TEXT:  
  BBaannddiitt  KKiinnggddoommss  
    
    
    
    
    
  MMeettaa--CCaammppaaiiggnn  
  GGuuiiddeebbooookk  
   
  VVeerrssiioonn  11..22  NNoovveem
  mbbeerr  22000033  
  
   
  ii 
   
  Preface 
   
  Welcome to the Combination of Free 
  Lords!  We here on the campaign staff welcome 
  you to our region.  Inside is a complete overview 
  of all the current meta-campaign alternatives 
  offered in our region.  Please note that this is an 
  interim document, which will be revised once 
  again with the appearance of new 3.5 rules.  We 
  felt it important, though, that the players of our 
  region have access to our meta-orgs during this 
  period of change.  Special attention has been 
  allotted to the history and role-playing angles of 
  our meta-orgs, as these aspects will not change, 
  regardless of the rules.   
   
  In the past, it has been the practice that 
  metaorganization business only be done during 
  interactives.  This has recently changed.  It is 
  now possible to join and upgrade membership by 
  contact with individual metaorg coordinators.  
  Most of our metaorgs require that the PC live in 
  the Bandit Kingdoms, but some allow for 
  movement after joining.  We feel that this is a 
  service to the player that does not have the 
  ability to travel or do not regularly play in the 
  convention environment.  Since the BK region 
  geographically covers such a huge area of land, 
  this makes a lot of sense.  Note, however, that 
  you will have to be able to display required 
  documentation to the metaorg coordinator at his 
  or her request.  Such documentation may be a 
  photocopy of your last AR and current character 
  sheet.  Details will be hammered out between 
  you, the player, and your metaorg coordinator. 
   
  We hope that you enjoy this document.  
  We understand that not all PC classes are 
  represented in this document, but that is just an 
  artifact of our region.  The Combination of Free 
  Lords is dominated by Iuz, and He is very picky 
  about what groups of people are running free 
  about the countryside.  Arcane spellcasters are 
  hunted down and killed, as are clerics of any 
  diety other than the Old One.  Bards are 
  slaughtered if their songs do not give glory to 
  Old Wicked, and monks are virtually non-
  existent.  If and when Iuz is booted from the 
  Bandit Kingdoms, this may change.  But, until 
  that day arrives, we must live under His 
  oppressive rule. 
   
   
  
   
  iii 
   
  
   
  iv 
   
  Table of Contents 
  Document Overview................................................................................. 1 
  Introduction Meta-Campaign Game Play................................................. 1 
  Terms and Definitions............................................................................................................. 1 
  Core & Class Guidebook Reference....................................................................................... 1 
  Feat, Spell & Item Availability............................................................................................... 2 
  Tiering..................................................................................................................................... 2 
  Residency  Requirement ......................................................................................................... 2 
  Updates & Revisions............................................................................................................... 2 
  Skill Bonuses and Penalties .................................................................................................... 2 
  Leaving an Organization......................................................................................................... 3 
  Introduction to the Meta-Organizations ................................................... 3 
  Basics of Membership............................................................................................................. 3 
  Benefits of Membership.......................................................................................................... 3 
  Meta-Org Coordinators............................................................................. 5 
  Theocracy of Dimre.................................................................................................................... 4 
  Acolyte of the Ebongleam ...................................................................................................... 7 
  Enforcer of the Ebongleam..................................................................................................... 8 
  Defender of the Ebongleam .................................................................................................... 8 
  Curate of the Ebongleam ........................................................................................................ 9 
  Brotherhood of the Sundered Ax.............................................................................................. 11 
  Cell Member ......................................................................................................................... 11 
  Senior Cell Member.............................................................................................................. 12 
  Dazark Orcs .............................................................................................................................. 13 
  Clan Member ........................................................................................................................ 14 
  Blooded Clan Member.......................................................................................................... 14 
  Inner Circle Clan Member .................................................................................................... 15 
  Sub Chieftain ........................................................................................................................ 15 
  Clan Speaker......................................................................................................................... 16 
  Defenders of The Greenkeep .................................................................................................... 18 
  Brother of The Greenkeep .................................................................................................... 18 
  Red Planks ................................................................................................................................ 20 
  Red Plank Sympathizer......................................................................................................... 22 
  Red Plank Bargeman............................................................................................................. 22 
  Red Plank Bosun................................................................................................................... 22 
  Red Plank Mate..................................................................................................................... 23 
  Red Plank Entertainer ........................................................................................................... 24 
  Red Plank Farseer ................................................................................................................. 24 
  Red Plank Spellweaver ......................................................................................................... 25 
  Red Plank Healer .................................................................................................................. 26 
  Red Plank Keeper of Traditions............................................................................................ 26 
  Red Plank Wise One............................................................................................................. 27 
  Red Plank Runner ................................................................................................................. 28 
  Red Plank Negotiator............................................................................................................ 29 
  
   
  v 
   
  Red Plank Infiltrator ............................................................................................................. 29 
  The Gonagin Clan..................................................................................................................... 32 
  Distant Relation of the Gonagin Clan................................................................................... 33 
  Cousin of the Gonagin Clan.................................................................................................. 34 
  Foot Brother/Sister of the Gonagin Clan .............................................................................. 34 
  Thorn Brother/Sister of the Gonagin Clan............................................................................ 35 
  Witness of the Last Step ....................................................................................................... 36 
  Rookroost Thieves Guild.......................................................................................................... 37 
  Specialist............................................................................................................................... 37 
  Sharper.................................................................................................................................. 38 
  Guild Sharper: Arcanist ........................................................................................................ 38 
  Guild Sharper: Box Man....................................................................................................... 39 
  Guild Sharper: Cat Burglar................................................................................................... 39 
  Guild Sharper: Faceman ....................................................................................................... 40 
  Guild Sharper: Olidammara’s Mask..................................................................................... 40 
  Guild Sharper: Pickpocket.................................................................................................... 41 
  Guild Sharper: Snitch............................................................................................................ 41 
  Guild Sharper: Thug ............................................................................................................. 42 
  Guild Rogue.......................................................................................................................... 42 
  Guild Rogue: Arcanist .......................................................................................................... 43 
  Guild Rogue: Box Man......................................................................................................... 43 
  Guild Rogue: Cat Burglar..................................................................................................... 44 
  Guild Rogue: Face Man........................................................................................................ 44 
  Guild Rogue: Olidammara’s Mask....................................................................................... 45 
  Guild Rogue: Pickpocket ...................................................................................................... 46 
  Guild Rogue: Snitch.............................................................................................................. 46 
  Guild Rogue: Thug ............................................................................................................... 47 
  Rogue Training Master: Arcanist.......................................................................................... 47 
  Moskol’s Legion....................................................................................................................... 49 
  Dagger of Moskol:................................................................................................................ 51 
  Blade of Moskol.................................................................................................................... 52 
  Forts Hendricks and Scorn........................................................................................................ 53 
  Fort Hendricks Garrison ....................................................................................................... 53 
  Fort Hendricks Sentinel ........................................................................................................ 54 
  Fort Hendricks Sentinel Captain........................................................................................... 54 
  Fort Hendricks Outrider........................................................................................................ 55 
  Fort Hendricks Outrider Captain .......................................................................................... 55 
  Fort Wizard Apprentice ........................................................................................................ 56 
  Fort Wizard Adept ................................................................................................................ 57 
  Tangles Druids.......................................................................................................................... 58 
  Aspirant................................................................................................................................. 58 
  Member of the Outer Circle.................................................................................................. 58 
  Fellreev Druids.......................................................................................................................... 60 
  Cub of The Fellreev:............................................................................................................. 60 
  Beast of The Fellreev:........................................................................................................... 60 
  Dire Beast of The Fellreev:................................................................................................... 61 
  
   
  vi 
   
  Fanlareshen Sylvan Elves ......................................................................................................... 63 
  Clan Recruit .......................................................................................................................... 66 
  Clan Member ........................................................................................................................ 66 
  Arcane Blades....................................................................................................................... 67 
  Clan Outrider ........................................................................................................................ 67 
  Acolyte of the Oaken Copse ................................................................................................. 68 
  Clan Guardian....................................................................................................................... 68 
  Johrase Mercenaries.................................................................................................................. 70 
  Enlisted Member................................................................................................................... 71 
  Blooded Member .................................................................................................................. 72 
  Horseman.............................................................................................................................. 72 
  Knight Protector (Officer)..................................................................................................... 73 
  Special Groups.......................................................................................................................... 74 
  Death Cultist ......................................................................................................................... 74 
  Scion of Kyuss...................................................................................................................... 74 
  Cult of the Chain................................................................................................................... 75 
  Protectors of Nerull’s Bane................................................................................................... 75 
  The Use of Influence in the Bandit Kingdoms....................................... 77 
  Regional Rules........................................................................................ 81 
  NPC Spell Casting .................................................................................................................... 81 
  Temple of Iuz........................................................................................................................ 81 
  Underground Faiths .............................................................................................................. 81 
  Prestige Class Access................................................................................................................ 83 
  Changing Clerical Deities......................................................................................................... 86 
  Special Missions ..................................................................................... 86 
   
   
   
   
   
  The Bandit Kingdoms Triad would like to thank the following people for there assistance in developing this 
  document and other background material:  Patrick Brown, Robert Little, Don Wolf, David Finan, Casey Brown, 
  Tom Brister, Jerry Blakemore, George F. Arndt, Keith Symcox, Tom Thowe, Tom Harrison, Courtney Garis, Doug 
  Cowell, Tim Marlin, and Jason Covits, and other past Triad members. 
   
  Michael Garis, 
  Bandit Kingdoms - Meta-Campaign 
   
  Britt “Fey” Frey 
  Bandit Kingdoms – Point of Contact 
   
  Jade Tinnerman 
  Bandit Kingdoms  - Plots
  
   
  1 
  11/22/2003 
   
  Document Overview 
   
  The Bandit Kingdoms Campaign Sourcebook is 
  designed to aid players with two tasks – understanding 
  the LG rules as they are interpreted in the region and 
  developing the organizations that are a window into the 
  machinations beneath the Bandit Kingdoms.  This 
  document 
  is 
  intended 
  to 
  be 
  a 
  concise, 
  yet 
  comprehensive guide to material that was previously 
  either poorly documented or distributed.  Going 
  forward, the Bandit Kingdoms Triad looks forward to 
  expanding this document with more options and 
  regional flavor to help players and judges further enjoy 
  the setting. 
   
  The single largest change introduced by this 
  document is the Bandit Kingdoms Meta-campaign 
  Record (BKMR).  The BKMR tracks the following 
  information: 
   
  • 
  Organizations joined 
  • 
  Promotions 
  • 
  Time and Gold paid towards the organization 
  • 
  Feats 
  and 
  Spells 
  selected 
  from 
  the 
  organizations 
  • 
  Quitting 
  or 
  being 
  expelled 
  from 
  an 
  organization 
   
   
   
  While the character’s membership in an organization is 
  recorded in the BKMR, the details are located in the 
  document you are holding right now.  This division of 
  information allows the rules to be updated as 
  necessary, without requiring new paperwork to be 
  issued with each revision. 
   
  The Bandit Kingdoms Meta-Campaign Giudebook 
  acts as Regional Documentation (see the glossary of 
  the LGCS).  Players will need to have both their Meta-
  campaign Record and a copy of the most recent version 
  of this document in order to use the rules and 
  organizations within. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Introduction Meta-Campaign Game Play 
   
  Terms and Definitions 
  Bandit Kingdoms regional module: This is any 
  regional module approved by the Bandit Kingdoms 
  Triad and sanctioned  by the Living Greyhawk Circle 
  of Six.  All Bandit Kingdoms regional modules have a 
  code which follows a set format: BDKx-yy, where x is 
  the campaign year (eg, 3) and yy is the module number 
  (usually between 01 and 09). 
   
  Bandit Kingdoms regional scenario: This is any 
  regional scenario approved by the Bandit Kingdoms 
  Triad.  This includes, but is not limited to, the 
  following: 
  regional 
  modules, 
  interactives, 
  mini-
  modules.  Iuz’s Border States meta-regional scenarios 
  which take place in the Bandit Kingdoms region (DM’s 
  discretion), and special missions. 
   
  Influence point (or Favor): Many of our meta-
  organizations grant influence points within the region.  
  The influence points can be used for any purpose 
  outlined 
  in 
  the 
  Bandit 
  Kingdoms 
  Campaign 
  Sourcebook.  Any other use is not allowed unless 
  specified in a Bandit Kingdoms regional scenario or 
  approved by the Bandit Kingdoms Triad. 
   
  Iuz’s Border States meta-regional scenario: This is 
  any meta-regional scenario approved by the Living 
  Greyhawk Circle of Six which specifically takes place 
  in meta-region 3.  This includes, but is not limited to, 
  the following: meta-regional modules designated 
  IUZxx-yy (where xx is the campaign year and yy is the 
  module number), and interactives. 
   
  Year One / Two Org Cert (Old Cert):  This is a 
  meta-organizational certificate granted between August 
  2000 and December 31st, 2002.  As of August 1st, 2003, 
  all Old Certs become invalid. 
   
  Core & Class Guidebook Reference 
  In this document, there are many items and feats from 
  many different sources.  Any item not from the 
  Dungeons Master Guide will be found in one of the 
   
  
   
  2 
  11/22/2003 
   
  Guidebooks. As noted in the Living Greyhawk 
  Campaign Sourcebook, you must have the appropriate 
  guidebook present with you at the table if you desire to 
  use a feat, spell, or item from its pages. 
   
  Feat, Spell & Item Availability 
   
  No Bandit Kingdoms Meta-Organization grants bonus 
  feats or bonus spells.  Feats listed are available to be 
  taken by member PC’s when they would normally be 
  able to learn a new feat.  Spells listed are automatically 
  added to a divine spellcaster’s class spell list.  Spells 
  listed must be scribed into the character’s spell book 
  (for those that cast from a spellbook) or learned when 
  the PC would normally be able to learn a new spell (for 
  those that cast spontaneously). 
   
  Reminder: spellbooks gained in scenarios must have 
  their contents scribed into the characters spellbook 
  before they may be memorized. 
   
  Unless specifically stated in the meta-organization, no 
  items are gifted to characters for joining an 
  organization.  The character is granted access to 
  purchase or create the items listed in accordance with 
  the rules presented in the Living Greyhawk Campaign 
  Sourcebook.  The item access granted through Bandit 
  Kingdoms meta-organizations has a frequency of 
  ‘Regional’ and ‘Meta-regional’.  This means a PC may 
  only 
  purchase 
  the 
  items 
  granted 
  through 
  his 
  organization after playing in a Bandit Kingdoms 
  regional scenario or Iuz’s Border States meta-regional 
  scenario. 
   
  Certain organizations grant access to weapon and/or 
  armor enhancements.  The PC must pay the difference 
  between the existing price and the final price after the 
  enhancement and/or special ability is added.  Note, 
  special abilities can only be added to items that have at 
  least a +1 enhancement bonus.  Spell casters with the 
  appropriate item creation feats should use the rules 
  listed in the LG Campaign Sourcebook.  The upgrades 
  also carry a frequency of ‘Regional’ and ‘Meta-
  regional”.  This means a PC may only perform the 
  upgrades granted through his organization after playing 
  in a Bandit Kingdoms regional scenario or Iuz’s Border 
  States meta-regional scenario. 
   
  Tiering 
  As you may have noticed, some of our meta-
  organizations are tiered.  Each level has various costs 
  and requirements and a different or increasing set of 
  benefits.  There are a few things that need to be noted 
  when dealing with any tiered organization. 
   
  The first deals with changing tiers in the middle of 
  the year.  When doing so, you must pay the full cost for 
  the tier you wish to join, unless you are moving from a 
  higher cost tier to a lower cost tier. 
   
  The second deals with the amount of real-time spent at 
  a specific tier.  Until September 1st, 2003 all of the time 
  the PC has been involved in the organization counts for 
  a time requirement.  For instance if he has been a 
  Sharper of the Rookroost Thieves Guild for two years, 
  the character may become a Guild Rogue even though 
  he has not technically been a Guild Sharper for one 
  year or more.  If you have not contacted your meta-
  organization representative by September 1st, 2003, all 
  time spent is lost. 
   
