Harmonium
Table of Contents
Who We Are
The Harmonium (aka "Hardheads") are, by and large, the city militia and town guard rolled into one. They see themselves as responsible for the safety of all Sigil’s law-abiding citizens, and claim to regularly patrol every ward (though those in the Hive would beg to differ).
Foot patrols of two to four watchmen are a regular sight in the streets wherever you are, and if you look to the skies of the richer wards you’ll likely see Owlriders keeping a vigilant eye out for any lawbreaking. ‘Course, a Hardhead’s view is that everyone should obey their orders; for they are the law and the law is good. Arguing or trying to explain oneself is a sign of defiance and often cause enough to get a berk arrested. When the Hardheads see something that they don’t like, most Cagers (not just the guilty) make themselves scarce.
There’s a difference between respect and fear, however. The Harmonium are certainly feared… but "respected" depends on who you talk to. As such, enforcing law and order on the Cage is getting harder and harder as of late. They’ve been running a good deal of PR campaigns and events, trying to get the public to see them in a better light. They’ve had… a mixed reception at best. Their handling of the Second Upheaval has left something of a stain on their reputation - one which they are still trying to recover from.
A word from your Factol...
A Hardhead's Journey (Following the Chain of Command)
The Hardheads are one of the most active factions in the Cage when it comes to recruitment, with frequent leafleting and strong-arming taking place at all times. During times of particular strife (the Second Upheaval for example), it has not been unknown for the Harmonium to pick strong-looking berks off the street and hand them a badge, with the promise of pay if they tow the line.
In order to qualify as a fully-fledged member, one must first pass 8 weeks of basic training and orientation. These weeks are designed to push a berk to their limits - only the fittest, smartest, and most strong-minded of applicants can make it through.
There are two tracks of progression through the Harmonium - the Guards and the Wards. Training and the final tests are identical for both departments, short of one slight modification to the physical test due to the armour restrictions.
The training involves work in three key areas, each of which is tested at the end of the seventh week:
- Knowledge. A berk must pass a test regarding Sigil’s laws and the difference between Lady’s, Faction, and Civic laws. They must also pass an exam designed to test their knowledge of each of the 15 factions. Key signs of dissent and troublemakers are frequently updated on the preparatory materials so Hardheads start with the freshest knowledge possible.
- Physical. A berk must pass a gruelling physical test of might and muscle, alongside testing one’s reflexes. Applicants who make it through tend to be well-rounded: strong, nimble and with the most emphasis placed on stamina. Too often has a Hardhead gotta chase a cutter through the streets of Sigil in heavy armour, or patrol for 18 hours solid when the alert is raised. Those looking to join the Wards do not need to wear heavy armour, but their quarry will be magically enhanced for the test instead.
- Social. A recently implemented scheme introduced to ease the public’s perception of them as unapproachable rough bastards. Hardheads typically don’t know how to deal with the public, leading to many misunderstandings and missed arrests. As such, a program to teach Hardheads other languages and the customs of the major races in the city has been implemented.
If a poor sod passes all three tests, they make it through and graduate as either a Notary Guard Class, or a Notary Ward Class for those joining the Wards.
Chain of Command
Every member of the Harmonium will be issued a Superior Officer (SO). This is a specific person in charge of your personal development and handles any Formal Application For Promotion Of Rank (FAFPORs) you submit. They may issue you orders or commands, which you are expected to follow provided that they do not contravene the orders of any Temporary Commanding Officer (TCO).
A Temporary Commanding Officer (TCO) is set on an assignment, and is the person in charge who issues you orders at that moment in time. You are expected to follow their orders no matter what, and they are liable for any damages or contraventions of Law you incur as a result of following their orders.
Example: Marie is a Notary 2nd Class. Her Superior Officer is Jacobi, a Measure 1st Class. Jacobi orders her to hand over any scrolls that she confiscates directly to him. She finds a scroll of heal and hands it over. Marie has done the right thing.
