TEXT: The Arcane Sanctum 
   
  Page 1 
  Arcane 
  Sanctum 
  By: Andreas Zimmermann 
  & Jake Robins 
  Edited by: Cory Fleigel (Triad) 
  Version: 1.2 
  Arcane Sanctum Summary 
  Once a secret haven for wizards and sorcerers 
  who faced dreadful persecution at the hands of a 
  fearful Zeif, the Arcane Sanctum is now a society 
  of wizards from all across the breadth of the 
  Sultanate. Its members are bound together to 
  learn and share from each other, and to promote 
  the civilized use of the arcane art in Zeif. 
  Strongly tied to the church of Al'Akbar, who 
  helped to found the Sanctum during a hazardous 
  time for all arcane mages, the society is now 
  regarded as a universal bastion of arcane 
  knowledge in Zeif. 
   
  Though sorcerers are still welcomed into the 
  Sanctum, those who have learned the art 
  through study and practice primarily dominate it. 
  Many of its members are faithful to Al'Akbar. 
  There are even a small number of clerics whom 
  assist with administrative duties in the Sanctum, 
  working peacefully alongside the wizards. 
  History of the Arcane 
  Sanctum 
  Nearly five hundred years ago, in 2784 BH, the 
  citizens of Zeif witnessed an event, which would 
  change their lives over the next couple decades. 
  A secret cult of fire-worshippers, evil Arcane 
  Mages who praised a demon of the abyss, 
  brought to fruition a plan to manifest their patron. 
  In the heat of the afternoon, the worshippers 
  infiltrated the marketplace in the capital, and 
  before authorities became aware of their plan, 
  managed to call forth a monster wreathed in 
  flame and death. The cultists quickly lost control 
  of their so-called deity, and the demon wrought 
  havoc amid the holy grounds of Mouqol. The 
  demon was eventually brought down by clerics 
  of Mouqol, but not before hundreds of people 
  were killed, and many buildings were destroyed. 
   
  Stemming from this event, a general mistrust of 
  arcane magic was seeded. Over the next four 
  years, the Sultanate began cracking down on 
  arcane magic users, and what was once mistrust 
  grew to fear and paranoia. Wizards and 
  sorcerers alike were persecuted like witches in 
  the streets, and even some people with no 
  magical power at all were sentenced in the same 
  way. Civilians mounted expeditions to draw the 
  arcane magic-user’s from the safety of their 
  homes and slay them. The fear culminated in 
  2788 BH, when the Sultan officially enacted the 
  Banishment of the Sorcerers. Arcane Magic 
  became illegal, and hundreds of mages were 
  deported or executed. 
   
  The Church of Al'Akbar has long made its 
  disapproval public, claiming that the mages 
  rights were being compromised, but their pleas 
  were largely unheard and brought about little 
  change. 
  However, 
  the 
  church 
  was 
  not 
  unsuccessful in the other domain of their 
  campaign. Within a year of the Banishment, the 
  Arcane 
  Sanctum 
  was 
  founded 
  under 
  sponsorship of the church, at the request of a 
  few prominent wizards who had been in hiding. 
  They began ushering sorcerers and wizards into 
  their ranks to protect them, using a secret 
  location under the holy grounds as refuge. The 
  refugees were offered food, shelter, and 
  freedom to practice their art without fear of 
  persecution. Some believe that the Caliphate of 
  Ekbir was sponsoring the Sanctum, because of 
  their known ties with Zeif's Al'Akbar sects, but 
  the records on this are pointedly ambiguous and 
  unclear.  
   
  For nearly three decades, the Banishment 
  remained ultimate law with regards to arcane 
  magic. The people remained unnecessarily 
  afraid, and the amount of arcane magic user’s 
  appeared 
  to 
  diminish 
  to 
  minimal 
  levels. 
  Meanwhile, however, the Sanctum's ranks grew 
  strong and they worked fervently to restore the 
  good name that arcane magic wielders once 
  wielded in Zeif. During this time, the Sultan 
  Mirzad passed on and his son Beroz ascended 
  to 
  the 
  throne. 
  Beroz 
  was 
  much 
  more 
  sympathetic towards the situation, and the 
  church knew that they would have their chance 
  to restore rights to the wizards. 
   
  The stars aligned for them on a fateful day in 
  2814 BH. The Sultanate had recently founded 
  
  The Arcane Sanctum 
   
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  their colony on the Qayah-Bureis islands. They 
  faced rebellion from the natives, who took to 
  piracy on the Dramidj. For the year prior, many 
  skirmishes had erupted on the supply routes 
  between the capital and the city of Bureis. The 
  Arcane Sanctum had been keeping divinations 
  tabbed on the pirates, and they caught wind of a 
  major plot to attack and destroy a major supply 
  flotilla bound for the new colony. 
    
