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Below are a list of Sects around the inner, outer, and transient planes that the PC's could possibly join, should they want to. There are more sects out there, waiting to be discovered, and some that no player should ever join (Like the Vile Hunt in the Beastlands, who hunt, capture and sometimes kill intelligent animals).
“Those who control the terrain, control the battle.”
Prerequisite: Must have the natural talent to manipulate the chaos matter of Limbo, Must have a very good backstory explaining how the PC met a Zerth, and DM's approval
Unlike many sects, the Anarch's Guild has a specific local purpose - although "local" in this context refers to all of Limbo. They do not approve of rogue Zerth's teaching outsiders.
The sect is virtually unknown outside that plane, because its sole purpose is to train anarchs in use of the chaos-shaping proficiency. And since chaos-shaping only works on the churning matter of Limbo, there's little enough reason for chaos masters to leave. Those interested in chaos-shaping should be aware that in the hands of a highly trained master, this skill may produce remarkable results.
Thing is, the Guild is strictly a githzerai institution. Given the nature of that insular race, it's rare that any berk from another race learns the dark of true chaos shaping. Anarchs are valued by the other dwellers of Limbo (not counting the slaadi), since they make sure dwellings and solid ground continue to exist.
*Addendum - It is rumored that a small group of Githzerai holy men roam the planes, outside of the normal structure of the Anarch's Guild, called Zerth. Members of this priesthood are considered anathema to other Anarch members and can't gain influence within the Sect. However, they are allowed to leave Limbo as their faith sees fit to lead. It is also worth noting that the Followers of Zerthimon are not traditional priests, but are heroes of great skill. These incredible Gith are skilled in many areas, and have formed a loose splinter Sect. While they do pay lip service to the Sectol of the Groundsmen, they are not required to obey him if they determine the order to conflict with their beliefs or their current holy mission.
These priests worship the word of the Githzerai hero and prophet, called Zerthimon. The words of the prophet Zerthimon are inscribed upon special disks that are magic items. A lesson is written on each ring, and only by correctly understanding the lesson, are the priests able to open the next combination, and unlock the next lesson.
They tend to work in pairs, a master and an apprentice, and most if not all learn to make the traditional Karach armor and weapon forged from their will, and made from the chaos matter of Limbo. These weapons and armor sets are magic items in their own right, often reflecting the will of the owner. They are so revered, that their numbers have been known to include non-Gith who have done a great service for the Githzerai people.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Abilities
1 Shaper (Namer) - Groundsman Restriction, Chaos Shaping, Seed of Chaos, The Unbroken Circle of Zerthimon
10 Maintainer (Sectotum) - Strong-Willed
25 Creation Master (Sector) - Zerthimon's Chosen
50 Creator (Sectol)
Zerth Restriction. Zerth have a duty to the Githzerai people, and must help and defend them at all cost. Should One of the People ask for aid, or if a Githzerai is in danger, or if the enemies of the Githzerai are poised to commit harm to the people, The Zerth must act to help in any way they can. Though not lawful, Zerth have such an important place in Githzerai Society, that their actions and words carry great weight. The People believe they are the most important group in their lives, their great protectors, the People's faith in them is strong. If a player doesn't act to help the Githzerai people as written above, then they lose the ability to use inspiration, and must atone before they can use it again.
Chaos Shaping (a new skill).
Ability: Wisdom or Intelligence
Fortunately for travelers, the elemental nature of Limbo shapes itself to the will of a basher's mind. Most of the time, a basher uses his conscious mind to cause bits of solid ground or other terrain to form from the soup of Limbo. Anyone plunged into the plane's soup can manipulate Limbo's matter to some extent, as detailed on the table below. The problem is, unless a body has the chaos shaping proficiency, it all goes away when he sleeps, gets distracted, or just plain forgets.
TERRAIN MAINTENANCE TABLE
ATTRIBUTE TYPE OF
RATING* RADIUS OF TERRAIN TERRAIN
0 none none
1-6 10 feet per attribute point simple
(flat meadow)
7-13 10 yards per attribute point complex
(hills, trees, streams)
14-18 100 yards per attribute point artificial
(buildings, streets)
19+ 1 mile per attribute point includes
(complex buildings) naitive animals
* Intelligence for conscious maintenance by ordinary folks; Wisdom or Intelligence for unconscious maintenance by anarchs trained in chaos shaping (see below). Certain individuals, known as anarchs or zerths, have the innate ability to shape chaos. Untrained anarchs use the table as explained above. But those designated as Zerths can learn the chaos shaping skill, which allows a basher's mind to maintain the terrain, even when the character is distracted or unconscious. The trained Zerth uses the powers of the subconscious mind to maintain terrain in Limbo. With the skill, the character can use Wisdom or Intelligence on the Terrain Maintenance Table, and by spending a point of inspiration. this effect is maintained
Chaos Seed. Shapers are gifted with a small seed of chaos matter that can be shaped to any object, based off the chart below, by spending an inspiration point.