  Residency  Requirement 
   
  Unless otherwise noted in the organization write-up, 
  only Bandit Kingdoms regional characters may join or 
  advance within regional meta organizations. 
   
  Characters that change their home region from the 
  Bandit Kingdoms will, depending on the organizations 
  they belong to, have to leave it.  Characters who leave 
  the organization will suffer the penalties as outlined for 
  leaving the organization or if permitted by the group 
  they may remain a member of the organization but are 
  required to pay an additional two time units as they 
  must travel to and from the region trying to maintain a 
  presence in the Bandit Kingdoms. 
   
  Updates & Revisions 
  This book will be updated every six months, in April 
  and October.  If any changes are made to the text 
  within, the version number will be increased and the 
  date will be changed.  If there are no updates to this 
  text, the date will be changed, but the version number 
  will remain the same. 
   
  Skill Bonuses and Penalties 
   
  To clarify, all skill bonuses (labeled or not) granted by 
  meta 
  organizations 
  are 
  competence 
  bonuses.  
  Remember that competence bonuses from different 
  sources do not stack. 
   
  All skill penalties (labeled or not) deducted by meta 
  organization are circumstance penalties.  Remember 
  that circumstance penalties from different sources do 
  stack. 
   
   
   
   
  
   
  3 
  11/22/2003 
   
  Leaving an Organization 
   
  Unless otherwise noted in the organization 
  description, the following occurs when a character 
  leaves a Bandit Kingdoms regional meta organization: 
  • 
  She loses all benefits granted by the organization 
  including, but not limited to, skill bonuses, item 
  access, spell access, and feat access.  (Feats and 
  spells already taken are kept.  Items purchased are 
  kept.) 
  • 
  She may never rejoin the meta organization at any 
  point in time for any reason. 
  • 
  She no longer is required to pay the costs or suffer 
  the penalties associated with the organization. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Introduction to the Meta-Organizations 
   
  Basics of Membership 
   
  To join a meta-group you will first need a copy of a 
  blank Meta-Campaign Log Sheet (MCL).  Next is to 
  have a Triad member or the group coordinator for that 
  group, sign your first entry, indicating the costs for 
  entry have been annotated on a log sheet. 
   
  Additionally, players may also send an application to: 
  bk-metagroups@yahoogroups.com.  
  This application should contain the player’s name, 
  RPGA 
  number, 
  and 
  preferred 
  email 
  address.  
  Additionally, the character’s name, race, gender and 
  current class levels should be included.  The player 
  must also include a statement to the effect that they 
  understand the requirements for the meta-group 
  membership and their PC meets or exceeds those 
  requirements.  In the case where members must be 
  invited, the requestor must supply a player name, 
  RPGA number, and character name for the member(s) 
  who invited them. 
   
  Next a meta-group coordinator (or a Triad member) 
  will send the applicant an email confirming the current 
  requirements for membership.  In some cases the 
  referring member(s) may be contacted to confirm the 
  invitation.   
   
  Once the applicant receives a response then at the next 
  BK scenario played they should show the judge the 
  email confirming the requirements.  The Judge should 
  then check that the requirements are met and the 
  membership costs are included on the AR for the 
  adventure.  If everything is in order then the judge 
  should have the player fill out the entry in the MCL 
  and the judge should sign off on it.  This should only 
  be done at the end of a scenario so it does not interfere 
  with starting a round. 
   
  Last when a PC wishes to advance in a meta-org the 
  player should submit a new application for the new 
  membership level, or have the appropriate meta-group 
  coordinator or a Triad member review the character at 
  a convention. 
   
  Benefits of Membership 
   
  Meta-orgs may grant access to magic items, feats, 
  spells, or other special items.  Once a player is member 
  of a group the PC will have access to these benefits.  
  Any spell that is learned, Feat taken, or magic item 
  purchased or modified should be recorder on the Log 
  Sheet and signed off by the judge who ran the game. 
   
  Note: changes will be made as the new books are 
  released and the Circle gives the Triads guidance on 
  what will be changing. 
   
   
  
   
  5 
  11/22/2003 
   
  Meta-Org Coordinators 
   
  Meta-Org 
  Coordinator 
  Theocracy of Dimre 
  Don Wolf 
  Dazark Orcs 
  Patrick Brown 
  Brotherhood of the Sundered Ax 
  Triad 
  Death Cultist  
  Triad 
  Defenders of the Greenkeep 
  David Finan 
  Fanlareshen Elf (Fellreev Sylvan Elves) 
  Casey Brown 
  Initiate of the Fellreev (Fellreev Druids) 
  Triad 
  Initiate of the Tangles (Cult of Beory, Old Faith)  
  Triad 
  Johrase Mercenary 
  Tom Brister 
  Rookroost Thieves Guild 
  Jerry Blakemore 
  Moskol’s Legionnaires 
  George F. Arndt 
  Red Planks 
  Keith Symcox 
  The Gonagin Clan 
  Robert Little 
  Forts Hendricks and Scorn 
  Triad 
  Scion of Kyuss 
  Triad 
  Cult of the Chain 
  Triad 
  Protectors of Nerull’s Bane 
  Triad 
   
  
   
  4 
  11/22/2003 
   
  Theocracy of Dimre 
   
  Few people would count a religious order of Pholtus 
  when speaking of the notorious Bandit Kingdoms.  The 
  Theocracy of Dimre is perhaps one of the oddest 
  domains within the Combination of Free Lords.  It 
  claims the lands to the far east of the Combination, 
  wedged against the Artonsamay and the Phostwood.  It 
  is a flat, ugly landscape, with little appealing to it save 
  for a short span during the early spring months when 
  the plains are aflame with wildflowers of wondrous 
  variety.  These blooms are among the few things that 
  grow with any regularity in this place.  The land is 
  pocked with stony outgrowths, making it difficult to 
  till.  While the Phostwood sits hauntingly beautiful on 
  its sunrise face, the other trees which grow here are 
  stunted and thorny, and burn with a greasy black 
  smoke.  This is the hold of the cult of Ebongleam. 
   
  The Theocracy is currently ruled by the High Canon 
  Szek Winuid, priest of Pholtus and witness to the 
  Ebongleam, the fourth book in the holy text of The 
  Blinding Light.  He is the ninth of that line.  The 
  disciples of the Ebongleam witness the cold face of 
  Pholtus, full of discipline, punishment and unwavering 
  loyalty.  Their dogma: one who does not bleed cannot 
  know life.  To understand the glory of Light, one must 
  first walk hand-in-hand with Darkness.  Life among the 
  Ebongleam is not one of comforts, but rather embraces 
  hardships.  Theirs’ is to suffer, and to find the blessings 
  in that suffering.  For if they do not, then the Light will 
  dim, and the Glory that is Pholtus will fade. 
   
  Life in the Theocracy is hard.  The ground yields little 
  more than beets and potatoes.  Goats seem to be the 
  livestock best fitted for the place, and poultry are 
  abundant.  Taxation is relatively light, though farmers 
  are expected to surrender a portion of their crops to the 
  priests at the Masak.  On the border between Dimre 
  and the Duchy of Artonsamay rests the town of 
  Krostenburg, the main outlet for trade between the 
  Theocracy and the rest of the Combination of Free 
  Lords.  Dimre has one principle export: fashioned 
  phostwood.  People are often willing to pay exorbitant 
  prices for the glowing fixtures and artifacts. 
   
  In a place as fiercely independent as the Bandit 
  Kingdoms, one might question why men would subject 
  themselves to life in Dimre.  Absolute obedience and 
  adherence to the doctrine of Pholtus is required.  Those 
  who do not observe the laws of the Masak are swiftly 
  punished, and heresy in any form is intolerable.  
  “Pholtus demands your unwavering obedience,” the 
  High Canon once told a crowd gathered outside the 
  alabaster walls of the Masak, “but in return he will 
  keep you free.” This odd paradox holds the key to life 
  in Dimre.  Freedom in the Theocracy means not having 
  to worry about your wife or daughters being raped at 
  knife point, or your sons killed in a senseless brawl.  
  Murderers from a dozen lands prowl the Bandit 
  Kingdoms.  It is no wonder so many would bow to 
  religious tyranny for the security it offers. 
   
  History 
  The history of the Theocracy dates back to the severing 
  of ties between Aerdi and Nyrond.  Then, the Earldom 
  of Dimre was a far western province tied to a larger 
  body of states whose populations were religious in the 
  extreme.  When Nyrond gained its sovereignty, these 
  states also declared their autonomy, establishing the 
  Theocracy of the Pale.  The southern kingdoms did not 
  support this split and soon the two countries were at 
  war.  The warriors of Dimre conducted most of their 
  battles within the confines of the Phostwood, and 
  managed to hold the invading host at that border.  The 
  rest of the new nation was not so fortunate, however. 
  Proper Name: Theocracy of Dimre 
  Population:  
  Ruler:  High Canon Szek Winuid 
  Government: Theocracy 
  Capital: Marsekeer 
  Other Settlements: 
  Resources:  
  Population: 95% Human, 5% all other 
  races. 
  Religions: Pholtus, witness to the 
  Ebongleam 
  Law: LN(LE) 
   
  
   
  5 
  11/22/2003 
   
   
  It was during this period that the area around Rift 
  Canyon had become embroiled in numerous petty 
  disputes.  The area had always been a hot bed of bandit 
  activity, confined and controlled by Aerdi.  Given the 
  aggressive raiding by its neighbors, the province of 
  Dimre had always maintained a strong, regimented 
  standing militia, capable of turning these bandit 
  incursions when necessary.  While Dimre’s efforts 
  were turned eastward, the petty lords of these renegade 
  camps struck against a nearly undefended border.  A 
  war of two fronts proved almost more than the Earldom 
  could stand, but then these aggressors made a critical 
  error that would shake Dimre to its core. 
   
  The murder of the Canon marked a change in the 
  province’s demeanor.  His successor, a regal and 
  charismatic priest named Frau Tsagemred, spoke to the 
  heart of its wounded pride, its honor, and most of all to 
  its devotion to the Church of Pholtus.  Earl 
  Wendelaine, who now commanded the province in 
  name only, became uncomfortable with the rhetoric of 
  this man.  He ignited the people in a way he had never 
  seen before, but there was a cold unbending quality to 
  him.  Wendelaine set his most trusted allies to the task 
  of learning the man’s secrets, only to discover Canon 
  Tsagemred was a devout student in what many 
  considered the blackest of the sacred texts of Pholtus: 
  the Ebongleam.  When Wendelaine attempted to warn 
  Dimre of the character of its new Canon, Tsagemred 
  accused him of heresy and had him burned alive in the 
  public square of the capital, Sorgard.  And while like-
  minded priests were promoted to the highest stations 
  throughout Dimre, Tsagemred enraptured the citizens 
  with an aggressive campaign to stem the bleeding of 
  Dimre’s western territory to the hordes of bandits 
  which hid in Rift Canyon.  Dimre had lost nearly two 
  thirds of its western territory, areas which would 
  eventually consolidate into the Duchy of Artonsamay 
  and the Free City-State of Stoink.  The withdraw from 
  the eastern front was in effort to quell this bleeding off 
  of Dimre’s resources.  By the time its western 
  boundaries had been refortified, the war between 
  Nyrond and the Pale was at an end. 
   
  Victorious in their campaign against the fanatics of the 
  northern provinces, Nyrond claimed rights to all the 
  lands and resources possessed by the Pale and began 
  stationing garrisons throughout the various provinces.  
  The lords of these were made to swear allegiance to 
  Nyrond and denounce the church of Pholtus, who had 
  been the instigator of the uprising.  It was unthinkable 
  to defy the orders of the king, but Dimre, which was 
  already wholly controlled by the Church of Pholtus, did 
  just that.  By then, word of Earl Wendelaine’s 
  execution had reached Rel Mord.  Weary from battles 
  with Aerdi and the upstart Pale, the Nyrondese King 
  weighed his options.  If Dimre had retained control of 
  its silver mines in Rift Canyon, his choice might have 
  been different.  Instead, while Dimre’s independence 
  was never recognized by the crown, it was left to its 
  own fate.  Perhaps the King of Nyrond felt it would be 
  swallowed by the growing tide of banditry in that 
  region.  He could not have been more wrong. 
   
  In 350CY, the province of Dimre became a full 
  Theocracy.  Work began almost immediately on a 
  temple in the new capital, Marsekeer.  The Masak was 
  a massive construct of stone and mortar.  It was unlike 
  any of the temples built before it.  Unlike many of the 
  beautifully furnished cathedrals of the Pale, the Masak 
  was spartan.  Many of the priests snorted and claimed it 
  unfit for proper worship of one as glorious as Pholtus.  
  This was but another sign of the shift of power within 
  Dimre. 
   
  Relations between the Pale and Dimre are not what 
  they once were.  During the occupation by Nyrond, the 
  church of the Blinding Light it never publically 
  supported the existence of this evil place.  In hushed 
  tones in fact, many priests voiced their concerns.  
  When King Dustan I granted the Pale its autonomy in 
  450 *CY, the Prelate invited the church of Dimre to 
  swear allegiance to him and to rejoin the flock.  Once 
  again in its history, the High Canon did the unexpected, 
  refusing to bow to the “pretender” of the church.  
  Thereafter, the church of the Blinding Light has 
  continually condemned the Theocracy of Dimre.  Many 
  Prelates have sought to have the High Canon removed 
  and promote one more loyal to the Pale in his place.  
  Loyal young templars were sent out to this end, but 
  none has ever succeeded in those efforts.  More often 
  than not, their sacred rings, received upon taking their 
  oaths, were sent back to the Prelate as a mocking 
  gesture.  How the Canons of Dimre have successfully 
  avoided this fate is unknown. 
   
  The invasion of Iuz in 583CY caught many of the 
  bandit kings unprepared.  When the demigod’s armies 
  reached the borders of the Theocracy, however, they 
  found a well armed militia and a wall of hard-eyed 
  priests.  The battle against the humanoid and demon 
  laden hordes were bloody, but it was the priests of the 
  Masak that brought real fear to Iuz’s forces.  Hardened 
  by years of painful rites and ritual scarring, the priests 
  seemed impervious to pain, nor did they hesitate to 
  suffer alongside common soldiers.  Their exploits 
  during these early battles brought a newfound respect 
  (and fear) among the commoners as well as the other 
  Free Lords, and the borders of the Theocracy soon 
  swelled with homeless bandits eager to take the fight to 
  Dorakaa.  Winuid’s demands of them were no less than 
  
   
  6 
  11/22/2003 
   
  those he placed on the common men of the Theocracy.  
  When many of the newcomers balked at these 
  conditions and instead chose to ignore them, Iuz’s 
  troops were treated to a great pyre of one hundred 
  burning men.  The bandits of the Combination had to 
  decide which was the more hated foe, and soon fell in 
  line with the commandments of the Masak. 
   
  Iuz eventually sent an envoy to seek a treaty of non-
  aggression with the Theocracy.  The eventual terms of 
  such an agreement would not be much to the 
  demigod’s liking.  Indeed, no one is sure what spell 
  Canon Winuid worked on the attending priest, but from 
  the time he left the Masak to the moment Iuz had his 
  head neatly severed as punishment, the man never 
  uttered a sound; not even to scream. 
   
  After securing peace for a time Canon Winuid looked 
  forward and saw that if he wished to have Dimre 
  flourish and continue as an independent nation, he 
  would have to make some changes.  He has decreed 
  that slavery of certain humanoids legal (Goblins, 
  Hobgoblins, and Kobolds), thus freeing many of the 
  citizenry of lesser tasks, so they may focus on the 
  security of the country.  To help buffer against the Pale 
  backed elven raids from across the Artsomanay River, 
  Canon Winuid has had all the Lizardman tribes in the 
  Phostwood “Converted”. Creating a large contingent of 
  water and forest trained militia.  Canon Winuid has 
  also tossed aside the traditional contempt for arcane 
  spell casters.  He has integrated them closely into the 
  government to help bolster Dimre’s military strength 
  and keep Dimre safe from internal heresy.    
   
  Life continues in the Theocracy of Dimre, under the 
  terms of their treaty, Iuz has a small contingent of 
  troops stationed in Krostenburg. An envoy and his 
  guards have also taken residence at the Masak, in 
  Marsekeer. But there is no question in the minds of its 
  people Canon Winuid dominates these relationships.  
   