  The Church was wary of bringing their news 
  public, for fear of revealing their secret 
  organization, but the Navy and the colony was 
  endangered, and they decided to go through with 
  their plans. Advance warning was delivered 
  courtesy of the Sanctum, and the Navy managed 
  to avoid disaster. Several wizards and sorcerers 
  were killed or captured by pirates in the course 
  of saving the supply train, which earned the 
  renewed respect and trust of the Sultan. 
  Because of the aid, the Navy managed to secure 
  the trade route and eventually resolve peace with 
  the locals. 
   
  Beroz, who was always a fond supporter of the 
  Navy, decided to forgive the Church for its illegal 
  sponsorship of an illegal organization. He 
  recognized the validity of arcane magic and lifted 
  the ban upon it. The Arcane Sanctum was made 
  a public organization and approved by the 
  Sultanate. It was a momentous occasion for both 
  the Sanctum and the church. 
   
  Since that time, the Arcane Sanctum has 
  remained a recognized establishment for the 
  study and betterment of the Arcane Arts in Zeif. 
  It has shifted its focus to wizardry, since 
  sorcerers found little use in it after they did not 
  need the protection that was offered. It has 
  retained its close ties with the church of Al'Akbar, 
  and is now in close contact with the Sultan and 
  the Diwan. They have worked together on many 
  occasions after their surfacing, and are on good 
  terms. 
  The Arcane Sanctum has recently (within the 
  last 50 years or so) expanded its influence to the 
  corners of Zeif. The cities of Dhabiya and 
  Ceshra both hold small branches of the Arcane 
  Sanctum, although both are modest in size 
  compared to the large complex in Zeir-I-Zeif. 
  Both of the regional offices consist of a single 
  building located within the merchant quarter of 
  the respective cities, with the hope of expanding 
  someday in the future. The Arcane Sanctum has 
  minor ties with the Mouqollad as well, which is 
  why their distant offices are located in merchant 
  quarters. 
  Following is a list of notable landmarks in or 
  around the grounds of the Arcane Sanctum in 
  Zeir-I-Zeif: 
  • 
  Statues of the Founders of the Arcane 
  Sanctum, located at the entrance to the 
  grounds. 
  • 
  The Grand Arch, the main entrance to 
  the Library of the Sanctum. It was 
  erected and commemorated a year after 
  the Sanctum was officially recognized by 
  Beroz, and is a symbol of the continued 
  good relationship between the Sultan, 
  the Diwan, the Al’Akbar faith and the 
  Arcane Sanctum. 
  Introduction to the 
  Hierarchy 
  The Arcane Sanctum holds its members – and 
  membership – very seriously. No one over steps 
  his or her boundaries for the penalty is expulsion 
  from the organization. On any matter of internal 
  significance to the Sanctum, Initiates speak only 
  with Lore Seekers, Lore Seekers only speak with 
  Lore Teacher’s, etc. The hierarchy is strictly 
  adhered to. This isn’t to say that an Initiate 
  cannot speak with an Advocate outside of the 
  Sanctum. It is only that any matters that concern 
  the organization are only spoken about in the 
  proper chain of command. 
  Note: Some of the benefits carry over from each 
  rank. Each rank has access to the benefits from 
  the ranks 2 below it. This is listed in each 
  description for benefits on each rank. Also note 
  that burden’s are carried-over on all ranks, with 
  the exception of the Arcane Templar, whose 
  Diplomacy penalty replaces the penalty from 
  previous ranks rather than accumulating onto it.  
  Rank One: Initiate 
  T.U. Cost: 4 / year 
  GP Cost: 200gp – part of the time spent as an 
  Initiate is that they are expected to help out and 
  perform duties needed by the Order. 
  Qualifications: Ability to cast 1st level arcane 
  or divine spells (not spell-like abilities), 2 
  Knowledge skills with at least 4 skill ranks each, 
  
