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The Free League isn't actually a faction, at least not
according to them (though for what it's worth, everyone else considers
them one). They believe that no one has The Answer to the
multiverse. Maybe the Guvners are right. Maybe the Signers
are. Who knows? The Indeps say that there's no point in betting on
any one philosophy, because there's no way to be sure if you're right or
not. It's better to just keep your options open.
In fact, many in the Free League believe that there is no
ultimate path to The Answer. They believe not just that they don't' know
what it is, but that it's different for everyone. What works for one
person doesn't work for another, so there's no point in trying to press your
beliefs on someone else.
Still, in Sigil a person has to belong to something, so
the Free League exists as an informal association of free-thinkers. They
help each other out, pass news around, and generally stick together to make
sure they don't get tread on by the other factions. Still, they don't
have a seat on the Hall of Speakers, Sigil's governing body, so they
don't quite have the same protection as the other factions, though most Indeps
will tell you that the lack of a hierarchy and leaders make up for this
tenfold.
The Free League has no formal headquarters, but they do tend
to collect in certain areas. In Sigil, they gather in the Grand Bazaar
and in the Outer Planes, they gather in the Outlands, the plane of neutrality,
and a stepping-off point to the rest of the multiverse.
Contacts in the Grand Bazaar
[General, Indep]
You have friends in the Grand Bazaar, and can find most anything you need at a
reduced price
Prerequisites: Membership in
the Free League
Benefit: When buying
items in the Grand Bazaar, you get a 10% discount.
Free Willed
[General, Indep]
Indeps value their freedom, and resent others telling them how to think.
Prerequisites: Membership in
the Free League
Benefit: You gain a +4 bonus to
saves vs. mind affecting spells and effects.
No entries in this category yet, care to submit?
Bria
Tomay The Free League
doesn't have a factol, and in fact doesn't have leaders at all - they're much
too independent to work within a structured chain of command. Bria Tomay
is the most respected and influential of all the leaders they don't
have. Bria comes from a long line
of silversmiths. Her family has worked at the family smithy, the Warbling
Blades, for as long as anyone can remember, and though Tomay has picked up a bit
of it, she's mostly leaving the legacy of smithing to her much younger
brother. Her father's smithing was famous enough in the Cage that any time
adventurers needed silver weapons, they inevitably ended up at the Warbling
Blades. There, she heard tale after tale of adventure, and it captivated
her imagination. Her mother had taught her to play the zither at an early
age, so she started composing songs about the stories she heard, and they were
pretty good. Over the years, she's worked at perfecting her songs, and
become one of the more respected bards in Sigil. A
human in her mid-thirties, Bria doesn't look like much at first glance, but when
she sings, a spark of brilliance shines through, and she seems for a while
truely beautiful. But much to her disappointment, she's had less and less
time to do so lately. She seems to spend a lot of time these days roaming
the Grand Bazaar and Sigil in general, checking up on faction members, and
smoothing out any problems other Indeps may be having. She's become so
well respected that she's got a loyal following of Indeps that she could
mobilize at any time, should she need to. (Her Leadership score is 19, and
so can mobilize 40 first level characters, four second level characters, two
third level characters, one fourth level characters, and one fifth level
characters. The first level characters are half experts, one quarter
commoners, and one quarter warriors. Higher level characters will either
be experts or warriors). Her two
closest friends (her cohorts) are Lethea and Lesander, twin wemics that are
virtually identical, save in gender. Lethea is female and Lesander
male. They had a hard youth and grew up ranging throughout the Gand
Bazaar. It was Tomay that befriended them and convinced them to join the
faction. Lethea and Lesander share a telepathic bond, which allows them to
communicate with each other at a distance of up to one mile, though they never
get that far apart. Indeed, they never leave each other's side.
Tactics: At the start of each
day, Bria casts a Cat's Grace and Eagle's Splendor on herself. Tomay
isn't much of a fighter, but if she should be attacked, she'll start off with
a Haste and then try to take a few opponents out of the fight with
spells like Otto's Irresistible Dance, or Dominate Person. Once
she's out of spells, she'll fight them wither her Quarterstaff (note: Bria
uses a variant rule that Rangers may use their virtual feats for simple, but
not exotic, double weapons. If the DM does not wish to use this rule,
give Bria a buckler +2 and a chaotic rapier +2 instead). Should
Lethea and Lesander be present, they will defend their friend to the death
(and Tomay will do the same for them).
Bria Tomay, Male Human Bard14 Ranger1 CR 15; Size:M Type
Humanoid; HD (14d6)+(1d10); hp 94; Init +3 (+3 Dex, +0 Misc); Spd Walk 30'; AC
23 (flatfooted 20, touch 18), *Quarterstaff +2/+3 (Chaotic) +11/+6/+1; +12/+7
(1d6+2 (2d6 additional damage vs Lawful characters)/1d6+3 20/x2) or ; SA: Bardic
knowledge (+19), Bardic music 14/day, Favored Enemy (Harmonium); Vision: Normal
AL: CN; Sv: Fort +6, Ref +12, Will +10; Str 11, Dex 16, Con 10, Int 15, Wis 12,
Cha 18
Skills and Feats: Appraise +10, Balance +7, Bluff +7, Craft
(Blacksmithing) +7, Decipher Script +4, Diplomacy +25, Escape Artist +11,
Gather Information +23, Hide +11, Listen +6, Move Silently +12, Perform +17,
Sense Motive +18, Tumble +11; Ambidexterity, Contacts in the Grand Bazaar
Craft Wondrous Item, Dodge, Improved Two-Weapon Fighting, Leadership, Obscure
Lore, Trustworthy, Two-Weapon Fighting
Possessions: 1 Studded
Leather +3 (Medium), 1 Ring +2 (Protection), 1 Amulet of
Natural Armor +2, 1 Bag of Tricks (Tan), 1 Quarterstaff
+2/+3 (Chaotic)
Known Bard Spells: Level 0: Easy Math x1, Light x1,
Mage Hand x1, Mending x1, Prestidigitation x1, Read Magic x1,
Level 1: Charm Person x1, Cure Light Wounds x1, Mage Armor x1,
Level 2: Cat's Grace x1, Eagle's Splendor x1, Enthrall x1,
Locate Object x1, Level 3: Analyze Portal x1, Charm Monster x1,
Dispel Magic x1, Haste x1, Level 4: Cure Critical Wounds x1,
Dominate Person x1, Improved Invisibility x1, Legend Lore x1, Level
5: Dream x1, Mirage Arcana x1, Otto's Irresistible Dance x1
Lethea and Lesander: Large
Monstrous Humanoid HIT DICE 5d8+15, 4d10+20(hp: 82); INIT -1; SPD
40ft; AC 18(-1 size, -1 dex, +4 natural, +6 armor); ATT javelin +11/+6
melee, +7/+2 ranged or 2 claws +6 melee; DAM javelins 1d6+3, 2 claws
1d6+1; SP QUAL STR 16 DEX 9 CON 17 INT 12 WIS 10 CHA 14; F/R/W
+8/+4/+5; SKILLS FEATS alertness, dodge, mobility, spring attack,
contacts in the grand bazaar; GEAR 2 javelins each, bracers of armor
+6; ALIGNMENT Lawful Neutral; PERSONALITY alert, territorial; LOCATION
most likely roaming the grand
bazaar;
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