The Transcendent Order is both the most neutral and the most mysterious of Sigil's Factions. Unlike most of the other Factions in the city, the Ciphers (as they are otherwise known) tend neither towards Law or Chaos, but strive to find the balance between the two extremes. Members are less interested in influencing the multiverse externally, focusing instead on self-improvement and inner balance. This philosophy earns them few enemies, but also few friends, and thus the other Factions are largely neutral towards them. The one exception is the Harmonium, who are constantly wary of the Order. Some put this down to simple envy; while the Harmonium seeks to create unity and peace through force of arms, their efforts are usually met only with resistance and hostility. By contrast, the Ciphers spend most of their time focusing on themselves, and yet somehow they always seem to be in the right place at the right time to defuse hostility and maintain balance to the city.
Ciphers believe in a philosophy of “Action Without Thought”. Too much thinking just gets in the way, they say. Instead, they strive to clear their minds and perfect their bodies, becoming vessels for what they call the Cadence of the Planes. A Cipher who learns to fully clear their mind and accept the Cadence into themselves can react with alarming speed, sometimes before anybody can know what they're reacting to. Unfortunately, many junior members who haven't quite reached the correct mental state mistake recklessness for transcendence, jumping headfirst into trouble without a moments thought.
The Transcendent Order make their headquarters in the Great Gymnasium in Sigil's Guildhall Ward. Here they train mentally and physically, learning everything from martial arts to meditation, to fine arts. Any pursuit which cultivates the mind and body to better accept the Cadence of the Planes is of interest to a Cipher.
Faction Benefits and Drawbacks
Their dedication to Action Without Thought means even junior Ciphers learn to react quicker than most. A Cipher enjoys a +1 bonus to all Initiative rolls. But their quick reflexes don't always lead them to wise action, and the player of a Cipher has a unique restriction; once they declare an action for their character, they cannot take it back or change their minds. If they say they do something, they have to see it through.