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  1 Craft skill with at least 4 skill ranks. Initiates 
  should be aware that to attain higher ranks in the 
  order, they would need specific ranks in certain 
  knowledge skills, as defined at each Rank. 
  Benefits: Initiates of the Arcane Sanctum 
  receive the following benefits for membership: 
  • 
  Receive 
  a 
  +1 
  bonus 
  on 
  any 
  2 
  Knowledge or Craft skills of their 
  choosing. This bonus should be chosen 
  at the time the Initiate joins the Order, 
  and should be noted on the AR in which 
  they join. 
  • 
  Arcane casters are given the following 
  items upon their Initiation: 1 spell 
  component pouch, 1 Scholar’s Outfit 
  with 
  the 
  Arcane 
  Sanctum’s 
  crest 
  embroidered on the front, 5 sheets of 
  paper, 1 inkpen, 1 ink vial, 1 scroll case 
  (leather), 1 wooden symbol of the 
  Arcane Sanctum. 
  • 
  Divine Casters are given the following 
  items upon their Initiation: 1 spell 
  component pouch, 1 Clerical Vestment 
  with 
  the 
  Arcane 
  Sanctum’s 
  crest 
  embroidered on the front, 5 sheets of 
  paper, 1 inkpen, 1 ink vial, 1 scroll case 
  (leather), 1 wooden symbol of the 
  Arcane Sanctum. 
  Burden: All members of the Arcane Sanctum 
  are in disfavor with the “enemies” of Zeif. This is 
  mainly because of the Arcane Sanctum’s 
  position of protection for all of Zeif and it’s 
  citizens. Any dealings with people from Ekbir or 
  Tusmit give the Arcane Sanctum member a –2 
  penalty with Diplomacy, Gather Information, Bluff 
  and Sense Motive checks as tensions with these 
  two nations are strained after they broke away 
  from Zeif many years ago. 
  Also, members must tithe a minimum of 5% to 
  the Arcane Sanctum, which is split between the 
  Sanctum and the Temple of Al’Akbar within the 
  Sanctum grounds. This tithe is carried forward 
  through all Ranks, and must be paid by all 
  members of the Arcance Sanctum. Members 
  who also have a chapter of the Sanctum in the 
  Town Project can choose to send their tithe 
  amount to their own Sanctum buildings instead. 
  This tithe is to be removed from the “Gold 
  Gained” portion of the AR. It can be added to the 
  “Items Bought” box with the heading “tithe”. Note 
  this on the Arcane Sanctorum logsheet. This 
  tithe can be used in the future for spells cast to 
  aid the character. 
  Advancement: In order for an Initiate to become 
  a Lore Seeker, they must fulfill the following 
  requirements: 
  • 
  Increase of Knowledge skills by 4 skill 
  points. This may be spread out to any 
  knowledge skill, but at least one rank 
  must be added to Arcana.  
  • 
  Pay a fee of 400 gold to the Arcane 
  Sanctum 
  • 
  Be a citizen of Zeif. Those players who 
  are not a native to Zeif must then 
  produce a Certificate of Loyalty to the 
  Sultanate of Zeif. 
  Special Note: Characters may bypass the rank 
  of Initiate if they so choose, but they must meet 
  the following requirements: 
  • 
  Have 2 Knowledge skills with at least 6 
  skill ranks in each 
  • 
  Have 1 Craft skill with at least 6 skill 
  ranks 
  • 
  Be a spell caster (Divine or Arcane) that 
  can cast at least 3rd level spells 
  • 
  Pay a membership fee of 1000 gold 
  Players who meet these requirements are 
  considered Lore Seekers, and receive all the 
  benefits and burden’s thereof. 
  Rank Two: Lore Seeker 
  T.U. Cost: 4 / year 
  GP. Cost: 400 gp 
  Qualifications: Have completed the tasks set 
  forth as an Initiate, and completed the required 
  Advancement 
  Benefits: Lore Seekers are required, as a part 
  of their membership, to help with some of the 
  classes that occur for the citizens of Zeif (or 
  Dhabiya or Ceshra, depending upon where the 
  Lore Seeker finds their travels take them). This 
  usually includes some direct teaching, but mostly 
  involves being the teacher’s aid for the Lore 
  Teacher or Advocate who is running the class. 
  Lore Seeker’s of the Arcane Sanctum have 
  access to the benefits of the Initiate Rank, as 
  well as the following: 
  • 
  Receive 
  a 
  +1 
  bonus 
  on 
  any 
  2 
  Knowledge or Craft skills of their 
  choosing. This bonus should be chosen 
  
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  at the time the Lore Seeker has 
  advanced in the Order, and should be 
  noted on the AR in which they join. This 
  skill increase is cumulative with the 
  ranks gained as an Initiate if so desired. 
  If not, you may add this bonus to another 
  Knowledge or Craft skill that you already 
  know. 
  • 
  Lore 
  Seeker’s 
  have 
  their 
  wooden 
  symbols 
  of 
  the 
  Arcane 
  Sanctum 
  replaced 
  with 
  Silver 
  ones. 
  These 
  symbols give access to deeper parts of 
  the Sanctum Library 
  • 
  Arcane Casters have access to the 
  following Arcane spells: any 0 level spell; 
  1st level spells Comprehend Languages, 
  Endure Elements, Expeditious Retreat, 
  Mage Armor, Shield, Magic Weapon, 
  Unseen Servant;2nd level spells Arcane 
  Lock, Glitterdust, Knock, Locate Object, 
  Shatter, Spider Climb; 3rd level spells 
  Arcane Sight, Explosive Runes, Illusory 
  Script. 
  • 
  Lore Seekers are given access to any of 
  the 
  following 
  equipment 
  from 
  Sandstorm: Distillation kit, Sand Tube, 
  Sun Lenses, Desert Outfit, Blackeye, 
  Deep Draught, Asherati Sand Sculpture, 
  Ironthorn 
  Extract, 
  Keepcool 
  Salve, 
  Sunshade Lotion. 
  • 
  Access to Mage of the Arcane Order 
  (CA) 
  Burdens: as Initiate. 
  Advancement: In order for a Lore Seeker to 
  become a Lore Teacher, they must fulfill the 
  following requirements: 
  • 
  Increase of Knowledge skills by 4 skill 
  points. This may be spread out to any 
  knowledge skill, but at least one rank 
  must be added to Religion during their 
  time as Lore Seekers.  
  • 
  Spend at least 12 TU’s as a Lore 
  Seeker. 
  • 
  Pay a fee of 500 gold to the Arcane 
  Sanctum. 
   
