Transcendent Order
Table of Contents
Who We Are
The Transcendent Order’s members (known as the ‘Ciphers’) have a natural dispensation for harmony and balance, which makes them great mediators, and folks in the Cage have come to see them as excellent dispute enders and sanity checks. They’ve stopped a fair few faction wars in their time (which would have been a great thing for the history books, but no other faction is going to admit coming anywhere close to a war… and the Ciphers sure aren’t keeping any written records).
Truth be told, they likely do more for peace and stability in the Cage than the Harmonium themselves. Some even think them to be agents of the Lady herself, keeping the peace and stopping the Factions from going to war.
That’s not to say they’re all fluffy, sensible berks however. Ciphers often appear short-tempered and irrational due to their nature of reacting to things without thinking. Ask anyone who’s met one of these barmy gits and they’ll quickly put such rumours to rest.
A word from your Factol...
A Cipher's Journey (Tranquillity Awaits)
Joining the Ciphers is pretty easy. You go up to them and politely ask to join, expressing some sort of desire to achieve harmony of body and mind. To the Transcendent Order, desire for harmony is the first step - and so that’s often good enough for them to let you in.
This does mean that Ciphers have much the same problem that the Sensates once had: berks who don’t quite get the faction philosophy, who sign up to just do whatever the hell they want, acting on every impulse without care and never really understanding why. Difference is, the Sensates actually took steps to curb their more destructive members. The Ciphers are much more content to let them run around and do their thing. They’ll find peace one way or another, after all.
Apprentice (Namer)
Once a Cipher has joined up, they will be apprenticed into the faction and taught the sheer basics of entering into an Action Trance - the ability to clear your mind, body and heart of all thought and enter into the flow of the multiverse.
This is quite complicated, and something that requires a lifetime of practice to master. To make things more coherent, the Ciphers have three vague “Paths” that teach how to attune to the Multiverse and achieve that perfect tranquillity. These are the Paths of Body, Mind, and Heart.
A Path represents a series of lessons that you must learn in order to progress not just in the faction, but in your journey for tranquillity.
An Apprentice does not have to sign up with a Path straight away. In fact, they are recommended not to (though no Cipher is going to stop them) - instead preferring their members to identify the areas in which they feel they need the most work to focus on. Only then do they enrol on a Path, which is for the most part unofficial. Lessons are held frequently, but there’s no prescribed path - a sod needs to figure things out for themselves.
Adept (Factotum)
A member becomes an Adept (Factotum) by masting their first Path, regardless of which one it is. This is done by passing a test - or series of tests - set by a Master (and they can outright refuse to do so if they can sense you’re not ready).
Master
Members who have completed two Paths may refer to themselves as "Master" should they wish to show off their dedication to the ways of the Ciphers.
Grandmaster (Factor)
A member becomes a Grandmaster (Factor) by mastering all three Paths. This post holds particularly high regard not just within the Ciphers, but outside of them too.
Factol
The final step, and can only be held by one person at a time. Advancement to this rank requires mastering the Path of Spirit and passing its final test, which can only be set by the Factol when they feel it is time to move on. Should the Factol be unable to set the test (due to death/incapacitation), a free-for-all tournament is held. Historically, this involves the use of a specially-prepared demiplane and stripping the competitors of all items save a set of loose-fitting robes.
Faction Mechanics & Character Options
Those raised within the Ciphers are taught the importance of repetition and practice, and the many problems over-thinking can cause. They find themselves spending their time between helping out keeping the Gymnasium operational and in constant practice, trying to perfect their Action Trance.
If you are creating a character who has been a member of the Ciphers for a while, you may pick the following background at character creation. A list of suggested bonds within the faction and philosophical ideals is also presented below.
Background
Those raised within the Ciphers are taught the importance of repetition and practice, and the problems that over-thinking can cause. They find themselves spending their time between helping out keeping the Gymnasium operational and in constant practice.
- Skill Proficiencies: Any two. Alternatively, pick one skill and gain expertise in it.
