Harmonium before FW

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The Bleaker's picture
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Harmonium before FW

Is there any way to make someone like them?

 It could have been a very interesting faction. Yes, they were fanatics, but most of the people in the Outer Planes are. But someone seems to have been carried away when writing about them. Currently I know no person who could even like them, less alone play them without turning them into caricatures of themselves.

 Sarin's reign seems like a joke. It was a series of failures and PR disasters. Death... err... training camps on Nemausus. Indep hunting games behind his back. Fortitude and its unfortunate "ascension". Maybe he was just incompetent, but even reading about Ortho is disturbing. Extermination of elves and pixies?

 Do you have any ways to make them less one-dimensional and eeeeeevil before the Faction War? Something that would make them seem even likeable in the eyes of more lawful oriented players? Ore are they a lost cause and nothing short of a radical change (as in 3.0e stuff) can help them?

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I think the Harmonium is

I think the Harmonium is indeed the exact opposite to one-dimensional. It's intentions are the best. It offers order and safety and gives everyone the chance to be part of and to help to shape a secure and better world.

But then there are scumbags amongst its members who don't get what the Harmonium's about and abuse it's goals and the power it gives to them to force others to their way of life, but don't get caught, because they're basically playing by the rules.

The Harmonium is great, because it is ambivalent, or hat an ambivalent side, at least, unlike many other 'good' organisations.And a leader having no absolute control over his organisation and no total insight in every action of its members is definitely more realistic then the opposite, especially when you're talking about such a vast organisation as the Harmonium.

I think it offers lots of options to the DM. You can use the Harmonium as ally, or adversary to your PCs - or even both. Your Harmonium characters can try reveal the nuisances, or decide that it's best for the greater good to let them happen, or even participate in them.

Smiling

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Their intentions are not the

Their intentions are not the problem. It's that they crossed the treshold after which few players would ever want to look at their motives. I don't know what could I do to not introduce them as a corrupt organisation. I would like to make a good member of the Harmonium to look like an example to others, not like Drizzt standing out from a horde of drows. And every description seem to make them appear worse.


It doesn't also help that an average Cager seems to consider them an annoying scourge at best (In the Cage, Factol Manifesto).



It's more than a leader without an absolute control. They have failed in virtually everything they tried. Even their peacekeeping leaves a lot to be desired, as their efforts just helped the Faction War to break out and fueled it for a long time.



.

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I you're the player just

I you're the player just play the harmonium character lawful and good (or neutral).

If you're the DM present the Harmonium as the lawful and (mostly) good organisation it pretends/desires to be. If you want to introduce the darker parts of the Harmonium to your players, do it slowly, to prevent them from viewing th Harmonium as an evil organisation.

And concerning the Cagers... I guess the just as a whole have an aversion towards any kind of authority. And as long as there are black sheep amongst the Harmonium they will damage the reputation of the whole group. And if I'm not mistaken it's mostly quotes from members of other factions and scoundrels that she a bad light on th eharmonium. (I believe without the evil harmonium guys the whole faction would be quite useless for a DM with a non-evil groupof characters).

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I'm shamelessly biased, but

I'm shamelessly biased, but try browsing The Ortho Project.

 A lot of people spent a long time trying to make the Harmonium more three-dimensional over there - the Hardheads do have an awful lot of the Prime Material on their side, and I think part of their problem is that the relatively simplistic view of mortals from the Prime has become tainted/subverted/exploited by canny planars.

 If you want to play up the better aspects of the faction then just...play up the better aspects. Specifically pre-FW, I'd play up what a goddam tough job policing Sigil actually is...let alone places like the Hive. Don't forget that not every Harmonium is a warrior either. Include charity workers, the Hardhead equivalent of the Red cross and Salvation Army, campaigners against racial prejudice (members of HFTETOO; 'Hardheads ForThe Ethical Treatment of Orcs') etc etc.

And don't forget the Paladins.

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A lot of it is a natural

A lot of it is a natural inclination to be fairly anti-authoritarian in gaming writing... it's a noticeable trend in our demographic. So yeah - the writing *does* over play the corruption (it also over plays the Guvner's lawfulness to the point of losing humanity, and over plays the Mercykillers justice seeking to the point of becoming a horrific parody of the very concept). There's a very anti-authoritarian aspect to the setting. Unfortunately it can be hard to temper that without going out of your way as a DM to do so.

