Im currently making a faction in my home game and wanted make an item similar to the tokens offered by AL factions but wanted to give it minor magic abilities. Drawing a blank here and looking for help
The faction itsnt full written up but i can post what i have if that would help.
Its long so wanted to make sure is was requested before a wall of text.
The Band of Nine
“The Nine are survivors of Djinn colonies who made a compact of unlife to ensure their own survival.”
“The Nine are Gnome illusionists who weathered the Spellplague in cities of hardened light.” “The Nine are ancient leviathan intelligences from the Southern Ocean or the hydrocarbon pits of the Trackless Sea.” “The Nine arrived in a mysterious transmission from the direction of the Sol supercluster.” “The Nine are the firstborn Fey and their minds now race down the field lines of the Astral flux tube.” “The Nine are Psions who pierced the Deep Realm without a ship and meditated on the hissing silence of the heliopause.” “The Nine are the aspects of the Chaos, broken by the Ao’s rebuke, working to destroy us from within.” “The Nine are virtuous wyrms obsessed with prophecy, speaking a language of pure meaning.” “The Nine are the shadows left by the annihilation of a transcendent civilization, burned into the weft of what is.”
The Organization
The Band of Nine is a secret organization, a loose network that attempt to manipulate events on Abeir-Toril. While prone to taking an active hand in the affairs of the world, The Nine are not a body that works directly. Indeed, very few beings know of its existence. Instead, the members of The Nine operate through proxies in order to keep their involvement secret. But occasionally some of the members of the organization do take a direct approach and disguise themselves and offer their help as advisers or watching silently while manipulating from behind the scenes. The Nine are for the most part entirely self-interested. However their compact comes first and foremost, for it is the key that unlocks all the personal power and wealth required to achieve their various goals.
Headquarters:
Members: 60 - 100 Emissaries, plus four to five times as many agents
Hierarchy: The agents and emissaries of The Nine guard their activities carefully, despite the fact that their organizational structure is quite loose and informal, except for The Nine themselves.
Leadership: Nine individuals of vast power make up the ruling council known collectively as, The Nine. They meet periodically, to chart the direction of the order and coordinate its members’ activities. Though never are all members physically present.
Secrecy: Separated by geography and secrecy as they are, the agents rarely meet more than a dozen or so of their fellows during their entire lifetimes.
Agents of this faction are dedicated explorers, hunters, tomb raiders, historians, adventurers,masterful spies and infiltrators, they use various methods to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. They roam the farthest reaches of the world seeking lost relics and answers to riddles older than the gods. These heroes brave vine-choked jungles, ascend snow capped peaks and comb sun-seared deserts in search of buried tombs and monuments to bygone ages. They seek and preserve the wonders of old civilizations such as the ancient Netherese Empire. They are known to sponsor archaeological digs and often send out agents to ruins or other locales to recover artifacts or other knowledge to further The Nine’s understanding.
The methods employed the the agents of The Nine are actually quite simple. When and agent hears something that could be potentially useful to a fellow member or the organization as a whole, he conveys it to the ruling council through an emissary. The council members in turn analyze the incoming information, redistributing it to the members who in their opinion, can make the best use of it. An agent might pass along information that the wheat crop in a certain community looks as though it might yield less than anticipated at the upcoming harvest. The council will then give this information to another member who has interests in the wheat trade; that member could then act quickly to make a tidy profit on the shortfall or gain support in the area by sending aid. Taken individually, these pieces of data may seem little more than rumor or court gossip. When viewed as a whole, they constitute a most thorough picture of matters that are of great interest to The Nine.
Agents are given a great deal of freedom to pursue their own interests. Members are free to establish a network of informants, research forgotten knowledge, comand a company of sellswords, seek out lost magic items, pr almost anything their hearts desire. Agents are bound by an oath, handed down from the order’s earliest days, to undertake no activities that might harm the organization or act contrary to the interests of it members. However, it is not always possible to know when any given act impacts a fellow member negatively, so a system of apologetic repayments for unintentional infractions has been established over the years. When a member of the order inadvertently acts against the interests of a fellow member he is expected to render an immediate apology and a prescribed compensation. The Nine are the final arbiters of these matters. Agents who attempt to cheat the order or their fellows out of such a debt are often among the organization's most short lived members.
