Revolutionary League
Posted: Sat May 09, 2020 1:34 pm
The Revolutionary League (Anarchists)

The Revolutionary League, known as Anarchists, believes that power corrupts, and that governments should fear their people rather than the other way around. Members of the Anarchists include proletariat rabble-rousers, vigilantes, assassins with a cause, and saboteurs. In Sigil they operate from secret safehouses, while on the planes their headquarters is the Bastion of Lost Hope in Carceri.
Prerequisite: Lawful characters can’t join the League.
Philosophy: The other factions are corrupt and need to be brought down. Once that is done, the real truth will be revealed.
Plane of Influence: Carceri
Headquarters: None in Sigil. They move from place to place to avoid detection.
Allies: The Doomguard and the Xaositects.
Enemies: The Harmonium and the Guvners.
Restrictions:
Skill Proficiencies: Deception, sleight of hand
Tool Proficiency: Forgery kit, thieves’ tools
Equipment: Thieves’ tools, forgery kit, bag of caltrops, a set of common clothes with some other faction’s insignia on them, and a belt pouch containing 10 gp.
Feature: Anarchist Recruit. As a member of the Revolutionary League, you know of one refuge where you can go to discuss your philosophy and plans openly with other League members. You also have access to one other faction’s Sigil HQ as if you belonged to that faction – your job in the League is to spy on that other faction, and report back to your cell. You also know of a portal to the safe-house of The Bastion of Last Hope, on Carceri, and have a key to that portal.
Inspiration: Nothing Suspicious. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to quell the suspicions of another person - spend your Inspiration when asked to make a Deception check, and it is automatically successful. Examples of actions that might earn you Inspiration may include:

The Revolutionary League, known as Anarchists, believes that power corrupts, and that governments should fear their people rather than the other way around. Members of the Anarchists include proletariat rabble-rousers, vigilantes, assassins with a cause, and saboteurs. In Sigil they operate from secret safehouses, while on the planes their headquarters is the Bastion of Lost Hope in Carceri.
Prerequisite: Lawful characters can’t join the League.
Philosophy: The other factions are corrupt and need to be brought down. Once that is done, the real truth will be revealed.
Plane of Influence: Carceri
Headquarters: None in Sigil. They move from place to place to avoid detection.
Allies: The Doomguard and the Xaositects.
Enemies: The Harmonium and the Guvners.
Restrictions:
- 90% of their income (treasure) must go to the cause or to the oppressed. (In no case can it be given to another player character or player-controlled nonplayer character.)
- The league is made up of cells of 3-8 anarchists. Only the leader, a factotum, knows who all of the members are. That factotum is also a member of a cell full of factotums.
- Factotums are masters of forgery and disguise and get bonuses on those checks
Skill Proficiencies: Deception, sleight of hand
Tool Proficiency: Forgery kit, thieves’ tools
Equipment: Thieves’ tools, forgery kit, bag of caltrops, a set of common clothes with some other faction’s insignia on them, and a belt pouch containing 10 gp.
Feature: Anarchist Recruit. As a member of the Revolutionary League, you know of one refuge where you can go to discuss your philosophy and plans openly with other League members. You also have access to one other faction’s Sigil HQ as if you belonged to that faction – your job in the League is to spy on that other faction, and report back to your cell. You also know of a portal to the safe-house of The Bastion of Last Hope, on Carceri, and have a key to that portal.
Inspiration: Nothing Suspicious. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to quell the suspicions of another person - spend your Inspiration when asked to make a Deception check, and it is automatically successful. Examples of actions that might earn you Inspiration may include:
- Preserving a pseudonym or false identity when revealing the truth would be advantageous.
- Opposing a leader or power structure when obedience would be clearly the best course.
- Refusing power or leadership that is granted to you.