CHAOS SEED TABLE
RANK ITEM SIZE EXAMPLES
Shaper Tiny coin, flint, small knife, palm size objects
Maintainer Small dagger, buckler, cup, arcane focuses
Creation Master Medium weapons without two handed or heavy descriptor, tool kits, musical instruments, light armor, shields
Creator Large Heavy and two-handed weapons, medium and heavy armor, carts, row boats, furniture
The Unbroken Circle of Zerthimon. This small round stone is a Zerth religious text, containing the teachings of Zerthimon, the founder of the Githzerai people. The circle is made up of a series of interlocking circles that fold out from one another, depending on which branch the reader wishes to follow in the path of teachings... it is said that some Zerths spend years poring over the combinations of the plates, looking for new significance in the teachings. As an apprentice under a Zerth, the apprentice is given one of their own, and is shown how to unlock the first circle.
Strong-Willed. Zerth have honed their minds to manipulate the chaos of Limbo, and in their struggles against the mind flayers, giving them great mental resolve. They have advantage on any save against a mind affecting spell or ability when they spend a point of inspiration.
Zerthimon's Chosen. After much training and study, the Zerth are able to split the chaos seed in two. This second half forms the basis of armor and a weapon, made from the very chaos of Limbo, and bound to he soul of the Zerth. These items take on the name of Karach, meaning soul in Gith.
Both the weapon and armor reflect the level of the user's knowledge and understanding of the Unbroken Circle of Zerthimon. By understanding and opening more rings on the sacred text, the mind and soul of the Zerth grow stronger, making the Karach weapon and armor change, and become 'more'.
Allies: very few - Githzerai people, some non-Githzerai settlements around the plane of Limbo
Enemies: The Anarch Guild, Githyanki, Mind Flayers, Slaadi, raiders, anyone who intends harm to Githzerai
“The Endless Summer, The Party Eternal! Its time for a bit of fun!!!”
Prerequisite: Only Non-Lawful alignments welcome
The Children of the Vine, also known as Revelers and Carpet Knights, are members of a sect that first sprang up on Arborea. Many Sensates became enamored of the pleasures of the Gilded Hall, and sought only self-gratification. The most degenerate of these hedonists broke off from the Sensates on the example of Moreus, a former Sensate factol. The Society of Sensation, in turn, was not exactly sad to see these folks go. Their faction has enough of a reputation for pleasure-seekers as it is. Those who were honest (and barmy) enough to admit that they cared only for pleasure and not for learning the truth joined the Revellers under the leadership of Moreus.
Embrace pleasure; nothing else is worth your time. Nothing should be denied. Every whim and impulse should be acted upon, every desire or need fulfilled. What use is the philosophy of the greatest sages? Has it made them happy? Why seek anything less than ecstasy?
Also, don't worry about so-called "perfect" experiences. Truth, love, art, beauty...all meaningless. Worry instead about what's right here right now. That's all that really matters. Self-denial is a great evil. "Do what thou wilt" is the only law worth recognizing. After all, if we all did what we wanted, we'd all be happy.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Carpet Knights Restriction, Reckless Lifestyle, Making Friends
10 Sectotum - Peer Pressure
25 Sector - Life of the Party
50 Sectol
Carpet Knights Restriction. All Revelers have some form of addiction to a pleasurable activity. The player of a Reveler character must choose some vice that the character will seek out irrationally, and will be unable to function well without .The DM must approve all addiction choices, as they should be sufficiently debilitating as to make this an actual weakness, but not enough to make the character unplayable. Suggestions include alcohol or other drugs, sexual activity, gluttonous behavior, or gambling. A player that doesn't partake in their vice once a 24 hour period, is prevented from gaining Inspiration until they atone or otherwise prove yourself to your faction’s cause.
Reckless Lifestyle. Revelers are connoisseurs of various substances and drinks. Because of this, they receive advantage on all saves vs. Poison.
Making Friends. Carpet Knights can spend a point of inspiration to use the Friends spell cantrip
Peer Pressure. Sectotums gain the ability to cast Suggestion by spending an inspiration point. The spell DC is 16
Life of the Party. Sector's can spend a point of inspiration and cast Heroes' Feast
Allies - Sensates, Transcendent Order, Bleak Cabal
Enemies - Harmonium,
“The way we see it, who has the right to claim anything? Just 'cos you were born with a thing, why should it be yours? The sum of us all is far greater than the sum of our parts.”
Prerequisite: The Communals are open to all; after all, why discriminate when everyone is equal underneath? Folks of chaotic alignments sometimes have difficulties with their selfless philosophy, though they ain't specifically excluded.
The Communals, also called The Comrads or The Brotherhood, hold that everything belongs to everyone. Nobody's got the right to deny another basher the use of something. There's only so many resources, and sooner or later, they're going to run out. Where will that leave everyone?