- Tool Proficiencies: Any one set of artisan's tools or vehicles
- Languages: Any one language or musical instrument
- Equipment: A set of artisan's tools or musical instrument (one of your choice), a set of simple loose-fitting robes, Cipher insignia, a belt of rope, and a pouch containing 5 gp
Transferable Skills
Once per long rest, you may add +1d4 to any one skill check that you are not proficient in.
d1 | Faction Draw (Ideal) |
---|---|
1 | Tranquillity, I am seeking tranquillity |
d4 | Faction Mentor (Bonds) |
---|---|
1 | Eri, a Master of the Body, martial arts specialist and known for abstract murals |
2 | Zinzalor Starsmile, a Master of the Mind and genius tinkerer with bizarre creations |
3 | Bitterfeet, a Master of the Heart, famed mediator and cook |
4 | Echo, a confused shifter |
Faction Restriction
Ciphers have no set restrictions, and whilst they have many things that they advise against, they are not one for telling a berk how to find the road themselves. If you’re doing something inadvisable, that’s just part of your learning journey.
Roleplaying a Cipher
Style and Flair
Ciphers stick to very earthly colours - any combinations of browns and greens. Their attire is usually loose-fitting and combat ready, and their members rarely use any of the heavier armours or weapons.
The faction symbol is that of a crescent moon overlain upon a shining sun.
A "Good" Cipher...
Ciphers are pretty lax in terms of requirements, provided that you are not too disruptive an influence to the wider Cage (those who cause too much trouble in the Cage are due a stern talking to). That said, a good Cipher:
- Acts without hesitation.
- Helps maintain balance wherever they go, particularly in settling disputes.
- Additionally, whilst in an Action Trance, you might be tempted to role-play accordingly. Try not to discuss or think about what you’re going to do… just do it!
Faction Powers
Once per long rest, or by spending inspiration, when you roll initiative you may declare that you are entering into an Action Trance. When you do so, you may add your proficiency bonus to your initiative result.
Your Action Trance lasts for one minute, or until you are incapacitated. Whilst in an Action Trance:
- Targets do not gain advantage on attack rolls as a result of being hidden from you (or as a result of you being blinded).
- You require only 5 feet of movement to stand up from prone.
Furthermore, you might be tempted to role-play accordingly. Try not to discuss or think about what you’re going to do… just do it!
The Three Paths
Path of the Body
Body Adepts have very much learned the importance of practice and repetition. By performing their skills over and over again, they have drilled into muscle memory how to perform various physical activities. Most of their training occurs within the various classrooms of the Great Gymnasium, under the careful watch of more experienced faction members.
Mastering the Path of the Body
One is deemed to have mastered the Path of the Body once they can pass a gruelling physical test that might involve a fake assassin, a test of endurance, and/or a final showdown against a Cipher Grandmaster. Those who master the Path of the Body gain the "Peace of Body" enhancement to their Action Trance, as outlined below.
You may Action Trance one additional time per long rest. Furthermore, your Action Trance brings out the results of all your training towards honing your body. Whilst in an Action Trance:
- You may add 1d4 to any Strength or Dexterity saving throws, or to any Strength (Athletics) or Dexterity (Acrobatics) skill checks
- You may use your bonus action to dash. When you do so, double your maximum jump distance this turn.
Path of the Mind
Mind Adepts have spent a large amount of time travelling the world and taking on as many odd jobs and requests for aid as they can, becoming walking repositories of lore and street smarts. They seek new experiences and things they are unfamiliar with - eager to learn something completely new and hone their ability to practice new things.
Mastering the Path of the Mind
One is deemed to have mastered the Path of the Mind once they can pass a test of improvisation and cunning thought. This involves being sent into a specially prepared demiplane to face an encounter unlike anything they have seen before; one which will require cunning to overcome.
Those who master the Path of the Mind gain the "Peace of Mind" enhancement to their Action Trance, as outlined below.