Example: Marie goes out on assignment. Whilst on assignment, her Temporary Commanding Officer (TCO) is an asshole named Mark. Mark is a Notary 1st Class. He orders Marie to burn any scrolls that she recovers, regardless of their value or use. Reluctantly, she does so. Marie has done the right thing.
Example: The assignment ends and Marie no longer has a TCO. She confiscates a spell scroll of fireball that would be considered evidence. She hands it over to Jacobi, her CO. Marie has done the right thing.
Notary (Namer)
All Harmonium members belong to one of the two classes: Guard Class and Ward Class. The Guards are the bulk of the Harmonium forces, and comprise warriors, marksmen and the occasional crook-turned-over-a-new-leaf. The Wards make up about 10% of the Harmonium forces, and consist of spellcasting support such as priests and sorcerers.
Furthermore, every Notary is assigned a partner upon passing their training. As a Guard, this will be either a Guard or a Ward. As a Ward, this will be a Guard (it is highly unusual for two Wards to be partnered together; there’s just not enough of them). Your partner is expected to accompany you on day-to-day faction activity.
The best part about having a partner(s) is that they can cover for you whilst you're off adventuring. Though they may not take kindly to being left out in the lurch too much... -M
Occasionally, a thruple of two Guards and a Ward will be formed. This usually occurs after the unfortunate passing of a Guard, or to accommodate a Hardhead who puts in less hours (such as... urgh... adventurers).
As a Notary, your SO will be a Measure of the same class as you.
Measure (Factotum)
To progress to Measure, both you and your partner must be found to be exemplars of Harmonium ideology and have one year of service (or noteworthy . Only when both you and your partner are eligible can you both be promoted.
As a Measure in the Guards/Wards, your SO will be a Mover of the same class as you.
Measures act as Superior Officer for a number of Notary recruits, and as such are responsible for their training and actions. Keeping the recruits in line is a big part of the job, and it’s next to impossible to be a Measure and not get into trouble for something one of your recruits did.
Mover (Factor)
For promotion to Mover, you must have successfully led a mission as a TCO. You need to then write up the report and be found to have done a good job by at least two Movers. If successful, you are then put on a waiting list, and when a position opens up your name is put forward. A panel then mulls over all the applicants and picks whoever they can agree on to be promoted to Mover.
As a Mover, your SO is the Factol.
Movers act as Superior Officers for a number of Measures, and are responsible for their Measures’ training and development, as well as exacting punishment upon them should they (or more likely, their Notaries) cause the Harmonium any grief.
Factol
The rank of Factol opens up only after a successful Vote of No Confidence from the Movers, or the Factol either dies or retires.
Faction Mechanics & Character Options
All members of the Harmonium get the same basic training - a vigorous regime of strength exercises, endurance tests and combat prowess. They are taught to recite the laws of the Cage, to defuse situations and to take down suspects in a nonlethal fashion - their place is to maintain harmony, not kill.
If you are creating a character who has already passed training, you may pick one of the following backgrounds at character creation. A list of suggested bonds within the faction and philosophical ideals is also presented below.
Backgrounds
The guards consist of close to 90% of the Harmonium’s soldiers. They are those who focus on physical combat, front-line fighting, and utilising weapons and tools to subdue their opponents. They are best known for their Planar Mancatchers, and the viciousness with which they deploy them.
- Skill Proficiencies: Any two from: Athletics, History, Intimidation or Persuasion
- Tool Proficiencies: Any combination of two gaming sets, musical instruments or artisan's tools of your choice
- Equipment: A battered (but sharp) field service knife, a set of bone dice, a set of dress robes, insignia of rank, a set of common clothes, faction insignia, and a pouch containing 10 gp
Feature: Takedown
Once per short rest, when you make an ability check to grapple or escape a grapple, you may roll 1d4 and add that to the result. It can roll the die before or after making the ability check.
The Wards are the backline of the Harmonium forces, and much rarer to see out and about than their brethren in the Guards. These Harmonium soldiers are spellcasters of all descriptions - from clerics to sorcerers to warlocks. Their goal is to support the Guards in their efforts, by disabling those who would interfere with them, mend their wounds or enhance their combat prowess.
