Showing posts with label Sign of One. Show all posts
Showing posts with label Sign of One. Show all posts

Monday, December 30, 2019

The Dreamhearth

The Dreamhearth

Location: Beastlands (Krigala)

Purpose: Sign of One Sanctuary

Sarazh
(Overseer)Female Teifling Planar
14th Level Priestess Deneir
Sign of One (factor)
Lawful Good



Source: 2nd Edition AD&D 2611, The Factol's Manifesto, pages 126-127




Ed's Notes: 
There is a permanent portal leading here from the Hall of Speakers in Sigil. More information coming later.

Hall of Speakers

The Hall of Speakers

Location: Clerk's Ward

Purpose: The Seat of what passes for Sigil's "City Council." Sign of One Faction Headquarters.

Darius the Veyl
Factol
Female Human Planar
11th Level Diviner
Sign of One (factol)
Neutral Good

Jaye
Former Representetive
Male Centaur Planar
5th Level Bard
Sign of One (factotum)
Neutral Good
Equipment: Speaker's Key (lost)

Cirily
Frequent Speaker
Female Firre Planar
Hit Dice 7+10
Planarist (Factotum)
Chaotic Neutral



Source: 2nd Edition AD&D 2611, The Factol's Manifesto, pages 124-126, 129




Ed's Notes: There are no NPC's specifically associated with the Hall of Speakers, though Factol Darius does spend a lot of time here, and does act as Speaker when the 13 FACTOLS gather to meet. Otherwise, representatives from the 13 sanctioned Factions (so excluding the Free League and the Revolutionary League) can be found here debating law, politics and policy. (Also philosophy and just about anything else, large and small.) GM should have some note regarding the Faction representatives, if the players spend a lot of time here.


One particularly special feature is a permanent portal leading from the Hall to the Dreamhearth, the Faction's sanctuary on the Beastlands.

There's not much to sya about Jaye, an NPC of minimal importance, save for the potential plot hook that he'd LOST his Speaker's Key somewhere between Glorium and Sylvania and really needs to get it back.

Saturday, December 14, 2019

Sarazh

Sarazh

Female Teifling Planar
14th Level Priestess Deneir
Sign of One (factor)
Lawful Good

Str:  11   Int:  18   HP:    46
Dex:  10   Wis:  17   AC:    10
Con:  13   Cha:  14   THAC0: 12

Equipment:
Quarterstaff

Spells/Level: 8/8/7/5/3/2

Special:
Has incredible memory and perceptive powers whih allow the follwoign spell-like powers once per day: Detect Evil, Detect Lie, Detect Magic, Detect poison, Detect Snares and Pits, Find the Path, Locate Objects and Tongues.
Casts spells from the Spheres of All, Astral, Charm, Diviniation and Guardian. (Wisdom of 17 doesn't let her cast 7th Level Spells.)
Standard Priest and Tiefling Abilities.
Faction Abilities: Automatically gains a saving throw when confronted with Illusory Magic.



Source: 2nd Edition AD&D 2611, The Factol's Manifesto, page 126



Ed's Notes: Overseer of the Dreamhearh.


Darius the Veyl

Darius the Veyl

Female Human Planar
11th Level Diviner
Sign of One (factol)
Neutral Good

Str:  10   Int:  17   HP:    24
Dex:  12   Wis:  16   AC:    2
Con:  14   Cha:  16   THAC0: 17

Equipment:
Vibrant Purple Ioun Stone Bracelet (stores up to seven spell levels)
Pendant of protection (AC 2)

Spells/Level: 5/5/5/4/4

Special:
Casts spells from any school except Conjuration/Summoning, but one spell from each level must be a Divinstion.
Standard Wizard Abilities.
Faction Abilities: Automatically gains a saving throw when confronted with Illusory Magic.



Source: 2nd Edition AD&D 2611, The Factol's Manifesto, page 123



Ed's Notes: The self-absorbed Factol of the Sign of One. Friendlyand potentially a decent source of Divination, if the PC butter her up a little and can tolerate her endless self-importance.


Factol Darius speaks to you.

Sign of One

Headquarters: Hall of Speakers
The following NPC's are members of the Sign of One:

Factol: 
Darius the Veyl

Factor:
Sarazh

Factotums: 
Fell
Jaye
Prisine
Sylvester Goldwax
Terwolfe

Plane of Influence: Beastlands

HQ in Sigil: Hall of Speakers

Other Locations of Interest: The Dreamhearth

Eligibility: Any, though Lawful Good and Lawful Neutral Charters may find adhering to their beliefs to be difficult at best.

Benefits:
Automatically gain a saving throw when confronted with Illusory Magic.

Restrictions:
Do to self-absorbed nature, suffer -2 penalty to all encounter reaction and morale checks of NPC's