You may Action Trance one additional time per long rest. Furthermore, your Action Trance brings out the results of all your training towards honing your mind. Whilst in an Action Trance:
- You may add 1d4 to any Intelligence or Wisdom saving throws, and have advantage on any saving throws against spells or effects that would paralyze or stun you
- You may use your bonus action to use the Search action
Path of the Heart
Heart Adepts have spent a while serving as mediators and go-betweens, helping others sort out their differences whilst remaining impartial as best they can whilst helping reach a compromise. Most of their training occurs within Sigil, helping Factions settle their various disputes with one another.
Mastering the Path of the Heart
One is deemed to have mastered the Path of the Heart once they have helped settle a high profile dispute within the Cage, and can demonstrate how their skills of negotiation and talking have saved a number of lives.
Those who master the Path of the Heart gain the "Peace of Heart" enhancement to their Action Trance, as outlined below.
You may Action Trance one additional time per long rest. Furthermore, your Action Trance brings out the results of all your training towards honing your heart. Whilst in an Action Trance:
- You may add 1d4 to any Constitution or Charisma saving throws. Furthermore, you have advantage on saving throws against compulsion effects
- You may use your bonus action to use the help action
The Chant
History
The “Ciphers” earn their name by being an enigmatic bunch of berks. They’ve been around for hundreds of years, if not longer, with little to no actual written history. They’re an inward-looking faction that exists in the now and the now alone, not looking too hard to the past or to the future. For this reason, you won’t find much about them in any history books - certainly not anything the Ciphers would have written. If you want the chant on what Ciphers have been up to, you’ll have to ask another faction.
You’ll probably get the same response: ‘not much’.
Cipher Meddling
Truth is, there’s a lot more to the role of Ciphers throughout history than most are aware. Their members are somewhat eager to attain harmony and balance, and as such have a knack for balancing extremes wherever they find them. Their migratory nature causes them to have more of an influence on the Cage than even they realise… for better or for worse.
See, if ever there were a series of events caused by a Dustman showing a bit too much passion, or a group of Xaositects putting together a plan for some organised chaos, there’s a good chance a Cipher was accidentally behind it. Many berks in Sigil are happy to talk philosophy with just about anyone, and the Ciphers are more than happy to listen. Thing is, they ask questions. They make people question things. Their need for balance leads them to challenge any cutter who comes at them with a hard-set belief. If there’s a crack in that belief, you can bet your Flumph the Cipher will find it and bring it to light.
It’s unclear who figured this out, but whoever it was knew an opportunity when they saw one. The Ciphers suddenly became the go-to independent mediator, their ability to listen and question without prejudice leading them to serve as fantastic go-betweens.
Scars of the Second Upheaval
The Second Upheaval was a time of turmoil and upheaval for just about everyone in the Cage, and the Ciphers were no exception. The fact is - it was the closest they’ve ever come to enemies with another faction.
When riots broke out in the Cage and food and supplies became scarce, the call for mediators was getting untenable. The Mercykillers and Harmonium sought to bring in the Ciphers to resolve disputes between the Fated (who saw things coming and stockpiled, because they could), and the wider populace (who were starving).
Thing is, people were under the mind that the Ciphers were perfectly neutral.
They weren’t.
They aren’t.
The Silvinch murders were a harsh reminder of this, wherein the Ciphers brought in to mediate one particular debate between the Silvinch family and their indentured staff took one look at the situation and, in their words: ‘did what the multiverse showed them’. They murdered the Silvinch nobles and handed over their ill-gotten wealth to the workers.
See, what the Hardheads didn’t see was the imbalance that the Fated were causing. The Ciphers did what they did best - they balanced the scales.
It was a lesson hard won: that perfect tranquillity does not equate to perfect neutrality.
So… what now?
Truth be told, not much. The Ciphers are going to keep doing what they do without stopping to think about it. The whole ‘technological revolution’ and ‘Green the Cage’ campaigns dominating the city right now have a lot of folks tempers’ on edge, especially with the scars of the Second Upheaval so raw in peoples’ minds. The Ciphers will continue to mediate and resolve any disputes, maintaining their status as independent adjudicators… though folks are a bit more wary with what they bring to the table nowadays.
References & Inspiration
- Mimir's Ciphers page - General reference and inspiration
- Font Awesome - For the (placeholder) icon