  Rank Three: Lore Teacher 
  T.U. Cost: 6 / year 
  GP. Cost: 500 gp 
  Qualifications: Have completed the tasks set 
  forth as a Lore Seeker, and completed the 
  required Advancement. Must have spent at least 
  12 TUs as a Lore Seeker 
  Benefits: Lore Teacher’s are teachers and 
  scholars to the citizens of Zeif. They are also the 
  liason between the ruling Council and the 
  members of the Order of lower rank. They take 
  requests and suggestions to the Advocates, so 
  that anyone may have a voice in the Council in 
  this way. 
  Lore Teacher’s of the Arcane Sanctum have 
  access to the benefits of the Initiate Rank and 
  Lore Seeker Rank, as well as the following: 
  • 
  Receive 
  a 
  +2 
  bonus 
  on 
  any 
  2 
  Knowledge or Craft checks of their 
  choosing. This bonus should be chosen 
  at the time the Lore Seeker has 
  advanced in the Order, and should be 
  noted on the AR in which they join. This 
  skill increase is cumulative with the 
  ranks gained at previous ranks if so 
  desired. If not, you may add this bonus 
  to another Knowledge or Craft skill that 
  you already know. 
  • 
  Lore Teacher’s are given the right and 
  ability to build their own chapter of the 
  Arcane Sanctum (see the Town Project 
  Meta-Org for Zeif) 
  • 
  Lore Teacher’s have their silver symbols 
  of the Arcane Sanctum upgraded with a 
  gold inlay and a magical aura. These 
  symbols give access to deeper parts of 
  the Sanctum Library that only Lore 
  Teachers and above have access to. 
  • 
  Access to Mage of the Arcane Order 
  (CA). The fee for this is reduced to 200 
  gp. 
  • 
  Arcane Casters have access to the 
  following Arcane spells: 2nd level spells 
  Bull’s Strength, Cat’s Grace, Eagle’s 
  Splendor, Fox’s Cunning, Protection 
  from Arrows, Fog Cloud, Invisibility, 
  Resist Energy, See Invisible; 3rd level 
  spells Deep Slumber, Dispel Magic, 
  Heroism, Phantom Steed, Protection 
  from Energy, Sepia Snake Sigil. 
  Advancement: In order for a Lore Teacher to 
  become an Advocate, they must fulfill the 
  following requirements: 
  
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  • 
  Must be able to cast 3rd level Arcane 
  spells 
  • 
  Have at least 1 Knowledge Skill with 10 
  or more skill ranks, and 1 Craft Skill with 
  at least 8 skill ranks 
  • 
  Must have spent at least 12 TUs as a 
  Lore Teacher. 
  • 
  Pay 600 gp 
  • 
  Have at least one Item Creation Feat 
  Rank Four: Advocate 
  T.U. Cost: 8 / year 
  Gp. Cost: 600 gp 
  Qualifications: Have completed the tasks set 
  forth as a Lore Teacher, and completed the 
  required Advancement. Must have spent at least 
  12 TUs as a Lore Teacher. 
  Benefits: Advocates of the Arcane Sanctum are 
  where the true political power of the Order 
  begins. Advocates are allowed to sit in on 
  meetings of the Arcane Council, and also have 
  some voting power with regards to how the 
  Sanctum should proceed with its internal and 
  external affairs. All meetings of the Arcane 
  Council are held in the City of Zeif, and are 
  sometimes 
  held 
  with 
  other 
  high-ranking 
  members of both the church of Al’Akbar and the 
  City of Zeif. Advocates cannot call a session of 
  Council, and cannot open the Council Chamber 
  doors, and still require an Arcane Templar to 
  grant them access for these meetings. 
  Advocates of the Arcane Sanctum have access 
  to benefits from the Lore Seeker and Lore 
  Master Ranks, as well as the following: 
  • 
  Receive 
  a 
  +2 
  bonus 
  on 
  any 
  2 
  Knowledge checks of their choosing. 
  This bonus should be chosen at the time 
  the Lore Teacher has advanced in the 
  Order, and should be noted on the AR in 
  which they join. This skill increase is 
  cumulative with the ranks gained at 
  previous ranks if so desired. If not, you 
  may 
  add 
  this 
  bonus 
  to 
  another 
  Knowledge or Craft skill that you already 
  know. 
  • 
  Advocates have their silver symbols of 
  the Arcane Sanctum upgraded to a gold 
  symbol with silver inlay and a magical 
  aura. These symbols give access to 
  deeper parts of the Sanctum Library that 
  only Advocate’s and above have access 
  to. 
  • 
  Advocates have access to the following 
  Arcane spells: All 1st level spells (PHB); 
  2nd level spells Detect Thoughts, False 
  Life, Summon Monster II, Tasha’s 
  Hideous Laughter, Touch of Idiocy; 3rd 
  level spells Fireball, Invisibility Sphere, 
  Haste, Lightning Bolt, Water Breathing, 
  Wind Wall;4th level spells Dimensional 
  Anchor, Dimension Door, Fire Shield, 
  Stone Shape. 
  Advancement: In order for an Advocate to 
  become an Arcane Templar, they must fulfill the 
  following requirements: 
  • 
  Must be able to cast 5th level Arcane 
  spells 
  • 
  Have at least 2 Knowledge Skills with 10 
  or more ranks, one of which must be 
  either: Geography, History, Local (from a 
  place outside of Zeif), or Religion. 
  • 
  Pay 750 gp 
  • 
  Have at least 2 Item Creation Feats 
  • 
  Have played at least one game, and 
  have the AR for it, from outside of Zeif. 
  (Arcane 
  Templars 
  are 
  not 
  just 
  knowledgeable from their study in the 
  library, but their study of other places as 
  well.) 
   