- Skill Proficiencies: Any two from: Athletics, History, Intimidation or Persuasion
- Tool Proficiencies: Any combination of two gaming sets, musical instruments or languages of your choice
- Equipment: Manacles, a roll of bandages, a vial of alcohol, a set of dress robes, insignia of rank, a set of common clothes, faction insignia, and a pouch containing 10 gp
Feature: Support
When an ally makes a grapple or attack roll against a creature that you have grappled, restrained or paralysed through any means, you may use your reaction to give that ally advantage on the roll.
d4 | Faction Draw (Ideal) |
---|---|
1 | Control, I like to feel in control. What better way than being the law? |
2 | Civic Duty, Sigil doesn’t know what’s good for it - what it needs. The Lady rules with an iron fist, and that works out well… but ultimately she wants us to do it ourselves |
3 | Harmony, Sigil needs more harmony if people are going to be able to live happily |
4 | Revenge, Crime killed my parent. Now I am the law, and crime should be scared |
d4 | Faction Partner (Bonds) |
---|---|
1 | Nwmy, a ward healer with rose-tinted glasses |
2 | Sam Hayes, a jaded merchant taking business into his own hands |
3 | Scarlett, a Hiver who signed up out of love |
4 | Chauncy Jonty, a brattish wizard signed up their parents |
Faction Restriction
The Harmonium must obey the chain of command and enforce the law at all costs.
This means following orders and not chatting back, as well as giving one's life for the Cage and its freedoms.
Roleplaying a Hardhead
Style and Flair
Red and Gold are the colours of the Harmonium - predominantly red, with gold (or silver for the higher ranking members) used for tasteful accents and the faction symbol (of which every Hardhead bears at least one). Those who can wear armour do so with style, adding extra spikes and plating to just about any spot they safely can.
The faction symbol is a shining sword overlain on a shield.
A "Good" Hardhead...
- Questions orders after the fact.
- Puts their life on the line for Hardheads of a higher rank.
- Does not abuse the requisitions system, and uses requisitioned resources only for the pursuit of peace and harmony.
Faction Powers
You gain proficiency with Planar Mancatchers. Furthermore, you may use your action to collapse your Planar Mancatchers and subdue a target you have grappled with them. Make a new grapple check against your target. On a success, your target is now restrained and you may apply any manacles that you have to the target.
When you grapple a target that is already grappled, you are considered one size larger for the purpose of determining which creatures you can grapple.
All Notaries within the Harmonium may carry up to one Notary requisition at a time. You can change or replace the selected at the City Barracks.
Guards in the Harmonium may carry one additional requisition, for a total of two at any one time.
Wards in the Harmonium instead pick one of the following spells: Alarm, Bless, Command, Detect Magic, Sleep. Add it to your spell list at an appropriate level (it doesn’t count against your number of spells known). This spell is always considered prepared for you.
Factotum Guards in the Harmonium may carry one additional requisition, this stacks with what you gain from Arsenal I.
Factotum Wards in the Harmonium instead pick one of the following spells: Calm Emotions, Find Traps, Hold Person, Knock, See Invisibility. Add it to your spell list at an appropriate level (it doesn’t count against your number of spells known). This spell is always considered prepared for you.
Mages and Planeshifters are the bane of Harmonium everywhere. When a target you have grappled with Planar Mancatchers attempts to teleport, you may use your reaction to deploy its barbs. This deals the Planar Mancatcher’s barbs damage and your target must succeed on a Constitution saving throw against 10 + damage dealt or fail to cast the spell (or use the ability) as though countered.
Factor Guards in the Harmonium may carry a further one additional requisition. This stacks with Arsenals I & II.
Factor Wards in the Harmonium instead pick one of the following spells: Dispel Magic, Hypnotic Pattern, Mass Healing Word, Sending, Tongues. Add it to your spell list at an appropriate level (it doesn’t count against your number of spells known). This spell is always considered prepared for you.