Which brings me to the other reason I suspect there's a lot of anti-Harmonium in the canon Planescape writing. It can hit a little close to home for a lot of us... there's some fairly strong parallels in the meddling approach of the Harmonium way to modern day politics, and it's very very easy to accidentally tap the same 'ugh-ew' anti-authoritarian responses for the Harmonium that would be tapped in other media for the American military or government.

It's possible to play them good though - I've played a Harmonium officer in Ravenloft before. My approach was pretty simple - he thought like a cop - a *good* cop: "Protect and Serve". A duty which he pulled off, and the DM even highlighted with one scenario with a child domain lord... the only way to survive it was to treat the girl *as* a little girl, and offer her reassurance and comfort as she was reliving horrific events. A hug, and a quiet "It wasn't your fault, sweetheart..." And boom - domain lord 'defeated'. Eye-wink

If you're the DM I would make a point of having the Harmonium show some successful events without having to be corrupt to pull them off. As was mentioned above. Basically give them some of the good press that the canon work failed to. If they really *were* as horrible as they've been portrayed then I honestly can't see how they would have been successful enough to survive for this long. They wouldn't be able to recruit when there are other choices out there - there has to be a reason why multiple Prime worlds would join up with these guys, why many many paladins would join and *not* lose their abilities.

If you want I'm sure we can generate some scenarios for you for reasons why the Harmonium isn't completely horrible evil. The Ortho Project definitely attempted to round it out and give some good reasons why they've survived as a political movement. It may be valuable to highlight that the faction is Prime in nature - this is not a movement that arose out of the Planes. This is not a 'normal' faction and the Harmonium in the larger view doesn't think of itself as a 'faction' - they're the Knights of Harmony.

Some primary examples in our non-canon work: Colonies and protectorates of Ortho enjoy benefits such as protection from outside attack, reductions in trade costs, medical and social benefits, education, and disaster relief, as well as defense against planar invasions such as one might see from demons or devils. In our version of Ortho, it has a federalist provincial system allowing for local customs to be demonstrated within a standardized structure (totally ripped straight out of the Hammurabi code there). Many of the provinces actually have established popular vote traditions. Elections which are *not* fixed. After all - a lawful society does not mean an un-changing one. The very idea of a"living constitution"would be right up their alley as it's an orderly way to account for the long term growth and changing needs of a society.

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Another thing to consider

Another thing to consider when it comes to a faction like the Harmonium is that, while Nemausus was a pretty catostrophic screw-up on their part, it's also a screw-up they've done (or at least, the source material indicates that they've done) a fairly good job of covering up. Unless you've plotted your players for this personally, they likely wouldn't be aware of it.

 

The thing about Planescape to remember, though, is that it's all about extremes. Everything is meant to be an extreme: I believe some of the canon mentions a rumor (or fact! who's to say) that the Celestials don't actually stop the Blood War, despite how horrific as it may be, simply because it's easier/more convenient/benefits the 'greater good.' And this is an excellent example of Harmonium ideals. Your average good PC would likely be appalled if a Celestial actually confirmed that, seeing things from the 'mortal perspective.' The Harmonium, like your average good PC, would be unlikely (in my opinion) to "approve"of such blatant evil or evil acts.

 

I've seen many Paladin players decide that their LG gems would actually be Indeps, and not Harmonium/Guvners/ETC simply because (IMO) they can't get their head around an organization actually being a collection of people who all have their own beliefs, thoughts, motives, goals and interpretations of a given creed.

Each Harmonium is going to see their own hopes/dreams/beliefs in the Harmonium's ideals, and this is how you "reach" your players with them: You emphasize that they're still people, and people will always disagree or believe different things. Even in a faction that's about Unity and Harmony, the factions all have a certain amount of "wiggle room" around their core beliefs, with which you can fine-tune individual characters and their beliefs to whatever you need. 

 

Even the Mercykillers had a canon NPC who was a Paladin. People forget these things, they just go for the "worst" of the extremes and focus on that.

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Excellent point there too -

Excellent point there too - the factions have their interpretations and ranges of belief. So highlighting some of that internal dialogue for the factions would be good too - it keeps the players from feeling straitjacketed.

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Another point is that I've

Another point is that I've observed that many players seem to assume that good-aligned people always have to be nice and friendly and to share their interpretation of good alignment.