  Rank Five: Arcane Templar 
  T.U. Cost: 12 / year 
  GP. Cost: 750 gp 
  Qualifications: Have completed the tasks set 
  forth as an Advocate, and completed the 
  required Advancement 
  Benefits: Arcane Templars are the top of the 
  echelon. The Templars are considered in the 
  same rank category as knights in a warrior’s 
  Order. They are the leaders of the Arcane 
  Council, and make decisions for the entire 
  Order. 
  Arcane 
  Templars 
  vote 
  amongst 
  themselves every time the position of Lord 
  Templar is vacant, or when there is a vote of 
  non-confidence in the current leader. Currently 
  
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  Page 6 
  there is only 12 Arcane Templars, not including 
  the current Lord Templar, Sa’ad-oddin Zavareh.  
  Arcane Templars of the Arcane Sanctum have 
  access to the benefits of the Lore Teacher and 
  Advocate Ranks, as well as the following: 
  • 
  Arcane 
  Templars 
  have 
  their 
  gold 
  symbols 
  of 
  the 
  Arcane 
  Sanctum 
  upgraded to a platinum symbol with a 
  magical aura. These symbols give 
  access to the Arcane Council, and only 
  Arcane Templar symbols can open the 
  seals to the Council chambers. 
  • 
  Arcane Templars have access to the 
  following Arcane spells: 4th level spells 
  Bestow Curse, Minor Creation, Remove 
  Curse, Stoneskin, Summon Monster IV, 
  Wall of Fire, Wall of Ice; 5th level spells 
  Dismissal, 
  Prying 
  Eyes, 
  Shadow 
  Evocation, Symbol of Sleep. 
  • 
  Receive 
  a 
  +3 
  bonus 
  on 
  any 
  1 
  Knowledge skill of their choosing. This 
  bonus should be chosen at the time the 
  Lore Teacher has advanced in the 
  Order, and should be noted on the AR in 
  which they join. This skill increase is 
  cumulative with the ranks gained at 
  previous ranks if so desired. If not, you 
  may 
  add 
  this 
  bonus 
  to 
  another 
  Knowledge or Craft skill that you already 
  know. 
  Burden: All members of the Arcane Sanctum 
  are in disfavor with the enemies of Zeif. Arcane 
  Templars are even more so. They receive a total 
  penalty of –4 on any Diplomacy checks when 
  dealing with people from Ekbir or Tusmit. 
  Furthermore, it is very hard for an Arcane 
  Templar to go unnoticed in crowds in their 
  homeland. Any time an Arcane Templar is in the 
  cities or townships of Zeif, any successful 
  Intelligence roll from any citizen of Zeif (DC 12) 
  means the Templar has been recognized as an 
  Arcane Templar. This usually leads to both 
  thanks and blessings; the request for teaching 
  from 
  the 
  Templar, 
  or 
  in 
  some 
  rare 
  circumstances, an argument or fight over 
  something the Arcane Sanctum had done 
  (whether real or imagined) to the person in 
  question. 
  The Lord Templar 
  The Lord Templar is an elected position, voted 
  on by the current Arcane Templars. The Lord 
  Templar spends most of his time seeing to the 
  daily operations of the Arcane Sanctum, meeting 
  with the Sultan of Zeif or his advisors, or 
  studying within his private chambers. 
  The current Lord Templar. Sa’ad-oddin Zavareh, 
  has been in his position for nearly 7 years. The 
  Arcane Sanctum as a whole is pleased with his 
  leadership, and no one has ever had any reason 
  to doubt his rule or his intentions. 
  Sa’ad-oddin is a faithful and firm believer in his 
  country, his Sultan and the Arcane Sanctum. He 
  is unwavering in his duty, honor, loyalty and 
  service to the Arcane Sanctum, Zeif and the 
  relationship he has with the Church of Al’Akbar. 
  On 
  Sa’ad-oddin’s 
  current 
  agenda 
  is 
  to 
  strengthen the relationship the Arcane Sanctum 
  has with Mouqollad, and also to help bind ties 
  between Zeif and the people of the Paynim 
  tribes. 
  
