Dealing With Others (PWH)

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The planes swarm with so many inhabitants and fellow travelers that a planewalker may have a tough time keeping them all straight. A body's got to know how to treat the berks he meets. This section provides some advice on successfully and peacefully dealing with some of the most common groups (including all of the factions). 
==When dealing with the Athar...==
It's best not to mention a deity, even if a body's a priest or a paladin. Swallow any religious zealotry and the Athar treat a basher fairly. If a berk flashes his holy symbol around a Defier, he's sure to get only contempt and scorn. If a body says he's searching for knowledge or enlightenment, he's more likely to get a fair hearing. 
For those more violently inclined, here's one good bargaining tip in regards to the Athar—they're real susceptible to injuries, disease, and death since no self-respecting priest will use her healing magic on one of these unbe-lievers. This comes in handy in more peaceful negotiations, too; potions of healing and other curative magical items are very valuable to members of this faction.
If a body is working directly for a power, avoid this bunch for sure. A group of high-up Athar have the ability to send a proxy or other servant of a deity straight back where he came by banishing him. Fortunately, a basher needn't fear this trick while in the Cage—no one gets banished from Sigil, unless they get tossed directly out a door (which happens). 
==When dealing with Godsmen...==
Like any faction members, the Believers of the Source like to hear their own philosophies spouted back at them. If a cutter mentions actualizing her potential and overcoming great trials and tests, the Godsmen react well. Remember too, that the tenets of this faction pretty clearly state that planars are a higher form than primes, so members'll give a planar more respect (but then, most folks do that anyway). 
==When dealing with Bleakers...==
Unless a hasher's sympathetic with the faction's outlook, it's best not to talk philosophy with a member of the Bleak Cabal. It's easy to get caught up arguing meaning-versus-no-meaning with these bashers, and that only sets the Bleakers off. Remember, they believe nothing makes sense, so don't go trying to explain things to them—it's not necessary, and it's a waste of time. 
Just because these folks don't think there's a point to it all doesn't mean that they don't know what's going on. Some Bleakers are as well-tanned as they come. 
==When dealing with the Doomguard...==
If a body is looking for help from the Doomguard, he's got a challenge ahead of him. They won't help an addle-cove who tells them that he's trying to make something better. The Doomguard only take actions that further the cause of entropy. A smart cutter can phrase things in such a way to the Doomguard to make it seem like she's trying to do the same thing they are. A basher rattling his bone-box about bringing down some tyrant, destroying some age-old fortress, or breaking the strangle hold that some fiends have over a gate-town is sure to attract the Doomguard's attention. Don't stress the improvements that these changes might make, and the Doomguard'll be disposed to give a body what's needed. (For the right garnish, of course, but that goes without saying, right?) 
==When dealing with Dustmen...==
Contrary to what a body might think, the Dustmen aren't really that hard to deal with. Sure, they have strong feelings about death, but they aren't against living life to the fullest, either; after all, a body can't understand death until he's tasted life. Never approach them with a matter of life and death—they won't react to that in the same way as other folks. They're interested in understanding the nature of life and death, though, and might lend a sympathetic ear to anyone who offers a potential insight into such things. 
Keep the Dustmen's feeling for the undead in mind, too. Crying on a Dustman's shoulder about an evil vampire or lich won't get a basher anywhere. 
==When dealing with the Fated...==
Takers react well to someone who's willing to take matters into her own hands. They still won't offer to lend a sod a hand—unless it happens to serve their own purposes at the time, or they're properly paid for their trouble. 
Don't show any sign of weakness. They don't believe in sympathy, so being weak'll only get a body in trouble. If they see a way to take what they want from a sod, they won't hesitate. The best way to deal with one of the Fated is to make sure a body doesn't have anything he wants—except then she runs the risk of being ignored. 
==When dealing with Guvner...==
A planewalker can learn a lot from a member of the Fraternity of Order. It's said that knowledge is power, and these folks know a lot They aren't as interested in the "why" of things as they are in the "how." Don't approach them with emotional, heartfelt passion. They won't see it They're pretty much a matter-of-fact group, and that's how a cutter should treat them. 
To slow them down or put them in their place, throw a contradiction in their face. Guvners hate that. The planes have rules, to be sure, but there's exceptions to all of 'em, and that's enough to make a cutter who's trying to learn all the rules go completely barmy. 
==When dealing with Indeps...==
A basher just ain't going to get a Free Leaguer to be sympathetic to her cause. Jink is the best way to communicate with one of these stubborn berks. Otherwise, a cutter's best off stressing his independence and avoiding any mention of faction or other group ties. 
Indeps don't care what a hasher's beliefs are, but if a sod tries to impress his ideas on a member of the Free League, watch out. The only thing that makes them madder than that is the assumption that the Indeps have a set of beliefs of their own. They're not a faction and they're not caught up in the belief struggle. That's what they say, anyway—over and over again. 