Faction Armoury
Requisitions
Name | Rarity | Type |
---|---|---|
Namer Requisitions | ||
Beast Shackles | Uncommon | Adventuring Gear |
Command Dust | Common | Wondrous Item |
Planar Mancatchers | melee weapon (martial) | |
Factotum Requisitions | ||
Calming Dust | Uncommon | Wondrous Item |
Planar Mancatchers +1 | Uncommon | melee weapon (martial) |
Reinforced Shackles | Uncommon | Adventuring Gear |
Factor Requisitions | ||
Dimensional Shackles | Rare | Adventuring Gear |
Flash Dust | Rare | Wondrous Item |
Planar Mancatchers +2 | Rare | melee weapon (martial) |
Truth Gem | Rare | Wondrous Item |
Beast Shackles
Adventuring Gear, Uncommon
These restraints serve much as a standard set of Manacles, except they can restrain a Medium or Large creature instead (but not a small).
Command Dust
Wondrous Item, Common
This red powder resembles a very fine, almost bloody sand. There is enough of it for one use. When you use an action to throw the dust at a target within 15 feet, you may utter a one-word command as though you had cast the Command spell. The target must succeed on a DC 12 Wisdom saving throw or follow the command on its next turn.
Planar Mancatchers
melee weapon (martial),
Damage: 2d4
Damage Type: Bludgeoning
Properties: Reach, Special, Two-Handed
Weight: 5
Sometimes referred to as “Primecatchers”, Mancatchers are vicious tools that are used to restrain and subdue lawbreakers wherever they may be. They can also be used as a cudgel in a pinch.
Once per turn, you may replace one of your attacks with a grapple action made with these Mancatchers. Whilst a target is grappled by your planar Mancatchers, you may use a reaction when they attempt to break free or make an attack roll. When you do so, barbed razor-sharp spikes (modelled after the razorvine itself) deploy from within the restraints, puncturing the target’s skin and inflicting 1d4 points of piercing damage. The target has disadvantage on the triggering roll.
Calming Dust
Wondrous Item, Uncommon
This slimy green powder is often used to quell riots and patches of unrest. There is enough of it for one use. You may use an action to throw the dust at a point up to 15 feet away. All targets within 10 feet of that point must succeed a DC 14 Wisdom saving throw or be affected as though by a Calm Emotions spell.
Planar Mancatchers +1
melee weapon (martial), Uncommon
As Planar Mancatchers, but with a +1 to attack and damage rolls (including when deploying barbs as a reaction). All damage dealt by this weapon is considered to be magical.
Reinforced Shackles
Adventuring Gear, Uncommon
These magical Manacles can be used to restrain a creature of size large or smaller. They are magical and resize to fit the target perfectly. They require a DC 25 Dexterity or Strength check in order to escape, or can be picked with a DC 20 check. They have 20 hit points.
Dimensional Shackles
Adventuring Gear, Rare
These Reinforced Manacles have the further property that whilst restrained by them, a target cannot teleport, plane shift, or become ethereal. Creatures without form are immune to this.
Flash Dust
Wondrous Item, Rare
This very fine golden powder is used to disable targets for easy submission. When thrown, the dust ignites with a loud bang. Choose a point within 15 feet. All creatures within 10 feet of that point must succeed a DC 16 Constitution saving throw or be stunned for one round and blinded for one minute (they can attempt the saving throw again at the end of each of their turns, ending the effect on a success). A creature who succeeds the initial roll is instead blinded until the end of its next turn.
Planar Mancatchers +2
melee weapon (martial), Rare
As Planar Mancatchers, but with a +2 to attack and damage rolls (including when deploying barbs as a reaction). All damage dealt by this weapon is considered to be magical.
Truth Gem
Wondrous Item, Rare
“You will now be placed under a zone of truth. You are not compelled to submit, but failure to do so will be taken as a sign of guilt.”
Whilst a number of Truth Gems exist within the Barracks on a permanent basis, a handful are available to Movers to take out into the field. These Gems have 3 charges, and one charge may be used to cast the Zone of Truth spell with a save DC of 16. The Gems regain all charges at dawn.