Tenets
Seek out dangerous relics and retrieve them for proper storage and research by The Nine.
Study and understand hazardous phenomena, and harness these occurrences for the benefit of The Nine and their ends.
You are the master of your own destiny. Never be less than what you deserve to be. No one should be powerless.
Gather information throughout Faerûn, one can never have too much information or arcane knowledge.
Thwart tyrants, governments, and organizations that grow too powerful. Forces that upset the order’s plans must be destroyed.
The Band of Nine is your family. You watch out for us, as we watch out for you.
The order must be protected and respected. Proactively eliminate threats to the established powers.
The faction isn't full written up but I can post what I have if that would help.
Yeah, that would probably be a good idea.
Asks for wall of text...never responds
I was assuming that someone else would come along and want to know about the faction (interesting, by the way, and a faction I can see myself wanting to play a member of). You know the bloody silly saying about the word assume, I suppose.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
A Destiny player I see... sounds like an interesting take on a secret organization that is neutral ish, or at least inscrutable as a whole.
Some ideas for a token with a magical effect.
Telepathy with any other bearers of the token within 300 ft or so, maybe less. Allowing members to communicate without ever coming face to face. A note is delivered to your room "Come to this location at noon, we will talk then" you go to the meeting place and even if someone is following you they won't ever see you meet anyone, or be able to overhear you. Because the other person is in a house somewhere nearby. I would say in this case the token is very innocuous looking, a button, a bent nail, a small crystal(ghost fragment?)
Token allows the character who is at 0 health to stabilize at 1 health, 1/day(1/week?) after you have failed all three death saving throws. Less useful than some class and race abilities that would be similar but still very useful when you are at the brink of true death. Maybe Feather Fall 1/day as well. These agents are being sent to incredibly dangerous places and tasks so a little insurance never hurts.
Token gives the use of Absorb Elements 1/day, Alarm 1/day, and Detect Evil and Good 1/day. Maybe a better idea for this is like a mini staff, with 2 charges regen daily and you can use any of the three spells.
Rollback Post to RevisionRollBack
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Im currently making a faction in my home game and wanted make an item similar to the tokens offered by AL factions but wanted to give it minor magic abilities. Drawing a blank here and looking for help
The faction itsnt full written up but i can post what i have if that would help.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Its long so wanted to make sure is was requested before a wall of text.
The Band of Nine
“The Nine are survivors of Djinn colonies who made a compact of unlife to ensure their own survival.”
“The Nine are Gnome illusionists who weathered the Spellplague in cities of hardened light.”
“The Nine are ancient leviathan intelligences from the Southern Ocean or the hydrocarbon pits of the Trackless Sea.”
“The Nine arrived in a mysterious transmission from the direction of the Sol supercluster.”
“The Nine are the firstborn Fey and their minds now race down the field lines of the Astral flux tube.”
“The Nine are Psions who pierced the Deep Realm without a ship and meditated on the hissing silence of the heliopause.”
“The Nine are the aspects of the Chaos, broken by the Ao’s rebuke, working to destroy us from within.”
“The Nine are virtuous wyrms obsessed with prophecy, speaking a language of pure meaning.”
“The Nine are the shadows left by the annihilation of a transcendent civilization, burned into the weft of what is.”
The Organization
The Band of Nine is a secret organization, a loose network that attempt to manipulate events on Abeir-Toril. While prone to taking an active hand in the affairs of the world, The Nine are not a body that works directly. Indeed, very few beings know of its existence. Instead, the members of The Nine operate through proxies in order to keep their involvement secret. But occasionally some of the members of the organization do take a direct approach and disguise themselves and offer their help as advisers or watching silently while manipulating from behind the scenes. The Nine are for the most part entirely self-interested. However their compact comes first and foremost, for it is the key that unlocks all the personal power and wealth required to achieve their various goals.
Headquarters:
Members: 60 - 100 Emissaries, plus four to five times as many agents
Hierarchy: The agents and emissaries of The Nine guard their activities carefully, despite the fact that their organizational structure is quite loose and informal, except for The Nine themselves.
