(Or maybe the name could change; I'm not certain that this name is the best choice for this faction.)
The Order of Knights Errant
"The Yugoloth in Black fled across the Outlands, and the Ronin followed..." (With apologies to Stephen King.)
The Order of Knights Errant is not so much a true faction, as it is a group of like minded folk set upon making the world a better place, one fight at a time. The fact that many of their members leave a long trail of dead bodies behind them is entirely beside the point.
Philosophy: Protect those who need protecting; defend those who need defending; defeat those who need defeating; kill those who need killing.
Nicknames: The Wanderers; the Ronin; the Avengers.
Headquarters: None; the closest thing the Order has to one is the Regulator's Guild in Sigil.
Majority Races: Humans, Elves, Bariaur, Aasimar. (Could change.)
Majority Classes: Dedicated Hero, Fast Hero; Gunslinger. (Could change)
Faction Prestige Classes: Ronin; Wandering Wizard; Knight of the Gun.
Factol: None
Prominant Members: Lawrence Michaels (LG Male ???, Strong 3/Charismatic 4/Soldier 5/Knight of the Gun 2); Old Jenny (Female Elf CG, Smart 3/Mage 7/Wandering Wizard 3); Bill (CN Chaond, Dedicated 2/Smart 4/Fast 5/Ronin 2).
Alignment: Any non-evil, with chaotic tendencies.
Symbol: A sword, between a flower (usually a rose or a cherry blossom) and a gun (usually a pistol). (See The Badges for variations, and why they are notable.)
Philosophy:
Fight the Good Fight. Four words, that mean everything to the Wanderers. They dedicate their lives to fighting the Good Fight, regardless of the cost to them personally (and, in some cases, regardless of the cost, period). Protection and defense of the righteous but weak is theoretically their primary concern, while punishing the wicked and/or preventing their plans from coming to fruition is secondary. Everything else is unimportant (and that includes the lives of its members).
Now, an important bit to realize is that when the Good Fight is finished (or at least, a member's part in it), that member should move on to find another Good Fight. Once their task is done, a Wanderer tends to vanish into the night, not asking for any reward but a job well done.
This is not to say that the Wanderers are universally grim killing machines; you're just as likely to find one helping out at a soup kitchen or working as an auditor in a company that's trying to clean up its act as you are to find one preparing for the defense of a town against tanar'ri bandits or searching for a weakness in the fortress of a particularly nasty 'loth.
Needless to say, they are widely considered to be a horrible anachronism by many "modern" groups. But, well, there's always folk who need protecting, and always folk whose schemes need stopping, and the Wanderers try to be there to help with both.
History:
Once upon a time in the Outlands, shortly after the end of the Pantheon War, there was a minor Demigod (let's call him Palance) who had set up kip near Carceri. Palance had betrayed the Triumvirate early in the war, then betrayed the Alliance late in the war, and was indirectly responsible for several hundred billion deaths in various Primes. At the end of the War, though, he came to an agreement with the 'loths, and was well protected.
And then, one day, nine heroes decided that he could not be allowed to continue to live under an open sky, and agreed to slay him. Six of them were killed in the effort, but three saw Palance die by his own hand rather then face justice, and were left with the decision of what to do. The 'loths, and several Powers, wanted them dead; and they would find no respite in the Upper Plains, for Palance had cursed them to never see a Plane of Good with his dying breath.
And from their wanderings following this battle, the seeds of an order of Knights formed; one that survived the death of high magic, the predations of the Factions during Age of Pain, and the turbulence of the Revelationary Era by never staying in the same place for very long, never looking back, and never settling down.
Their current status of being on the edge of a fully fledged Faction owes to two people: Old Jenny, who first invented the magical badges (see below) that all members of the Order wear, giving them a unity they had never had previously; and Lawrence Michaels, who took the Order's only real fixed place of business, the Regulator's Guild, and made it into a true (if minor) political player in Sigil.
The Badges:
These are the artifacts that transformed the Order of Knights Errant from a not widely known group that almost wasn't worthy of the title of Sect, and brought them firmly into notability across the planes. They do two things: first, they act as an infallible mark of the wearer's character, and second, they show a member who uses it where they are needed.
The Badges are made from the willingly surrendered bits of the flesh of an Eldarin, and are easily recognized as such; they show the Symbol of the faction, and show the status of the wearer, in very particular ways:
If the sword is missing from the symbol, the member is an apprentice.
If the the gun is missing, the member is retired.
If the flower is missing, the member is no longer following the ideals of the Order. (Those who show this version of the symbol tend to quickly lose their Badges, for several subtly obvious reasons.)
A single symbol means the wearer is the equivalent of a Namer, or in some cases a close ally of a full member.
The relative size and placement of the three sub symbols can tell you quite a bit about the history and personality of the wearer.
If none of the symbols are seen, then the wearer is *not* a member of the Order.
The badges are easy to recognize (a DC 5 Knowledge (Factions) and DC 10 Spot roll will do), and are widely known to be nearly impossible to properly forge. (In game terms, you'd need to make at least 5 DC 30 rolls across several skills to create such a forgery, and a failure on any one of these rolls makes the falsehood obvious to close inspection; more then one and it's obvious even from a distance.)
The second special property of the badges is that if anybody (member or not) holds them in their hand (or equivalent) and rubs them, a sword will appear, pointing in the direction they are most needed (or a flower if they are needed where they are). Note that this: 1) Doesn't tell you about the situation that you are needed for, 2) Directs you to where you are needed, not necessarily where you need to be, and 3) Doesn't tell you how far it is if actual travel is involved, although, if while traveling you don't stop voluntarily, you are usually guaranteed to get there in time.
Should I bother writing up the Regulator's Guild and the Movers and Shakers (and why there is no Factol) of this faction? (I'm not familar enough with D20 Modern to write up the Prestige classes.) Or should I just leave this to lie fallow?
Thanks
Luc "Curious" French