Harmonium

Learn about the 15 Factions of Sigil

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Flession
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Harmonium

Post by Flession » Fri May 08, 2020 3:54 pm

The Harmonium (The Hardheads)

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The Harmonium, also known as Peacemakers (or Hardheads by those more jaded) believe in enduring peace, even if sometimes violent means are required to achieve their ends, and see unresolved conflicts as the greatest threat to the planes. They point to the Blood War as the antithesis of their beliefs. Despite their love of peace, the Harmonium is organized as a semi-military faction. Peacemakers include itinerant negotiators, military commanders who’ve seen too much bloodshed, clerics and paladins of St. Cuthbert, and pacifist monks. In Sigil they are based in the City Barracks, while on the planes their headquarters is the town of Melodia on Arcadia.

Prerequisite: Only Lawful characters can join the Harmonium.

Philosophy: If everyone follows the rules (their rules), then there will be peace.

Plane of Influence: Arcadia.

Headquarters: The City Barracks.

Allies: The Guvners and the Mercykillers.

Enemies: The Indeps, the Revolutionary League and the Xaositects.

Background:
Skill Proficiencies: Intimidation, Persuasion
Tool Proficiency: Smith’s tools
Bonus Language: Any one
Equipment: Smith’s tools, healing kit, signal whistle, a set of common clothes including a faction badge sewn into them, and a belt
pouch containing 15 gp.
Feature: Notary. As a member of the Harmonium, you are welcome in the faction’s headquarters, the City Barracks in the Lady’s Ward. This gives you access to the arrest records of the city, the current list of patrols and supervisors, the courtyard (for training), and the faction library. You also are welcome in the town of Melodia, on Arcadia, the faction’s planar HQ. You know of a portal to Melodia, and have a key to that portal.
Inspiration: Forged Alliance. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to attempt a Charisma check to bestow the “Charmed” condition on one target you are talking to, until that target takes a short rest. Examples of actions you may do to potentially earn Inspiration might include:
  • Follow your faction superior unquestioningly, when the task is great.
  • Make peace between two conflicting individuals (or yourself and an individual you conflict with).
  • Get someone to agree with your way of thinking, if only for a moment.
Suggested Characteristics: The Harmonium can be stubborn and fascist, but at their best they are helpful, generous people who truly view their path as the way to good for all the planes.
GM | Doer of The Thing | Red Username Means I'm Important | Mastery over Sardonicism| Recovering Procrastinator | "You cannot understand a man's actions unless you understand his beliefs."

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Flession
Posts: 1171
Joined: Tue Apr 28, 2020 8:09 am

Renown

Post by Flession » Fri May 08, 2020 4:01 pm

Renown
Renown Rank Special Abilities Min. Character Level
3 Notary (Namer) Harmonium Restriction, Charm Person, Sue for Peace N/A
10 Measure (Factotum) Peaceful Mind, Planar Mancatchers 5th
25 Mover (Factor) Dictate 10th
Harmonium Restriction. There are two things which the Harmonium considers treasonous - disobeying just orders from a Harmonium superior, or initiating wanton violence with no intention to arrive at peace. Should you betray the Harmonium’s beliefs you cannot gain Inspiration until you atone or otherwise prove yourself to your faction.
Charm Person.You can cast charm person once per day, using Charisma as your spellcasting ability.
Sue for Peace. You can spend Inspiration to convince two hostile groups to stop fighting long enough to hear what you have to say for up to 1 minute.
Planar Mancatchers You receive a +1 Glaive, Halibred, Quarterstaff, or Spear (you must be proficient in this weapon). In addition to the normal effects, you may cast Forbiddance as a 6th level spell as a standard action. The spear is considered the material cost and is not consumed in the process and is the center of the spell effect. You cannot, however, use this spell to damage any creature within this field, though they are fall under all other restrictions. The effect lasts as long as the weapon remains within the established area, the caster takes a long rest, or the effect is dispelled. This effect may be used again at the dawn of the next day.
Peaceful Mind. Your saving throws against fear and emotion-related magic are advantaged.
Dictate. You can cast Command as a 3rd level spell once per day, using Charisma as your spellcasting ability. You may extend the amount of words used in this casting of Command to 12 words.
GM | Doer of The Thing | Red Username Means I'm Important | Mastery over Sardonicism| Recovering Procrastinator | "You cannot understand a man's actions unless you understand his beliefs."

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