The Chant
History
The Harmonium itself has been around for hundreds of years - over 700 now. According to the Faction itself (as any member can tell you), the group was founded long before even then, on a wayward Material Plane called Ortho; by a small group of adventurers who set out to rid their country of chaos and bring about eternal peace.
Thing is, they actually went and did it. They brought peace and harmony to Ortho, dubbing themselves the Harmonium for having done so. Not content to let the forces of Chaos fester abroad, they then moved on to other lands - forcing the peace on those poor berks who didn’t know what was best. They did a good job weeding out the free-thinkers, the dissidents, and the chaos gremlins.
For a time, they were content. The Harmonium ruled their world, and their world knew peace and harmony, albeit at the expense of personal freedoms.
But chaos and discord always find a way. Dissent always crops up, no matter how hard you try to quell it. So the council of Harmonium got together to figure out where this dissent was coming from and clear it out once and for all. They determined that their home Plane was perfect now - that any nefarious forces must be coming from elsewhere.
So… they declared war on the Outer Planes. The Harmonium marched on the Abyss, and got their asses handed to them. The Outer Planes were just too vast - too dangerous - to even think about trying to maintain order there.
So the next best place to root out Chaos, they figured, was the intersection of the Multiverse. The City of Doors.
Sigil.
Faction Warfare
Once they arrived, they quickly set about attaining a following in Sigil. Those members of the Lower Ward and the Market were keen on the idea of Order and having a peacekeeping force to protect them from the “evils of the Hive” went down well. So they gladly signed up and threw enough money at them to make it happen.
‘Course, the Harmonium needed someone to actually fight. It was all well and good patrolling and keeping the peace, but there was chaos and evil out there. Other factions like the Xaositects, the Indeps, and the Anarchists were none-too-happy about a bunch of bullies trying to tell them what to do, and the factions flung as much shit at each other as they did knives.
It wasn’t all punch-ups and stings however. The Harmonium found allies in the Guvners and the Mercykillers. Together, in time, they formed the law-keeping triumvirate of Sigil.
Sigil Fights Back
It wasn’t long before the City began to fight back. The Hardheads had established a pretty good foothold in the city with a headquarters, an armoury, and a barracks. So when the Great Upheaval came, they were well-cemented enough to make the cut of 15 and keep their infrastructure.
That changed when the Doomguard decided they’d had enough of their attempts to force orderliness, and launched an all out assault on the armoury to steal it. After a long, drawn out confrontation, the Harmonium had to surrender the position. So they hunkered down in the Barracks and did their best to keep the streets safe.
Years later, when the dust had settled, the Hardheads never got to keep the Armoury. They had to relinquish it ‘for the peace and good of the city’ as a compromise to stop the war, which they’re still rather bitter about to this day…
So… what now?
Truth be told, the State of affairs isn’t looking too good for the Hardheads. Not only are the forces of chaos out in full with the Anarchists, Doomguard, and Xaositects; but the newly arrived Greeners are kicking up a new kind of fuss - one that involves spreading plants everywhere. So as much as they’d love to take their Armoury back from the Doomguard, the Hardheads have their hands full putting out one too many fires right now.
It’s not all bad news for them though. The Consortium are huge fans of the Hardheads and their work, and have no shortage of money to throw at them for recruitment campaigns, arms and supplies. The League of Innovation are an additional boon, being grateful as they are to have a whole faction trialling their new weapons and arcane devices (Thinkers don’t particularly care how things are tested… just that they are).
The Harmonium are a big faction. Besides the ten thousand members in Sigil, there are countless more scattered across the planes - and not to mention a whole Prime full of them. With the funding coming from the Consortium, the Hardheads are seeing a further swell in numbers, seeing the streets crawling with fresh beady-eyed recruits and new bloods.
References & Inspiration
- Mimir's Harmonium page - General reference and inspiration
- Svg Repo - For the (placeholder) icon