  Prominent Figures 
  High Canon Szek Winuid, Priest of the Ebongleam: 
  High Canon Winuid has only recently passed his 
  sixtieth year. A handsome man by birth, his appearance 
  has been spoiled from years of self-induced torture and 
  ritual scaring. Now his left eye has grown milky from a 
  cataract. He has stood as High Canon of Dimre for 
  more than twenty years, making his tenure the longest 
  in the history of the Theocracy. Age is beginning to 
  take its toll on the charismatic priest, and he is eager to 
  groom his successor.  
   
  Canon Morja Keylian, Priestess of the Ebongleam: 
  Canon Keylian is one of the few women of the Dimre 
  church to have reached the station of canon and is in 
  charge on the Marsekeer District. She is ambitious 
  priestess, and has currently established herself as High 
  Canon Winuid’s most likely successor. She is a 
  handsome woman; unlike most of her peers, Canon 
  Keylian does not practice ritual scaring. Thus has she 
  maintained her beauty, plain as it is.  
   
  Canon Berristan Tarth, Priest of the Ebongleam:  In 
  charge of the Steyr District, Canon Tarth has a rough 
  job.  Continuous raids from the elves and ether 
  creatures across the river make living dangerous here.  
  Tarth hopes one day the forest district will be peaceful 
  and swell with inhabitants, but even with the help of 
  the lizardmen his dream seems far off.  In fact, it is 
  rumored that Tarth is looking into unconventional ways 
  with the Ministry of Internal Affairs to help bolster the 
  defenses, some might question their methods, but if 
  they stay within the tenants of Dimre and are 
  successful, who is to say its is wrong to fight outsiders 
  with outsiders. 
    
  Lord Aegon Santagar, High General of the Armies 
  of Dimre:  Aegon has been the High General for over 
  20 years and is a steadfast believer in the current High 
  Canon.  Some of his most notable accomplishments 
  since he has been in charge of the army are; Forming a 
  formal training school for his top officers in the art of 
  war and leadership, Staving off the forces of Iuz, The 
  Pale, Nyrond, and most recently the Ether threat, 
  Incorporating an aerial division to the army, consisting 
  of griffon riders to help with reconnaissance and long 
  range bombardments, but most recently by successfully 
  integrating the lizardmen into the army, and now 
  having a strong core of forest snipers and trackers, 
  helping secure the north-eastern border. 
   
  Lord Inquisitor Varys Harlaw, Head of Internal 
  Affairs:  If one name strikes fear in the hearts of all 
  Dimreites, it is Varys. Part of High Canon Winuid’s 
  reforms was to create a Ministry of Internal Affairs and 
  use arcane  casters to help weed out traitors, the 
  unlawful, and spies.  The Ministry has been a great 
  success under Varys’s leadership, collecting a large 
  contingent of vigilant members working with the army 
  or on solo missions.  They seem to be able to hear 
  everyone’s thoughts and know where to be to find any 
  illegal activity before it happens. 
   
  Lord Inquisitor Cersai Wylde, Head of Intellegence:  
  Not much is publicly known about Lord Inquisitor 
  Wylde, other than that Cersai is a woman.  High Canon 
  Winuid decided information is key to keeping Dimre 
  safe and prosperous.  The Ministry trains agents to go 
  out, spy, infiltrate, and gather whatever information 
  
   
  7 
  11/22/2003 
   
  that might be useful.  With potential enemies on all 
  sides, paranoia is a way of life. 
   
  Quarzknot, Emissary of Iuz: Quarzknot is an ugly, 
  profane, hunchbacked man whom Iuz hand picked for 
  his natural aptitude of infuriating the religious folk of 
  Dimre. The man is offensive even to the most tolerant 
  souls and his continued presence in the Masak is only 
  slightly bearable to the priests of the Ebongleam. For 
  his safety, Quarzknot is surrounded by a body of 
  sixteen half-ogre bodyguards. Though misshapen, the 
  man has a gift for intrigue and his volatile tongue can 
  grow sweet when he finds it convenient. He takes great 
  delight in reminding Canon Winuid how his untimely 
  death would ruin the peace between the Theocracy and 
  Iuz. A glutton, Quarzknot has no appreciation for “fine 
  Dimre cuisine” and has most of his meals imported. 
  While the priests of the Masak dine on stew and 
  potatoes, Quarzknot gorges on suckling pig and all 
  manner of delicacies he can arrange. He has even 
  brought his own chef to the Masak to prepare his 
  meals. Yet the foul priest never imbibes a drop of 
  liquor or alcohol.  
  Forms of Address  
  The internal hierarchy of the Church of Pholtus in 
  Dimre still mirrors that of the Theocracy of the Pale. 
  Tradition is not something to be cast aside by the 
  Ebongleam. Still, there is one fundamental change in 
  that the highest post of the church is the position of 
  High Canon. A few priests in its history have 
  contemplated naming themselves Prelate of Dimre. 
  These heretics were all done away with. The high 
  positions within the church are as follows: 
   
  Rank  
  Address  
  Number 
  High Canon  
  Venerable Sir  
  One 
  Canon 
  Very Reverend Sir  
  Nine 
  Rector  
  Reverend Father  
  Unknown  
  Curate  
  Father  
  Unknown  
    
   
   
   
  Acolyte of the Ebongleam 
  The Acolytes are those talking their first steps down 
  the true path of the Ebongleam.  All members of the 
  Dimre leadership started as Acolytes. 
   
  Requirements: 
   
  Entry 
  • 
  Must have 2+ ranks in Knowledge(Religion) 
   
  Yearly Cost 
  • 
  Must spend at least 2 TU’s attending to 
  mandatory civic duties. 
  • 
  100gp tithe to the church annually. 
   
  Limitations 
  • 
  Must be Lawful Neutral or Neutral 
  • 
  Must worship Pholtus 
  • 
  Acolytes must reside in The Bandit Kingdoms 
  Region.  
  • 
  Law of Servitude: At times the Acolyte may 
  be called to serve the country. At these times 
  they will hold the rank and authority of 
  Corporal in the Army of The Theocracy of 
  Dimre. 
  • 
  Doctrine of Darkness: The Acolyte has 
  forsaken The One True Way by following the 
  heretical teachings of The Ebongleam, thereby 
  standing as an excommunicated apostate in 
  the eyes of all other churches and 
  organizations of Pholtus. 
  • 
  Infamy: -4 circumstance penalty to all 
  diplomacy checks with anyone from the 
  Theocracy of the Pale and a -2 circumstance 
  penalty to all others not allied with Iuz or The 
  Theocracy of Dimre. 
   
  Benefits: 
   
  Access Benefits 
  • 
  Acolytes may acquire the feats Persistent 
  Spell, Persuasive, and Remain Conscious.  All 
  other requirements must still be met. 
  • 
  Acolytes may prepare the divine spells 
  Brambles, Briar Web, Indifference, and 
  Negative Energy Ray.  PC’s must still meet 
  class requirements. 
  • 
  Acolytes may also purchase the following 
  items after any regional scenario: Eyes of the 
  Eagle, Stone of Alarm, and Wand of Cure 
  Light Wounds 
   
  Orgazational Benefits 
  • 
  Law of Divine Succor.  The Acolyte may 
  purchase divine spells from the Theocracy of 
  Dimre, the highest-level NPC caster readily 
  available is 13th level.  All influence point 
  costs must still be paid. 
  • 
  Acolytes have a permanent influence point 
  with Dimre that they may redeem once per 
  scenario 
  • 
  The Law of Temporal Hospitality: The 
  Acolyte is entitled to a 100% discount on a 
  Standard Lifestyle for every scenario played 
  in the Bandit Kingdoms region.  
   
  
   
  8 
  11/22/2003 
   
  Enforcer of the Ebongleam  
  You have heeded the call to join either the Ministry of 
  Internal Affairs or the Ministry of Intelligence.  
  Internal Affairs is always somewhere in the country 
  and never where one expects.  They are always 
  seeking, never trusting anyone, looking for traitors, the 
  unlawful, and spies.  The Ministry of Intelligence on 
  the other hand looks beyond the boarders of Dimre and 
  seeks out to infiltrate, spy, and negotiate with outside 
  organizations and countries, to gain any information 
  that maybe helpful to the country. 
   
  Requirements: 
   
  Entry 
  • 
  Must have the Endurance feat. 
  • 
  Must have been an Acolyte of the Ebongleam 
  for at least one year. 
  • 
  Must be able to cast 5th level arcane or arcane 
  spells or have 11+ ranks in Bluff. 
  • 
  Must have 5+ ranks in Knowledge(Religion) 
  and 5+ ranks in Sense Motive. 
   
   
  Yearly Cost 
  • 
  Must spend at least 5 TU’s attending to 
  mandatory civic duties. 
  • 
  Must contribute 1000gp annually to the 
  Church of the Ebongleam. 
   
  Limitations 
  • 
  Lawful Neutral Alignment 
  • 
  Must worship Pholtus. 
  • 
  Doctrine of Darkness: The Enforcer has 
  forsaken The One True Way by following the 
  heretical teachings of The Ebongleam, thereby 
  standing as an excommunicated apostate in 
  the 
  eyes 
  of 
  all 
  other 
  churches 
  and 
  organizations of Pholtus. 
  • 
  Law of Servitude: At times the Enforcer may 
  be called to serve the country. At these times 
  they will hold the rank and authority of 
  Lieutenant in the Army of The Theocracy of 
  Dimre. 
  • 
  Infamy: -4 circumstance penalty to all 
  diplomacy checks with anyone from the 
  Theocracy of the Pale and a -2 circumstance 
  penalty to all others not allied with Iuz or The 
  Theocracy of Dimre. 
   
  Benefits: 
   
  Access Benefits 
  • 
  Enforcers may acquire two of the following 
  feats: 
  Alluring, 
  Charlatan, 
  Energy 
  Substitution, Eschew Materials, Jack of all 
  Trades, Persuasive, Persistent, Quicker Than 
  the Eye, Shadow, and Trustworthy.  All other 
  requirements must still be met. 
  • 
  Enforcers may learn the following arcane 
  spells: Arcane Sight, Energy Buffer, Fox’s 
  Cunning, 
  Ghostform, 
  Indifference, 
  Mordenkainen’s 
  Private 
  Sanctum, 
  and 
  Negative Energy Ray. 
  • 
  Enforcers may also purchase the following 
  items: Bracers of Armor +4, Gloves of 
  Dexterity +4, Headband of Intellect +4, Vest 
  of Resistance +2, Hat of Disguise, Belt of 
  Many Pockets, Possum Pouch, and Vest of 
  Escape. 
  • 
  Enforcers may pay for the Silent Moves 
  and/or the Shadow enchantment to be placed 
  on an existing set of magical armor or shield. 
  • 
  Enforcers may take levels in Mindbender, 
  Spymaster, and Watch Detective. 
   
  Orgazational Benefits 
  • 
  Law of Divine Succor.  The Enforcer may 
  purchase divine spells from the Theocracy of 
  Dimre, the highest-level NPC caster readily 
  available is 13th level.  All influence point 
  costs must still be paid.   
  • 
  Righteous Paranoia: The PC gains a +2 
  circumstance bonus on all sense motive 
  checks made in Dimre.  A little paranoia is 
  always useful when defending the homeland.  
  • 
  Enforcers are considered to have three 
  permanent 
  influence 
  points 
  with 
  the 
  Theocracy of Dimre.  These renew at the 
  beginning of each scenario. 
  • 
  The Law of Temporal Hospitality: The 
  character is entitled to a 100% discount on a 
  High Lifestyle for every scenario played in the 
  Bandit Kingdoms region.  
   
   
  Defender of the Ebongleam   
  This militant arm of the clergy of the Ebongleam is 
  tasked with keeping the peace within the Theocracy, 
  and also providing protection with those that are 
  spreading the word of the dark light.  Ferocious in 
  battle, these stoic adventurers are feared throughout the 
  Bandit Kingdoms. 
   
  Requirements: 
   
  Entry 
  
   
  9 
  11/22/2003 
   
  • 
  Must have the Endurance and Leadership  
  feats. 
  • 
  Must have been an Acolyte of the Ebongleam 
  for at least one year. 
  • 
  Base Attack Bonus +8 
   
  Yearly Cost 
  • 
  Must spend at least 6 TU’s attending to 
  mandatory civic duties. 
  • 
  Must contribute 1000gp annually to the 
  Church of the Ebongleam 
  Limitations 
  • 
  Lawful Neutral Alignment 
  • 
  Must worship Pholtus. 
  • 
  Doctrine 
  of 
  Darkness: 
  Defenders 
  have 
  forsaken The One True Way by following the 
  heretical teachings of The Ebongleam, thereby 
  standing as an excommunicated apostate in 
  the 
  eyes 
  of 
  all 
  other 
  churches 
  and 
  organizations of Pholtus. 
  • 
  Law of Servitude: At times the Defender may 
  be called to serve the country. At these times 
  they will hold the rank and authority of 
  Lieutenant in the Army of The Theocracy of 
  Dimre. 
  • 
  Infamy: -4 circumstance penalty to all 
  diplomacy checks with anyone from the 
  Theocracy of the Pale and a -2 circumstance 
  penalty to all others not allied with Iuz or The 
  Theocracy of Dimre. 
   
  Benefits: 
   
  Access Benefits 
  • 
  The Defender may acquire two of the 
  following feats: Dwarf’s Toughness, Expert 
  Tactician, Faster Healing, Hold the Line, 
  Greater Resiliency, Power Critical, Power 
  Lunge, Remain Conscious, Sharp Shooting, 
  Zen Archery.  All other requirements must 
  still be met. 
  • 
  Defenders may always start a regional module 
  with a Light Warhorse at no cost (gear is not 
  supplied). 
  • 
  Defenders may also purchase the following 
  items 
  after 
  any 
  regional 
  scenario: 
  +1 
  Darkwood Longbow Mighty Composite (+4 
  Str bonus), Belt of Giant Strength +4, Boots 
  of Striding and Springing, Bracers of Archery, 
  Gloves of Dexterity +4, Headband of 
  Ferocity, Ioun Stone (Dark Blue), Ring of 
  Feather Falling, Ring of Blinking, and Vest of 
  False Life. 
  • 
  The Defender may take levels in Order of the 
  Bow Initiate and Windrider. 
  • 
  The Defender may pay for the Fearsome 
  enchantment to be placed on an existing set of 
  magical armor or shield. 
  • 
  The member may pay for the Keen and/or the 
  Lawful enchantment to be placed on an 
  existing magical weapon. 
   
  Orgazational Benefits 
  • 
  Law of Divine Succor.  The Defender may 
  purchase divine spells from the Theocracy of 
  Dimre, the highest-level NPC caster readily 
  available is 13th level.  All influence point 
  costs must still be paid.   
  • 
  Defenders are considered to have three 
  permanent 
  influence 
  points 
  with 
  the 
  Theocracy of Dimre.  These renew at the 
  beginning of each scenario. 
  • 
  Ritual Scaring.  Defenders may get a +2 
  Competence bonus to Intimidate checks due to 
  the ritual scaring of their face and body (DMs 
  decision as to whether this helps intimidate 
  the NPC). 
  • 
  Holy Vigilance.  The PC gains a +2 
  circumstance bonus to all spot checks while in 
  the Theocracy of Dimre.  They are always on 
  watch to defend their homeland. 
  • 
  The Law of Temporal Hospitality: The 
  Defender is entitled to a 100% discount on a 
  High Lifestyle for every scenario played in the 
  Bandit Kingdoms region.  
   
  Curate of the Ebongleam   
  Referred by the public as Father or Mother, the Curate 
  is on track as part of the leadership of the government.  
  During their 5 weeks each of government work, they 
  learn how the inner workings of the country run, so 
  they might one day help control them.  When not doing 
  their public service Curate are founding preaching the 
  virtues of Pholtus around the country and world or 
  helping the army secure its borders. 
   
  Requirements: 
   
  Entry 
  • 
  Must have the Endurance feat. 
  • 
  Must have been an Acolyte of the Ebongleam 
  for at least one year. 
  • 
  Must have 8+ ranks in Knowledge (Religion). 
  • 
  Must be able to cast 4th level divine spells. 
   