  The Arcane Sanctum 
   
  Page 7 
  Appendix One – Ranks 
  Rank One: Initiate 
  T.U. Cost: 4 / year 
  GP Cost: 200gp – part of the time spent as an Initiate is that they are expected to help out and perform 
  duties needed by the Order. 
  Qualifications: Ability to cast 1st level arcane or divine spells (not spell-like abilities), 2 Knowledge skills 
  with at least 4 skill ranks each, 1 Craft skill with at least 4 skill ranks. Initiates should be aware that to 
  attain higher ranks in the order, they will need specific ranks in certain knowledge skills, notably Arcana. 
  Benefits: Initiates of the Arcane Sanctum receive the following benefits for membership: 
  • 
  Receive a +1 bonus on any 2 Knowledge or Craft skills of their choosing. This bonus should be 
  chosen at the time the Initiate joins the Order, and should be noted on the AR in which they join. 
  • 
  Arcane casters are given the following items upon their Initiation: 1 spell component pouch, 1 
  Scholar’s Outfit with the Arcane Sanctum’s crest embroidered on the front, 5 sheets of paper, 1 
  inkpen, 1 ink vial, 1 scroll case (leather), 1 wooden symbol of the Arcane Sanctum. 
  • 
  Divine Casters are given the following items upon their Initiation: 1 spell component pouch, 1 
  Clerical Vestment with the Arcane Sanctum’s crest embroidered on the front, 5 sheets of paper, 1 
  inkpen, 1 ink vial, 1 scroll case (leather), 1 wooden symbol of the Arcane Sanctum. 
  Burden: All members of the Arcane Sanctum are in disfavor with the “enemies” of Zeif. This is mainly 
  because of the Arcane Sanctum’s position of protection for all of Zeif and it’s citizens. Any dealings with 
  people from Ekbir or Tusmit give the Arcane Sanctum member a –2 penalty with Diplomacy checks as 
  tensions with these two nations are strained after they broke away from Zeif many years ago. 
  Also, members must tithe a minimum of 5% to the Arcane Sanctum. This tithe is carried forward 
  through all Ranks, and must be paid by all members of the Arcance Sanctum. Members who also 
  have a chapter of the Sanctum in the Town Project can choose to send their tithe amount to their own 
  Sanctum buildings instead. This tithe is to be removed from the “Gold Gained” portion of the AR. It can be 
  added to the “Items Bought” box with the heading “tithe”. Note this on the Arcane Sanctrum logsheet. 
  Advancement: In order for an Initiate to become a Lore Seeker, they must fulfill the following 
  requirements: 
  • 
  Increase of Knowledge skills by 4 skill points. This may be spread out to any knowledge skill, but 
  at least one rank must be added to Arcana. 
  • 
  Pay a fee of 400 gold to the Arcane Sanctum 
  • 
  Be a citizen of Zeif. Those players who are not a native to Zeif must then produce a Certificate of 
  Loyalty to the Sultanate of Zeif. 
  Special Note: Characters may bypass the rank of Initiate if they so choose, but they must meet the 
  following requirements: 
  • 
  Have 2 Knowledge skills with at least 6 skill ranks in each and 1 Craft skill with at least 6 skill 
  ranks 
  • 
  Be a spell caster (Divine or Arcane) that can cast at least 3rd level spells 
  • 
  Pay a membership fee of 1000 gold 
  Players who meet these requirements are considered Lore Seekers, and receive all the benefits and 
  burden’s thereof. 
   