==When dealing with Headheads...==
Remember, if a body ain't in the Harmonium, the Harmonium ain't gonna respect him. It's their way or no way. They're tough, but they don't respect others who stand up to them. A cutter either joins 'em, avoids 'em, or kowtows to 'em. 
When in Sigil, they're the law. A planewalker's got to accept that, no matter how much it galls him. It won't do a body any good to tell them that he won't abide by their rules—in fact, there's no better way to get the Harmonium riled. 
==When dealing with Mercykillers...==
There's only one piece of advice about dealing with Mercykillers: Don't do it unless it's absolutely necessary. If a body violates their sense of justice, they'll just as soon see the berk in the dead-book as anywhere else. Life is black and white to these leatherheads, so don't try to reason with them, or ask them for mercy. A basher can find a better use for that breath. 
They're wonderful, though, for a quick distraction: Set 'em on an enemy or opponent by saying the sod's a lawbreaker and watch 'em go. Just don't be around when (or if) they find out it's not true. 
==When dealing with Anarchists...==
It might not be obvious, but if a basher needs an ally to fight (or otherwise confront) some powerful force, it's not a bad idea to approach the Revolutionary League for potential help. Convince them that they'll be fighting against the corrupt status quo, and they'll fling themselves into a planewalker's cause whole-heartedly. 
The thing about Anarchists is that a body might not know he's dealing with one at all. These folks can pass themselves off as members of other factions. The good thing about this is that Anarchists won't hold it against a basher if he's caught spouting beliefs he doesn't actually hold just to get by or to impress someone. Anarchists have to lie about their beliefs all the time to make their disguises and infiltrations effective. 
==When dealing with Signers...==
The most extreme members of the Sign of One won't listen to somebody else's problems. They can be the most egotistical, self-centered group of berks that a body will ever come across. They believe one of them is imagining the whole universe into existence, so everyone else isn't real and doesn't matter all that much. It'd be easier to deal with the Hardheads—at least they'll believe a body's real. 
Less severe members take the view that every cutter's the center of the multiverse (his own, that is). They may be persuaded to help a basher get a fair say and a fair shot at making his personal universe the best it can be—say, by giving a body a chance at the speaker's list at the Hall of Speakers, or by teaching him something about turning situations to his advantage with the power of positive thinking. 
==When dealing with Sebsates...==
In a lot of ways, the wants of the Society of Sensation are the easiest to fulfill. These folks want to experience life in every way, and always look for someone who'll help them find a new sensation. Offer them something unique, and they'll eat right out of a cutter's hand (maybe literally).
Like so many of the other factions, talking to a Sensate is just a matter of approach. They're not interested in accomplishments so much as they are in experiences. It's not the ultimate end so much as the means to that end that interests them. lf a body is telling a Sensate the tale of how she scaled a sheer cliff to rescue a kidnaped prince, don't talk about the importance of the prince, talk about what it was like to climb the cliff. 
==When dealing with Ciphers...==
If a member of the Transcendent Order asks a question, answer immediately, without giving it much—or any—thought. That's the way of these folks. Likewise, few Ciphers'll change their minds once they've made a decision. They won't listen to anyone's long-winded speeches because the deliberation behind them takes too long. 
Sometimes it's extremely easy to gain Cipher allies. With their love of action, they'll help a body more often than notjust to be doing something. This doesn't mean they'll join a body on a suicidal quest for the fun of it, though; they're action-oriented, not stupid. 
==When dealing with Xaositect...==
There's a tale told about a Xaositect who took it upon himself to adopt a new personality and agenda each day. Eventually he stopped, claiming that his daily change was too regulated and orderly. Others say he ran out of ideas for new personalities. Either way, any addle-cove can see why Xaositects are often difficult to deal with. Even the good-natured ones constantly change their minds and opinions. 
The hard thing about working with Chaosmen is understanding the berks. Sometimes they'll be in total agreement with a body and she'll never know it because they'll be flapping their bone-boxes in such a strange way. There's no certain way to learn how to understand the chant of the Chaosmen. It just takes some clear, open-minded thinking and a little experience.
==When dealing with Outsiders...==
Who knows? They all come from disparate worlds, spouting different beliefs and dogma. One thing's for certain—if they're newly arrived, they are truly clueless. They'll probably believe anything a body tells 'em. Lots of planars use this to their advantage and tell Outsiders half-truths (or outright lies) in order to influence them in desirable ways. Bobbing a newcomer to Sigil isn't even a challenge. Not every spiv is that unscrupulous, but there's no denying that it works. The other clueless trait to play upon is their belief that their homeworld is the center of the universe and that the planes only exist for that world's benefit. Feeding this idea often gets a cutter in good with an Outsider. 
On the other hand, no matter what most planars think of 'em, primes sometimes show up on the planes with a lot of power backing them up. Treat primes like potentially dangerous animals; lead them around by the nose, but watch out for the sudden bite. 