  Yearly Cost 
  • 
  Must spend at least 5 TU’s attending to 
  mandatory civic duties. 
  
   
  10 
  11/22/2003 
   
  • 
  Must contribute 1000gp annually to the 
  Church of the Ebongleam 
  Limitations 
  • 
  Lawful Neutral Alignment 
  • 
  Must worship Pholtus. 
  • 
  Doctrine of Darkness: Curates have forsaken 
  The One True Way by following the heretical 
  teachings of The Ebongleam, thereby standing 
  as an excommunicated apostate in the eyes of 
  all other churches and organizations of 
  Pholtus. 
  • 
  Law of Servitude: At times the Curate may be 
  called to serve the country. At these times 
  they will hold the rank and authority of 
  Lieutenant in the Army of The Theocracy of 
  Dimre. 
  • 
  Infamy: -4 circumstance penalty to all 
  diplomacy checks with anyone from the 
  Theocracy of the Pale and a -2 circumstance 
  penalty to all others not allied with Iuz or The 
  Theocracy of Dimre. 
   
  Benefits: 
   
  Access Benefits 
  • 
  The Curate may acquire two of the following 
  feats:  Delay Spell, Divine Might, Energy 
  Substitution, Extra Slot, Faster Healing, 
  Persuasive, Persistent, Reach Spell, Sacred 
  Spell, 
  and 
  Sculpt 
  Spell. 
   
  All 
  other 
  requirements must still be met. 
  A Curate may prepare the following divine 
  spells:  Bear’s Heart, Blight, Brambles, Briar 
  Web, Castigate, Curse of the Brute, Divine 
  Agility, Eagle’s Splendor, Energy Immunity, 
  Harrier, 
  Mass 
  Resist 
  Elements, 
  Lesser 
  Telepathic Bond, Owl’s Wisdom, Recitation, 
  Spikes, Sweet Water, and Weapon of the Deity 
  • 
  A Curate may also purchase the following 
  items after any regional scenario: Cloak of 
  Charisma 
  +4, 
  Greater 
  Holy 
  Symbol(Ebongleam/Pholtus), 
  Periapt 
  of 
  Wisdom +4, Rod of Authority, Wand of Cure 
  Light Wounds, and Vest of Resistance +3. 
  • 
  The Curate may pay for the Sacred 
  enchantment to be placed on an existing set of 
  magical armor or shield. 
  • 
  The member may pay for Disrupting 
  enchantment to be placed on an existing 
  magical weapon. 
   
  Orgazational Benefits 
  • 
  Law of Divine Succor.  The Defender may 
  purchase divine spells from the Theocracy of 
  Dimre, the highest-level NPC caster readily 
  available is 13th level.  All influence point 
  costs must still be paid.   
  • 
  Defenders are considered to have three 
  permanent 
  influence 
  points 
  with 
  the 
  Theocracy of Dimre.  These renew at the 
  beginning of each scenario. 
  • 
  Ritual Scaring.  Defenders may get a +2 
  Competence bonus to Intimidate checks due to 
  the ritual scaring of their face and body (DMs 
  decision as to whether this helps intimidate 
  the NPC). 
  • 
  Righteous Casting.  The PC gains a +2 
  circumstance bonus to all concentrate checks 
  while in the Theocracy of Dimre.  Their 
  purpose is clearly in mind when defending 
  their homeland. 
  • 
  The Law of Temporal Hospitality: The 
  Defender is entitled to a 100% discount on a 
  High Lifestyle for every scenario played in the 
  Bandit Kingdoms region.  
  
   
  11 
  11/22/2003 
   
  Brotherhood of the Sundered Ax 
   
  The Brotherhood began as a group of disposed nobles 
  and kinsmen from the Redhand area.  All of them 
  worshiped Heironeous as priests, paladins or lay 
  worshipers.  The core leadership is still believed to be 
  followers 
  of 
  Heironeous, 
  and 
  his 
  worship 
  is 
  encouraged.  The Brotherhood consists of small 
  resistance cells with most members only having contact 
  with those in their cell.  Orders are received from the 
  cell leader and it is not uncommon for orders to be 
  given without reasons.  Each cell numbers from 10-12 
  members and there are believed to be at least two 
  levels of leadership above.  The leadership includes a 
  high level priest of Heironeous, but his identity is well 
  hidden.  Access to him is a closely guarded secret and 
  often under conditions that hide his true identity. 
  History 
  Redhand holds a section of the north coast of the Nyr 
  Dyv, from the old Shield Lands to the mouth of the 
  Artonsamay. “Prince" Zeech, an effete renegade Shield 
  Lands lord who broke with his nation in 577, swiftly 
  allied himself and his forces with luz in 583. The 
  alliance saved his realm from destruction, though the 
  old lords and soldiers of the realm chafed at taking 
  orders from half-orcs and worse.  Those who refused 
  where dealt with.  However, not all who resisted 
  perished at the hands of Zeech.  Many fled back to the 
  Shield Lands and a few went into hiding.  Those in 
  hiding have formed a resistance group with one goal, 
  ridding Redhand of both Zeech and Iuz.  Most of these 
  were priests, paladins, and worshipers of Heironeous.  
  With the coming of Zeech, the Ax was broken, and the 
  Brotherhood would see it reforged.  Thus the 
  Brotherhood of the Sundered Ax was born.      
   
  Many believe Zeech and his men are set for a rebellion.  
  The Brotherhood can see this and are preparing to fight 
  to.  In preparation, they have been mobilizing their 
  forces and forming new cells.  Perhaps you can help 
  them. 
   
  Cell Member 
  This is the lowest level of membership.  The 
  Brotherhood is organized into cells of up 12 people.  
  The cell members may know each other, but often all 
  members are urged to keep their identities hidden.  
  Each cell reports to a single leader who also keeps their 
  identity a secret. 
   
  Requirements:  
   
  Entry 
  • 
  A Cell Member must have at least 5 ranks in 
  one of the following skills: Bluff, Diplomacy, 
  Disguise, Forgery, and Gather Information. 
   
  Yearly Cost:  
  • 
  Must donate 4 TU worth of time to support 
  the Brotherhood. 
  • 
  Must make a donation of at least 200gp to the 
  group to support the cause. 
   
  Limitations: 
  • 
  A Good Alignment. 
  • 
  A Cell Member must profess to worship at 
  least one of the following gods: Heironeous, 
  St. 
  Cuthbert, 
  Mayaheine, 
  Pholtus, 
  or 
  Trithereon. 
   
  Failure to comply with any of these limitations results 
  in an infamy point with the Brotherhood of the 
  Sundered Axe for each instance.  Any character that 
  obtains four or more infamy points with the 
  Brotherhood of the Sundered Axe is considered an 
  enemy of the Brotherhood. 
  • 
  Pact of Brotherhood: The character must 
  swear fealty to the Brotherhood of the 
  Sundered Ax, never swearing fealty to another 
  lord. 
  • 
  Strength of Purpose: The character must take 
  every opportunity to support the political 
  return of the Principality of Redhand back to 
  the Shield Lands 
  • 
  Mission of Secrecy: The character must never 
  reveal the existence of the Brotherhood of the 
  Sundered Ax to enemies of the Brotherhood. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  A Cell Member may acquire the following 
  feats: Divine Cleansing, Empower Turning, 
  Extra Smiting, Heighten Turning, Quicken 
  Turning, Reach Spell, Sacred Spell, and 
  Trustworthy.  All other requirements must still 
  be met. 
  • 
  A Cell Member may receive training as a 
  Church Inquisitor. 
  • 
  May prepare the divine spells: blessed aim, 
  burial blessing, curse of the brute, divine 
  sacrifice, weapon of the deity, zeal, regenerate 
  light wounds, and regenerate moderate 
  wounds. 
  
   
  12 
  11/22/2003 
   
  • 
  A Cell Member may purchase the following 
  items after any regional scenario: Wand of 
  Cure Light Wounds, Periapt of Wisdom +2, 
  Ring of Mind Shielding, and Cloak of 
  Charisma +2. 
  • 
  The member may pay for the Called 
  enchantment to be placed on an existing set of 
  magical armor or shield. 
   
  Organization Benefits: 
  • 
  The character may purchase divine spells from 
  the Brotherhood of the Sundered Axe, whose 
  highest level NPC caster is 9th level.  All 
  influence point costs must still be paid. 
   
  Senior Cell Member 
  This is a seasoned member of the organization.  The 
  Brotherhood is organized into cells of up 12 people.  
  The cell members may know each other, but often all 
  members are urged to keep their identities hidden.  
  Each cell reports to a single leader who also keeps their 
  identity a secret.  These senior members often are 
  groomed to become cell leaders. 
   
  Requirements:  
   
  Entry 
  • 
  A Cell Member must have at least 8 ranks in 
  one of the following skills: Bluff, Diplomacy, 
  Disguise, Forgery, and Gather Information. 
   
  Yearly Cost:  
  • 
  Must donate 6 TU worth of time to support 
  the Brotherhood. 
  • 
  Must make a donation of at least 250gp and a 
  5% tithe for all scenarios played to the group 
  to support the cause. 
   
  Limitations: 
  • 
  A Good Alignment. 
  • 
  A Cell Member must profess to worship at 
  least one of the following gods: Heironeous, 
  St. 
  Cuthbert, 
  Mayaheine, 
  Pholtus, 
  or 
  Trithereon. 
   
  Failure to comply with any of these limitations results 
  in an infamy point with the Brotherhood of the 
  Sundered Axe for each instance.  Any character that 
  obtains four or more infamy points with the 
  Brotherhood of the Sundered Axe is considered an 
  enemy of the Brotherhood. 
  • 
  Pact of Brotherhood: The character must 
  swear fealty to the Brotherhood of the 
  Sundered Ax, never swearing fealty to another 
  lord. 
  • 
  Strength of Purpose: The character must take 
  every opportunity to support the political 
  return of the Principality of Redhand back to 
  the Shield Lands 
  • 
  Mission of Secrecy: The character must never 
  reveal the existence of the Brotherhood of the 
  Sundered Ax to enemies of the Brotherhood. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  A Senior Cell Member may acquire the 
  following feats: Alluring, Charlatan, Divine 
  Cleansing, Divine Vigor, Divine Vengeance, 
  Empower Turning, Extra Smiting, Heighten 
  Turning, Quicken Turning, Reach Spell, 
  Sacred Spell, and Trustworthy.  All other 
  requirements must still be met. 
  • 
  A Senior Cell Member may receive training as 
  a Church Inquisitor, Knight of the Chalice 
  and/or Spymaster.  All requirements must still 
  be met. 
  • 
  May prepare the divine spells: blessed aim, 
  burial blessing, chain of eyes, curse of the 
  brute, divine sacrifice, weapon of the deity, 
  zeal, sword stream, regenerate light wounds, 
  and regenerate moderate wounds. 
  • 
  A Cell Member may purchase the following 
  items after any regional scenario: Equerry’s 
  Armor, Wand of Cure Light Wounds, Hat of 
  Disguise, Periapt of Wisdom +2, Ring of 
  Mind Shielding, Sacred Scabbard, and Cloak 
  of Charisma +2. 
  • 
  The member may pay for the Called 
  enchantment to be placed on an existing set of 
  magical armor or shield. 
  • 
  The member may pay for the Holy and/or the 
  Axiomatic enchantment to be placed on an 
  existing magical weapon. 
   
  Organization Benefits: 
  • 
  The character may purchase divine spells from 
  the Brotherhood of the Sundered Axe, whose 
  highest level NPC caster is 9th level.  All 
  influence point costs must still be paid. 
   
   
   
   
  
   
  13 
  11/22/2003 
   
  Dazark Orcs 
   
  Proper Name: Dazark Tribe 
  Population: 1,500 in roaming clans 
  Ruler: Hurg-Gak (Clan Cheiftan) 
  Government: Loose Monarchy 
  Capital: None 
  Other Settlements:  None 
  Resources: None 
  Population: 90% Orcs, 10% half-Orcs 
  Religions: Gruumsh, Luthic, Grolantor 
  Alignment: CN or CE 
   
  History and Facts 
   
  The Dazark are certainly not numerous, nor do they 
  have specific lands of their own.  These nomadic, 
  scavenging orcs roam almost all of the lands north of 
  the Artonsamay that border the Fellreev and the forest 
  proper.  These bands typically consist of fifty to two 
  hundred orcs and half-orcs.  They hate other humanoid 
  tribes and will attack them, but otherwise they avoid 
  encounters unless they outnumber their opponents or 
  they are cornered, in which case they fight savagely.   
  Fundamentally, the Dazark are survivors.  Less 
  aggressive than most orcs despite the many clerics of 
  Gruumsh among them, they are nevertheless a fighting 
  force to be reckoned with.  The Dazarks also have 
  several clerics and adepts of Luthic, the closest orcs 
  have to a Power of healing and protection.   
  Living in gullies, caves, copses, or whatever offers 
  shelter for the night, the Dazark often wear animal-skin 
  armors and have a distinctive appearance.  They always 
  have dark brown-green skin and very long black hair 
  greased with animal fat, tightly bound with leather 
  thongs into a single heavy plait hanging down their 
  backs.  About half their numbers are skilled rangers 
  and woodsmen, and most use javelins or short bows in 
  combat.  The remainder prefers to wield the traditional 
  greataxes of their kind, or even scythes. 
                      Organization      
  The Dazark orcs are a nomadic peoples that scavange 
  the land in search of food to keep them alive.  They are 
  structured around various ranks of clan membership.  
  The average Joe of the clan is simply a clan member.  
  Those that have proven themselves in battle or are 
  particularly adept at hunting or gathering are referred 
  to as blooded clan members, for they have to 
  participate in a clan rite known as “blooding.”  The 
  clan gathers together and celebrates with the slaughter 
  of a wild pig or other forest creature, and the clan 
  member that is being promoted is anointed with the 
  blood of the freshly slaughtered animal and gets to 
  drink the first cup of its blood. 
  The next rank up is the subchieftan.  The subchieftan is 
  usually in charge of a group from 15 to 50 orcs.  This is 
  traditionally a male dominated position, but there have 
  been instances in the past where a female has played 
  the role.  The subchieftan is given almost supreme 
  authority over his clan, and is answerable only to the 
  clan speaker and the chieftan himself. 
  The clan speaker is technically above the sub-chieftan, 
  but usually only participates in the political aspects of 
  governance.  He is not concerned with the day-to-day 
  hunting and gathering routines, but only with 
  interactions between clans within the tribes.  It is the 
  clan speaker that is responsible for reporting to the 
  Chieftan of the tribe as to the general status of the clan. 
                 Important People 
  The most important person in the tribe today is the 
  current chieftan Hurg-Gak.  He is a huge orc that is 
  well known for his prowess with the traditional weapon 
  of his people.  Hurg-Gak’s skill with his greataxe is 
  legend among the tribes, and it is rumored that he once 
  took down thirty hobgoblins in one mighty blow.  He 
  has been the leader of the tribe now since the invasion 
  of Iuz.  The people have prospered under his leadership 
  and are very happy with his rule. 
  Hurg-Gak is advised by his brother Hurg-Gluk, who is 
  renowned to be one of the most powerful shaman to 
  have lived in tribal history.  He assists his brother 
  regularly, and clan members come to him regularly for 
  advice and healing.  Do not let his smooth demeanor 
  fool you, however, for he is almost as deadly as his 
  brother in combat.  It is rumored that his shield moves 
  on its own, allowing him to use both hands on his huge 
  staff, which is reportedly still green and full of thorns. 
                    Recent Events    
  Although the Dazarks would prefer to be left alone, 
  some among the clan members have begun to voice the 
  
   
  14 
  11/22/2003 
   
  opinion that the clan should unite and strike back at all 
  those that are seeking to drive them off their traditional 
  homeland.  Elves, Men, Iuzians, and other humanoid 
  tribes are potential targets for their raids.  The leader of 
  this violent faction within the clan is rumored to be 
  named Grog.  From what tales have told, he is a 
  fearsome half-orc that wears the hide of a strange gray 
  beast and wields a huge scythe.  He is augmented by a 
  Hexer that is frightful to behold and tells tales of the 
  day when blood will run in rivers in the Fellreev. 
  If Grog and his backers seize control of the tribe, there 
  could be hell to pay in the forest… 
                                      Relationships with Other Groups                       
  The Dazark are not particularly interested in the 
  goings-on in the Bandit Kingdoms, unless it impinges 
  upon their clan.  They are not particularly fond of the 
  elves, nor do they care for Skannar Hendricks and his 
  men, but they are smart enough to form alliances when 
  it protects their interests. 
  Clan Member 
  Basic Clan member, often the unproven or non-
  combative members of the Tribe 
   
  Requirements:  
   
  Entry 
  • 
  4 ranks in Survival. 
   
