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<blockquote data-quote="pukunui" data-source="post: 6584105" data-attributes="member: 54629"><p>He called them "Fate's Hand". He originally developed the idea during our previous campaign (<em>Legacy of the Crystal Shard</em>) but unfortunately I never got the opportunity to introduce them. When he decided to continue playing the same PC, I thought now's my chance! I'm definitely going to have them show up at some point during this adventure ~ possibly even the next time the PCs return to Daggerford.</p><p></p><p>I've been thinking I should play the Giant Crow as being something like Palpatine before he reveals himself to be the Sith Lord, while the warlock PC is like Anakin. I guess that might make his sister a bit like Obi-Wan?</p><p></p><p>Anyway, here's the background on the halfling supremacists, in case you're interested:</p><p>[sblock]Fate's Hand is a halfling supermacist organisation that exonerates halfing's wellspring of luck and views it as their right to rule. Their goal is to have halflings steer the course of faerun's politics and direction to a point where individuals chosen by fate succeed, and are recognised in society to be better than others.</p><p></p><p>Fate's Hand MO is solidly within the bounds of subterfuge and espionage, most of their members realise it will take a while to achieve their goal, and that it won't happen overnight, but the more influence that the organisation has over governments, the more representatives they can get for halflings, the sooner they can get their dream recognised.</p><p></p><p>The size of Fate's hand is fittingly... a handful... with under 10 members in active service of the organisation. The small numbers is both a blessing and a curse. The stringent recruitment process has lead to an information stranglehold, allowing perfect plants within the harpers and other inteligence organisations. unfortunately, the lack of members mean they can't be everywhere at once.</p><p></p><p>Fate's Hand's goals require sacrifice, and many opponents are fatally caught off guard by the organisation's willingness to get bloody if it furthers their goals. When in full concert, Tom Darkleaf disguises himself as public official with the use of appropriate magic and his silver tongue to sway public opinion to manouver the mood around. Seraphina Tallowhill bloodilly eliminates threats to the goal, while Lyle Thornweave provides magical support should anything "unexpected" come up.</p><p></p><p>individual motivations deviate from the organisation from just using it as an excuse for violence to mad hairbrained schemes of twisting, distorting or “tainting” luck itself (somehow). everyone is in it for themselves, and have enough of a common ideal to not destroy each other.</p><p></p><p>Fate's Hand involved itself with Lavinia's brother after finding out that he was one in a thousand, a wild mage. After manifesting his abilities, he was contacted and recruited by the Group... long story short, he grew scared and tried to run but was caught. as a "motivation" to keep him there, the group sent Seraphina to butcher his family, forcing him to watch through Lyle's scrying. </p><p></p><p>Lavinia it turns out, was very lucky to get out of luskan alive. seraphina had killed indescriminately at her workshop, taking everything she built up and everything she loved in one fell swoop. if her brother hadn't managed to contact her in time, she certainly would have died. she now flees north to escape Fate's Hand, though they aren't going to just leave a wild mage sorcerer alone when they have enough to leverage her co-operation with their aims.</p><p></p><p>Eventually, Fate’s Hand will venture north to find Lavinia to either take her into their ranks, or use her to extort her brother’s service. Knowing Seraphina though, Lavinia fears that there will be a lot of collateral when Fate’s Hand comes to collect.[/sblock]</p></blockquote><p></p>
[QUOTE="pukunui, post: 6584105, member: 54629"] He called them "Fate's Hand". He originally developed the idea during our previous campaign ([I]Legacy of the Crystal Shard[/I]) but unfortunately I never got the opportunity to introduce them. When he decided to continue playing the same PC, I thought now's my chance! I'm definitely going to have them show up at some point during this adventure ~ possibly even the next time the PCs return to Daggerford. I've been thinking I should play the Giant Crow as being something like Palpatine before he reveals himself to be the Sith Lord, while the warlock PC is like Anakin. I guess that might make his sister a bit like Obi-Wan? Anyway, here's the background on the halfling supremacists, in case you're interested: [sblock]Fate's Hand is a halfling supermacist organisation that exonerates halfing's wellspring of luck and views it as their right to rule. Their goal is to have halflings steer the course of faerun's politics and direction to a point where individuals chosen by fate succeed, and are recognised in society to be better than others. Fate's Hand MO is solidly within the bounds of subterfuge and espionage, most of their members realise it will take a while to achieve their goal, and that it won't happen overnight, but the more influence that the organisation has over governments, the more representatives they can get for halflings, the sooner they can get their dream recognised. The size of Fate's hand is fittingly... a handful... with under 10 members in active service of the organisation. The small numbers is both a blessing and a curse. The stringent recruitment process has lead to an information stranglehold, allowing perfect plants within the harpers and other inteligence organisations. unfortunately, the lack of members mean they can't be everywhere at once. Fate's Hand's goals require sacrifice, and many opponents are fatally caught off guard by the organisation's willingness to get bloody if it furthers their goals. When in full concert, Tom Darkleaf disguises himself as public official with the use of appropriate magic and his silver tongue to sway public opinion to manouver the mood around. Seraphina Tallowhill bloodilly eliminates threats to the goal, while Lyle Thornweave provides magical support should anything "unexpected" come up. individual motivations deviate from the organisation from just using it as an excuse for violence to mad hairbrained schemes of twisting, distorting or “tainting” luck itself (somehow). everyone is in it for themselves, and have enough of a common ideal to not destroy each other. Fate's Hand involved itself with Lavinia's brother after finding out that he was one in a thousand, a wild mage. After manifesting his abilities, he was contacted and recruited by the Group... long story short, he grew scared and tried to run but was caught. as a "motivation" to keep him there, the group sent Seraphina to butcher his family, forcing him to watch through Lyle's scrying. Lavinia it turns out, was very lucky to get out of luskan alive. seraphina had killed indescriminately at her workshop, taking everything she built up and everything she loved in one fell swoop. if her brother hadn't managed to contact her in time, she certainly would have died. she now flees north to escape Fate's Hand, though they aren't going to just leave a wild mage sorcerer alone when they have enough to leverage her co-operation with their aims. Eventually, Fate’s Hand will venture north to find Lavinia to either take her into their ranks, or use her to extort her brother’s service. Knowing Seraphina though, Lavinia fears that there will be a lot of collateral when Fate’s Hand comes to collect.[/sblock] [/QUOTE]
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