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The background

The background justifications for law and order in Planescape have interested me for a while.  Historically, for example, societies with significant abolitionist movements didn't exist until well after the Renaissance: the ideals of human rights as we envision them had their genesis in the Enlightenment. The same goes for the formal notion of the social contract.  However, I've co-opted both in order to play my current Guvner character, who (if I say so myself, beg pardon) is a splendid example of internal contradictions to stereotypes: he's an air genasi with recent djinn ancestry, and while his cautious uptightness exasperates his more typically gusty but nevertheless loving family no end, he's absorbed their ideas of freedom and has just recently decided to start a cross-faction movement to make Sigil a dangerous place to show up with unwilling slaves in tow.

We also have a typically LE Mercykiller in the group, whom he's working hard to try to bring round to at least LN. With the Mercykillers, at least, one does have the internal tension between the Sons of Mercy and Sodkiller traditions.

In the long run, remember that the Harmonium are basically Sigil's paramilitary police force.  They do a hard job and put their lives on the front line, and the fact that a bubber can stagger home through the streets of the Clerk's Ward without being too likely to get relieved of his breath is in large part thanks to them.  Their victories are small and cumulative; their strength is in slow, steady numbers.

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First things first: Hi!

First things first: Hi! Long time lurker finally deluking...

I totally agree with Clueless that the negative portrayal of the Harmonium in canon writing is a result of anti-authoritarian feelings on the part of its authors. Game-wise tought, I've personally explained that by the fact that since the time the Harmonium became a Sigil Faction, it's been consigned to the City barrack, with a mandate limited to public security, which has exacerbated its militaristic tendencies. If they could run things in Sigil like on Ortho, they would probably be doing the job of the Guvners, Mercykillers, Bleakers (charity and social work), Fated and Signers.

So while the Harmonium may have been greeted with open arms when they cam to Sigil a few centuries ago, with their idealism and inclusive and equalitarian ideology, as time passed, the movement was suffocuated and holden back by its limited mandate and it became corrupted by its own militarism. The Harmonium became a self-serving bureaucracy with members too occupied by climbing the ranks to remember their lost idealism. But then again, the same could be said of about every faction just before the Faction War.

In my campaing, even tought the PCs have a pretty negative view of the Harmonium, this negative vision is tempered by a reformist movement called the Comitee for the Reform and Salvation of the Harmonium that proposes a 9 point program :

- Ban all Baatezu from the faction

- Renounce to war without approuval from the Faction Council of the Hall of Speakers (In my campaing, the Harmonium lauched a "War on anarchy" about a year before FW. They accused the Doomguard, Xaositects and Bleakers of forming an "Axis of Chaos" that supported anarchists. It did'nt lead to an all out war but it helps explain how tensions could then lead to the FW a year latter.)

- Declare neutrality towards all factions (no more allies, no more ennemies)

- Fight internal corruption

- Multiply ward garrisons while making them smaller and more in touch with the local communities around

- Collaborate with other factions to put in place a poverty alleviation initiative in the Hive

- Make the planar branch of the Harmonium autonomous in relation to Ortho

- Show more transparency

- Collaborate closely with Sigil's Celestial community to show the Harmonium's clear commitment to Good.

I agree that some of those ideas may be historically inconsistent with the medieval fantasy context of D&D, but i always saw Planescape as a setting where anachronistic ideas and beliefs were not only acceptable, but also a part the its appeal.

Anyway, now that the FW is about to break out in my game, the reformists have thrown themselves with the rest of their faction, seeing the need to eliminate the threat of the "enemies of peace" (e.i. Doomguards led by a barmy heart-breaked Tanar'ri) as more important in the short term that internal reforms. Of course, it is now too late for reforms and even thought they suport Faith as next Factol, most of them will decide to stay in Sigil after the war and help set the new City Guard instead of retreating to Arcadia.

Hope this helps anwsering The Bleaker's question.

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You know - looking at the

You know - looking at the mission of the Harmonium's Planar efforts as resticted from doing all that they normally would (and probably did) anywhere else because there were already people in those roles (As you mentioned Bleakers, Signers, Guvners, etc)... that frustration and stagnation in the 'i hit you now' role may be a *huge* element of the problem. I can completely see that as a contributing factor.