  Yearly Cost:  
  • 
  Must pay 3 TU on the 1st AR of every 
  calendar year. 
   
  Limitations: 
  • 
  Must be Half-Orc, or Orc 
  • 
  May not be Lawful 
  • 
  Must reside in the Bandit Kingdoms 
  • 
  Orcish Disposition: The character suffers a –
  2 circumstance penalty to Diplomacy and 
  Gather Information checks. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  May learn two from the following list: 
  Extended Rage, Extra Rage, Instantaneous 
  Rage, Destructive Rage, Intimidating Rage, 
  Animal Defiance, Plant Defiance, Resist 
  Disease, Resist Poison, Shadow.  All other 
  requirements must still be met. 
  • 
  May prepare the divine spells brambles, curse 
  of the brute, spikes, weather eye. 
  • 
  May pay to have Fearsome added to an 
  existing magical suit of armor or a shield. 
  • 
  May purchase the following items after any 
  regional scenario: Wand of Cure Light 
  Wounds, Gauntlets of Ogre Power, and Boots 
  of Striding and Springing. 
  Organization Benefits: 
  • 
  Receives a +4 Competence bonus to Survival 
  checks when rolling to “live off the wild.” 
   
  Blooded Clan Member 
  Basic Clan member who has proven their value to the 
  tribe the Tribe 
   
  Requirements:  
   
  Entry 
  • 
  4 ranks in Survival. 
   
  Yearly Cost:  
  • 
  Must pay 5 TU on the 1st AR of every 
  calendar year. 
   
  Upgrade Cost:  
  • 
  If a PC is promoted to Blooded Clan Member 
  in the midst of the calendar year, he must 
  spend 2 TU with the tribe during the transition 
  to prove his worth. 
   
  Limitations: 
  • 
  Must be Half-Orc, or Orc 
  • 
  May not be Lawful 
  • 
  Must reside in the Bandit Kingdoms 
  • 
  Orcish Disposition: The character suffers a –
  2 circumstance penalty to Diplomacy and 
  Gather Information checks. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  May learn Knock-down and Monkey Grip.  
  Additionally they may learn one more from 
  the following list: Extended Rage, Extra Rage, 
  Instantaneous 
  Rage, 
  Destructive 
  Rage, 
  Intimidating Rage, Animal Defiance, Plant 
  Defiance, Resist Disease, Resist Poison, 
  Shadow.  All other requirements must still be 
  met. 
  • 
  May prepare the divine spells brambles, briar 
  web, curse of the brute, false bravado, spikes, 
  weather eye. 
  
   
  15 
  11/22/2003 
   
  • 
  May pay to have Fearsome added to an 
  existing magical suit of armor or a shield. 
  • 
  May purchase the following items after any 
  regional scenario: Wand of Cure Light 
  Wounds, Gauntlets of Ogre Power, Amulet of 
  Natural Armor +2, and Boots of Striding and 
  Springing. 
   
  Organization Benefits: 
  • 
  Receives a +4 Competence bonus to Survival 
  checks when rolling to “live off the wild.” 
  • 
  Blooded Members also become more attuned 
  to 
  their 
  surroundings 
  and 
  gain 
  a 
  +1 
  Competence bonus to Spot and Listen Checks 
  when in the Fellreev Forest. 
   
  Inner Circle Clan Member 
  Blooded Clan member that has shown leadership 
  capability and has earned the trust of the clan. 
   
  Requirements:  
   
  Entry 
  • 
  8 ranks in Survival. 
   
  Yearly Cost:  
  • 
  Must pay 7 TU on the 1st AR of every 
  calendar year. 
   
  Upgrade Cost:  
  • 
  If a PC is promoted to Inner Circle Clan 
  Member in the midst of the calendar year, he 
  must spend 2 TU with the tribe during the 
  transition to prove his worth. 
  One Time Cost: 
  • 
  During the initiation ritual, the PC must host a 
  feast for the clan costing no less than 400 gps. 
  Limitations: 
  • 
  Must be Half-Orc, or Orc 
  • 
  May not be Lawful 
  • 
  Must reside in the Bandit Kingdoms 
  • 
  Orcish Disposition: The character suffers a –
  2 circumstance penalty to Diplomacy and 
  Gather Information checks. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  May learn the feats Knock-down, Monkey 
  Grip, Power Critical, and Create Infusion.  
  Additionally they may learn one more from 
  the following list: Extended Rage, Extra Rage, 
  Instantaneous 
  Rage, 
  Destructive 
  Rage, 
  Intimidating Rage, Animal Defiance, Plant 
  Defiance, Resist Disease, Resist Poison, 
  Shadow.  All other requirements must still be 
  met. 
  • 
  PC may take levels in the prestige class 
  King/Queen of the wild. 
  • 
  May prepare the divine spells brambles, briar 
  web, curse of the brute, false bravado, spikes, 
  weather eye, regenerate circle, embrace the 
  wild. 
  • 
  May pay to have Fearsome added to an 
  existing magical suit of armor or a shield. 
  • 
  May pay to have the Animated special ability 
  added to a shield. 
  • 
  May pay to have the Exhausting special 
  ability added to a weapon. 
  • 
  May purchase the following items after any 
  regional scenario: Wand of Cure Light 
  Wounds, Gauntlets of Ogre Power, Amulet of 
  Natural Armor +2, Collar of Cleverness +3, 
  Torc of Animal Speech, Goggles of Following 
  (MOTW) and Cloak of the Forest (DOTF).  
  and Boots of Striding and Springing. 
   
  Organization Benefits: 
  • 
  Receives a +4 Competence bonus to Survival 
  checks when rolling to “live off the wild.” 
  • 
  Blooded Members also become more attuned 
  to 
  their 
  surroundings 
  and 
  gain 
  a 
  +1 
  Competence bonus to Spot and Listen Checks 
  when in the Fellreev Forest 
   
  Sub Chieftain 
  Inner Circle Clan member that has shown leadership 
  capability and has earned the trust of the clan. 
   
  Requirements:  
   
  Entry 
  • 
  10 ranks in Survival, 2 ranks in Diplomacy. 
   
  Yearly Cost:  
  • 
  Must pay 9 TU on the 1st AR of every 
  calendar year. 
   
  Upgrade Cost:  
  • 
  If a PC is promoted to Sub Chieftain in the 
  midst of the calendar year, he must spend 2 
  TU with the tribe during the transition to 
  prove his worth. 
   
  Limitations: 
  • 
  Must be Half-Orc, or Orc 
  • 
  May not be Lawful 
  • 
  Must reside in the Bandit Kingdoms 
  
   
  16 
  11/22/2003 
   
  • 
  Orcish Disposition: The character suffers a –
  2 circumstance penalty to Diplomacy and 
  Gather Information checks. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  May learn the feats Knock-down, Monkey 
  Grip, Power Critical, and Create Infusion.  
  Additionally they may know a total of three 
  from the following list: Extended Rage, Extra 
  Rage, Instantaneous Rage, Destructive Rage, 
  Intimidating Rage, Animal Defiance, Plant 
  Defiance, Resist Disease, Resist Poison, 
  Shadow.  All other requirements must still be 
  met. 
  • 
  In addition, PC’s may choose two feats from a 
  list of the following: Animal Control, Plant 
  Control, 
  Dwarf’s 
  Toughness, 
  Expert 
  Tactician, Chain Spell, Blindsight, Reach 
  Spell, Extra favored enemy, Multiattack, 
  Flyby Attack. 
  • 
  May prepare the divine spells brambles, briar 
  web, curse of the brute, false bravado, spikes, 
  weather eye, regenerate circle, embrace the 
  wild. 
  • 
  PC may take levels in the prestige class 
  King/Queen of the wild. 
  • 
  PC may take levels in the prestige class 
  Windrider. 
  • 
  PC may petition Triad for special mount type 
  • 
  May pay to have the Animated special ability 
  added to a shield. 
  • 
  May pay to have the Exhausting special 
  ability added to a weapon. 
  • 
  May purchase the following items after any 
  regional scenario: Wand of Cure Light 
  Wounds, Gauntlets of Ogre Power, Amulet of 
  Natural Armor +2, Collar of Cleverness +3, 
  Torc of Animal Speech, Goggles of Following 
  (MOTW), Cloak of the Forest (DOTF), Rod 
  of Thunder and Lightning, and Boots of 
  Striding and Springing. 
   
  Organization Benefits: 
  • 
  Receives a +4 Competence bonus to Survival 
  checks when rolling to “live off the wild.” 
  • 
  Blooded Members also become more attuned 
  to 
  their 
  surroundings 
  and 
  gain 
  a 
  +1 
  Competence bonus to Spot and Listen Checks 
  when in the Fellreev Forest 
   
  Clan Speaker 
  The clan member has risen to a stature of power topped 
  only by the Chieftan and equal to other Clan Speakers. 
  Requirements:  
   
  Entry 
  • 
  12 ranks in Survival, 4 ranks in Diplomacy. 
   
  Yearly Cost:  
  • 
  Must pay 11 TU on the 1st AR of every 
  calendar year. 
   
  Upgrade Cost:  
  • 
  If a PC is promoted to Clan Speaker in the 
  midst of the calendar year, he must spend 2 
  TU with the tribe during the transition to 
  prove his worth. 
   
  Limitations: 
  • 
  Must be Half-Orc, or Orc 
  • 
  May not be Lawful 
  • 
  Must reside in the Bandit Kingdoms 
  • 
  Orcish Disposition: The character suffers a –
  2 circumstance penalty to Diplomacy and 
  Gather Information checks. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  May learn the feats Giant’s Toughness, 
  Supernatural Critical, Dragon’s Toughness 
  Knock-down, Monkey Grip, Power Critical, 
  and Create Infusion.  Additionally they may 
  know a total of 3 from the following list: 
  Extended Rage, Extra Rage, Instantaneous 
  Rage, Destructive Rage, Intimidating Rage, 
  Animal Defiance, Plant Defiance, Resist 
  Disease, Resist Poison, Shadow.  All other 
  requirements must still be met. 
  • 
  In addition, PC’s may know a total of two 
  feats from a list of the following: Animal 
  Control, Plant Control, Dwarf’s Toughness, 
  Expert Tactician, Chain Spell, Blindsight, 
  Reach 
  Spell, 
  Extra 
  favored 
  enemy, 
  Multiattack, Flyby Attack. 
  • 
  PC may take levels in the prestige class 
  King/Queen of the wild. 
  • 
  PC may take levels in the prestige class 
  Windrider. 
  • 
  PC may petition Triad for special mount type 
  • 
  May pay to have the Animated special ability 
  added to a shield. 
  • 
  May pay to have the Exhausting special 
  ability added to a weapon. 
  • 
  May purchase the following items after any 
  regional scenario: Wand of Cure Light 
  Wounds, Gauntlets of Ogre Power, Amulet of 
  Natural Armor +2, Collar of Cleverness +3, 
  
   
  17 
  11/22/2003 
   
  Torc of Animal Speech, Goggles of Following 
  (MOTW), Cloak of the Forest (DOTF), Rod 
  of Thunder and Lightning, Gray Ironwood 
  Suit (MOTW), Amulet of Natural Armor +5, 
  Rod of Authority (DOTF), Vest of False Life 
  (S&F), Belt of Mighty Prowess (S&F), Rod of 
  Lordly Might, and Boots of Striding and 
  Springing. 
  • 
  May prepare the divine spells brambles, briar 
  web, curse of the brute, false bravado, spikes, 
  weather eye, regenerate circle, embrace the 
  wild, Protection from All Elements (Druid 6th 
  level MOTW), Thunder swarm (9th level 
  Druid spell MOTW), Nature’s Avatar (9th 
  level druid MOTW), Greater Call Lightning 
  (6th druid MOTW), Cloak of the Sea (5th 
  Druid MOTW)   
   
  Organization Benefits: 
  • 
  Receives a +4 Competence bonus to Survival 
  checks when rolling to “live off the wild.” 
  • 
  Blooded Members also become more attuned 
  to 
  their 
  surroundings 
  and 
  gain 
  a 
  +1 
  Competence bonus to Spot and Listen Checks 
  when in the Felreev Forest. 
   
  
   
  18 
  11/22/2003 
   
  Defenders of The Greenkeep 
   
  Of the forces of men who escaped the slaughter at 
  Steelbone Meadows, few have faired worse than the 
  self-styled “Defenders of the Greenkeep.”  These 
  loosely aligned bands of raiders occupy the sliver of 
  forestation between the Artonsomay River and the 
  darkened plains of the grim Fleichshriver.  Theirs is a 
  hard life of struggle as they must not only contend with 
  the fiendish remains of Iuz’s preeminent citadel in the 
  Combination of Free Lords, but also the indigenous 
  wood elf and orc tribes of the Fellreev, neither of 
  whom are sympathetic to their cause. 
   
  History 
   
  The years following the occupation of the Bandit 
  Lands were hardest on these men.  Few of them were 
  foresters and they lacked even the most basic woodland 
  skills of foraging and survival.  They were forced to 
  eek out an existence as raiders, striking out at all 
  potential targets.  Harassed by  the Dazark orcs of the 
  Artonsomay as well as the deadly sylvan elf clans of 
  the eastern Fellreev, these folk had few friends among 
  the Reyhu they could turn to.  And so for years they 
  found themselves trapped.  Poorly equipped, there was 
  no ready supply of even the most essential provisions 
  to fill their needs. No more than one or two camps 
  dared gather together for more than a day for fear of an 
  ambush by the Dazark or that a member of Iuz’s 
  Greater Boneheart would snuff them out on a whim.  
  Still, these men found pleasure in each other’s 
  company and appreciated with grim humor the straits 
  Olidammara had thrust upon them.   
   
  In more recent years their situation has improved, in 
  large part to Skannar Hendrick and his company at the 
  fort that share’s his name.  While the “Defenders” still 
  do not enjoy any formal alliance between the displaced 
  Reyhu and the elves of the Fanlareshen, they have 
  found a way to profit from mutual interests.  The 
  Defenders monitor the movements of the Dazark orcs 
  as well as comings and goings from the Fleichshriver 
  for the Reyhu and elves.  In turn, they receive basic 
  provisions.  It is an alliance built on desperate need, not 
  on good will or trust.  The Reyhu, even many of those 
  of Fort Hendrick, were once considered fair game by 
  these men and have not forgotten their mercenary 
  spirit.  With no central leadership to bind these 
  scattered bands of Defenders, they are cautious.  Not 
  all have faired so poorly and some continue to raid the 
  camps of their brothers’ allies.  If there were ever a 
  group to survive on their own terms, with no one to call 
  friend, it is the Defenders.  
   
  Organization 
   
  The Defenders are an odd lot.  They move freely 
  between camps and rarely make lasting friends.  They 
  refer to one another as brother, even though they may 
  never know the name of their companion.  Each of 
  them is aware that the next day may find them dead at 
  the hands of an orc or elf, which gives them a zest for 
  life and a care-free, almost reckless spirit.  They fight 
  like cornered animals with an intensity that rivals the 
  barbarians of the north.  They simply have nothing left 
  to lose.  They have a saying amongst their ranks: 
  “Death is easy.” 
   
  Brother of The Greenkeep 
  The vast majority of those who call themselves the 
  Defenders of the Greenkeep are simply the “brothers.”  
  For many of these dispossessed refugees struggling to 
  survive this is the only family they have left. 
   
  Requirements:  
   
  Entry: 
  • 
  Base Attack bonus of +1 or greater  
   
  One Time Cost  
  • 
  To prove your worth to your brothers a 
  donation of  100gp. 
  • 
  Your initial training you spend 2 TU. 
  Yearly Cost:  
  • 
  To support your brothers a donation of 100 gp 
  • 
  Time spent patrolling, 2 TU. 
   