==When dealing with Celestials...==
Don't think that these bashers'll be completely helpful and giving just because they're not tanar'ri or baatezu. They have their own agendas and goals, so don't stand in their way. 
Remember that not all upper-planar inhabitants get along. Aasimon and asuras are not-so-friendly rivals, and the more chaotic types often find contention with the archons. There is no upper-planar version of the Blood War, however, and most of the celestials attempt to keep their arguments from degenerating into physical combat (but it does happen). 
The thing that a planewa1ker has going for her in relating with celestials is that most of them believe in some manner of compassion, mercy, or at least kindness. Appeal to this side of them if possible. ('Course, that won't help a body who's dealing with a solar with a Mercykiller outlook—a rare occurrence, thankfully.) A basher should also stress her own nobility and virtue, although don't overdue it—they're not fools. 
==When dealing with Fiends...==
A planewalker has to know what type of fiend she's dealing with. Some sods think there's no difference between baatezu, tanar'ri, yugoloths, or gehreleths. These leatherheads rarely survive long on the Lower Planes. 
While they're all foul, dark beings of destruction, hatred, and pain, they manifest different "flavors" of evil. Baatezu are predictable in their malevolence. Tanar'ri are not. Yugoloths are generally more cunning than powerful. 
Never make a deal with any kind of fiend. Why is this so hard for some leatherheads to remember? Tanar'ri lie as a matter of course, baatezu pervert the truth to trick their victims, and yugoloths simply betray a berk while his back is turned. Assume that any boast a yugoloth makes is a bluff, but don't act as if that's the case, 'cause they're still sodding powerful bashers. Confused? Intimidated? That's the point.
If a body has to work with fiends, keep a few things in mind. If possible, deal from a position of real (not supposed) strength. Only on a very short dealing is it safe to even consider bluffing a fiend they'll see right through any berk pretending to be more powerful than he truly is. Certain spells can help a wizard deal a bit easier with fiends, but as every good planewalker knows, magic's one of those variables in the multiverse that can't always be relied on.
One tactic worth some thought: Play one fiend off of another. Use a fiend's enemies against him. Baatezu, tanar'ri, yugoloths fact is, they're all completely sodding paranoid. Tell them their enemies are working against them, and they'll be thrown off whatever they're doing. Betrayal and backstabbing are standard features of lower-planar life, and every basher watches his back. Likewise, however, a smart planewalker on the Lower Planes has to be a little peery, watching his own back as well.
==When dealing with Githyanki...==
Don't refer to them as humans, gith, or especially githzerai. Don't refer to their lich-queen ruler/goddess at all.
Remember that githyanki hate to be disturbed. If a trip to the Astral Plane is necessary and the githyanki have to be contacted for whatever reason, expect to get a hostile reception. There's no way to avoid this initial reaction, but a smooth talker might be able to assuage their irritation.
Approach the githyanki from a position of strength. Having won their freedom eons ago, they can relate to traits of strong individuality and unfettered liberty.
==When dealing with Modrons...==
Don't ask any question that can't be answered with a short, precise reply. Otherwise, a sod'll be trapped in a long conversation as the creature attempts to give an exact answer to a vague question.
On the other hand, if a body wants to distract a modron, she should ask it to compute the value of pi, or ask it the time. (On Mechanus, every second of each minute has a specific name, as do the minutes and hours themselves—the poor sod can't finish telling a body what time it is before the time has changed, and it must start over.) This may tie the creature up for a very long time, if it complies with the request (most won't—they aren't all completely stupid).
==When dealing with Slaadi...==
Any advice that can be given to a planewalker for dealing with slaadi is practically worthless. A body'll virtually never be in a position to "deal" with slaadi in any sort of conventional manner. Slaadi don't deal. They're practically too chaotic to make conversation, let alone agreements. A slaad's idea of a good conversation is chewing the face off a berk who's trying to ask it a question. 
==When dealing with Petitioners...==
Any advice about these bashers has to be pretty general, since there're too many diverse kinds of petitioners to make specific recommendations. In general, though, they mirror the plane and/or realm they're in—don't expect petitioners on Carceri to lend a helping hand for free, for example. 
Most hate leaving their home plane, and usually won't do anything that drastically diverts them from their ultimate goal. They all have ultimate goals, which usually entail becoming one with their plane or power, or other such mystical wash. 
==When dealing with Proxies...==
A wise cutter'll do so with deference and humility. These folks expect to get the respect they're due. They've got a direct line to their high-up, and they're not going to let anyone forget it. To get something from them, give them what they want first—and maybe a little more. 
==When dealing with Powers...==
This point is moot. Don't deal with the powers. Avoid them. Stay out of their way. The sight of one can tum a berk to ash. Their voices can reduce a mortal to jelly. Their presence can disrupt all magic. Their whims can... well, just don't think about it, berk.