Leadership: Nine individuals of vast power make up the ruling council known collectively as, The Nine. They meet periodically, to chart the direction of the order and coordinate its members’ activities. Though never are all members physically present.
Secrecy: Separated by geography and secrecy as they are, the agents rarely meet more than a dozen or so of their fellows during their entire lifetimes.
Agents of this faction are dedicated explorers, hunters, tomb raiders, historians, adventurers,masterful spies and infiltrators, they use various methods to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. They roam the farthest reaches of the world seeking lost relics and answers to riddles older than the gods. These heroes brave vine-choked jungles, ascend snow capped peaks and comb sun-seared deserts in search of buried tombs and monuments to bygone ages. They seek and preserve the wonders of old civilizations such as the ancient Netherese Empire. They are known to sponsor archaeological digs and often send out agents to ruins or other locales to recover artifacts or other knowledge to further The Nine’s understanding.
The methods employed the the agents of The Nine are actually quite simple. When and agent hears something that could be potentially useful to a fellow member or the organization as a whole, he conveys it to the ruling council through an emissary. The council members in turn analyze the incoming information, redistributing it to the members who in their opinion, can make the best use of it. An agent might pass along information that the wheat crop in a certain community looks as though it might yield less than anticipated at the upcoming harvest. The council will then give this information to another member who has interests in the wheat trade; that member could then act quickly to make a tidy profit on the shortfall or gain support in the area by sending aid. Taken individually, these pieces of data may seem little more than rumor or court gossip. When viewed as a whole, they constitute a most thorough picture of matters that are of great interest to The Nine.
Agents are given a great deal of freedom to pursue their own interests. Members are free to establish a network of informants, research forgotten knowledge, comand a company of sellswords, seek out lost magic items, pr almost anything their hearts desire. Agents are bound by an oath, handed down from the order’s earliest days, to undertake no activities that might harm the organization or act contrary to the interests of it members. However, it is not always possible to know when any given act impacts a fellow member negatively, so a system of apologetic repayments for unintentional infractions has been established over the years. When a member of the order inadvertently acts against the interests of a fellow member he is expected to render an immediate apology and a prescribed compensation. The Nine are the final arbiters of these matters. Agents who attempt to cheat the order or their fellows out of such a debt are often among the organization's most short lived members.
Tenets
Seek out dangerous relics and retrieve them for proper storage and research by The Nine.
Study and understand hazardous phenomena, and harness these occurrences for the benefit of The Nine and their ends.
You are the master of your own destiny. Never be less than what you deserve to be. No one should be powerless.
Gather information throughout Faerûn, one can never have too much information or arcane knowledge.
Thwart tyrants, governments, and organizations that grow too powerful. Forces that upset the order’s plans must be destroyed.
The Band of Nine is your family. You watch out for us, as we watch out for you.
The order must be protected and respected. Proactively eliminate threats to the established
powers.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Thanks man...my work is routinely underappreciated by my party so its nice to know you read it.
A Destiny player I see... sounds like an interesting take on a secret organization that is neutral ish, or at least inscrutable as a whole.
Some ideas for a token with a magical effect.
Telepathy with any other bearers of the token within 300 ft or so, maybe less. Allowing members to communicate without ever coming face to face. A note is delivered to your room "Come to this location at noon, we will talk then" you go to the meeting place and even if someone is following you they won't ever see you meet anyone, or be able to overhear you. Because the other person is in a house somewhere nearby. I would say in this case the token is very innocuous looking, a button, a bent nail, a small crystal(ghost fragment?)
Token allows the character who is at 0 health to stabilize at 1 health, 1/day(1/week?) after you have failed all three death saving throws. Less useful than some class and race abilities that would be similar but still very useful when you are at the brink of true death. Maybe Feather Fall 1/day as well. These agents are being sent to incredibly dangerous places and tasks so a little insurance never hurts.
Token gives the use of Absorb Elements 1/day, Alarm 1/day, and Detect Evil and Good 1/day. Maybe a better idea for this is like a mini staff, with 2 charges regen daily and you can use any of the three spells.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."