Factions - The Harmonium

The Harmonium:
(The Hardheads)

"Peace is our goal. But if it takes a little war to get
others to see things the Harmonium way, so be it.
That's how we'll reach our golden harmony."

  • Requirements: You can go to the City Barracks and ask for some recruitment papers. Then they’ll invite you to a few minor meetings and social activities, where recruitment officers observe him. If they agree he shows merit, they’ll ask him to join. OR out of the blue, you could receive an invitation to join the faction – it’s one of the few factions that actively recruit members.
  • Restrictions: Must be of Lawful Alignment. Another part of believing in the ultimate triumph of harmony is an ingrained respect for the chain of command. A Hardhead will not willingly or knowingly disobey an order from his superiors of the faction.
  • Organization: The Hardheads are rigidly organized, as one would expect. The entire faction is divided into three main branches: the Measures, the Tribunes, and the Battlemages. Before entering any of these groups, Namers are called simply Notaries, working out their talents and trying to discover, often through intense training, where they really belong.
    1. Measures: The Measures operate the patrols in the Cage. They are ranked from Measure First to Measure Fifth, with more power coming according to rank. Measure Grade Firsts tend to be the main foot soldiers of the Harmonium. They are typically about 3rd-5th level. Each standard patrol has three Measure Grade Firsts, one higher ranking Measure (depending upon the area in question), and an Tribune. In some areas a Grade Five may replace the Inquisitors when such spellcasters are not needed. Advancement in the Measures is difficult and not always determined merely by level. The leader of the Measures in any particular city or region is called a Mover. Tests are common, as are breakdowns from the stress of the job. Keeping order in the Cage is a tough business, after all. Measures conduct the arrests of criminals and respond to any threats against the peace. Their jurisdiction is total. They are the most common target of Anarchists everywhere.
    2. Tribunes: The Tribunes are clerics sent along with patrols to judge truth and guilt. They provide healing and backup magic to Measures as necessary. Unlike their warrior counterparts, most Tribunes do not move out into the field until higher levels, typically until at least 7th. Most within this group take the church inquisitor class, though some remain strictly single-classed. Tribunes are ranked the same as Measures, with Grades First through Fifth.
    3. Battlemages: The Elite warring wizards of the Harmonium are used for exactly what it sounds like—intense magical combat. Most are sorcerers or wizards dedicated to counterspelling, evocation, and troop-assisting magic. They train in the art of magical combat at the Academy and are feared (and rightly so) throughout the Planes. Rank here is determined almost entirely by level (and therefore power). Again, they are ordered Grade First through Fifth.
  • Skills: Class: Intimidate, Search, Spot. Additionally, they receive a +2 bonus to these checks.
  • Stubborn (Ex): +2 to saves vs all fear and emotion related spells or effects.
  • For the Greater Harmony (Su): Charm Person once per day.
  • As Hard as its Head (Ex): Due to intense physical training, the body toughens. The harmonium gains damage resistance 2/-.
  • HQ: The Harmonium’s Barracks lies within the Lady’s Ward. In the Planes, they work out of the Harmonium Academy in the second layer of Arcadia, Buxenus.
  • BUYABLE FEAT: Great Teamwork: (PQ: Hardhead) When the Harmonium and an ally flank an opponent, he gets a +4 instead of +2 to his attacks. Also when using the Aid Another action in melee combat, the hardhead’s ally gain a +4 bonus on his attack roll or AC, instead of the normal +2.
  • BUYABLE FEAT: Command: (PQ: Hardhead) Hardheads are trained to magically enhance their voices so that others obey. The character may use Command as a Cleric of the same level once per day for every four levels you possess plus one.
  • BUYABLE FEAT: Dictate: (PQ: Command, Will Save 1+, BAB 1+) Hardheads are trained to magically enhance their voices so that others obey. The character may use Dictate as a Cleric of the same level once per day for every five levels you possess plus one.
  • BUYABLE FEAT: Seasoned Officer: (PQ: Hardhead) Traditionally enforcers of the law, the Harmonium maintain peace by intimidation and never being caught flat-footed. The character gains a +2 bonus to Intimidate and Initiative checks.
  • BUYABLE FEAT: Subdue Criminal: (PQ: Hardhead) Harmonium officers are trained to bring in criminals, alive if possible. The character gains a +2 bonus to grapple checks and receives only a -2 penalty when attempting to deal subdual damage with normal weapons.



  •      Melroch Eitheldor @ 2003 1 1