  Benefits: 
   
  Proper Name: None 
  Population: 2,000 in scattered camps 
  Ruler: None (various leaders) 
  Government: None 
  Capital: None 
  Other Settlements: 
     None 
  Resources: None 
  Population: 70% humans, 10% half-
  elves, 5% half-orcs 5% sylvan elves. 
  Religions: Oldimarra. 
  Law: CN 
   
  
   
  19 
  11/22/2003 
   
  Access Benefits 
  • 
  Brothers may learn the following feats:  
  Brachiation, Dwarf’s Toughness, Faster 
  Healing, Greater Resiliency, Resist Poison, 
  and Shadow.  All other requirements must still 
  be met. 
  • 
  Brothers may purchase the following items 
  made from Darkwood: Heavy Wooden Shield, 
  Wood Armor, Bark Armor.  
  • 
  Brothers may purchase the following items 
  made from Bronzewood: Breastplate, Half-
  Plate, Splint Mail.  
  • 
  Brothers may purchase the following items 
  after any regional scenario:  Bark Armor, 
  Blowgun, Caber, Great Crossbow, Tumbling 
  Bolt, Wood Armor, Goggles of the Night, 
  Boots of Elvenkind, and Cloak of Elvenkind. 
   
  Organizational Benefits 
  • 
  Free Standard Lifestyle for regional scenarios. 
   
  
   
  20 
  11/22/2003 
   
  Red Planks 
   
  History 
  Originally formed by four Rhenee smuggling families 
  long before the Greyhawk wars, the Red Planks were 
  named for the distinctive keel boards that they used on 
  their river barges.  While the original purpose of the 
  Red Planks was smuggling contraband from country to 
  country while evading Customs and Revenue officers, 
  the organization took a different turn during the 
  Greyhawk Wars. 
   
  Most Rhenee attempted to stay neutral during the 
  Greyhawk wars, plying their boats up and down the 
  major rivers emptying into the Nyr Dyv.  The four 
  families of the Red Planks were based on the 
  Artonsamay River and felt the brunt of Iuz’s advances.  
  Trade was disrupted and smuggling became dangerous.  
  The Red Planks saw an opportunity to start smuggling 
  information and human cargo as the rich attempted to 
  flee from Iuz’s advances.  Soon, their web of 
  information required them to bring others into the 
  organization to provide a face for the organization, as 
  many people held a strong prejudice against the 
  Rhenee, even as they accepted their aid. 
   
  Eventually, the organization made a nearly fatal 
  mistake.  Their success in the face of Old Wicked’s 
  agents and the constant vision of the atrocities 
  committed by Iuz’s allies led them to take a public 
  stand against the Old One.  They agreed to ferry 
  supplies and reinforcements to Duke Geller of 
  Artonsamay as the armies of Iuz approached.  Their 
  mission was betrayed and there was a great slaughter as 
  most of the Red Planks went to the bottom of their 
  river that day under the massive magical assault that 
  eventually leveled the Duke’s castle and laid waste to 
  the entire Duchy.  Only a few in the original families 
  survived this assault and the subsequent purges, and 
  most of those only through the efforts of non-Rhenee 
  compatriots.  Those who survived did so only through 
  deception, disguise and illusion, as those who fought 
  died quickly and horribly.  Those few that survived 
  vowed Vendetta against Iuz and his minions.  Because 
  of the efforts of their non-Rhenee compatriots, their 
  organization has the occasional non-Rhenee member.   
   
  Since the purges, the organization has been driven 
  underground, never again taking a public stand for or 
  against the Old One.  In a diabolical move calculated to 
  drive a wedge between the Rhenee, Iuzite commanders 
  during the Greyhawk wars started to give captured 
  Rhenee women to their orcish and humanoid troops for 
  “entertainment”, claiming that because of the actions of 
  the Red Planks, no Rhenee were truly neutral.  Because 
  of this outrage, the Red Planks have nothing to do with 
  these bastard, half-orc offspring, nor will they allow 
  them into the organization.  This has also led to some 
  enmity with those Rhenee who worked so hard to stay 
  neutral in the wars. 
   
  Knowing that they could never survive the open use of 
  force against Iuz, Red Plank arcanists have specialized 
  in deception, favoring the schools of Illusion and 
  Enchantment.  The organization demands that their 
  arcanists eschew Necromancy in all its forms as they 
  see it as leading down the path to Hallorn.  They 
  discourage the use of Evocation as too noticeable.  
   
  Many fighters on the barges use the traditional weapon 
  of the Rhenee, the dharka.  They are both the muscle 
  and the front of the guild, allowing the organization to 
  continue its business activities in the face of the 
  Bonehearts’ continued suspicions.  Theirs is not an 
  easy life, and many of them have learned the tricks of 
  dirty fighting necessary to survive on the waterfront. 
   
  The primary information gatherers come from the 
  rogues and bards in the guild.  They arrange for the 
  transfer of information and the gathering of valuable 
  cargo (both human and information).  Many of the 
  wandering troupes of entertainers that are on the 
  caravan roads of the Oerth are actually Red Plank 
  information gatherers:  some Rhenee, some not. 
   
  Major Figures in the Red Planks 
   
  Captain Vassily Romiki is a male Rhenee in his 
  mid forties.  Captain Romiki has vowed to never set 
  foot on land in the Combination of Free Lords until the 
  Vendetta is completed.  He is renowned for his 
  knowledge of the river and its dangers.  It is Captain 
  Vassily that is in charge of the boats and all navigation, 
  although he defers to Mother Kanski and the Veth if 
  they see portents.  A story is told of how, in completion 
  of a vow, Captain Vassily had The Veth strike him 
  blind, then poled from Pieper’s Ferry to the Nyr Dyv in 
  a one man skiff.  Legend has it that he never even hit a 
  sandbar.  When he arrived at the mouth of the 
  Artonsamay, the only things in his boat were the pole, 
  his dharka and the heads of the fourteen hobgoblins 
  who had tried to kill him on his trip down the river. 
   
  Mother Kanski, Dreamweaver of the Clans is 
  ancient by human standards.  Mother Kanski is the 
  
   
  21 
  11/22/2003 
   
  only leader of the clans present when the Red Planks 
  were almost destroyed in the ambush by Iuz’s forces.  
  Unfortunately, her husband, three of her four children, 
  13 of her 18 grandchildren and 8 of her great 
  grandchildren were slain in the ambush.  It was Mother 
  Kanski who gathered the remnants of the organization 
  together, appointed Captain Romiki as the new leader 
  and declared Vendetta.  She holds no official power in 
  the clans, cares for no administrative duties (which are 
  all done by her daughters in law and grand daughters in 
  law), but is the final voice in any decision that she 
  partakes in.  This has lead to some friction with the 
  Veth of the clans, who is a relative newcomer to the 
  job. 
   
  Sonya Lusoschenko (The Veth) is relatively young 
  for a Veth.  Sonya replaced her aunt Tatiana as Veth 
  when Tatiana was captured during an inspection in 
  Stoink in early CY 592.  A group of Iuzite custom 
  inspectors planted a suspicious cargo and were getting 
  ready to confiscate the barge.  In the confusion, they 
  stumbled upon a wanted fugitive, and the entire crew 
  was arrested.  All except for Tatiana were executed 
  before the clans could act.  Tatiana is now held captive 
  in the Temple Grimacing in Stoink in the Gul Bortha, a 
  notorious prison complex.  The fact that Tatiana is 
  believed alive, and an unfortunate confrontation with 
  Mother Kanski early in her tenure, has weakened the 
  Veth.  She chafes that many go to Mother Kanski for 
  divination rather than the Veth, who is traditionally the 
  source of this information. 
   
  Shadow-weaver Tasha Kanski is a stunningly 
  beautiful female Rhenee in her early thirties.  Great-
  Granddaughter of mother Kanski, she lives on the 
  Pretska Livya (the laughing wave) with her all male 
  crew.  This crew is renowned amongst the clans not 
  only for their sailing prowess, but also for the quality 
  of their singing voices.  Unlike many of the Rhenee, 
  Tasha spent many years off the river, traveling with 
  circuses and wandering troupes of entertainers.  There, 
  she honed her skills of subtle magic and mind control.  
  There are still many towns within the Combination 
  where her performances are remembered as legendary.  
  She is acknowledged to have the most beautiful alto 
  voice ever to grace the clans. 
   
  Dmitri the Black, Shadow-master, male(?) Rhenee, 
  Age and alignment unknown.  As long as there has 
  been the Red Planks, there has been Dmitri the Black.  
  The assumption is that the new Shadow-master takes 
  this name, but few have ever seen him in his 
  undisguised form.  Some speculate that the current 
  Dmitri comes from the Norodnaya clan and is one of 
  Mother Kanski’s grandsons.  He coordinates the 
  tendrils of information that flows up and down the river 
  and makes sure that any information pertinent to the 
  clans gets where it needs to.  
   
  Relationships with other Organizations 
  in the Bandit Kingdoms: 
   
  The Red Planks maintain a wary business relationship 
  with the Thief’s guilds of Rookroost, Stoink and 
  Alhaster, as well as that of Radigast City in the County 
  of Urnst.  Due to certain conflicts between the 
  Rookroost and Stoink guilds, this has strained the 
  relationships with both guilds.  The Red Planks 
  consider themselves independent contractors and 
  attempt to stay out of the middle of these conflicts. 
   
  The rumor that certain of General Hok’s operatives 
  were preparing to make the Rhenee the fall guy for a 
  non-Rhenee smuggling operation in Alhaster has 
  strained the relations with this resistance organization.  
  Additionally, Mother Kanski was plying the river when 
  General Hok was general of the Horned Society and 
  remembers his atrocities from that time. 
   
  The Red Planks have been seen on the river next to the 
  Fellreev.  They do not speak of their activities, but 
  quite a bit of cargo from the river has recently been 
  seen in Fort Hendrix. 
   
  They have trading relationships with the Theocracy of 
  Dimre, occasionally providing the Theocracy with 
  information or goods in exchange for Phostwood. 
   
  Organization: 
  00. Red Plank Sympathizers 
   
  A. Red Planks Bargemen   
   
  1. Bargeman 
   
   
   
  2. Bosun  
   
   
  3. Mate  
   
   
  4. Captain 
  B. Red Planks Informants  
   
  1. Runner 
   
   
   
   
  2. Negotiator 
   
   
   
   
  3. Infiltrator 
   
   
   
   
  4. Shadow-master 
  C. Red Planks Arcanists   
   
  1. Entertainer 
   
   
   
  2.  Farseer 
   
   
   
  3.  Spell-weaver  
   
  4. Shadow-weaver 
  D. Red Planks Healers   
   
  1. Healer 
   
   
   
  2. Keeper of the Traditions 
   
  
   
  22 
  11/22/2003 
   
   
  3. Wise One 
   
   
   
   
  4. Dream-weaver 
   
  Red Plank Sympathizer 
   
  The Red Plank Sympathizer is a member of 
  the populace that has identified with the aims of the 
  Red Planks, whether to profit from their smuggling or 
  to hurt Iuz by helping the Vendetta.  They typically live 
  on the river and are a valuable source of information 
  and a vital conduit of smuggled goods into the interior 
  of the Artonsamay river basin. 
   
  Entry: 
   
  • 
  Race:  Any but half-orc. 
   
  One time cost:   
  • 
  100 gp “initiation fee”  
   
  Yearly cost:  
  • 
  100 gp in “expenses” and bribes. 
   
  Organizational Benefit:   
  • 
  Twice per year, the character may consider 
  themselves to have 1 IP with the Red Planks.  
  This IP will stack with any gained in 
  gameplay.  A character may never have more 
  than one IP gained in this way.   
   
  • 
  20% discount on any item listed in table 7-8 in 
  the PHB under the heading Special Substances 
  and Items.  
   
  Red Plank Bargeman 
  Red Plank Bargemen are the backbone of the 
  organization.  They run the boats and do the sailing, 
  being responsible for the day to day life of the barge, 
  which is their home.  The most traditional of the 
  groups, they are limited to those of Rhenee blood. 
   
  Entry: 
   
  • 
  Human (Rhenee or mixed), Half-elven 
  (Rhenee)  
  • 
  BAB:  +3 
  • 
  STR 13+ 
  • 
  Must have a home region that borders the 
  Artonsamay River (Bandit Kingdoms, County 
  of Urnst, The Pale or the Duchy of Tenh) 
  • 
  Any non-evil alignment 
  • 
  Must have 4 ranks in 3 of the following skills:  
  Handle Animal, Swim, Profession (sailor), 
  Climb, Use Rope 
   
  One Time Costs: 
  • 
  Bargemen must spend 4 TU “learning the 
  ropes”.   
  • 
  Must purchase a share in the barge 
  cooperative:  500 gp  
   
  Yearly costs:  Bargemen must spend at least 2 TU on 
  the barges each year  
   
  Limitations: 
  • 
  Bargemen have a deep seated distrust of orcs 
  and take a -2 circumstance modifier to 
  diplomacy checks with half-orcs   
   
  Benefits:    
   
  Access Benefits: 
  • 
  Bargemen may acquire the following feats:  
  Dirty Fighting, Death Blow, Feign Weakness, 
  Dual Strike 
  • 
  Bargemen may purchase the following items:  
  Ring of Swimming, Quaal’s Feather Token 
  (Swan Boat), Gauntlets of Ogre Power, 
  Gloves of Dexterity +2, Amulet of Health +2, 
  Gloves of Swimming and Climbing  
  • 
  Bargemen may purchase the following 
  mundane items:  harpoon, spinning javelin, 
  dharka 
  • 
  Bargemen may upgrade a weapon from a +1 
  to +2 magical enhancement 
   
  Organizational Benefits: 
  • 
  Bargemen receive a +2 competence bonus to 
  rope use while on a boat 
  • 
  Bargemen receive a +2 competence bonus to 
  swim checks made in running water 
  • 
  Bargemen receive a +2 competence bonus to 
  Profession (sailor) checks made while on the 
  Artonsamay River. 
  • 
  A Deck to Call Home:  Free Adventurer’s 
  standard lifestyle cost during regional 
  adventures 
   
  Red Plank Bosun 
  Red Plank Bosuns are the petty officers of the barges.  
  They have the skills and experience to keep the barges 
  off the sandbanks and negotiate the difficult waters of 
  the upper Artonsamay.  They also know their way 
  around the docks of the towns and villages up and 
  down the river, making them invaluable as the muscle 
  to enforce the will of the Veth.  The most traditional of 
  the groups, they are limited to those of Rhenee blood. 
   
  Entry: 
  
   
  23 
  11/22/2003 
   
   
  • 
  Human (Rhenee or mixed), Half-elven 
  (Rhenee)  
  • 
  BAB:  +6 
  • 
   STR 13+ 
  • 
  Must have a home region that borders the 
  Artonsamay River (Bandit Kingdoms, County 
  of Urnst, The Pale or the Duchy of Tenh) 
  • 
  Any non evil alignment 
  • 
  Must have 5 ranks in 3 of the following skills:  
  Handle Animal, Swim, Profession (sailor), 
  Climb, Use Rope 
  • 
  Must have the Precise Shot feat 
   
  One Time Costs: 
  • 
  Must purchase two additional shares in the 
  barge cooperative:  1000 gp  
  • 
  Membership in organization as Bargeman for 
  6 months  
   
  Yearly costs:   
  • 
  Bosuns must spend at least 3 TU on the 
  barges each year  
   
  Limitations: 
  • 
  Bosuns have a deep seated distrust of orcs and 
  take a -2 circumstance modifier to diplomacy 
  checks with half-orcs   
   
  Benefits:    
   
  Access Benefits: 
  • 
  Bosuns may acquire the following feats:  :  
  Prone attack, Expert Tactician, Hold the Line, 
  Improved Swimming, Dirty Fighting, 
  Deathblow, Feign Weakness, Dual Strike  
  • 
  Bosuns may purchase the following items:  
  Improved Ring of Swimming, Folding Boat, 
  Gauntlets of Ogre Power, Gloves of dexterity 
  +2, Amulet of health +2, Gloves of Swimming 
  and Climbing, Vest of Resistance +2, Amulet 
  of Mighty Fists +1, Amulet of Natural Armor 
  +2, Bottle of Air  
  • 
  Bosuns may purchase the following mundane 
  items:  harpoon, spinning javelin, dharka 
  • 
  Bosuns may upgrade a weapon from a +1 to 
  +2 magical enhancement 
  • 
  Bosuns may upgrade armor and shields from a  
  +1 to +2 magical enhancement 
  • 
  Bosuns may take levels in the prestige class 
  Vigilante 
   
  Organizational Benefits: 
  • 
  Bosuns receive a +2 competence bonus to 
  rope use while on a boat 
  • 
  Bosuns receive a +4 competence bonus to 
  swim checks made in running water 
  • 
  Bosuns receive a +4 competence bonus to 
  Profession (sailor) checks made while on the 
  Artonsamay River. 
  • 
  A Deck to Call Home:  Free Adventurer’s 
  standard lifestyle cost during regional 
  adventures 
   
   
  Red Plank Mate 
  Red Plank Mates are the captains of the barges of the 
  clans.  As such, they are the final word in all matters 
  pertaining to navigation, trade or seamanship.  They 
  defer only to the Captain Vassily and the Veth.  They 
  are the most powerful fighters in their crew, as the 
  captaincy of the boat is determined by merit, unless the 
  will of the Gods ordains otherwise through the 
  intervention of the Dreamweaver or the Veth.  No one 
  not of Rhenee blood may aspire to this rank in the 
  clans. 
   
