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The Fated

The Fated believe that if you have the power to take something, then you have the right. After all, the multiverse belongs to those who are powerful enough to take control. Every man makes his own fate, and nothing in life is free. Any who are unable to succeed deserve to fail for being weak – do not blame luck or fate. Seeking to take advantage of any situation that benefits them, the Fated generally give no thought to how their actions will affect others. They have sometimes been known to lend a hand to others... only to come around later to collect on the debt, keenly remembering exactly what they are owed. They often serve as tax and debt collectors.
Tax me all you want, Taker - I've still got my Dignity!
- Surlibon the Weaver
The Fated hold an odd position in the perception of the people of Sigil. On the one hand, grumbling about the Takers is a common pastime among Sigilians, nearly as much so as griping about the Hardheads hassling citizens over nothing, or the Chaosmen disrupting a person's day in the name of nothing whatsoever. They're the taxman, after all, and few among the free-spirited people of Sigil appreciate such matters. Still, the self-sufficiency and self-direction that they espouse has always held a place of import too. The idea that a person deserves only what they can hold and keep is far easier to appreciate than some of the more abstract views presented by, say, the Guvners, or the Signers. Many have argued in the past that it among the fifteen has one of the best arguments towards being the driving force of Sigil itself.   As a result, there's always been an odd mix amongst Sigil's people of respect and fear towards this faction; a balance that as of late has tilted more and more towards "respect". Since the ascent of Duke Darkwood, a special effort has been put forth towards the people of Sigil that seems to have begun paying off. Less obviously-rampant greed amongst the tax collectors towards the cooperative (if perhaps necessarily balanced by a greater harshness towards the uncooperative), more open pushback towards the unrealistic views advanced by such factions as the Sensates in the Hall of Speakers, and the mere presence of a self-made adventurer like Darkwood — a Prime, no less — have all combined to cause the cachet of the Fated to grow in recent months, threatening to upset the balance of the kriegstanz as long-standing agreements and alignments have been forced to shuffle themselves as a result.
"What's mine is mine. What's yours is mine, unless you take proper precautions."
- Fated Saying
 

History of the Fated

Little detail is known of the history of the Fated outside the faction itself, which is just how they prefer it; mention is often made of the Secret History of Sigil the Fated are said to be compiling, detailing both the city and their own faction, but not even a portion of the tome has yet leaked from their walls. It's known that the Fated have been present in the city since the Fraternity of Order first formalized the faction registration process in Hashkar -856, as their registration entry is still on file, but anything before that date is foggy at best. They likely don't predate the Dustmen (whose founding is usually dated to approximately Hashkar -1000), as they usually agree to that faction's claim as the oldest in Sigil, but even this is uncertain. Even the name of the first factol of the Fated isn't recorded, suggesting that the organization may have predated its presence in Sigil much as the more-recent Harmonium, and simply migrated from elsewhere (likely Ysgard) to Sigil.   It doesn't help matters that (as much as they may argue to the contrary) for much of their early time, the Fated was a relatively minor faction in Sigil with little influence on greater events. This didn't begin to change until the culmination of a supposedly long-planned economic coup in the city, when the massively popular Tzunk College of Academic Arts — originally cowritten by the Fated, passing allies of the mage, due to a general inability at the time of Primes to hold large amounts of property in the city — fell into arrears with the death of the Oerthian mage Tzunk in Hashkar -629. Taking immediate advantage of the opportunity, the Fated exploited a clause in the original lease agreement to repossess the campus and all holdings within from Tzunk's intended inheritors, replacing the College with what eventually came to be known as the Hall of Records. The sudden influx of the vast knowledge held then by the university, plus the land and (after the sale of the original library building) financial resources that went alongside, allowed the faction's influence to rapidly jump. It was at this point that modern Fated policy towards information was established: it, like the physical, is an item of worth to be held by those with the strength to maintain control.   This influence continued to build over the following century as they continued to parlay their advantage into knowledge of more and more of the hidden secrets of the city's most powerful. By the time of the Great Upheaval, their strength in the city was such that they were able to nearly immediately establish themselves in the erstwhile city government as the official record-keepers and treasurers, to some failed objection from the Fraternity of Order. Though bound to collect taxes for the purposes of government endeavors, they were able to argue for a collection fee in exchange for their services, giving them a permanent inflow of income that ensured their wealth would only grow.   Over the next centuries, their position remained stable; while they continued maintaining their vast holdings, ensuring that they could not lose any prestige or importance, they largely had no interest in advancing their Sigilian interests further, placing more focus on Ysgard. According to the philosophy over this era, it was enough to merely have to demonstrate strength. Loss was to be avoided, and a person (or a faction) ought to do whatever they could to avoid loss now or in the future, but gain was only necessary towards that end. And they were able to persist in this fairly well; there was the occasional interruption, and one or two moments when the kriegstanz briefly erupted into outright conflict, but for the most part the faction was able to keep a stable place in the city from the Upheaval on, never instigating conflict and never positioning themselves as anything more than an ally to the side whose position was judged most deserving.   This changed suddenly in recent months with the rapid rise of Duke Rowan Darkwood. He and his followers take a different tack towards the views of the Fated: to them, it is not enough to simply not lose what one has, but to always press onwards, to try for more and more. Breaking a long-standing Fated tradition in exploiting the hidden knowledge of the faction to oust then-Factol Emma Oakwright, Darkwood arranged to be declared factol in her place within mere days of his oath of initiation (in lieu of the then-predicted successor, her younger brother Aram) and struck swiftly at the Hall of Speakers to solidify his support in the faction by successfully arranging to shift tax collection to a twice-monthly schedule under the auspices of better affordability with more, yet cheaper, collection periods (and if the collection fee intake happened to double as a result, well, it's only fair).   Darkwood's eye for greater Fated power in the city is no secret, from cooling the centuries-old enmity between the Fated and the Mercykillers to a new allegiance to increase influence in city operations to courting the Free League to improve public perception amongst the unaligned majority to his open and regular near-warfare with Factol Montgomery of the Sensates in the Hall of Speakers. Though many both inside and outside the faction have issue with the new direction the Fated has been taken in recent months, his support is broad, and the Duke is growing increasingly beloved; especially by the increasing numbers of Prime adventurers glad to see one of their own in a seat of power in the city.

