Fated
Posted: Wed May 06, 2020 2:25 pm
The Fated (Takers, the Heartless)

The old adage “survival of the fittest” is the Fated’s mantra; they seek to be self-reliant, to adapt to whatever the multiverse throws at them, and to make their own destiny. Also called Takers or the Heartless, they include pioneering explorers, power-hungry nobles, blackmail artists, and rogues. In Sigil they are based in the Hall of Records, while on the planes they make their headquarter’s in Rowan’s Hall on Ysgard.
Philosophy: You have to take what you want in life through hard work and by whatever means necessary.
Plane of Influence: Ysgard
Headquarters: The Hall of Records
Allies: The Free League and the Mercykillers.
Enemies: The Harmonium.
Rising in the Ranks:
To join, you must pass a series of mental and physical tests. Members collect taxes and track the city's business dealings. To rise up in rank, you need to remove someone from their spot, usually through threats or magic.
Factol Duke Rowan Darkwood: He is an ambitious fellow with a white beard who schemes for control of Sigil.
Lore
Prerequisite: Lawful Good characters avoid the Fated's uncharitable philosophy.
Skill Proficiencies: Intimidation, Investigation
Tool Proficiency: Scribe’s supplies, forgery kit
Equipment: Scribe’s supplies, forgery kit, a set of fine clothes including a faction badge sewn into them, and a belt pouch containing 25 gp.
Feature: Heartless. As a member of the Fated, you have access to the Hall of Records, including food and drink for a reasonable fee (Fated get nothing for free), and access to the property records, the Academy of Training, and the tax records of Sigil (including defaults, credits, lending records, tax rolls – anything having to do with money). Perhaps importantly, you also know how to look up records yourself. You also know the key to and location of a portal that will grant you access to Rowan's Hall on Ysgard.
Inspiration: Self-Sufficient. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to gain a proficiency bonus to one skill check that you make in a skill you aren’t normally proficient in. The following examples may be situations in which you are awarded Inspiration:
Taker Membership: The Fated are entirely a group of survivalists of one stripe or another. The faction attracts any member of any class that doesn't depend on others to get their job done. Barbarians, fighters, druids, rangers (hunter rangers are more popular than beastmaster rangers), and sorcerers are very common, each one capable of mastering their own power. More urban environments lead to a lot of rogues, each one a master at discovering secrets that others want to keep hidden. More rarely, you may find Fated paladins, monks, wizards, or bards. These classes tend to rely on others, at least for their initial training, but some certainly take a more independent view of their abilities, and become self-taught and self-guided, though this path is often difficult for them. Clerics and Warlocks, explicitly dependent as they are on other entities, almost never become Takers, who see both classes as being crippled by their reliance on the charity of some other creature, little more than parasites on them.

The old adage “survival of the fittest” is the Fated’s mantra; they seek to be self-reliant, to adapt to whatever the multiverse throws at them, and to make their own destiny. Also called Takers or the Heartless, they include pioneering explorers, power-hungry nobles, blackmail artists, and rogues. In Sigil they are based in the Hall of Records, while on the planes they make their headquarter’s in Rowan’s Hall on Ysgard.
Philosophy: You have to take what you want in life through hard work and by whatever means necessary.
Plane of Influence: Ysgard
Headquarters: The Hall of Records
Allies: The Free League and the Mercykillers.
Enemies: The Harmonium.
Rising in the Ranks:
To join, you must pass a series of mental and physical tests. Members collect taxes and track the city's business dealings. To rise up in rank, you need to remove someone from their spot, usually through threats or magic.
Factol Duke Rowan Darkwood: He is an ambitious fellow with a white beard who schemes for control of Sigil.
Lore
- The Luckmaker's Glyph: In the Serpent Spine mountains of Ysgard, there are deadly caves that contain a glyph that the Fated frequently quest to see. This glyph is said to give you a bit more luck than the average mortal.
Prerequisite: Lawful Good characters avoid the Fated's uncharitable philosophy.
Skill Proficiencies: Intimidation, Investigation
Tool Proficiency: Scribe’s supplies, forgery kit
Equipment: Scribe’s supplies, forgery kit, a set of fine clothes including a faction badge sewn into them, and a belt pouch containing 25 gp.
Feature: Heartless. As a member of the Fated, you have access to the Hall of Records, including food and drink for a reasonable fee (Fated get nothing for free), and access to the property records, the Academy of Training, and the tax records of Sigil (including defaults, credits, lending records, tax rolls – anything having to do with money). Perhaps importantly, you also know how to look up records yourself. You also know the key to and location of a portal that will grant you access to Rowan's Hall on Ysgard.
Inspiration: Self-Sufficient. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to gain a proficiency bonus to one skill check that you make in a skill you aren’t normally proficient in. The following examples may be situations in which you are awarded Inspiration:
- Refusing healing or assistive magic from another character.
- Accomplishing a deed (such as slaying a monster) without any other character contributing.
- Refusing to help an ally in desperate need.
Taker Membership: The Fated are entirely a group of survivalists of one stripe or another. The faction attracts any member of any class that doesn't depend on others to get their job done. Barbarians, fighters, druids, rangers (hunter rangers are more popular than beastmaster rangers), and sorcerers are very common, each one capable of mastering their own power. More urban environments lead to a lot of rogues, each one a master at discovering secrets that others want to keep hidden. More rarely, you may find Fated paladins, monks, wizards, or bards. These classes tend to rely on others, at least for their initial training, but some certainly take a more independent view of their abilities, and become self-taught and self-guided, though this path is often difficult for them. Clerics and Warlocks, explicitly dependent as they are on other entities, almost never become Takers, who see both classes as being crippled by their reliance on the charity of some other creature, little more than parasites on them.