Everlasting Dawn
The City of 7 Seraphs

The Everlasting Dawn

NG preeminent organization
Leaders the Jewel Lords
Nicknames “Beacons,” “Blindspots,” “Gems,” “Shinies”
Values unity of being, focused virtue, balance between aspects of the self
Public Goals to balance the city in the wake of a previous organization's betrayal, to heal the magical passages from planar catastrophes, to bring the Eight Virtues to the citizens of the city who struggle to attain them, to keep the city's legends, to explore the planes
Private Goals the Dawn wishes to make the city into a permanent home for their people and to instill the Virtues of the Jewels into the populace of the City
Allies among fellow organizations, the Scarlet Sovereignty’s public support never really amounts to much while the real allies stand among the House of Prominence, the Foreseers, the Children of Thunder, and the Hands of Burden
Enemies the Blackswords spoke out violently against the Dawn when it arrived and even took martial actions against them, while the Church of Coin crippled them with debt after they arrived, the Scarlet Sovereignty’s subtle advocacy for them always seems to involve challenges that are difficult or impossible to achieve
Membership Requirements trained in Knowledge (arcana), Knowledge (religion), or Knowledge (psionics)
Influence Limitations Each time the adventurers wish to reach a new rank, they must champion their virtue in the face of adversity or achieve a “trinity balance” of mind, body, and soul under the eye of the Parity after advancing significantly. Succeeding at a special task more frequently than described below still gains you 1 favor (2 PP) but does not advance you toward the next rank of influence (or increase your Fame).

Special Tasks

Champion Virtue (1 Favor/2 Fame) Once every two months, you can increase your Fame score or take a step toward raising your influence with the Eternal Dawning by championing your chosen Jewel of Virtue in the face of opposition to it. Defeating a foe or overcoming a hazard with CR higher than your level satisfies this special task.
Trinity Focus (1 Favor/2 Fame) Once every two months, you can increase your Fame score or take a step toward raising your influence with the Everlasting Dawn by demonstrating your “Trinity Focus”—the embodiment of your chosen Virtue in mind, body, and spirit—in a specific way. This requires the observation of an Eternal Dawning member of higher rank and a successful unaided in Knowledge (arcana), Knowledge (religion), or Knowledge (psionics) check against DC 10 + twice your level.


Passive Benefits (Fame Awards)

Rank 1 (5 Fame): You experience the first stages of Trinity Awakening gaining the “First Sight” and may now detect magic at will. You may make Knowledge (arcana), Knowledge (psionics), and Knowledge (religion) checks untrained. If you could already detect magic you get a +2 to these skill checks instead. You gain the [psionic] subtype, 1 power point, and the ability to maintain psionic focus.
Rank 2 (20 Fame): You gain notoriety as being affiliated with the Eternal Dawning. When dealing with good-aligned creatures within 100 miles of the city, you gain a +2 bonus on Diplomacy checks. When dealing with evil-aligned creatures this becomes a +2 to Intimidate.
Rank 3 (35 Fame): You are taught advanced principles of Unity and Sacrifice. You can manifest metaconcert as a psi-like ability once per day at your character level.
Rank 4 (50 Fame): You become an influential leader of the Parity and gain a +4 circumstance bonus on Diplomacy and Intimidate checks against those familiar with the Everlasting Dawn. In addition, you can retrain without expending money or favors (or PP).

Favors (Prestige Awards)

New benefits are marked with an asterisk (*). All other benefits are described in the Mastering Intrigue chapter of Pathfinder Roleplaying Game Ultimate Intrigue or the campaign setting intrigue guide.
Rank 1 (5 Fame, 1 PP): borrow resources (100 gp), case (+15), gather information, sage (arcana, psionics, or religion +15)
Rank 1 (10 Fame, 2 PP): second sight*, skill specialization (Autohypnosis, Knowledge [arcana], Knowledge [psionics], Profession [soldier])
Rank 2 (20, 5 PP): borrow resources (1,000 gp), command team (1 1st-level aegis or paladin), power of trines*, put in a good word, retrain (locate trainer), third sight*
Rank 3 (35 Fame, 2 PP): reward of heroism*
Rank 3 (35 Fame, 5 PP): borrow resources (5,000 gp), command team (1 4th-level cavalier, 1d4 3rd-level aegis, or 3d4 1st-level paladins), reciprocal benefits
Rank 3 (35 Fame, 15 PP): retrain (no gp cost)
Rank 4 (50 Fame, 25 PP): borrow resources (15,000 gp), command team (1d4 6th-level cavaliers, psions, or psychics; or 5d4 3rd-level aegises or paladins), memory of virtue*

New Benefits

Memory of Virtue (50 Fame, 25 PP): The Parity guides your awakening to the point of self-imprinting on the memory of the multiverse, as the spell akashic form. You may use this ability once per day.

Power of Trines (20 Fame, 5 PP): You blend the power of magic, martial, and mental arts. When in a metaconcert effect your saving throw bonuses apply to saves vs. all spells, martial attacks, and sphere abilities. Your manifester level bonus applies to all psi-like abilities, effective caster levels, and veilweaver levels you have. These bonuses are in addition to the normal psionic bonuses.

Reward of Virtue (35 Fame, 2 PP): You add greater heroism to your class spell list as a 5th-level spell and add it to your spells known. You must be able to cast 5th-level spells to gain this benefit.

Sage (5 Fame, 1 PP): You consult a sage, who makes one Knowledge check on your behalf.

Second Sight (10 Fame, 2 PP): You may detect psionics at will and detect thoughts once a day as spell-like abilities equal to your character level.

Third Sight (20 Fame, 5 PP): Your insight into the spiritual nature of things grows as you develop the third sight allowing you to detect alignment as an inquisitor of twice your rank.

Everlasting Dawn Views & Beliefs

The Everlasting Dawn has the distinction of being the most "recent" addition to the organization of the city. Its crusaders “only” having arrived centuries ago.

Driven from their homeland by the ravages of a magic-corrupting plague, the Everlasting Dawn has taken up the quest to seek a way to cleanse their homeworld. This in turn has led them to travel and seek answers in disparate corners of Creation. Failing this they hope to forge a new homeland worthy of their virtues.

As the Dawn finds other civilizations, particularly those in the grips of plagues, corruption, curses or sin, they have offered a hand and accepted those wishing to seek a better life. As such they have adopted societies species, and cultures time and time again as the Crusade continued to seek the cures to its own and now dozens of other maladies and curses. The presence of the Jeweled Lords, a group of immortal mystics, allows the Crusade to maintain focus despite a constant influx of diverse cultures and peoples.

Their arrival in the city allowed the organizations to set their balance right after an older organization had abandoned its tower. The opportunity to establish a base of operations so close to the planar "highways" of the city could not be ignored. The leaders of the Everlasting Dawn brought a large contingent to the city and have maintained a presence ever since.

Everlasting Dawn Game Mechanics

Jeweled Knight (Cavalier Archetype)
Trinity Angel (Prestige Class)
Trinity Knight (Prestige Class)

Everlasting Dawn Feats

City of 7 Seraphs by Lost Spheres Publishing
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Theurge
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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