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New Backgrounds: Four of the Factions

The following four factions are very important to the story that has emerged from the first two sessions.  Doomguard Philosophy: Entropy is ecstasy; decay is divine. The multiverse is supposed to fall apart. We're just here to keep leatherheads from interfering. Factol: Pius . Sigil HQ: Armory (The Lady's Ward). Home Field: The negative quasi-elemental planes (Ash, Dust, Salt, and Vacuum). Eligibility: Any; except for clerics of the domains of the Forge or Life. Allies: Bleak Cabal, Dustmen. Enemies: Guvners, Harmonium.  Skill Proficiencies: History, Intimidation Tool Proficiency: Smith’s tools, historian’s tools Equipment: Historian’s tools, smith’s tools, a vial of acid, a set of common clothes including a faction badge sewn into them, and a belt pouch containing 10 gp. Feature: Defender of Doom. As a Sinker, you are welcome in the Armory, in the Lady’s Ward, including in the upper reaches where rare armor and weapons and faction function halls are kept. Other Sinkers acknowledge you as an ally. You also have a portal key to a portal that you know of that links to either the Crumbling Citadel on the Plane of Ash, Citadel Alluvius on the Plane of Dust, Citadel Exhalus on the Plane of Vacuum, or Citadel Sealt on the Plane of Salt (your choice). Inspiration: Sift. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to learn what caused an object’s destruction. To do this, you must hold a piece of the destroyed item in your hand, and spend one hour examining it and attuning yourself to its psychic resonance. At the end of the hour, you learn what destroyed the object, if that destruction occurred in the last 10 years. Activities that you may gain Inspiration for might include:   Destroying some long-standing structure or killing some ancient creature. The older the better!  Encouraging rebellion and conflict for the sake of accelerating the decay of the entire organization.   Refusing magical healing, embracing your own eventual decay.  Restriction: Sinkers have resistance to healing magic, only regaining half the normal hit points from healing spells and magic items. No self-respecting Doomguard would act against the forces of Entropy in favor of those of creation or preservation, and doing so prevents you from gaining Inspiration until you atone or otherwise prove yourself to your faction's cause. Suggested Characteristics: Sinkers cling to little in this world as permanent, and many of their bonds are to the past. They can be destructive and harsh at their worst, but heroic Sinkers certainly exist – imagine the entropy one life can cause! Sinker Membership: The Doomguard attracts those who revel in chaos and destruction, but also those who contemplate the natural order and acknowledge the inevitability of death. Fighters, barbarians, rangers, and rogues make up the bulk of Sinker membership (especially fighters). Sorcerers are also often attracted to the philosophy - especially the wild ones. Druids also have a strong representation in the faction, though they tend to take a more passive view of entropy than their warlike brethren. Clerics of nature, trickery, or war are also present, though rarer, as the abilities of any cleric tend to be supportive in nature, and the Doomguard brooks very little of that. Healing is a good way to make other Sinkers question your commitment... though that might be a stripe of hypocrisy, as the Doomguard does delight in their own special breed of paladins, ones taking the Oath of Destruction, and the tenets of this oath provide for healing and protecting those things that are causing destruction, at least.
Harmonium Philosophy: Peace is our goal. But if it takes a little war to get others to see things the Harmonium way, so be it. That's how we'll reach our golden harmony. Factol: Measure&nbsp;Vishnucar Sigil HQ: City Barracks (The Lady's Ward). Home Field: Arcadia (in Melodia). Eligibility: Members must be lawful. Allies: Guvners, Sodkillers. Enemies: Free League, Revolutionary League, Xaositects. 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. 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 use it to arrive at peace. Should you betray your faction's beliefs you cannot gain Inspiration until you atone or otherwise prove yourself to your faction's cause. 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. <a href="http://z13.invisionfree.com/nwn2planescape/ar/t7431.htm" rel="nofollow">http://z13.invisionfree.com/nwn2planescape/ar/t7431.htm</a>
Society of Sensation To know the multiverse experience it fully. The senses form the path to truth, for the multiverse doesn't exist beyond what can be sensed. You are a member of the Society of Sensation, and hold to the belief that experiencing something - tasting it, hearing it, seeing it - defines its existence. Only by trying any experience can you know the truth of the multiverse. Skill Proficiencies: Investigation, perception Tool Proficiencies: One artisan's tool set, one musical instrument Equipment: An artisan's tool set and musical instrument you are proficient in, a spyglass, traveler's clothes with bearing a faction insignia, and a belt pouch containing 15 gp. Feature: Recorder of Sensations. As a member of the Sensates, you have access to the Civic Festhall, including free use of the Sensoriums, where recorded experiences can be played back. Most people must pay a fee for this, but you get in for free. You also have access to the exclusive faction Sensoriums (where you are also tasked with recording any new sensations you experience). You also can use the faction quarters, lecture halls, and classrooms here. Furthermore, you know of a portal to the faction's Gilded Hall on Arborea, and have a key to open it. Inspiration: Attuned Senses. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it when surprised to negate the surprise for yourself - your senses picked up the ambush just before it happened. Restriction: Sensates embrace new experiences, so long as there is no obvious deadly peril. Should you refuse a new experience, you cannot gain Inspiration until you atone or otherwise prove yourself to your faction's cause. Suggested Characteristics: Sensates tend to be a little hedonistic, delving deeply into pleasurable sensations and caring little about the world outside of them. Those who delve deeply into the philosophy might be a little reckless as well, living close to the edge of death and destruction in order to sample experiences never sampled before.
Fraternity of Order aka Guvners Philosophy: Everything has laws; most are dark. Learn the laws of the multiverse and you can rule it. Factol: Preserved Fish Sigil HQ: City Court (The Lady's Ward). Home Field: Mechanus (in the Fortress of Disciplined Enlightenment). Eligibility: Members must be lawful. Allies: Harmonium, Sodkillers. Enemies: Revolutionary League, Xaositects Skill Proficiencies: History, investigation Tool Proficiency: Cartographer’s tools, scribe's supplies Equipment: Cartographer’s tools, scribe’s supplies, abacus, a set of common clothes including a faction badge sewn into them, and a belt pouch containing 15 gp. Feature: Aide to Unity. You belong to the Fraternity of Order, which allows you to access the City Court and the Vault of Knowledge that lies there. You may be assigned tasks by the faction and make some coin – enough to live a Modest lifestyle. You also know of a portal to the Fortress of Disciplined Enlightenment, the Fraternity’s headquarters on Mechanus, and the key to that portal. Inspiration: Patterns of Speech. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to understand one bit information spoken or written in a language you are not otherwise fluent in. In addition, you can spend Inspiration when casting comprehend languages to decode secret messages in a text or glyph, such as an arcane Sigil, that isn't part of a written language. Actions you might take that may gain you Inspiration might include: Spending your down time accessing and learning about the laws of the area you're in. Adhering to the law of the land when breaking it would bring you some reward or convenience. Exploiting or correcting a loophole in a legal system. Suggested Characteristics: Guvners are attracted to power. Though the faction’s daily activities are dry and even dull, the stakes are quite high – if the Guvners are right, then sufficient study will allow one to control the underpinning axioms of reality