Faction Philosophy

The fundamental beliefs of the Fated are simple: What a person can claim, and defend against others, they deserve. No, not merely deserve: indeed, they're fated to hold it. It is an undeniable fact, for if it was not a fact, they would not be able to hold it in the first place, for how could any person defy fate? There is no such thing as an unfair multiverse: the multiverse is exactly as fair as it could be, it's merely the people that have the meaning of "fair" wrong. And so what a person wants — whether it be wealth, strength, a desired item, or even simply happiness — they must strive for with utmost focus, with total determination. They cannot let themselves waver from their goal for an instant, for doubt is merely the opportunity for another to pass you by. A person can certainly cooperate with others towards this, as some goals can of course be shared among many with no loss to any one, but they can just as easily be as ruthless as need be, should what they want be something to be held by one alone. There is some nuance to this outlook, of course. At first, many see little difference between this and the "might makes right" philosophy of the tanar'ri. However, it's important to remember that their view does not merely apply to oneself, but to all. If you think yourself more deserving of an item, a title, or an accolade than another, then you must absolutely prove that. But if you fail, you must acknowledge that you were not truly deserving of it after all. It is not merely oneself who deserves what they can hold, but all, and failure is not to be denied nor is it to be ignored, but accepted and confronted. A Taker must be willing to know when they have been beaten, and must be willing to learn from the experience for future endeavors. In addition, fitting an organization with such strong Ysgardian ties, in Fated philosophy an achievement is not deserving unless it has been earned. A goal simply given to you has demonstrated nothing of how deserving you might be. Among the Fated, nothing is given to a person that hasn't shown themselves worthy, yes. But nothing is taken by a person who hasn't shown themselves worthy either. Finally, in general, the Fated believe that a person's business is their own if not a factor in your goals. It's not your place to judge the goals of another, especially if such goals are irrelevant to your own. Advise them, perhaps, if their efforts are not likely to pay off for reasons other than themselves, but in the end they must prove their own way. Of course, this latter point has seen some strain in recent months due to the faction's recent unexpected shift in leadership.   Currently, membership in the faction has divided into two camps as a result of Darkwood's ascent. The first, the traditionalists, are unofficially aligned with Aram Oakwright, though they have no official leader. This camp would seek a reversion to the pre-Darkwood ways, believing that the increasing pursuit of power of the faction is too much interference into the ways of others at the expense of oneself. They believe that such naked greed places the cart before the horse, in assuming that a person deserves power before they've actually managed to demonstrate it. The second, consisting in large part of recent members joining under Darkwood's example, supports Darkwood's recent efforts whole-heartedly, believing that it's never enough to rest on ones laurels, and that with each achieved goal a new one must be forged. They don't see such efforts as assuming before proving, but rather simply another means of demonstrating that fact; that if another's goal doesn't conflict with your own, but their efforts might, then it's only sensible to disrupt them on the way to your own destiny.

