Fraternity of Order

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Flession
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Fraternity of Order

Post by Flession » Wed May 06, 2020 3:34 pm

The Fraternity of Order (Guvners)

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“Knowledge is power” claims the Fraternity of Order, whose members are known as Guverns and seek to master the rules that govern the planes themselves. They include sages, bureaucrats, information brokers, scholarly mages, and priests of gods of knowledge. In Sigil they are based in the City Courts where many Guvners sit as judges or administrators, while on the planes their headquarters is the Fortress of Disciplined Enlightenment on Mechanus.

Philosophy: Everything has laws. Learning the laws of the multiverse will give you ultimate power.

Plane of Influence: Mechanus, they have a stronghold there.

Headquarters: The City Courts.

Allies: The Mercykillers and the Harmonium.

Enemies: The Xaositects and the Revolutionary League.

Prerequisite: Only Lawful characters can join the Fraternity.

Rising in the Ranks:
To join, you must take tests of general knowledge and legal matters. Run the court system of Sigil. Faction members frequently judge cases.

Factol Hashkar: A lawful neutral dwarf who bores people but knows a lot.

Spells: All Guvners may learn the spell Encrypt/Decrypt as a cantrip for their spellcasting class.

Background:

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 containing15 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.
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
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Joined: Tue Apr 28, 2020 8:09 am

Renown

Post by Flession » Wed May 06, 2020 3:40 pm

Table Title
Renown Rank Special Abilities Min. Character Level
3 Guvner (Namers Guvner Restriction, See Pattern N/A
10 Administrator (Factotum) Manipulate Probability, Item Discrepancy 5th Level
25 Bureau Chief (Factor) Loophole 10th
Guvner Restriction. A Guvner won’t break the law unless he can find a loophole around it. Should you knowingly break a law, you lose the ability to gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
See Pattern. You can cast comprehend languages once per day. You may spend Inspiration when casting comprehend languages to decode any secret messages or ciphers in the writing, and to recognize the presence of arcane sigils (e.g. glyph of warding).
Manipulate Probability. Once per day, you can manipulate probability as a bonus action to apply advantage or disadvantage to an attack, check, or saving throw that you or a creature you can see makes. This appears as a series of coincidences you orchestrated which leads to some helpful or disruptive circumstance.
Item Discrepancy You are able to 'convince' magical items that it should work for you, even when it shouldn't. You may pick a single item that is restricted to you due to your race, class, or alignment and use it as if you met the requirements. It does not grant grant you abilities that you could not normally use (e.g. a non-caster gaining spell slots or slots in a class you do not have) and using any oppositely aligned items could call your alignment in question, depending on how it is used. This item can be changed with a short rest or long rest and still follows normal attunement rules and slots when applicable.
Loophole. You discover a loophole in the laws of the multiverse that allows you to cast a single spell of 5th level or below. Describe the nature and logic of your loophole. Each time you cast this loophole spell there is a cumulative 10% chance the multiverse closes that loophole. Once closed, you lose access to the loophole spell, but you can learn a new loophole by spending 1 day x the spell’s level of downtime researching. Intelligence is your spellcasting ability for these spells.
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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