So, their chant is that bloods should share what they've got. Now, that doesn't mean you can necessarily take whatever you like from your neighbour. That'd be rude. No, there's no harm in asking you know, just being polite like. What do manners cost a blood? If the basher you ask has finished with it, then sure, he'll let you use it. And when you're called upon, you'll be willing to relinquish the thing too. Its only fair! The Comrads are located on Bytopia, in the town of Perfection Through Work, at the Palace for All.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Comrad Restriction, The Needs of the Many, Brotherhood
10 Sectotum - La Familia, Rely on Your Brother
25 Sector - Made Men, Trust in The Organization
50 Sectol
Comrad Restriction. To join the Communals, a berk must sign away all his belongings. There's no 'mine' or 'yours', only 'ours'. If no one has an immediate need for the namers gear, they can usually get it back. But, they must be willing to share any of their gear with the comrads upon asking. They must also allow anyone who asks to borrow their material possessions at any time. They do not have to do this for free, and can set terms ranging from money to favors. Failure to do so prevents you from gaining Inspiration until you atone or otherwise prove yourself to your faction’s cause.
The Needs of the Many. The Comrads are known for lending out their gear to others. They don't have to do it for free!! They can set the terms of how their things are borrowed. by spending a point of inspiration on social interactions dealing with trade, they have advantage on rolls.
Brotherhood. As part of the Communals, Comrads can request any non magical item and common and uncommon magical items from the Faction Headquarters. This can take some time, as they wait to fill an item based upon availability.
La Familia. As part of the Communals, Comrads can request any Rare and Very Rare magical items from the Faction Headquarters. This can take some time, as they wait to fill an item based upon availability.
Rely on Your Brother. Comrads work better in a group. They can request the aid of faction help, in the form of a special mount, armed aid (1d10 faction members of Sectotum lvl) or lots of little helpers (2d10 of namer help). These minions will follow you until a set task is completed.
Made Men. As part of the Communals, Comrads can request any Legendary magical item from the Faction Headquarters. This can take some time, as they wait to fill an item based upon availability.
Trust in The Organization. Comrads are stronger together, and in combat, by spending an inspiration point, they can use the Help action (You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.) as a Free Action
Allies - The Athar, Guvners, Harmonium
Enemies - Fated, Mind's Eye
“All the other groups in the multiverse think they have the answers. It's the question that drives us.”
Prerequisite: Cannot be Lawful
The Converts, also called Chameleons or Turncoats, have a common saying that the more a body learns, the more questions he has. Learning is simply a process of discovering how little a berk really knows. As soon as a cutter thinks he's learned the dark of it all, a new bit of information comes along and proves him wrong.
And so the Converts admit they don't have all the answers, and "sample" faction philosophies in search of the truth. A Convert joins a faction believing he's found the answer. While he belongs. he believes with all the passion of a fanatic. But when he comes to see the limitations of its philosophy, he searches out a new ideology to replace the old one.
The Converts are strongest on Limbo, where nothing is for certain. The group is also well-suited to the Outlands. The sect has no true allies or enemies, though members of a Convert's chosen faction may disapprove of the Chameleon once they realize his true nature.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Chameleon Restriction, Sampling
10 Sectotum -
25 Sector -
50 Sectol
Chameleon Restriction. Chameleons must act as a member of the faction or sect that they are currently apart of, following the new restrictions of that group. If they are discovered as a Chameleon, They must leave their current group, and begin to look for another.
Sampling. Converts have the ability to join any faction. No matter what faction they are currently apart of, they gain renown as Converts. Their Convert rank is reflected in whatever group they become apart of. And, they gain the abilities of the group they are sampling at their Chameleon rank.
Allies - None
Enemies -only if they are discovered for what they are
“We will show those who cast us aside , that nothing in the Multiverse can hold us back.”
Prerequisite: Must have been banished or exiled from something or somewhere
Some sods who've been exiled or banished by offended wizards, rulers, or powers take to the planes with a chip-on-their-shoulder attitude, trying to prove to the multiverse that scorned them that they're capable of handling anything thrown at them. These berks call themselves the Dispossessed. They believe life has cast them aside, as if they were beneath notice.
Exiles (also called Chippers) seek attention by ruffling feathers and picking fights just to prove how tough they really are.
This sect is strongest on Pandemonium and Carceri, the two most .. popular" planes of exile. The Dispossessed visit Sigil looking to make trouble, simply because of the town's supposed importance in the grand scheme of the multiverse.
Given their antagonistic attitude, the Dispossessed don't have allies. Nonetheless, The Harmonium, on the other hand, finds them particularly obnoxious.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Exile Restriction, Strong-willed, Forged by Adversity
10 Sectotum - Buffered Against the Winds
25 Sector - Word of Contempt
50 Sectol
Exile Restriction. Chippers have a need to prove themselves to the multiverse, that they are strong, that their exile was a grave mistake. Once an exile commits to a task, great or small, they must see it through, or they are unable to spend inspiration until they atone to the Sect, falling back in line.
Strong-Willed. Exiles have a strong mentality, and by spending inspiration, they gain advantage on all rolls against mental attack.
Forged by Adversity. Chippers can roll twice for hit points on a level up, taking the best result.
Buffered Against the Winds. Dispossessed Sectotums can spend inspiraton to ignore the effects of the winds of Pandemonium for 24 hours
Word of Contempt. Dispossessed can spend inspiration to curse an individual. This acts as the spell Bestow Curse, as if cast using a 5th level spell slot, with a DC 16 save
Allies - None, the Fated, the Indeps, the Anarchists, and the Signers find something to admire in the sect's take-on-the-world attitude.