  
  The Arcane Sanctum 
   
  Page 8 
  Rank Two: Lore Seeker 
  T.U. Cost: 4 / year 
  GP. Cost: 400 gp 
  Qualifications: Have completed the tasks set forth as an Initiate, and completed the required 
  Advancement 
  Benefits: Lore Seekers are required, as a part of their membership, to help with some of the classes that 
  occur for the citizens of Zeif (or Dhabiya or Ceshra, depending upon where the Lore Seeker finds their 
  travels take them). This usually includes some direct teaching, but mostly involves being the teacher’s aid 
  for the Lore Teacher or Advocate who is running the class. 
  Lore Seeker’s of the Arcane Sanctum have access to the benefits of the Initiate Rank, as well as the 
  following: 
  • 
  Receive a +1 bonus on any 2 Knowledge or Craft skills of their choosing. This bonus should be 
  chosen at the time the Lore Seeker has advanced in the Order, and should be noted on the AR in 
  which they join. This skill increase is cumulative with the ranks gained as an Initiate if so desired. 
  If not, you may add this bonus to another Knowledge or Craft skill that you already know. 
  • 
  Lore Seeker’s have their wooden symbols of the Arcane Sanctum replaced with Silver ones. 
  These symbols give access to deeper parts of the Sanctum Library 
  • 
  Arcane Casters have access to the following Arcane spells: any 0 level spell; 1st level spells 
  Comprehend Languages, Endure Elements, Expeditious Retreat, Mage Armor, Shield, Magic 
  Weapon, Unseen Servant;2nd level spells Arcane Lock, Glitterdust, Knock, Locate Object, 
  Shatter, Spider Climb; 3rd level spells Arcane Sight, Explosive Runes, Illusory Script. 
  • 
  Lore Seekers are given access to any of the following equipment from Sandstorm: Distillation kit, 
  Sand Tube, Sun Lenses, Desert Outfit, Blackeye, Deep Draught, Asherati Sand Sculpture, 
  Ironthorn Extract, Keepcool Salve, Sunshade Lotion. 
  • 
  Access to Mage of the Arcane Order (CA) 
  Burdens: as Initiate. 
  Advancement: In order for a Lore Seeker to become a Lore Teacher, they must fulfill the following 
  requirements: 
  • 
  Increase of Knowledge skills by 4 skill points. This may be spread out to any knowledge skill, but 
  at least one rank must be added to Religion during their time as Lore Seekers. 
  • 
  Spend at least 12 TU’s as a Lore Seeker. 
  • 
  Pay a fee of 500 gold to the Arcane Sanctum. 
  
  The Arcane Sanctum 
   
  Page 9 
  Rank Three: Lore Teacher 
  T.U. Cost: 6 / year 
  GP. Cost: 500 gp 
  Qualifications: Have completed the tasks set forth as a Lore Seeker, and completed the required 
  Advancement. Must have spent at least 12 TUs as a Lore Seeker. 
  Benefits: Lore Teacher’s are teachers and scholars to the citizens of Zeif. They are also the liason 
  between the ruling Council and the members of the Order of lower rank. They take requests and 
  suggestions to the Advocates, so that anyone may have a voice in the Council in this way. 
  Lore Teacher’s of the Arcane Sanctum have access to the benefits of the Initiate Rank and Lore Seeker 
  Rank, as well as the following: 
  • 
  Receive a +2 bonus on any 2 Knowledge checks of their choosing. This bonus should be chosen 
  at the time the Lore Seeker has advanced in the Order, and should be noted on the AR in which 
  they join. This skill increase is cumulative with the ranks gained at previous ranks if so desired. If 
  not, you may add this bonus to another Knowledge or Craft skill that you already know. 
  • 
  Lore Teacher’s are given the right and ability to build their own chapter of the Arcane Sanctum 
  (see the Town Project Meta-Org for Zeif) 
  • 
  Lore Teacher’s have their silver symbols of the Arcane Sanctum upgraded with a gold inlay and a 
  magical aura. These symbols give access to deeper parts of the Sanctum Library that only Lore 
  Teachers and above have access to. 
  • 
  Access to Mage of the Arcane Order (CA). The fee for this is reduced to 200 gp. 
  • 
  Arcane Casters have access to the following Arcane spells: 2nd level spells Bull’s Strength, Cat’s 
  Grace, Eagle’s Splendor, Fox’s Cunning, Protection from Arrows, Fog Cloud, Invisibility, Resist 
  Energy, See Invisible; 3rd level spells Deep Slumber, Dispel Magic, Heroism, Phantom Steed, 
  Protection from Energy, Sepia Snake Sigil. 
  Advancement: In order for a Lore Teacher to become an Advocate, they must fulfill the following 
  requirements: 
  • 
  Must be able to cast 3rd level Arcane spells 
  • 
  Have at least 1 Knowledge Skill with 10 or more skill ranks, and 1 Craft Skill with at least 8 skill 
  ranks. 
  • 
  Must have spent at least 12 TUs as a Lore Teacher. 
  • 
  Pay 600 gp 
  • 
  Have at least one Item Creation Feat 
  