Which of course means outside of Sigil - and there *are* faction held territories outside of Sigil - you'd see the non-stagnated version of the Harmonium.  That's another avenue to explore in introducing players to the idea that maybe they're not all bad. The the writeups of updated Gatetowns I included an orc trading family from Ortho that had put up kip right outside of Plaguemort in an effort to mediate the interspecies issues in the area between orcs and the other species there. It may be a good approach to show those sort of efforts outside of the restrictions of Sigil proper to round the organization out. Smiling

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Something you'll want to

Something you'll want to watch out for, when it comes to making your Harmonium more friendly outside of Sigil, is that none of the gate-towns are truly meant to be hospitable. Even Sylvania, the gate-town to the chaotic good plane Arborea, is full of gang violence: The Olympian humans and the Arborean elves vying for supremicy. And, in this setting, the gangs don't stop the city from being considered "good."

 

So, when you read about Fortitude and their "system of justice," you shouldn't think it's unusual. 

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I would rather say that the

I would rather say that the gang violence certainly does stop the gate-town from being "good". If it was truly a place that lived up to the ideals of Arborea, it would no longer be a gate-town. It would slip onto Arborea. The gang violence is probably all that keeps the town from doing that, just as the underground Anarch resistence movement in Automata stops it from becoming part of Mechanus.

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This, of course, brings up

This, of course, brings up the question of "how good do you have to be, to be considered good?"
While Sylvania may not be a place of 'ultimate good,' such as an Upper Plane, its relatively secure spot on the Outlands solidifies it as a 'good' location at least in my own mind. The Gate-Towns all have "something" wrong with them that holds them back from their respective planes, absolutely, but they're also not drifting spire-ward and being replaced with more suitable cities.

I, personally, find the Gate-towns much simpler to look at for 'alignment inspiration,' given that a chaotic evil PC ought to not be equally evil or chaotic as the Tanar'ri, a lawful good PC ought to not be equally good or lawful as the Solars, etcetc. Outsider races, at least in my own opinion, are generally best portrayed as being "ultimately evil" or "ultimately good," or even simply "otherworldly" if we remove a few aspects of depth from them. A player character is most successful if they're dimensional, interesting, have ... conflicts and struggles and so-forth.
Sure, you could play a paladin who is never, ever tempted, always does exactly the right thing at the right time, never wavers, never flinches, never so much as thinks about something off his or her path -- but is that really realistic? It may be realistic for a Celesital, but for a human or demi-human? I don't believe that a well-played character should, ever, be the "ultimate personification" of any ideal, unless this character is also an outsider.

This opinion holds, in my mind, for both PCs and NPCs, bringing it to relevance on the subject at hand: While the Harmonium may not be 'the ultimate law,' or 'the ultimate good,' and while individual factioneers may hold to different opinions, on the whole they're still 'lawful' and 'good.' They're just also mortal. 

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To me that is also part of

To me that is also part of the point. Mortals aren't generally capable of fullfilling the "ultimate" evil/good that the gate towns would need to slide onto their respective planes. It takes an extreme person to be able to fill those roles, but that doesn't mean organizations like the Harmonium can't strive to achieve it, and partially succeed.

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They can and should strive,

They can and should strive, absolutely! And in-character we can turn our noses up at them if/when they don't "measure up." But out-of-character, I think, it's important that we don't. Out-of-character, and especially for the DM, it's important to make the distinction between "mortal" and "immortal": The Harmonium being distinctly the former.

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Of course. But you should

Of course. But you should also be aware that even mortals can succeed in their goals, and generally they do, at least small-term. So while the Harmonium might fail with their more extravagant plans, and get a lot of bad PR about it, they just as well might succeed in smaller operations, such as helping clean up a minor neighbourhood in the Hive, or driving out a particularly malicious pack of fiends from a good-aligned gate-town. Show the PCs some of those successes, and make the members generally nice people as long as you don't act overly evil in their presence. Show them the actual good side of the Harmonium. Eye-wink

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So long as those fulfilled

So long as those fulfilled goals aren't "Rehabilitate all elves to be lawful," or "Rout all fiends from the Abyss," absolutely. Those silly Hardheads and their lofty plans!

: >

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Picture the Harmonium

Picture the Harmonium Paladin of St. Cuthbert... an aasimar, who grew up in pastoral Arcadia.  He's only ever known the ideal Harmonium way of life.  Only once he completed officer training did he leave to serve in Sigil, where he discovered just what there was to fear -- and at times, even hate -- about the multiverse outside the faction.