Enemies - Harmonium
“Everything and everyone worthwhile in the multiverse grows. Things build up as often as they fall apart. Grow yourself, improve, and reach enlightenment”
Prerequisite: none, only a willingness to self improve
The Expansionists (also known as the Growers) believe everything worthwhile in the multiverse grows. An acorn expands into a tree. A tree expands into a forest. This expansion is the goal of the universe, according to the Expansionists. Forget all that barmy talk about entropy. Things build up as often as they fall apart. If something does fall apart, then it obviously didn't fit in with the universes plan. Anything that does grow is meant to keep growing and improving.
So if expansion is the goal of the universe, what does this mean for individuals? Should we expand and grow as well? Absolutely, a Grower would say. Self-improvement and personal growth is the key. A cutter needs to keep improving his strengths and skills, honing them as far as they can go. If you sit around and be complacent, you aren't fitting in with the goal of expansion, and you wont be around long. You need to keep improving, never satisfied with how far you have come. If you improve far enough, you will have grown to reach enlightenment. Until then, you need to keep growing.
Everything worthwhile in the multiverse grows. An acorn expands into a tree. A tree expands into a forest. This expansion is the goal of the universe, according to the Expansionists. Forget all that barmy talk about entropy. Things build up as often as they fall apart. If something does fall apart, then it obviously didn't fit in with the universes plan. Anything that does grow is meant to keep growing and improving.
So if expansion is the goal of the universe, what does this mean for individuals? Should we expand and grow as well? Absolutely, a Grower would say. Self-improvement and personal growth is the key. A cutter needs to keep improving his strengths and skills, honing them as far as they can go. If you sit around and be complacent, you aren't fitting in with the goal of expansion, and you wont be around long. You need to keep improving, never satisfied with how far you have come. If you improve far enough, you will have grown to reach enlightenment. Until then, you need to keep growing.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Grower Restriction, Expand the Mind, Improvised Craft
10 Sectotum - Train the Body
25 Sector - Strengthen the Spirit
50 Sectol
Grower Restriction. Expansionists are always seeking self improvement. If they take an action that doesn't advance them along that path, they lose the ability to use inspiration until they seek out atonement with the Sect.
Expand the Mind. Growers can spend a point of inspiration to duplicate a cantrip spell of their choice. The spell is cast as a 1st level spell, and the DC is 10 plus Int
Improvised Craft. Spend a point of inspiration, and pick a new skill or tool to be proficient in for the rest of the scene
Train the Body. Spend a point of inspiration, and choose a fighter fighting style. This lasts until the end of combat
Strengthen the Spirit. Spend a point of inspiration, choose a feat to use for the rest of the scene
Allies - The Mind's Eye, The Fated
Enemies - The Doomguard, The Dustmen, The Bleak Cabal
“Watch patiently, wait silently, and where Evil reveals itself, smite unrelentingly”
Prerequisite: Only neurtal, non-evil alignments
Members of the Guardians (also called the Caretakers, or the Protectors) watch over the planes for evils that need to be stopped for the good of all. They protect those of virtuous hearts from the ravages of evil. They don't force their views upon anyone, defending the defenseless when others' views are imposed upon the weak. As watchers, they don't meddle unnecessarily, intervening only where there is evil to be vanquished. Originally inspired by the guardinals' ideals, the sect"s organization mirrors guardinal society. Though it's based primarily on Elysium, the sect has members and agents throughout the Outer Ring, Sigil, and the prime material worlds.
With their hands-off attitude, the Guardians get along well enough with the majority of factions. The notable exceptions are the Doomguard, the Bleakers, and the Harmonium. whose entropic or unyielding philosophies clash with the Guardians' ideal.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Caretakers (Namer) - Caretaker Restriction, Word of Mouth, Reputation
10 Sectotum - Guardinal Patron
25 Sector - Channel The Good
50 Sectol
Caretaker Restriction. Guardians are not allowed to engage in politicking, or machinations of any sort, they must constantly strive for the higher good. A member cannot spend inspiration if they have willingly commited a evil act, and must atone before they can do so again.
Word of Mouth. The Guardians are a huge Sect, and it is easy enough to find a bit of information, or to be pointed in the right direction by talking to their fellow members across the planes. Spending a point of inspiration nets them a pertinent tidbit of info they were looking for.
Reputation. On the upper, neutral, transient, and elemental planes, Guardians have a positive reputation, and can spend a point of inspiration to seek out shelter, food , drink, or equipment for free or at reduced rates.
Guardinial Patron. Choose a Guardinal from the chart below This Guardinal is a patron to you, able to give aid, advice, and occasionally even help out with a major problem directly.
Channel the Good. Spend a point of inspiration and take on one of the traits of your Guardinal patron from the chart below.