  Entry: 
   
  • 
  Human (Rhenee or mixed), Half-elven 
  (Rhenee)  
  • 
  Special:  BAB:  +9,  STR 13+ 
  • 
  Special:  Must have a home region that 
  borders the Artonsamay River (Bandit 
  Kingdoms, County of Urnst, The Pale or the 
  Duchy of Tenh) 
  • 
  Any non evil alignment 
  • 
  Skills:  (must have 5 ranks in 3 of the 
  following):  Handle Animal, Swim, Profession 
  (sailor), Climb, Use Rope.   Must have two 
  ranks in Diplomacy and Knowledge:  local 
  (metaregion 3) 
  • 
  Feats:  Precise Shot, Exotic Weapon 
  Proficiency:  Dharka 
   
  One Time Costs: 
  • 
  Must purchase two additional shares in the 
  barge cooperative:  1000 gp  
  • 
  Membership in organization as Bosun for 6 
  months  
   
  Yearly costs:   Mates must spend at least 4 TU on the 
  barges each year  
   
  Limitations: 
  • 
  Mates have a deep seated distrust of orcs and 
  take a -2 circumstance modifier to diplomacy 
  checks with half-orcs   
   
  
   
  24 
  11/22/2003 
   
  Benefits:    
   
  Access Benefits: 
  • 
  Mates may acquire the following feats:  :  
  Prone attack, Expert Tactician, Hold the Line, 
  Improved Swimming, Dirty Fighting, 
  Deathblow, Feign Weakness, Dual Strike  
  • 
  Mates may purchase the following items:  
  Improved Ring of Swimming, Folding Boat, 
  Belt of Giant Strength +4, Gloves of dexterity 
  +2, Amulet of health +2, Gloves of Swimming 
  and Climbing, Vest of Resistance +2, Amulet 
  of Mighty Fists +2, Amulet of Natural Armor 
  +2, Bottle of Air, Cloak of the Manta Ray  
  • 
  Mates may purchase the following mundane 
  items:  harpoon, spinning javelin, dharka 
  • 
  Mates may upgrade a weapon from a +1 to 
  either a +2 or +3 magical enhancement 
  • 
  Mates may pay to have the Wounding special 
  ability placed upon an existing magical 
  weapon. 
  • 
  Mates may upgrade armor and shields from a  
  +1 to +2 magical enhancement 
  • 
  Mates may take levels in the prestige classes 
  Vigilante and  Dharkagaard 
   
  Organizational Benefits: 
  • 
  Mates receive a +4 competence bonus to rope 
  use while on a boat 
  • 
  Mates receive a +4 competence bonus to swim 
  checks made in running water 
  • 
  Mates receive a +4 competence bonus to 
  Profession (sailor) checks made while on the 
  Artonsamay River. 
  • 
  Mates receive a +2 competence bonus to 
  Knowledge:  local (metaregion 3) 
  • 
  A Deck to Call Home:  Free High lifestyle 
  cost during regional adventures 
   
  Red Plank Entertainer  
  Red Plank arcanists specialize in illusions and 
  misdirection.  The lowest level of the spell weavers is 
  the entertainer, who is often sent off away from the 
  rivers with groups of Rhenee performers to gather 
  information.  In the lower levels of the organization, 
  races other than Rhenee are admitted, but only Rhenee 
  can rise to the higher ranks.  Red Plank arcanists are 
  often sorcerors and bards, or more rarely wizards 
  specializing in illusion or divination magics. 
   
  Requirements:  
   
  Entry: 
  • 
  2 ranks in each of three skills from following 
  list: 
  Knowledge:local 
  (metaregion 
  3), 
  Perform, Bluff, and Gather Information. 
  • 
  Any race except half-orc. 
  • 
  Must have a home region that borders the 
  Artonsamay River (Bandit Kingdoms, County 
  of Urnst, The Pale or the Duchy of Tenh) 
  • 
  Must be able to cast 2nd level illusion spells 
  and Prestidigitation. 
   
  One Time Cost: 
  • 
  Time Units:  Entertainers must spend 2 TU 
  “learning their lines” 
  • 
  Gold: Must pay 200gp into the orphan’s fund 
   
  Yearly Cost:  
  • 
  Must spend at least 2 TU’s on the river with 
  the Rhenee per year. 
   
  Limitations: 
  • 
  Use of spells from the school of necromancy 
  is 
  currently 
  forbidden 
  to 
  Red 
  Plank 
  Entertainers by the Master Shadow-weaver. 
   
  Benefits: 
   
  Access Benefits 
  • 
  Entertainers may acquire the following feats:  
  Arcane Defense, Energy Substitution and 
  Lingering Song.  All other requirements must 
  still be met. 
  • 
  Entertainers may purchase the following 
  items: Headband of Intellect +2, Cloak of 
  Charisma +2, Circlet of Persuasion, Vest of 
  resistance +1, Brooch of shielding. 
  • 
  Entertainers may learn the following spells: 
  Indifference, filter, familiar pocket, gaze 
  screen. 
   
  Organizational Benefits 
  • 
  +2 Competence bonus to Bluff checks against 
  non Rhenee 
  • 
  +2 Competence bonus to Gather Information 
  skill checks in the Bandit Kingdoms 
  • 
  +2 Competence bonus to Perform (Fiddle or 
  Singing) skill checks. 
   
   
  Red Plank Farseer  
  The highest rank of arcanist available to those not of 
  the families, the farseer is tasked with helping to 
  maintain the illusion of normality when the caravan 
  
   
  25 
  11/22/2003 
   
  travels.  Farseers provide magical assistance to their 
  Negotiator brethren. 
   
  Requirements:  
   
  Entry: 
  • 
  4 ranks in each of three skills from following 
  list: 
  Knowledge:local 
  (metaregion 
  3), 
  Perform, Bluff, and Gather Information. 
  • 
  Any race except half-orc. 
  • 
  Must have a home region that borders the 
  Artonsamay River (Bandit Kingdoms, County 
  of Urnst, The Pale or the Duchy of Tenh) 
  • 
  Must be able to cast 3rd level illusion spells or 
  Clairvoyance. 
  • 
  Must have the feat:  Spell Focus (Illusion or 
  Divination) 
   
  One Time Cost: 
  • 
  Must have been an Entertainer for 6 months 
  • 
  Must purchase one share in the Caravan 
  cooperative for 500 gp 
   
  Yearly Cost:  
  • 
  Must spend at least 3 TU’s traveling with the 
  barges per year. 
   
  Limitations: 
  • 
  Use of spells from the school of necromancy 
  is currently forbidden to Red Plank Farseers 
  by the Master Shadow-weaver. 
   
  Benefits: 
   
  Access Benefits 
  • 
  Farseers may acquire the following feats:  
  Arcane Defense, Energy Substitution and 
  Lingering Song.  All other requirements must 
  still be met. 
  • 
  Farseers may purchase the following items: 
  Headband of Intellect +2, Cloak of Charisma 
  +2, Circlet of Persuasion, Vest of resistance 
  +2, brooch of shielding, Ring of Mind 
  Shielding, Ring of Feather Fall. 
  • 
  Farseers may learn the following spells: 
  Indifference, filter, familiar pocket, gaze 
  screen. 
  • 
  Farseers may take levels in the prestige class 
  Mindbender 
   
  Organizational Benefits 
  • 
  +4 Competence bonus to Bluff checks against 
  non Rhenee 
  • 
  +4 Competence bonus to Gather Information 
  skill checks in the Bandit Kingdoms 
  • 
  +4 Competence bonus to Perform (Fiddle or 
  Singing) skill checks. 
  • 
  A Deck to Call Home:  Free Adventurer’s 
  Standard lifestyle in regional adventures 
   
   
  Red Plank Spellweaver  
  Spellweavers are among the elite in the families.  They 
  are typically sorcerors or wizards of power who have 
  specialized in the arts of subterfuge.  Spellweavers are 
  the seers of the patterns, the ones in the families that 
  try to understand the entire political picture.  While 
  rarely in the front rank of negotiation, they are almost 
  always somewhere nearby. 
   
  Requirements:  
   
  Entry: 
  • 
  4 ranks in each of three skills from following 
  list: 
  Knowledge:local 
  (metaregion 
  3), 
  Perform, Bluff, and Gather Information.  Must 
  have 8 ranks in Knowledge:  Arcana 
  • 
  Human (Rhenee or mixed), Half-elven 
  (Rhenee)  
  • 
  Must have a home region that borders the 
  Artonsamay River (Bandit Kingdoms, County 
  of Urnst, The Pale or the Duchy of Tenh) 
  • 
  Must be able to cast a 5th level illusion. 
  • 
  Must have the feats Spell Focus and Greater 
  Spell Focus in one of the schools Illusion, 
  Divination or Enchantment 
   
  One Time Cost: 
  • 
  Must have been a Farseer for 6 months 
  • 
  Must purchase two additional shares in the 
  Caravan cooperative for 1000 gp 
   
  Yearly Cost:  
  • 
  Must spend at least 4 TU’s traveling with the 
  barges per year. 
   
  Limitations: 
  • 
  Use of spells from the school of necromancy 
  is 
  currently 
  forbidden 
  to 
  Red 
  Plank 
  Spellweavers by the Master Shadow-weaver. 
   
  Benefits: 
   
  Access Benefits 
  • 
  Spellweavers may acquire the following feats:   
  Arcane Defense, Energy Substitution, Widen 
  
   
  26 
  11/22/2003 
   
  spell, Cooperative spell.  All other 
  requirements must still be met. 
  • 
  Spellweavers may purchase the following 
  items: Headband of Intellect +4, Cloak of 
  Charisma +4, Circlet of Persuasion, Vest of 
  resistance +3, brooch of shielding, Ring of 
  Mind Shielding, Ring of Feather Fall, Cape of 
  the Manta Ray, Medallion of Thoughts, Ring 
  of Chameleon Power, Stone of Good Luck, 
  Cloak of Resistance +4, Bracers of Armor +3, 
  Boccob’s blessed book, Pearl of the Sirens, 
  Cloak of the bat, Periapt of proof against 
  poison  
  • 
  Spellweavers may learn the following spells: 
  Gaze screen, Otiluke’s Dispelling Screen, 
  Mordenkainen’s Private Sanctum, Energy 
  buffer  
  • 
  Spellweavers may take levels in the prestige 
  class Mindbender 
   
  Organizational Benefits 
  • 
  +4 Competence bonus to Bluff checks against 
  non Rhenee 
  • 
  +4 Competence bonus to Gather Information 
  skill checks in the Bandit Kingdoms 
  • 
  +4 Competence bonus to Perform (Fiddle or 
  Singing) skill checks. 
  • 
  +2 Competence bonus to Knowledge:  local 
  (metaregion 3) 
  • 
  +2 Competence bonus to Diplomacy checks in 
  the Bandit Kingdoms 
  • 
  A Deck to Call Home:  Free High lifestyle 
  cost in regional adventures 
   
  Red Plank Healer  
  Red Plank clerics start out as the healers of the families 
  and the keepers of the traditions.  As such, they are 
  more associated with the barges.  They are chosen from 
  the Rhenee to provide protection against the probes of 
  Iuz and to remind the people of their history and 
  traditions. 
   
  Requirements:  
   
  Entry: 
  • 
  4 ranks in each of four skills from following 
  list: Diplomacy, Heal, Knowledge:(History), 
  Knowledge 
  (Religion), 
  and 
  Profession 
  (Herbalist), Sense Motive. 
  • 
  Must either be Human (Rhenee or mixed) or 
  Half-elven (Rhenee). 
  • 
  Worship a deity that does not grant access to 
  the Death, Destruction, or Evil domains. 
  • 
  Ability to cast cure moderate wounds as a 
  divine spell. 
   
  One Time Cost: 
  • 
  Healers must spend 4 TU on the barges 
  “learning the ropes” 
  • 
  Gold: Must purchase a share in the barge 
  cooperative:  500 gp 
  • 
  Gold:  Must donate 200 gp to the Orphan’s 
  fund 
   
  Yearly Cost:  
  • 
  Must spend at least 2 TU’s on the river with 
  the Rhenee per year. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Red 
  Plank 
  Healers 
  may 
  purchase 
  the 
  following items: Periapt of Wisdom +2, Cloak 
  of Resistance +2, Wand of Cure Light 
  Wounds, and Wand of Cure Moderate 
  Wounds. 
  • 
  Red Plank Healers may pay for a +2 
  enhancement bonus to be placed on an 
  existing magical weapon. 
  • 
  Red Plank Healers may aquire the feats 
  Divine Resistance, Divine Cleansing, and 
  Empower Turning.  All other requirements 
  must still be met. 
  • 
  Red Plank Healers may prepare the following 
  spells: Burial Blessing, Divine Flame, Divine 
  Zephyr, and Blessed Aim. 
  • 
  Red Plank Healers may upgrade any +1 
  weapon to +2 magical enhancement. 
   
  Organizational Benefits: 
  • 
  +2 Competence bonus to Knowledge: History 
  skill checks pertaining to the Rhenee or the 
  History of the Artonsamay River Basin. 
  • 
  +2 Competence bonus to Heal checks 
  • 
  A Deck to Call Home: Red Plank Healers 
  have free Adventurer’s Standard Lifestyle for 
  every scenario played in the Bandit Kingdoms 
  region. 
   
   
  Red Plank Keeper of Traditions  
  The highest level that males can rise in the ranks of the 
  clerical circle, these are the keepers of traditions, 
  telling the tales of the ancestors to the boats so that 
  they do not forget either their ancestry or the Vendetta.  
  Powerful casters, they are both well respected and 
  protected by their crews.  They are typically in 
  
   
  27 
  11/22/2003 
   
  command of the trading activities on shore for the 
  barges. 
   
  Requirements:  
   
  Entry: 
  • 
  4 ranks in each of five skills from following 
  list: Diplomacy, Heal, Knowledge:(History), 
  Knowledge 
  (Religion), 
  and 
  Profession 
  (Herbalist), Sense Motive. 
  • 
  Must either be Human (Rhenee or mixed) or 
  Half-elven (Rhenee). 
  • 
  Worship a deity that does not grant access to 
  the Death, Destruction, or Evil domains. 
  • 
  Ability to cast cure serious wounds as a divine 
  spell. 
  • 
  Must have one of the following feats:  
  Negotiator, Iron Will, or Extra Turning 
   
  One Time Cost: 
  • 
  Must have been a Healer for 6 months. 
  • 
  Gold: Must purchase two additional shares in 
  the barge cooperative for 1000 gp 
   
  Yearly Cost:  
  • 
  Must spend at least 3 TU’s on the river with 
  the Rhenee per year. 
   