Those poor sods who live outside it say the Harmonium code is draconian and restrictive, but the truth is that it's the series of guidelines to living a wholesome and enjoyable life.  Others don't adopt these beliefs because they labor under a false pretense of freedom.  Real freedom is found only in a society without fear of violence or wrongdoing.  Choosing to do right is the only choice worth making, and it's only natural to feel sorry for those who've been deluded into thinking they can live well by putting their own desires first.

Imagine the beautiful multiverse the Harmonium could create if everyone lived by our noble vision!  War would end, worlds everywhere would join in the great hymn of joy, primes and planars would share bonds of brotherhood, and none would have to suffer the depredations of the selfish or malicious.  It may be a long goal in the making, but I've known its joy already.  If I have to lay down my life so that future generations may have the same privilege, I will gladly give it.

Those who speak ill of our aims will have to be punished.  They are fomenting ignorance, an intolerable danger to our Golden Harmony.  Such behavior cannot be allowed to continue; it will only spread and put the virtuous in harm's way.  The wicked -- those who would tear down the glorious perfection we're building every day! -- must be destroyed themselves.

This is the Hardhead I came up with at about the time I became a father.  When my kids misbehave, I put them in time out until they're ready to apologize and make up for what they've done wrong.  If you break into my house and hurt my children, it will take a long time for the medical examiner to fish all the bullets out of your remains.

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Stix wrote: Those poor

Stix wrote:

Those poor sods who live outside it say the Harmonium code is draconian and restrictive, but the truth is that it's the series of guidelines to living a wholesome and enjoyable life.  Others don't adopt these beliefs because they labor under a false pretense of freedom.  Real freedom is found only in a society without fear of violence or wrongdoing.  Choosing to do right is the only choice worth making, and it's only natural to feel sorry for those who've been deluded into thinking they can live well by putting their own desires first.

Imagine the beautiful multiverse the Harmonium could create if everyone lived by our noble vision!  War would end, worlds everywhere would join in the great hymn of joy, primes and planars would share bonds of brotherhood, and none would have to suffer the depredations of the selfish or malicious.  It may be a long goal in the making, but I've known its joy already.  If I have to lay down my life so that future generations may have the same privilege, I will gladly give it.

Those who speak ill of our aims will have to be punished.  They are fomenting ignorance, an intolerable danger to our Golden Harmony.  Such behavior cannot be allowed to continue; it will only spread and put the virtuous in harm's way.  The wicked -- those who would tear down the glorious perfection we're building every day! -- must be destroyed themselves.

Nice! Can we steal this quote from you wholesale for the Ortho project Stix? It would make a great chapter intro.

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Armoury99 wrote:Nice! Can

Armoury99 wrote:
Nice! Can we steal this quote from you wholesale for the Ortho project Stix? It would make a great chapter intro.

By all means.  Smiling

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I've always felt that, from

I've always felt that, from a day to day standpoint, the Harmonium in Sigil would be looked upon kindly depending on the Ward in which one lived.  Just some, more or less random, thoughts on the subject:

The Guildhall Ward, with its trade policies and contracts has a fairly significant number of Guvners writing out the contracts, developing them, providing them to the relevant authorities, and also checking the books to verify that all the legal issues have been met for each contract and that all taxes are paid up.  The Harmonium are around for a single purpose: when the Guvners find an irregularity, they call in the Harmonium to secure warrants and important classified documents from the Owners.  Factionholds in the Guildhall ward are few and far between, but in general they take a form similar to that of the guildhalls themselves: two-story structures that surround a courtyard with a single entry large enough to accomodate a full size freight wagon.  A few holding cells are located on the second floor with windows facing the interior, with windowless facades along the street side.  Offices predominate on the lower floor, primarily for record keepers.  The outer edge of the roofline has a parapet walk, from which the Hardheads watch the streets below.  The people of the Guildhall Ward see the Harmonium as a necessary evil, and, in some cases, even as a useful tool.  It's not uncommon for Guilders haggling over a contract to threaten bringing in the Harmonium to "give a look-see to your holding.  Anything we all should know about, neh?"  Harmonium are essentially investigators, though they have a few patrolmen catching catspaws and such.

