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The Free League isn't actually a faction, at least not according to them (though for what it's worth, everyone else considers them one).  They believe that no one has The Answer to the multiverse.  Maybe the Guvners are right.  Maybe the Signers are.  Who knows?  The Indeps say that there's no point in betting on any one philosophy, because there's no way to be sure if you're right or not.  It's better to just keep your options open.

In fact, many in the Free League believe that there is no ultimate path to The Answer.  They believe not just that they don't' know what it is, but that it's different for everyone.  What works for one person doesn't work for another, so there's no point in trying to press your beliefs on someone else.

Still, in Sigil a person has to belong to something, so the Free League exists as an informal association of free-thinkers.  They help each other out, pass news around, and generally stick together to make sure they don't get tread on by the other factions.  Still, they don't have a seat on the Hall of  Speakers, Sigil's governing body, so they don't quite have the same protection as the other factions, though most Indeps will tell you that the lack of a hierarchy and leaders make up for this tenfold.

The Free League has no formal headquarters, but they do tend to collect in certain areas.  In Sigil, they gather in the Grand Bazaar and in the Outer Planes, they gather in the Outlands, the plane of neutrality, and a stepping-off point to the rest of the multiverse.




Contacts in the Grand Bazaar [General, Indep]
You have friends in the Grand Bazaar, and can find most anything you need at a reduced price
  Membership in the Free League
When buying items in the Grand Bazaar, you get a 10% discount.

Free Willed [General, Indep]
Indeps value their freedom, and resent others telling them how to think.
Membership in the Free League
You gain a +4 bonus to saves vs. mind affecting spells and effects.




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Bria Tomay

The Free League doesn't have a factol, and in fact doesn't have leaders at all - they're much too independent to work within a structured chain of command.  Bria Tomay is the most respected and influential of all the leaders they don't have.  

Bria comes from a long line of silversmiths.  Her family has worked at the family smithy, the Warbling Blades, for as long as anyone can remember, and though Tomay has picked up a bit of it, she's mostly leaving the legacy of smithing to her much younger brother.  Her father's smithing was famous enough in the Cage that any time adventurers needed silver weapons, they inevitably ended up at the Warbling Blades.  There, she heard tale after tale of adventure, and it captivated her imagination.  Her mother had taught her to play the zither at an early age, so she started composing songs about the stories she heard, and they were pretty good.  Over the years, she's worked at perfecting her songs, and become one of the more respected bards in Sigil.  

A human in her mid-thirties, Bria doesn't look like much at first glance, but when she sings, a spark of brilliance shines through, and she seems for a while truely beautiful.  But much to her disappointment, she's had less and less time to do so lately.  She seems to spend a lot of time these days roaming the Grand Bazaar and Sigil in general, checking up on faction members, and smoothing out any problems other Indeps may be having.  She's become so well respected that she's got a loyal following of Indeps that she could mobilize at any time, should she need to.  (Her Leadership score is 19, and so can mobilize 40 first level characters, four second level characters, two third level characters, one fourth level characters, and one fifth level characters.  The first level characters are half experts, one quarter commoners, and one quarter warriors.  Higher level characters will either be experts or warriors).  

Her two closest friends (her cohorts) are Lethea and Lesander, twin wemics that are virtually identical, save in gender.  Lethea is female and Lesander male.  They had a hard youth and grew up ranging throughout the Gand Bazaar.  It was Tomay that befriended them and convinced them to join the faction.  Lethea and Lesander share a telepathic bond, which allows them to communicate with each other at a distance of up to one mile, though they never get that far apart.  Indeed, they never leave each other's side.

Tactics:  At the start of each day, Bria casts a Cat's Grace and Eagle's Splendor on herself.  Tomay isn't much of a fighter, but if she should be attacked, she'll start off with a Haste and then try to take a few opponents out of the fight with spells like Otto's Irresistible Dance, or Dominate Person. Once she's out of spells, she'll fight them wither her Quarterstaff (note: Bria uses a variant rule that Rangers may use their virtual feats for simple, but not exotic, double weapons.  If the DM does not wish to use this rule, give Bria a buckler +2 and a chaotic rapier +2 instead). 

Should Lethea and Lesander be present, they will defend their friend to the death (and Tomay will do the same for them).


Bria Tomay, Male Human Bard14 Ranger1  CR 15; Size:M Type Humanoid; HD (14d6)+(1d10); hp 94; Init +3 (+3 Dex, +0 Misc); Spd Walk 30'; AC 23 (flatfooted 20, touch 18), *Quarterstaff +2/+3 (Chaotic) +11/+6/+1; +12/+7 (1d6+2 (2d6 additional damage vs Lawful characters)/1d6+3 20/x2) or ; SA: Bardic knowledge (+19), Bardic music 14/day, Favored Enemy (Harmonium); Vision: Normal AL: CN; Sv: Fort +6, Ref +12, Will +10; Str 11, Dex 16, Con 10, Int 15, Wis 12, Cha 18

Skills and Feats:  Appraise +10, Balance +7, Bluff +7, Craft (Blacksmithing) +7, Decipher Script +4, Diplomacy +25, Escape Artist +11, Gather Information +23, Hide +11, Listen +6, Move Silently +12, Perform +17, Sense Motive +18, Tumble +11; Ambidexterity, Contacts in the Grand Bazaar Craft Wondrous Item, Dodge, Improved Two-Weapon Fighting, Leadership, Obscure Lore, Trustworthy, Two-Weapon Fighting
     Possessions:   1 Studded Leather +3 (Medium),  1 Ring +2 (Protection),  1 Amulet of Natural Armor +2,  1 Bag of Tricks (Tan),  1 Quarterstaff +2/+3 (Chaotic)

 Known Bard Spells: Level 0: Easy Math x1, Light x1, Mage Hand x1, Mending x1, Prestidigitation x1, Read Magic x1, Level 1: Charm Person x1, Cure Light Wounds x1, Mage Armor x1, Level 2: Cat's Grace x1, Eagle's Splendor x1, Enthrall x1, Locate Object x1, Level 3: Analyze Portal x1, Charm Monster x1, Dispel Magic x1, Haste x1, Level 4: Cure Critical Wounds x1, Dominate Person x1, Improved Invisibility x1, Legend Lore x1, Level 5: Dream x1, Mirage Arcana x1, Otto's Irresistible Dance x1

Lethea and Lesander:  Large Monstrous Humanoid HIT DICE 5d8+15, 4d10+20(hp: 82); INIT -1; SPD 40ft; AC 18(-1 size, -1 dex, +4 natural, +6 armor); ATT javelin +11/+6 melee, +7/+2 ranged or 2 claws +6 melee; DAM javelins 1d6+3, 2 claws 1d6+1; SP QUAL STR 16 DEX 9 CON 17 INT 12 WIS 10 CHA 14; F/R/W +8/+4/+5; SKILLS FEATS alertness, dodge, mobility, spring attack, contacts in the grand bazaar; GEAR 2 javelins each, bracers of armor +6; ALIGNMENT Lawful Neutral; PERSONALITY alert, territorial; LOCATION most likely roaming the grand bazaar;