Guardinal Type Description Traits
Avoral a fierce eagle type True Seeing spell, Flight 40
Cervidal stout goat like Guardinal negate poison, negate illusion
Equinal horse-like type Whinny (cone, DC 16 Wis save or be stunned for 1d6 rounds), pace doubled for d6 rounds
Leonal Lion like Guardinal Roar (cone, DC 16 Con save or take 1d10 holy dmg, cast Protection from Evil
Lupinal Wolfish type Keen Senses (advantage to survival rolls), Howl (DC 16 Wis save vs fear)
Ursinal Bear Guardinal Bear Hug (after a sucessfu attack against a target, gain a bonus action to initiate a grapple with advantage on the roll, on the next round of the grapple, deals 1d10 points of damage), Ursine Knowledge (gain advantage on any roll to research, recall, or understand a piece of knowledge)
Allies - Most
Enemies - Doomguard, Bleakers, Harmonium
“People make laws, and we are people. We make laws. Belief is power, and no law is truly fixed, even the ridiculous Great Axioms of the Guvners. If enough people believe it, the law changes. ”
Prerequisite: A Legislate cannot be chaotic. A basic requirement is a belief in the existence of law and it's relative importance. Further, a Wisdom of 12 is considered the minimum required, to understand the implications of law.
We are law-makers. We respect the law as a general concept, if it's just, but unjust laws are simply to be thought out of existence. We control the multiverse, we conscious beings. It is the purpose of the Legislate to be the driving force in the establishment of laws that span all societies. If those laws become corrupt, they can eliminated with a thought. Thus do we offer power, for good or ill.
Yes, both. He who makes the laws can make himself immune to the laws. Why find a loophole when you can negate a law completely? The greatest power is not knowing how to get around the rules, but to get rid of them! Thus a body could do the greatest good to other beings, granting them with boons. A body could perform the vilest of evils, but the good will always cancel them out, so that's not a risk.
We already can affect laws, make laws, and interpret laws. Join us, make yourself powerful, and make us powerful. United, we will bring all law to its knees and remake it in a just frame!
Oh, yes there is a price. Your superiors know more than you, right? And they speak for more people. Thus, they are better examples of law than you are. So you have to do what they say. But not to worry! Our laws, set down by the Lawmaker himself, forbids the abuse of power in this way.
Relax. Soon you'll be sculpting the laws like clay.
The Legislators, also called The Ruled or the Fickle Judges, make their kip on Mechanus, in the town of Right to Rule.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Legislates Restriction, Following the Law,
10 Sectotum - Know Customs
25 Sector - Creating a Loophole
50 Factol
Legislates Restriction. All Legislates have a need to obey their superiors and any legislate who gives orders to an underling must have permission from a higher ranking member. Failure to obey an order from a higher up who has permission to give an order, or giving an order to an underling with permission from a high up will cause the player to not e able to use inspiration until they have atoned for the offense in some way.
Following the Law. Gain a +1 to all die rolls directly connected with the orders of a superior.
Know Customs. Spend a point of inspiration to know the laws of any area instantly (city, planar, area, cultural)
Creating a Loophole. By spending a point of inspiration, Legislates can adjust any roll as much as +3 to -3. This roll can be of any type
Allies - The Minds Eye The Order of the Planes-Militant, The Guardians, The Fated
Enemies - Harmonium, Sod Killers, Sons of Mercy, Guvners, Anarchists, Free League, Xaositects, Bleak Cabal
“ ”
Prerequisite: Must be Lawful
The Mathematicians (also called the are a splinter group of the Guvners, drawn strongly to the gearworks of Mechanus. Mathematicians believe that anything a berk can imagine exists somewhere on a far-off cog of the plane. They seek to discover the hidden secrets of Mechanus through the rigid application of logic; when the logic of the turning cogs is unlocked, so too will be the secrets of multiverse. Mathematicians are neither wild dreamers nor greedy berks blinded by the prospect of power or treasure.
They're serious thinkers convinced they can discover the secrets of the multi verse through hard thinking and calculation. Sect members only leave Mechanus if they're on the trail of some esoteric bit of knowledge that relates to the gears. The Mathematicians are loosely allied with the Guvners, Hardheads, and the Mercykillers. Anyone with a fear or hatred of the chains of logic is naturally against the Mathematicians.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Mathematicians Restriction, Perfect Memory, Helper Spirit
10 Sectotum - Analytical Mind
25 Sector - Portal Switch
50 Sectol
Mathematicians Restriction. Most Mathematicians never leave Mechanus. When they do, it is to pursue some tidbit of knowledge about the cogs and gears of the plane. If they leave Mechanus or pursue an action for a reason other that learning about the gears, They cannot use inspiration, and must atone before using it again.
Perfect Memory. Mathematicians can spend a point of inspiration to gain the ability to recall anything that they have seen, heard, or read with perfect accuracy
Helper Spirit. Mathematicians gain a gear spirit that can enhance any mechanical device they wish. By spending a point of inspiration, the creature has the ability to make a crossbow shoot faster stronger, more accurately, can open locks, and other
Analytical Mind. Mathematicians can see patterns others ignore. If a Mathematician spends an action in combat observing an enemy, they are privy to the stats and weaknesses of the creature
Portal Switch. Members can spend a point in inspiration, with 1d4 rounds of calculation, reset a portal to go to anyplace they have been, or anyplace that's ben described to them in detail
Allies - Guvners, Harmonium, Sodkillers, Sons of Mercy
Enemies - Anyone with a free spirit, or a hatred of the chains of logic
“It is not Philosophy that rules the multiverse, nor Strength of Arms, nor Might of Magery, it is the Power of Wealth, and nothing more.”
