The secret of the multiverse? That’s simple, and every cutter in the Harmonium knows what it is: “The Harmonium is always right.” Look, the goal of every enlightened being in the multiverse is to live in perfect harmony with all others. Look around: Peace or war – these are the only true states of the multiverse. If a being and its neighbours got the same views, then there’s peace between them. When they don’t agree, that’s what causes war; one body figures it can use fists to convince the other. Now, there’s some powers who say otherwise, but the harmonium believe that peace is a better end than war. For one, all of a body’s work won’t get destroyed during times of peace. Families don’t get killed, kings can actually spend time ruling the people, scholars can study, and petitioners can raise the crops. Everybody, even the fiends on the Lower Planes, can prosper.
On the other hand, the Harmonium says there’s only way to have peace: their way. War or peace – squabble among each other or join the Harmonium – these are the only choices. The Harmonium believes that the ultimate goal of the multiverse is universal harmony, and it’s ready to spread that belief to all those other sods out on the planes. If it takes thumping heads to spread the truth, well, the Harmonium’s ready to thump heads. Sure, there may not be peace right away, but every time the Harmonium gets rid of an enemy, the multiverse is that much closer to the universal harmony it was meant to have.
And what happens once the Harmonium succeeds? (And it will succeed, that’s certain – just ask them.) That part’s simple. When everyone is in agreement with the Harmonium, a golden age will begin. That’s why the Harmonium work so hard to get folks to conform – it’s all for their own good.
Command: All Harmonium members, from Notaries on up, gain the spell-like ability command once per day as a cleric of the character’s level (DC 11 + Charisma modifier).
Weapon of Choice: All of the Harmonium’s new recruits go through the same basic training, which includes weapon training. They receive a +1 bonus to attack roles with a weapon of their choice.
Orders: Their rigid beliefs expose several weaknesses in Harmonium philosophy. Any variance from the orders of a Harmonium superior requires an atonement on the part of the character before he or she can rejoin the ranks of the faction. This spell must be cast by a spellcaster who is sympathetic to the Harmonium’s cause. Members who “turn stag” – betray the faction – are automatically sentenced to death by the factol. Even refusing to return to the faction’s ranks is considered treasonous.
Skills: Hardheads have a +2 faction bonus on Intimidate checks. A Hardhead always treats Intimidate, Knowledge (local), and Sense Motive as class skills.
Prerequisites: Harmonium, Mover, character level 7th.
Benefits: You gain a +4 faction bonus to saving throws against spells, spell-like abilities, and supernatural abilities with the emotion or fear descriptors.
Prerequisites: Harmonium, Mover Four, character level 10th.
Benefits: You gain the spell-like ability dictate once per day as a cleric of your level (DC 12 + Charisma modifier), and you may use your command spell-like ability 3/day instead of only 1/day.