Bluff, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, and Move Silently. Rogues who are members of the Revolutionary League gain a +2 to all skill checks with the above listed skills. In addition, though a combination of disguise and false records, any Anarchist my pose as a member of another faction. While the Anarch spy does not get access to any special abilities of the faction they are pretending to be in, they do get access to information from the inside, as well as access to the target faction's headquarters.

A life in the underground comes with a price, though. Anarchists can never hold any public office or noble title, own a business, or take part in any way in the establishment they wish to overthrow. In addition, fully 90% of treasure earned by an Anarchist must be donated to the cause or to the oppressed, to show their devotion to the little guy instead of a devotion to gold.

Sigil - Planar Legends:
Members of the Revolutionary League can cast Rogue's Cunning 1/day.

The Revolutionary League Membership

Joining the Revolutionary League proves an adventure in itself. Since the Anarchists are everywhere, they’re very easy to find. Trouble is, most sods don’t know when they’ve found one. Berks asking for them too vocally will likely draw unwanted attention, and that means they’ll never attract the Revolutionary League. But the patient cutter, who casually tells a few folks how unhappy he feels with authority, sooner or later has an Anarchist approach him. Until the League member satisfies himself that the cutter really wants to belong, he remains the newcomer’s only faction contact. When the Anarchist trusts the new basher – after an hour or a year – he takes him to a cell meeting.

Cells have at least three members, and sometimes as many as eight. When too many bashers join a cell, it splits; one person remains a part of both cells, to help communication. Sometimes, a member of a cell recruits Anarchists to lead a new cell. Each cell’s leader always belongs to one other cell. Think of the League’s structure as a web. In the centre lies a cell of leaders, more or less equivalent to the factors of other factions. The leader of this cell comes closest to a factol, but the position rotates, so no one gets too used to the power. Each blood in this cell runs one of more other cells of factotums: those who’ve proven their devotion. In turn, each factotum runs one or more other cells of factotums and namers.

‘Course, that’s just the theory about the League; no Anarchist would willingly reveal details of the faction’s structure. Nobody even knows whether League has one central cell or several. The variations on the Anarchists’ symbol seen around the Cage imply quite a few central cells with very little membership. The chant goes like this: If the Anarchists really stemmed from a single central cell, they’d have a firm direction. By now, they’d surely have chosen which faction to topple first. With all the resources at their disposal, a truly organized League could‘ve toppled a dozen factions already. If the group devotes a central cell to each other faction, these cells inevitably work at cross-purposes sometimes. Fortunately for the other factions, the League’s natural secrecy keeps it from organizing itself enough for a big push – so far.