Prerequisite: The player must be able to show that they have 50000 gp in money or goods
Merkhants (also called Misers, or Goldhounds) subscribe to a simple philosophy: Money is power. The accumulation of raw material wealth'll lead to dominion over the multiverse. A berk can run the whole bloomin' cosmos if he's got enough jink to buy it.
Most Merkhants work alone, although they hold irregular meetings to discuss matters that affect business as a whole. They'll help each other out - for a price. Some Misers work only through legitimate business channels, but many know of the massive profits to be had from doing business in the black market. The Misers are strongest on the Outlands, as trade from all over the planes crosses this "middle ground" at one point or another.
The Merkhants are allied with the Believers of the Source, since they feel that mortals and powers are the same except for the amount of jink (and therefore power) they've got. Misers are also on good terms with the Fated. On the other hand, the Merthants don't care for the Guvners and their trade-restrictive laws and tariffs. The Ciphers find the Misers' obsession with material wealth distasteful.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Miser Restriction, Bargain Hunters, It's Who You Know
10 Sectotum - Making Money
25 Sector - Trade Seed
50 Sectol
Miser Restriction. Misers never do anything where they cannot see how to profit from it. They must be able to make a 100% profit on any investment. Misers who fail to do this, cannot use inspiration again until they atone.
Bargain Hunters. Misers gain a 10% discount on all transactions, and can spend a point of inspiration to expertly appraise the value of any gem or work of art both instantly and accurately
It's Who You Know. Misers gain a contact for trade in one town or city of their choice. This person has information on the burg, and knows the local happenings on the plane as well. goods bought or sold through the contact receive a discount or profit of 5%,
Making Money. Spending a point of inspiration grants each trade venture made during downtimes earn the PC an extra 20% profit
Trade Seed. The Miser can establish a base of operations, with a small staff and warehouse, or add onto an existing one.
Allies - The Mind's Eye, The Fated
Enemies - Guvners, Ciphers
“The Order is more than an oath, more than fealty, more than service. It is life and hope for all that is good.”
Prerequisite: Must be non chaotic, non evil
As militant as their name, the Order of the Planes-Militant (also called the Brethren, or the Faithful) defend the mighty fortress of Mount Celestia at all costs. They believe the seductions of evil, chaos, doubt, avarice, and evil are forever striving to undermine what is right and good and pure. The Brethren actively seek to destroy evil wherever it may be hidden.
Since its founding, the Order has greatly expanded its holdings by bringing over land from the Outlands. Members can be found on Arcadia and Bytopia, proclaiming their beliefs and seeking converts from the native populations. The Order also regularly raids the Lower Planes and smashes chaos and evil in the relatively neutral territories of Meehan us and Acheron.
The Brethren are loosely allied with the Hardheads and the Guvners. They work tirelessly to expose the false beliefs of the Fated, the Doomguard, and the Athar.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Brethren Restriction (A Knight is Sworn to Valor), His Heart Knows Only Virtue, His Blade Defends the Helpless
10 Sectotum - His Might Upholds the Weak
25 Sector - His Word Speaks Only Truth
50 Sectol - His Wrath Undoes the Wicked
Brethren Restriction (A Knight is Sworn to Valor). Namers must swear an oath of fealty, chastity, piety and poverty. They may never disobey a superior. They may keep enough money on them to maintain a moderate standard of living, as well as horse, armor, weaponry, necessary gear. They must donate the rest. If they violate these restrictions, they cannot use inspiration, and must atone.
His Heart Knows Only Virtue. Pick one of the virtue's listed below to represent your character:
Virtue Gift
Courage +1 to wisdom saves vs. fear effects
Justice Resistance against spells and attacks made by chaotic characters
Mercy can now cast cure light wounds once per long rest
Generosity gain a +2 to Persuasion, Performance, and Investigation
Faith gain a +2 to religion checks for the god of their choice
Nobility gain a dedicated follower of the namer rank, 0 to 1st level (can only be taken upon reaching the rank of Sectotum)
Hope When hit by a critical hit, spend a point of inspiration to negate the attack. this can only be used once a long rest
His Blade Defends the Helpless. Once a long rest, spend a point of inspiration to make a reaction to take the damage of one target within 10 ft
His Might Upholds the Weak. Pick a second virtue. Once a long rest, spend a point of inspiration to gain advantage against a chaotically or evil aligned entity.
His Word Speaks Only Truth. Pick a third virtue. Once a long rest, spend a point of inspiration to detect if a chaotic or evil creature is lying.
His Wrath Undoes the Wicked. Pick a fourth virtue.
Allies - Harmonium, Guvners
Enemies - Athar, Doomguard, Bleak Cabal, Fated
“All of creation was made from the elemental planes, and someday, it shall return”
Prerequisite: must be recruited by a member to join. The trick is finding a member...
This secretive organization is obsessed about two things. the first is understanding the basic components of the universe, and how this knowledge applies to everything else. the second, is keeping the faction a secret. Primals believe that the secret they have discovered is not for everyone. And this hard won secret allows them to alter the basic building blocks inside of themselves and things around them.