  The Arcane Sanctum 
   
  Page 10 
  Rank Four: Advocate 
  T.U. Cost: 8 / year 
  Gp. Cost: 600 gp 
  Qualifications: Have completed the tasks set forth as a Lore Teacher, and completed the required 
  Advancement. Must have spent at least 12 TUs as a Lore Teacher 
  Benefits: Advocates of the Arcane Sanctum are where the true political power of the Order begins. 
  Advocates are allowed to sit in on meetings of the Arcane Council, and also have some voting power with 
  regards to how the Sanctum should proceed with its internal and external affairs. All meetings of the 
  Arcane Council are held in the City of Zeif, and are sometimes held with other high-ranking members of 
  both the church of Al’Akbar and the City of Zeif. 
  Advocates of the Arcane Sanctum have access to benefits from the Lore Seeker and Lore Master Ranks, 
  as well as the following: 
  • 
  Receive a +2 bonus on any 2 Knowledge checks of their choosing. This bonus should be chosen 
  at the time the Lore Teacher has advanced in the Order, and should be noted on the AR in which 
  they join. This skill increase is cumulative with the ranks gained at previous ranks if so desired. If 
  not, you may add this bonus to another Knowledge or Craft skill that you already know. 
  • 
  Advocates have their silver symbols of the Arcane Sanctum upgraded to a gold symbol with silver 
  inlay and a magical aura. These symbols give access to deeper parts of the Sanctum Library that 
  only Advocate’s and above have access to. 
  • 
  Advocates have access to the following Arcane spells: All 1st level spells (PHB); 2nd level spells 
  Detect Thoughts, False Life, Summon Monster II, Tasha’s Hideous Laughter, Touch of Idiocy; 3rd 
  level spells Fireball, Invisibility Sphere, Haste, Lightning Bolt, Water Breathing, Wind Wall;4th level 
  spells Dimensional Anchor, Dimension Door, Fire Shield, Stone Shape. 
  Advancement: In order for an Advocate to become an Arcane Templar, they must fulfill the following 
  requirements: 
  • 
  Must be able to cast 5th level Arcane spells 
  • 
  Have at least 2 Knowledge Skills with 10 or more ranks, one of which must be either: Geography, 
  History, Local (from a place outside of Zeif), or Religion. 
  • 
  Have 1 Craft Skill with at least 8 skill ranks 
  • 
  Pay 750 gp 
  • 
  Have at least 2 Item Creation Feats 
  • 
  Have played at least one game, and have the AR for it, from outside of Zeif. (Arcane Templars are 
  not just knowledgeable from their study in the library, but their study of other places as well.) 
  
  The Arcane Sanctum 
   
  Page 11 
  Rank Five: Arcane Templar 
  T.U. Cost: 12 / year 
  GP. Cost: 750 gp 
  Qualifications: Have completed the tasks set forth as an Advocate, and completed the required 
  Advancement 
  Benefits: Arcane Templars are the top of the echelon. The Templars are considered in the same rank 
  category as knights in a warrior’s Order. They are the leaders of the Arcane Council, and make decisions 
  for the entire Order. Arcane Templars vote amongst themselves every time the position of Lord Templar is 
  vacant, or when there is a vote of non-confidence in the current leader. Currently there is only 12 Arcane 
  Templars, not including the current Lord Templar, Sa’ad-oddin Zavareh.  
  Arcane Templars of the Arcane Sanctum have access to the benefits of the Lore Teacher and Advocate 
  Ranks, as well as the following: 
  • 
  Arcane Templars have their silver symbols of the Arcane Sanctum upgraded to a platinum symbol 
  with a magical aura. These symbols give access to the Arcane Council, and only Arcane Templar 
  symbols can open the seals to the Council chambers. 
  • 
  Arcane Templars have access to the following Arcane spells: 4th level spells Bestow Curse, Minor 
  Creation, Remove Curse, Stoneskin, Summon Monster IV, Wall of Fire, Wall of Ice; 5th level spells 
  Dismissal, Prying Eyes, Shadow Evocation, Symbol of Sleep. 
  • 
  Receive a +3 bonus on any 1 Knowledge skill of their choosing. This bonus should be chosen at 
  the time the Lore Teacher has advanced in the Order, and should be noted on the AR in which 
  they join. This skill increase is cumulative with the ranks gained at previous ranks if so desired. If 
  not, you may add this bonus to another Knowledge or Craft skill that you already know. 
  Burden: All members of the Arcane Sanctum are in disfavor with the enemies of Zeif. Arcane Templars 
  are even more so. They receive a total penalty of –4 on any Diplomacy checks when dealing with people 
  from Ekbir or Tusmit. 
  Furthermore, it is very hard for an Arcane Templar to go unnoticed in crowds in their homeland. Any time 
  an Arcane Templar is in the cities or townships of Zeif, any successful Intelligence roll from any citizen of 
  Zeif (DC 12) means the Templar has been recognized as an Arcane Templar. This usually leads to both 
  thanks and blessings; the request for teaching from the Templar, or in some rare circumstances, an 
  argument or fight over something the Arcane Sanctum had done (whether real or imagined) to the person 
  in question. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Zeif/Arcane Santctum v1.2.pdf