Roleplaying a Taker

Most adventurers find it easy to translate their possessive attitudes about treasure toward the multiverse as a whole. But as a Taker gains knowledge and experience he should want to set his goals higher than a coin in his palm and a crown on his head. Some of the more important things in life can't be taken at the point of a sword — for example, happiness, respect, and friendship.   All that matters is that a Taker goes after whatever it is he seeks with unwavering determination. Dealt a bad hand by fate? Don't waste time crying in your ale about how unfair the multiverse is — on the contrary, it's as fair as could be. Absolutely avnything's out there, just waiting to be claimed by those with the strength to take it and the will to hold it. That might sound ruthless, but it doesn't mean that a Taker automatically grabs everything he can get his hands on. There's no law that says he must claim the pit fiend's share of treasure or peel his companions out of their valuables. 'Course if that's what he wants from life, fine — though a greedy berk might get himself killed. In party disputes, a Taker throws in with whichever side's likely to reap him the most benefits, though he generally supports Frea Leaguers and opposes hardheads. And there's no such thing as professional courtesy among Takers, not even those in the same group: if one's too weak to defend his long sword +3, another's happy to step in and claim it.   Because of their great skills at survival and knowledge of the planes, Takers often find themselves acting as guides for adventuring parties. Naturally, the petty wonder how far to trust a guide whose only motivation is his own betterment: generous compensation usually ensures a Taker's reliability. 'Course, a guide who leans toward evil might maroon a party in the five-hundredth layer of the Abyss if a better offer came along. The Fated also believes in keeping its nose out of other folks' business. For instance, if a Taker sees a high-up in a rival faction beaten senseless in a back alley, he won't rush to help the poor sod — not unless he can get something out of the deal for himself. Similarly, a Taker's careful to stay out of debt, buying items and property out-right. And he only pays up after service — whatever it is —has been rendered.  

Alignment

Sods of lawful good alignment can't join the Fated, but those of chaotic or neutral tendencies might find the group particularly attractive. The very nature of the Heartless leans toward a selfish mercenary outlook, but it's not without focus or purpose. Alignment often out-lines just how ruthless a Taker'll be to get what he wants. A few chaotic evil berks might run around bashing and bobbing other folks, but most're sharp enough to realize it's safer to simply take advantage of their prey. Chaotics of other bents would twist the laws to their favor as long as such action wouldn't result in evil — and might even contribute to the greater good, as in the case of a Taker who forecloses on a tavern known for its murderous clientele. Even those who tend toward goodness still push their way through the multiverse, but they take pains to avoid bringing harm to others.  

Class

Paladins, being lawful good are naturally excluded from the Fated. Likewise, priests whose powers advocate the disposal of all worldly possessions can't join unless they surrender their faith. Rogues, of course, are naturals. This isn't to say that other classes don't fit in: indeed, any cutter with a love of jink or the desire to control others usually finds the faction tempting. It all depends what a body wants out of the multiverse. A brutish warrior whose only goal is to rack up piles of treasure and magical items might find himself in league with a genius-level wizard looking to earn respect as the greatest spell-caster of his plane. Both know what they want and both go after it.  

Faction Membership

Many folks in sigil think the Fated's just a bunch of cross trading berks looking to cheat a sod out of his last copper piece. But the Fated's actually an ideal faction for primes new to the Cage, many of whom have spent their lives on the Prime Material Plane amassing jink and power. Its also a good choice for experienced cutters, those who've had a chance to explore a bit of the multiverse and develop a sense of how they'd like to shape their destinies.
Don't worry, Cutter, your secret's safe with me.
- Ziropath the Digger, comforting a new friend
All beings- save those who're lawful good - are allowed to join the Fated. Initiation takes place weekly at the Rowan Academy of Training: potential recruits are culled from the faction's exhaustive records of past applicants and brought in for interviews and testing. The first set of tests resemble university entrance exams, designet to measure a berk's intelligence. If the recruit passes, he goes on to the physical tests - after all, a Taker's got to have the muscle to go out and grab his due. If the recruit passes both the mental and physical exams, the faction arranges a final test to see if the basher's really Taker material. At some point in the near future, the recruitstumbles into a situation where he has a chance to make off with a special prize: a bag of jink, a magical item, etc. However, the trap's set up such that the recruit realizes that he doesn't have to do a thing to claim the prize - it's just there for the asking. If the recruit take sthe bait, he's denied entrance into the faction. Members of the Fated claim only what they've rightfully earned, they don't give or take anything for free.  

