Factions - The Fraternity of Order

The Fraternity of Order:
(The Guvners)

"Everything has laws; most are dark.
Learn the laws of the multiverse and you can rule it."

  • Requirements: One must pass a series of tests designed to determine the potential namer’s knowledge of the laws and the multiverse in general.
  • Restrictions: Must be of any Lawful alignment.
  • Organization: Members in the Fraternity are grouped into two main divisions that work either in the Courthouse or in Sigil’s myriad libraries. The Court workers, typically replete with Praetors, serve as judges, clerks, and other bureaucratic functions dealing directly with the Court system. The other grouping performs great volumes of research into the laws of the multiverse and other such things. Most adventures fall in this group, as hands-on exploration of the multiverse and its laws certainly counts. The chain-of-command is so complicated and convoluted as to be impossible to layout here, but the Fraternity is insistent upon having clearly defined ranks and places of order, constantly subdividing groupings to more accurately narrow an individual’s talents. Ascension is through a pre-planned combination of level, accomplishment, and service.
  • Skills: Class: Decipher Script, all Knowledge. They can use all knowledge skills untrained. Additionally, Guvners gain a +2 bonus to all research-related activities in a library or laboratory. Finally, they gain 1 rank in Knowledge (Politics).
  • Multiverse Understanding (Sp): Can use Comprehend Languages once per day, and at CL 7 they can also use Item once per day (with a maximum duration of 24 hours).
  • Respect for the Law: A Guvner won’t knowingly break a law, unless he or she can found a legalistic loophole to avoid the penalty (which that’s what evil members normally do).
  • Protection from Chaos (Su): The character is continuously warded as if the Protection from Chaos spell were cast upon him. This can be dispelled, but the brother can reactivate it as a free action. This ability excludes the physical protection to extraplanars granted by the spell of the same name.
  • Analyze Probability (Ex): The brother can usually tell whether or not a situation will be dangerous, i.e. whether or not the monk will make the jump across the gorge, or other similar situations. This functions as an Augury spell in most cases, with the DM letting the brother know whether or not an action will succeed (based in probability). He must first make a wisdom check DC 10. The DM responds with a yes or no, but the character does not know whether or not he succeeded. If the wisdom check fails, the character receives a non-answer. If the check fails by 5 or more, the answer is simply wrong (Note that a natural 1 is always a wrong answer). For the purposes of this ability, a successful action is something that has a 51% or higher chance of working given the exact circumstances of the stated action.
  • Master of Law (Ex): At 7th level the character’s instincts are so in tune with the laws of the multiverse as to act as almost a “sixth sense” about impending danger. He receives a permanent +1 luck bonus on all saves (this stacks with other similar bonuses).
  • HQ: Within the Courthouse in the Clerk’s Ward. In the Planes, they work out of Mechanus.
  • BUYABLE FEAT: Craft Loophole: (PQ: Guvner) By careful research of the laws of the multiverse, a Guvner is able to discover (or create) a loophole that allow him to gain an unusual, and usually unique (supernatural) ability. The overall process is similar to researching a spell. It requires the expenditure of 1000gp per week and takes one week per level of the loophole (Note: The level of the loophole being created must be equal or less than the CL/2 rounded up). At the end of the time, the character rolls a skill check (Spellcraft or whatever appropriate) versus DC 10 + Loophole level. If successful the character has discovered a loophole and can now use the ability. However the loophole doesn’t lasts forever. For each use, after the first, there is a 10% cumulative chance that the laws of the multiverse notice and close the loophole. Finally, a Guvner may only have a number of active loopholes equal to his Intelligence modifier.



  •      Melroch Eitheldor @ 2003 1 1