In the Clerks and Lady's Wards, the Hardheads are looked upon more favorably.  In both Wards, the faction has a number of towers located throughout to clean up crime.  Of course, the Harmonium's headquarters are also located within the Lady's Ward, so the towers are far more common in that area, as are Hardhead patrols.  In the Lady's Ward, the Harmonium are seen as "cleaning up rabble" or keeping undesirables off the streets ("because clearly anyone in such a state is merely looking to rob us blind.  Please pass the crystal snifter, will you?"), where in the Clerk's Ward, the Harmonium are respected for enforcing the law: cutpurses, strongarms, and other criminals without the balls (or, rather, with the smarts not) to take on the Lady's Ward are routinely apprehended and brought to the tender justice of the Mercykillers.  The towers in the Lady's Ward are beautiful constructions of red stones, reflecting the fact that the inhabitants of the Ward pay in donations to the Faction to keep them from "building those ugly towers that would certainly ruin our property value."  In the Clerk's Ward, they are purely utilitarian three or four-story stone buildings, with razorvine continuously trimmed back to only the barred windows on the highest floor.  Factiontowers in the Clerk's Ward are generally located in residential areas midway between two market areas.  Patrols overlap in these areas, so fresh eyes are always on the streets.

Opinions of the Hardheads lower as one looks towards the Market, Lower, and Hive Wards.  The Indep presence in the Market Ward means that most patrols are met with little more than glares and quickly sealed lips.  Faction houses here are shoehorned in between other structures, though the Harmonium do make efforts to blend in.  Holding cells are generally in the back near alley entrances (the Hardheads would rather people not see them bring in their fellows).  In the Lower Ward, the Hardheads are met with pure contempt, curses, and occasionally loogies.  Their structures are similar to those in the Market Ward, except that they stand out due to the effort put into keeping them clean.  It is not uncommon for a Hardhead Namer to spend their first few months working weekends trying to keep the factionhouses from being completely festooned with graffiti.  Finally, the Hive Ward, where Hardheads rarely go, and they tend to be veterans.  On an annual basis, the Hardheads honor those Namers and Factioneers who get knifed in the Hive.  Of course, in the factionhouses (all located outside the slum) the Factors use such stories as cautionary tales for their underlings: if you have to go to the Hive, make sure you've got backup, let people know where you are, and watch your damn back.  

Finally, a word about the Hardheads post-Faction War.  While the majority of the Faction has moved out of Sigil, there are those born and raised in Sigil who see the Harmonium's goal as being unimpeachable.  The Faction has gone underground, becoming essentially a guerilla operation.  Criminals are no longer apprehended and given to the Guvners and Mercykillers for justice, they now dissappear.  There are whispers in the Cage that anyone can be a Hardhead, and that, as well as one may know their neighbor of fifteen years, one day they may catch a body in the midst of a crime against Sigil and then the red masks come out.  The Harmonium are now potentially anyone on the street, so stay in line berk.

 

 

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I must admit that, trying

I must admit that, trying to see the dark from Hardheads' point of view, I respect them somewhat more. If the life in Sigil is a game, they play it on Nightmare. Their goal not only is, but also seems impossible (and in the Outer Planes the latter is much worse), almost no one likes them and, in being the laughing stock of Sigil, only Signers outrank them.

Your ideas were very helpful in establishing a more positive vision of Harmonium. Some Pratchett books were nice inspiration, too (as the author's viewpoint seems compatible). Sam Vimes could be a member of Hardheads, if someone unorthodox one, and the Patrician's "No sane mortal is truly free, because true freedom is so terrible that only the mad or the divine can face it with open eyes."seems like a nice motto.

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The Bleaker wrote: I must

The Bleaker wrote:

I must admit that, trying toSome Pratchett books were nice inspiration, too (as the author's viewpoint seems compatible). Sam Vimes could be a member of Hardheads, if someone unorthodox one, and the Patrician's "No sane mortal is truly free, because true freedom is so terrible that only the mad or the divine can face it with open eyes."seems like a nice motto.

Plus I think a lot of the young idealistic young hardheads that cause of a lot of problems are actually Corporate Carrots from Arcadia and the Prime

 

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"Today you berks are no

"Today you berks are no longer maggots. Today you are Notary Ones of the Harmonium. You're part of a brotherhood. From now on, until the day you die, wherever you are, every member of the Harmonium is your brother. Most of you will go to Sigil. Some of you will not come back. But always remember this: Hardheads die, that's what we're here for! But the Harmonium lives forever. And that means you live forever!"

Measure Three Har T'mann (to bashers who've just completed their training in Arcadia) 

Eye-wink Sticking out tongue

__________________

"La la la, I'm a girl, I'm a pretty little girl!"

--Bel the Pit Fiend, Lord of the First (in a quiet hour of privacy)

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