A common saying amongst them is 'Power told is Power lost.'
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Initiate (Namer) - Primal Restriction, Harden the Body, Mend the Broken
10 Lorewardens (Sectotum) - Manufacture, Body Control
25 Loremasters (Sector) - The Power of the Mind, creation
50 Grand Loremasters (Sectol) - Destruction,
Primal Restriction. Primals are charged with protecting the knowledge that gives them their power, and keeping the knowledge of the Sect from all outsiders. The only way new members can be recruited is by the consensus of three members of at least sectotum rank. If a member willingly reveals their secrets, they can no longer use inspiration, and must find a way to atone before they can use it again.
Harden the Body. +2 to AC
Mending the Broken. Once during a long rest, can cast Mending
Body Control. Once during a long rest, can cast Alter Self
The Power of the Mind. Once during a long rest, can cast Telekinesis
Destruction. Once during a long rest, can cast Disintegrate
Allies - none
Enemies - They perceive all other groups to be hostile
“That which does not kill us makes us stronger.”
Prerequisite: Win a fight against a Rager.
Life is battle. A warrior cannot be measured by how much jink he has, nor by some leatherhead's philosophy. Warriors exist only to test their strength in battle. If a berk's worthy, he survives. If not, he was a coward and weakling who got what he deserved.
Members of this sect constantly test themselves against the rest of the multiverse. In a way, the Ragers (also called the Brotherhood of Glory, or the Glory-seekers) see the cosmos as one big elimination tournament. A Rager never attacks without issuing a ritual challenge and offering potential foes the opportunity to decline the duel, acknowledging the Rager's superior strength and honor. Fortunately for the rest of the multiverse, Ragers spend a great deal of time killing one another for honor and position. Ragers haunt Limbo and Ysgard but also wander the planes, looking for their next challenge.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Rager Restriction, Riddle of Steel, Become the Blade
10 Sectotum - I Am The Weapon
25 Sector - A Good Day To Die
50 Sectol - There Can Be Only One
Rager Restriction. True Glory-seekers cannot back down from being challenged by an opponent to combat. Doing so causes them to no longer be able to use inspiration, and they must atone in order to use inspiration points again.
Riddle of Steel. Ragers can spend a point of inspiration to learn a fighting style until the end of a combat. this can be any fighting style available
Become the Blade. Ragers gain a bonus to attack equal to their rank. (+1 for Namer, +2 for Sectotum, +3 for Sector, +4 for Sectol)
I Am The Weapon. Ragers can spend a point of inspiration to increase one of their physical stats by 1d6 (Str, Dex, Con) This bonus cannot raise a stat beyond 20. If a stat is already at 20, then the stat is only raised by 1.
A Good Day To Die. Ragers are hard to kill. By spending a point of inspiration, they can act as if they have rolled a 20 on a death saving throw. This grants the Rager 1 HP and stabilizes them. They regain consciousness
There Can Be Only One.
Allies - Only those who acknowledge their strength
Enemies - Those who get in their way
“Give, and others will give to you”
Prerequisite: Sect is open to all
A blood only gets as good as she gives; whatever a body gives away comes back to her. The lust for material items enslaves a soul to the cosmos, putting the berk in your debt. She who controls these urges, controls herself and the multiverse. Through poverty, a cutter gains her hearts desire: service to a diety, peace, or power. On the plane of Ysgard, this barmy philosophy actually seems to work.
The Ring-givers ( also called the Bargainers, or the Beggers) are slowly gathering strength all around the Great Ring, but see their beliefs interpreted differently on different planes. They are strongest on Ysgard and Limbo, and are rapidly gaining followers on Pandemonium and the Abyss. Abyssal Ring-Givers believe the Multiverse owes them something in exchange for their gifts.
The Bargainers and the Fated hate each other vehemently. The Fated take what they want from the Ring-givers, but they always seem to pay a steep price in the end. The Ring-givers consider the Sensates depraved, intentionally seeking the multiverse's traps. The sect is allied with the Ciphers, as they both believe action is the key; the Ciphers just don't know that giving is the correct action to take.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Beggers Restriction, The Gift of Giving, The Deal
10 Sectotum - Smooth Talker
25 Sector - Pulling Strings
50 Sectol - Debt Collector
Beggers Restriction. Ring-givers never own anything; they accept gifts and wealth but always pass them on. They share spells freely and even give magical items away to strangers after a few days. Ring-givers neither buy nor sell anything - others provide food and shelter, or they make them for themselves. Evil Bargainers never give gifts without claiming favors later. Any Ring-Giver who buys or sells items, or refuses to give away an item cannot use inspiration, and must find a way to atone.
The Gift of Giving. Bargainers gain a +1 to a +4 bonus on all checks dealing with social interactions once they give a gift to the person in question. The need and value of the gift determine the bonus.
The Deal. By spending a point of inspiration, Ring-Givers can ask a favor of an NPC they have given a gift to, as long as the level or hit dice of the NPC dont exceed half of the Bargainers Level
Smooth Talker. By spending a point of inspiration, The Ring-Giver has advantage on all social checks for the scene. This ability can only be used once a long rest.