Primary Plane of Influence

The Fated's philosophy fits well with the rough-and-tumble attitudes of thepowers found on Ysgard, so it's hardly a surprise that the faction is strong there. Their headquarters in Sigil is the Hall of Records, where the ownership of all things important is recorded.  

Allies and Enemies

Of all the philosophies, the Fated's is closest to the "leave-me-alone" attitude of the Free League, and the two often work cooperatively. The Mercykillers share some sentiments with the Fated, too particularly attitudes about compassion and mercy - yet they don't accept the "might-makes-right" attitude of the Takers, so the two groups are only cool allies. The Harmonium views the Fated as wrong-headed and dangerous, and the two must be considered enemy factions.  

Eligibility

Membership in the Fated is open to any race or class. However, lawful-good characters can't join the Fated.  

Faction Abilities

Believing in self-sufficiency a Taker starts with an additional Skill proficiency, Language and Tool proficiency. Additionally they can haggle down the prices on the purchases they make more easily. When making small purchases they can haggle the price down by 5% and for large purchases by 10%.   Also a Rogue who's a member of the Fates gains a bonus to ther Sleight of Hand skill. A Rogue of level 1 to 5 gains a +1 to SoH, from level 6 to 10 a bonus of +2 and from level 11 and up they get +3. Also any other Member gets a +1 to Sleight of Hand regardless of their class (which does not stack with the one a Rogue gets.)   The Fated realize that a body’s got to know the dark of his environment if he wants to stay out of the dead-book. To that end, every Taker factotum of 3rd level or higher can learn a proficiency unique to the Fated called plane knowledge.
Introducing: Plane Knowledge (int)
The Plane Knowledge skill lets a body get familiar with all the dangers, denizens, and refuges of a specific plane. He knows what the gates to neighboring planes look like, how to find them, and when to use them. He's familiar with the folks and creatures of the plane and knows how to talk to each. He's got a good idea of the plane's powers, where they're located, and how to deal with them, if need be. And with a successful skill check, the Taker can: determine which way to go to find any portal or destination he's heard of; recognize rare or uncommon residents of the plane; determine the purpose of any native he meets; or survive without food, water, or special equipment.   To gain this proficiency a Taker needs to use 1 month of off-time to study a specific plane, giving them the proficiency with plane knowledge with that plane specifically. They can also specialize in the study of specific layers of planes. They can spend 6 months travelling and studying a layer of a plane they have the skill in to gain the skill again with a speciallization of that layer, that skill will have expertise instead of regular proficiency.
 

Restrictions

The Fated have to wherewithal to learn and grab what they need, but a Taker's fierce independence is also one of his greatest weaknesses. No member of the Fated can give or recieve any kind of charity. It's an easy thing to refuse to drop a few coins in a beggar's hat, but it's another story if a Taker's dying and a comrade want's to give him a healing potion. Hard as it seems to believe, the Taker simply won't accept the potion - it must be earned, not given freely.

Notable Faction Members

Name Rank Race Class Gender Description
Factol Rowan Darkwood Factol Human Ranger 19 / Cleric 20 Male Sturdy leader of the Fated
Anam Oakwright Factor Dwarf Fighter 4 Male Right hand of Rowan Darkwood
Brigitte Gunnarsmoon Factor Frost Giant None Female Reputable Historian of the Fated
Rayl Whitespoon Factor Githzerai Fighter 4 / Wizard 6 Female Instructor at the Hall of Records
Bjorn Hammarskold Factor Human Cleric 13 Male De-factor leader of Himinborg
Heinrik Ivarsen Factor Human Fighter 17 Male Leader of the Militia in Himinborg
Silas Malmanning Factotum Human Fighter 7 / Rogue 8 Male Leader of the Militia in The Madhouse

The multiverse belongs to those who seize it. No one’s to blame for a poor sods fate but the sorry sod himself.

Founding Date
Hashkar -856
Alternative Names
Takers, The Heartless
Demonym
The Takers
Controlled Territories

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