
The Sign of One believes that the material world is an illusion, and that what we consider reality is actually constructed by the mind. We use many names to describe one truth, reflecting our own biases, but the truth is One. They include truth seekers, travelers discovering new cultures, empaths, solipsists, and rhetoricians. In Sigil they are based in the Hall of Speakers, while on the planes their headquarters are in the Beastlands in a keep called the Dreamhearth.
Prerequisite: Lawful Good or Lawful Neutral characters can’t join the Signers.
Philosophy: One person is the center of the universe, possibly you. Everyone else is a figment of that person's imagination.
Plane of Influence: The Beastlands
Headquarters: The Hall of Speakers
Allies: The Sensates
Enemies: The Harmonium and the Bleak Cabal.
Restrictions:
Rising in the Ranks:
- To Join: Go to the Hall of Speakers and predict the future. If it comes true, you're in.
- Factotums belong to the inner circles of the faction.
Skill Proficiencies: Insight, persuasion
Tool Proficiency: Diviner’s kit
Bonus Language: Any one
Equipment: Diviner’s kit, steel mirror, a set of common clothes with the faction insignia in them, and a belt pouch containing 15 gp.
Feature: Precognitive. Your membership in the Sign of One is proof that you can make correct predictions, and thus can will the multiverse to change for you. You have free access to the Hall of Speakers in the Clerk’s ward, including the list of speakers and topics, and access to the debate halls. You also know of a portal to the faction headquarters on Elysium, the Perfected Land, and possess a key to that portal.
Inspiration: Unimaginable. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to gain automatic success on any attempt to disbelieve an illusion until your next short rest. Examples of things that may give you Inspiration might include:
- Correctly predicting the future in a specific instance, with something at risk should you
fail to be correct. - Convincing powerful creature that you are in control of them...mentally.
- Denying that another's experience is valid when you are trying to convince them of something.