Post by Stix on Nov 17, 2005 11:31:23 GMT -5
Faction Philosophy. This ain't no faction and nobody tells them what to do. The idea that any berk knows the truth and everybody else's wrong - well, that's a chance a body shouldn't take. Who's right - the Guvners? The Mercykillers? The Chaosmen? Since when does a smart gambler play all his jink on a single throw?
The short and long of it's simple: There's nobody who's got a sure key to the truth, so it pays to keep the options open. Maybe the multiverse is like the Lost say, but it could be the way the Godsmen tell it. Side with one view and find out it's wrong and, well, a fellow comes up a loser. There's no wisdom in that!
Still, a body's got to belong to something, if he wants to stay alive. The Free League's kind of an informal group of like-thinkers. They share news, pass around jobs, and watch each other's backs. Hey, in a place like the planes, a body can't be too careful.
There ain't nobody tells an Indep what to do. They hire on with whom they please, insult whom they dare, and drink with the rest. Every creature's free to find his own path, his own meaning to the multiverse, and what works for one probably isn't the answer for another. Pure fact is, there's a lot of truths out there.
Some figure Indeps to be cowards, afraid to play a stake on the truth, but Indeps see themselves as free thinkers, refusing to be shackled to some blind ideology. Truth is, there are some that don't want to make the choice, for fear of offending one power or another. Then again, there's plenty of folks seeking to make their own truth - maybe even start themselves a new faction.
Primary Plane of Influence. The Indeps have a lot of power on the Outlands, the heart of the Great Ring. It's no surprise that in Sigil their headquarters is found in the Grand Bazaar, where everyone looks after himself.
Allies and Enemies. Because Indeps have kept themselves free of a single philosophy, most other factions view the Free League with a cynical neutrality. Indeps are just about anything in others' eyes: useful mercenaries, potential recruits, or dangerous spies. Rival factions'll use the Indeps in their various plans, but few would ever trust them. Only the Harmonium, with its rigid beliefs, takes a strong stand against the Indeps.
Eligibility. Anyone who wants to can call himself an Indep. Race, class, and alignment make no difference to this group.
Benefits. Being bodies of their own minds, Indeps are a stubborn lot, hard to persuade. This gives them a natural resistance to all charms, whether by spell, creature, or magical item. Indeps save vs. charm with a +2 bonus on their roll. Against charms that wouldn't normally allow a saving throw, Indeps make a normal saving throw (without the bonus). An Indep in good standing receives a 20% discount on all purchases from sellers friendly to their cause, such as those in Sigil's Grand Bazaar or the markets of Tradegate.
Restrictions. Being independent, the Free League has no factol and therefore is not represented in any city business. Indeps have no judge in the courts, nor any seat on the council of speakers. Not surprisingly, in Sigil, Indeps have few protected rights.