Pulling Strings. Bargainers can ask a favor of an NPC that has received a gift, whose level or hit dice are equal to theirs
Debt Collector. Bargainers can ask a favor of an NPC they have given a gift to, whose hit dice or levels are up to twice the Ring-Givers level
Allies - Ciphers
Enemies - Fated, Sensates
"Life is filled with pain berk, so why not embrace it?"
Prerequisite: Open to All
The Society of Pain (also known as the Barbed, the Bleeders, the Martyrs) sect believes the answer to the Multiverse is Pain, be it physical, mental or emotional. Pain's the only proof of existence; without heartache, without pain, a berk can't tell if he is getting burnt by a fire, bitten by a baatezu, or if he's about to get put in the Dead Book.
Look, it ain't that hard to understand. Pain's the almighty teacher and the almighty ruler. For example, if you went in a room and got hit by a lightning bolt would you go back in the room? Only a barmy'd go back in the room, because it hurt. A king can't keep a country without cutting a few berks and by doing that he tells every one he's the rightful ruler.
Some berk'll say "What's this got to do with multiversal truth?" Well it ain't that simple. The multiverse ain't filled with pain in all places. In most of the Upper planes there ain't enough and in the Lower planes there's way to much. If you spread pain evenly through Multiverse, then it'd come to an end and we would all learn the multiversal truth.
That seems an impossible task, but there might be a way to bob the problem -- to cheat the multiverse. Its easy: all you have to do is your part, cutting people along your way and sooner or later the Multiverse will end. That doesn't mean that the Barbed go around cutting everyone or getting cut. If that were the the case every Bleeder'd wind up in the Dead Book.
You've got to be careful who you cut, 'cos if you cut the wrong person then you'll disrupt the delicate balance of pain. The only way to tell who the right berk to cut is by getting to know them. If they're too happy then cut 'em, if they're full of pain then leave 'em alone, 'cos they've found enough pain already.
Here's the chant berk: if you manage to put pain in the hearts of the ones that you love, and relieve pain from the ones you hate, you're one step further towards finding the truth than the next barmy sod.
The Barbed are based in Gehenna
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer- Barbed Restriction, Self Infliction, Scars We Carry
10 Sectotum - Painful Secret
25 Sector - Exploit Their Pain
50 Sectol
Barbed Restriction. The Barbed seek to find the balance of pain for themselves and those around them. If they willingly deviate from their goal, of spreading pain, they can no longer use inspiration, and must atone.
Self Infliction. By giving themselves pain (Physical, Mental, Emotional), Barbed can Boost themselves temporarily. They can spend a point of inspiration to gain a +1 to all saves.
Scars We Carry. Once per long rest, spend a point of inspiration and pick a type of pain to gain a bonus from it
Mental - +1 to intelligence skill checks and saves
Physical - +1 to Constitution skill checks and saves
Emotional - +1 to Charisma skill checks and saves These bonuses stack with the Self Infliction.
Painful Secret. gain a +1 to insight and perception rolls the discover if a creature is or isn't in some sort of pain.
Exploit Their Pain. Gain combat advantage over a target for using their pain against them
Allies - Sensates, Fated, Sodkillers
Enemies - Harmonium
“ Meow”
Prerequisite: non-evil, non-lawful
The wilderness is the foundation of all life. The wild have existed for eons, and should continue to flourish for untold ages. Without the resources of the wilderness, civilization itself is doomed. Therefore, the wilderness must be preserved from the forces of civilization, evil, and destruction.
The Verdant Guild (also known as the Wylders) strives to preserve the Beastlands and all wild places in danger. The Wylders don't propose to burn down all the burgs and head back to the caves; they merely wish to avoid the elimination of wild areas and wildlife throughout the planes. As nature is balanced, so should civilization and progress be balanced with a healthy respect for the wilderness and all things natural. Members of the Verdant Guild strive to seek this balance and never allow the callous destruction of natural beauty. All members of the sect wear some type of animal mask as a badge of office and a sign of their reverence for nature.
The sect makes the Beastlands its home, though members can be found on any good plane. Members visit other planes and prime material worlds from time to time, watching over the wild areas.
The Signers, Sensates, and Ciphers get along well enough with the Wylders, while the nihilistic and self-serving poses of the Doomguard, the Dustmen, and the Fated go against the sect's grain.
RANKS AND SPECIAL ABILITIES
Renown Rank Special Ability
1 Namer - Wylder Restriction, One with Nature, The Mask
10 Sectotum - Natural Attacks
25 Sector - Animal Attribute
50 Sectol
Wylder Restriction. Any Wylder who fails to act to preserve nature, can no longer use inspiration, and must atone.
One With Nature. Spending a point of inspiration give a +2 bonus to ability and skill checks involving nature.
The Mask. Each Wylder creates a mask of a specific animal. Once done, the Wylder can spend a point of inspiration to speak that animal's language. This lasts for a scene.
Natural Attacks. Wylders gain a natural attack based off the animal they have chosen for their mask.
Animal Attribute. Wylders can pick an ability from their mask animal, to use. They can also choose to improve their natural attack.
Allies - Sensates, Ciphers
Enemies - Dustmen, Doomguard, Fated