  Special: 
  • 
  Red Plank Keepers of Tradition share their 
  race’s deep seated distrust of orcs and must 
  take a -2 circumstance modifier to any 
  diplomacy checks with orcs or half-orcs. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Red Plank Keepers of Tradition may purchase 
  the following items: Collar of resistance +2, 
  Ring of Swimming, Wand of Cure Light 
  Wounds, Periapt of Wisdom +2, Cloak of 
  Resistance +2,  Pearl of Power (2nd level). 
  • 
  Red Plank Keepers of Tradition may pay for a 
  +2 enhancement bonus to be placed on an 
  existing magical weapon. 
  • 
  Red Plank Keepers of Tradition may pay for a 
  +2 enhancement bonus to be placed on an 
  existing suit of magical armor or a shield. 
  • 
  Red Plank Keepers of Tradition may acquire 
  the feats Divine Resistance, Empowered 
  Turning, Divine Cleansing, Plant Defiance, 
  Divine Vigor, Improved Swimming, Heighten 
  Turning.  All other requirements must still be 
  met. 
  • 
  Red Plank Keepers of Tradition may prepare 
  the 
  following 
  spells: 
  Regenerate 
  Light 
  Wounds, False Bravado, Knife Spray, Flame 
  of Faith, Burial Blessing, Divine Flame, 
  Blessed Aim, Divine Zephyr   
  • 
  Red Plank Keepers of Tradition may take 
  levels in the prestige class Veth. 
   
  Organizational Benefits: 
  • 
  +4 Competence bonus to Knowledge: History 
  skill checks pertaining to the Rhenee or the 
  History of the Artonsamay River Basin. 
  • 
  +4 Competence bonus to Heal checks 
  • 
  +2 Competence bonus to Knowledge:  local 
  (Metaregion 3) 
  • 
  A Deck to Call Home: Red Plank Keepers of 
  Tradition have free Adventurer’s Standard 
  Lifestyle for every scenario played in the 
  Bandit Kingdoms region. 
   
   
   
  Red Plank Wise One  
  These women are the primary assistants to the Veth 
  and the symbol of the Veth’s authority on each of the 
  boats.  They are the keepers of the traditions and tales 
  of the folk, keeping the Vendetta alive and the folk 
  focused upon the long term mission of the clans. 
   
  Requirements:  
   
  Entry: 
  • 
  4 ranks in each of five skills from following 
  list: Diplomacy, Heal, Knowledge:(History), 
  Knowledge 
  (Religion), 
  and 
  Profession 
  (Herbalist), Sense Motive.  Must have 8 ranks 
  in Diplomacy. 
  • 
  Must either be Human (Rhenee or mixed) or 
  Half-elven (Rhenee). 
  • 
  Must be female 
  • 
  Worship a deity that does not grant access to 
  the Death, Destruction, or Evil domains. 
  • 
  Ability to cast Mass cure light wounds as a 
  divine spell. 
  • 
  Must have one of the following feats:  
  Negotiator, Iron Will, or Extra Turning 
   
  One Time Cost: 
  • 
  Must have been a Keeper of Traditions for 6 
  months. 
  • 
  Gold: Must purchase two additional shares in 
  the barge cooperative for 1000 gp 
   
  
   
  28 
  11/22/2003 
   
  Yearly Cost:  
  • 
  Must spend at least 4 TU’s on the river with 
  the Rhenee per year. 
   
  Special: 
  • 
  Red Plank Wise Ones share their race’s deep 
  seated distrust of orcs and must take a -2 
  circumstance modifier to any diplomacy 
  checks with orcs or half-orcs. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Red Plank Wise Ones may purchase the 
  following items: Collar of resistance +2, Ring 
  of Swimming, Wand of Cure Light Wounds, 
  Periapt of Wisdom +2, Cloak of Resistance 
  +2,  Pearl of Power (2nd level), Periapt of 
  Wisdom +4, Ring of water walking, Ring of 
  mind shielding, Bottle of Air, Pearl of the 
  Sirens, Periapt of Wound Closure. 
  • 
  Red Plank Wise Ones may pay for a +3 
  enhancement bonus to be placed on an 
  existing magical weapon. 
  • 
  Red Plank Wise Ones may pay for the 
  Disruption special ability to be placed upon an 
  existing magical weapon. 
  • 
  Red Plank Wise Ones may acquire the feats 
  Divine 
  Resistance, 
  Empowered 
  Turning, 
  Divine Cleansing, Plant Defiance, Divine 
  Vigor, 
  Improved 
  Swimming, 
  Heighten 
  Turning, Reach Spell, Quicken Turning.  All 
  other requirements must still be met. 
  • 
  Red Plank Wise Ones may prepare the 
  following spells: Regenerate Light Wounds, 
  False Bravado, Knife Spray, Flame of Faith, 
  Burial Blessing, Divine Flame, Blessed Aim, 
  Divine 
  Zephyr, 
   
  Recitation, 
  Unfailing 
  Endurance, Bear’s Heart, Cloak of the Sea, 
  Regenerate Moderate Wounds, Regenerate 
  Serious Wounds   
  • 
  Red Plank Wise Ones may take levels in the 
  prestige class Veth. 
  • 
  Red Plank Wise Ones may take levels in the 
  prestige class Queen of the Wild (Marsh). 
   
  Organizational Benefits: 
  • 
  +4 Competence bonus to Knowledge: History 
  skill checks pertaining to the Rhenee or the 
  History of the Artonsamay River Basin. 
  • 
  +4 Competence bonus to Heal checks 
  • 
  +2 Competence bonus to Knowledge:  local 
  (Metaregion 3) 
  • 
  +2 Competence bonus to Diplomacy checks 
  when in the Artonsamay River basin (does not 
  apply to orcs and half-orcs). 
  • 
  A Deck to Call Home: Red Plank Wise Ones 
  have free High Lifestyle for every scenario 
  played in the Bandit Kingdoms region. 
   
   
   
   
   
   
  Red Plank Runner 
  Red Plank Runners are the lowest rank in the 
  information service that the Red Planks thrive upon.  
  As such, there are many members who are only loosely 
  affiliated with the river culture.  It is not unusual to 
  find halflings, gnomes, and the occasional dwarf or elf 
  in the organization. 
   
  Requirements:  
  • 
  +2d6 Sneak Attack or the ability to use Bardic 
  Music  
  • 
  Intelligence 13+ 
  • 
  Must have a home region that borders the 
  Artonsamay River (Bandit Kingdoms, County 
  of Urnst, The Pale or the Duchy of Tenh) 
   
  • 
  4 ranks in each of seven skills from following 
  list: Perform, Bluff, Diplomacy, Gather 
  Information, 
  Disguise, 
  Forgery, 
  Tumble, 
  Knowledge:  local (metaregion 3), Escape 
  Artist, Sleight of Hand, Sense Motive. 
  • 
  Must have a non evil alignment 
  • 
  Any race except half-orc. 
   
  One Time Cost: 
  • 
  Time Units: Red Plank Runners must spend 4 
  TU “learning the lay of the land” 
  • 
  Gold: Must pay 200gp into the orphan’s fund. 
   
  Yearly Cost:  
  • 
  Must spend at least 2 TU’s on the river with the 
  Rhenee per year. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Runners may acquire the feats Death Blow, 
  Arterial Strike, and Expert Tactician.  All 
  other requirements must still be met 
  • 
  Runners may purchase the following items: 
  Hat of Disguise, Slippers of Spider Climb, 
  Gloves of Dexterity +2, Vest of Escape.   
  • 
  Runners receives a 20% discount on allowed 
  items from table 7-9 in the PHB under the 
  heading Special Substances and Items. 
  
   
  29 
  11/22/2003 
   
  • 
  Runners may pay for a +2 enhancement bonus 
  to be placed on an existing magical weapon. 
   
  Organization Benefits: 
  • +2 Competence bonus to Disguise, Sense 
  Motive and Gather Information skill checks 
  in cities in the Artonsamay River Basin 
   
   
  Red Plank Negotiator 
  The senior rank available to those not of the “families”, 
  the Red Plank Negotiator is often an important figure 
  in one of the caravans traveling the roads of the Oerth.  
  They have proved their abilities in gathering the 
  information that keep the organization going, and are a 
  trusted and vital link to the non-Rhenee society at large 
   
  Requirements:  
  • 
  +4d6 Sneak Attack or the ability to use Bardic 
  Music ability “Inspire Competence”  
  • 
  Intelligence 13+ 
  • 
  Must have a home region that borders the 
  Artonsamay River (Bandit Kingdoms, County 
  of Urnst, The Pale or the Duchy of Tenh) 
  • 
  8 ranks in each of four skills from following 
  list: Perform, Bluff, Diplomacy, Gather 
  Information, 
  Disguise, 
  Forgery, 
  Tumble, 
  Knowledge:  local (metaregion 3), Escape 
  Artist, Sleight of Hand, Sense Motive. 
  • 
  Must have a non evil alignment 
  • 
  Any race except half-orc. 
   
  One Time Cost: 
  • 
  Red Plank Negotiators  must have been a 
  Runner for 6 months 
  • 
  Gold: Must buy a share in the caravan 
  cooperative. 
   
  Yearly Cost:  
  • 
  Must spend at least 3 TU’s on the river with the 
  Rhenee per year. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Negotiators may acquire the feats Death 
  Blow, Arterial Strike, and Expert Tactician.  
  All other requirements must still be met 
  • 
  Negotiators may purchase the following 
  items: Hat of Disguise, slippers of spider 
  climb, gloves of dexterity +2, Vest of Escape, 
  Cloak of Charisma +2, Vest of Resistance +2.   
  • 
  Negotiators receives a 20% discount on 
  allowed items from table 7-9 in the PHB 
  under the heading Special Substances and 
  Items. 
  • 
  Negotiators have access to the Virtuoso 
  prestige class 
  • 
  Negotiators may pay for a +2 enhancement 
  bonus to be placed on an existing magical 
  weapon. 
   
  Organization Benefits: 
  • +4 Competence bonus to Disguise, Sense 
  Motive and Gather Information skill checks 
  in cities in the Artonsamay River Basin 
  • An Honored Place in the Tent:  Negotiators 
  obtain free Adventurer’s Standard Lifestyle 
  costs in regional adventures. 
   
   
   
  Red Plank Infiltrator 
  These powerful members of the Rhenee clans are in 
  charge of organizing the information flow that comes 
  in from the various sources.  They are typically given 
  the hardest, most dangerous assignments.  Only the 
  most trusted operatives with blood ties to the 
  leadership can ever aspire to this rank in the 
  organization. 
   
  Requirements:  
  • 
  +5d6 Sneak Attack or the ability to 
  spontaneously cast Clairvoyance  
  • 
  Intelligence 13+ 
  • 
  Must have a home region that borders the 
  Artonsamay River (Bandit Kingdoms, County 
  of Urnst, The Pale or the Duchy of Tenh) 
  • 
  11 ranks in each of four skills from following 
  list: Perform, Bluff, Diplomacy, Gather 
  Information, 
  Disguise, 
  Forgery, 
  Tumble, 
  Knowledge:  local (metaregion 3), Escape 
  Artist, Sleight of Hand, Sense Motive. 
  • 
  Must have a non evil alignment 
  • 
  Human (Rhenee or mixed) or Half-elf 
  (Rhenee). 
  • 
  Must have one of the following feats:  Spring 
  Attack or Spell focus (Illusion or Divination) 
   
  One Time Cost: 
  • 
  Red Plank Infiltrators  must have been a 
  Negotiator for 6 months 
  • 
  Red Plank Infiltrators must buy two additional 
  shares in the caravan cooperative for 1000 gp. 
   
  Yearly Cost:  
  • 
  Must spend at least 4 TU’s on the river with the 
  Rhenee per year. 
  
   
  30 
  11/22/2003 
   
   
  Benefits: 
   
  Access Benefits: 
  • 
  Infiltrators may acquire the feats Death Blow, 
  Arterial Strike, Shadow and Expert Tactician.  
  All other requirements must still be met 
  • 
  Infiltrators may purchase the following items: 
  Hat of Disguise, slippers of spider climb, 
  gloves of dexterity +2 Competence Bonus, 
  gloves of dexterity +4, Vest of Escape, cloak 
  of charisma +2, Cloak of Charisma +4, Vest 
  of Resistance +2, Vest of Resistance +3, Ring 
  of Mind Shielding, Harp of Charming, Cloak 
  of the Arachnid, Ring of Chameleon Power.   
  • 
  Infiltrators receives a 20% discount on 
  allowed items from table 7-9 in the PHB 
  under the heading Special Substances and 
  Items. 
  • 
  Negotiators have access to the Virtuoso 
  prestige class 
  • 
  Negotiators have access to the Spymaster 
  prestige class 
  • 
  Negotiators may pay to add the Wounding 
  special ability to an existing magical weapon. 
  • 
  Infiltrators may pay for a +2 enhancement 
  bonus to be placed on an existing magical 
  weapon. 
   
  Organization Benefits: 
  • +4 Competence bonus to Disguise, Sense 
  Motive and Gather Information skill checks 
  in cities in the Artonsamay River Basin 
  • +2 Competence bonus to Diplomacy checks 
  against those not orc or half-orc. 
  • +2 Competence bonus to Bluff checks against 
  non Rhenee 
  • An Honored Place in the Tent:  Negotiators 
  obtain free High Lifestyle costs in regional 
  adventures. 
   
  
   
  31 
  11/22/2003 
   
  
   
  32 
  11/22/2003 
   
  The Gonagin Clan 
   
  The Gonagin Clan is the most widespread and 
  infamous group of halflings within the former 
  Combination of Free Lords.  Driven by their disdain 
  for the taller races, the Gonagin’s strive towards 
  beating the world on their own terms. 
  History 
  Although not native to the lands that would become the 
  Bandit Kingdoms, halflings migrated to the region 
  during the same period as the rise of the first Free 
  Lords.  Settling along the northern shore of the Nyr 
  Dyv, halflings built communities around their farms 
  and ranches.  In the beginning, these communities were 
  frequently the victims of raids by bandits and 
  humanoids from the hills, but over time the hobniz (as 
  they were known to the native Flan) were able to barter 
  with the bandits for protection in exchange for crops, 
  cattle, and halfling scouts.  In the years leading up to 
  the Greyhawk Wars, it was not at all unusual for a band 
  of halfling slingers to accompany Reyhu raiders across 
  the border into the Shield Lands. 
   
  During the Greyhawk Wars, the relationship between 
  the halflings and the Reyhu was destroyed.  While the 
  details are sketchy at best, it is known that a mixed 
  settlement of Reyhu and halflings named Mercy’s 
  Bluff was in the path of one of the Old One’s invading 
  armies.  In the night prior to the battle, the Reyhu 
  disappeared leaving the hobniz to face the invaders 
  alone.  The halflings were slaughtered almost to a man, 
  while the Reyhu fled north towards the Fellreev Forest 
  and east into the Rift Canyon. 
   
  A few halflings survived and were able to pass on the 
  tale of the Reyhu betrayal to other halfling 
  communities along the southern border.  Many farms 
  were abandoned in the following weeks as halflings 
  began to disappear into the wilderness.  For a time after 
  the Treaty of Greyhawk, it was rare to see a halfling 
  outside of Rookroost or Stoink in the Bandit 
  Kingdoms. 
   
  In the meantime, there was a purge among the Reyhu 
  as Skannar Hendricks expelled or killed the more 
  malevolent bandits under him in order to secure an 
  alliance with the Fanlarashan Elves.  Many of those 
  responsible for the massacre at Mercy’s Bluff were put 
  to the sword during the purge, while others changed 
  behavior to suit Hendricks agenda.  By the late 580’s, 
  most of the Reyhu had forgotten the betrayal at 
  Mercy’s Bluff. 
   
  In 589 CY, halflings began to return from the 
  wilderness calling themselves the Gonagin Clan.  The 
  hin (as they call themselves, for they do not see 
  themselves as half of anything) renewed their contacts 
  with their kin that had remained in the cities and began 
  to seek revenge on the doublings (humans and other 
  tall races) that betrayed them a decade ago.   
  Activities 
  The Gonagin’s have their fingers in many different 
  pies.  A large number of them are involved in criminal 
  activities in Rookroost (unconfirmed, of course) 
  conceivably to use the resources of the city’s 
  underworld for their own benefit.  They work hard to 
  protect the hin, although they have little patience for 
  “stilts”, halflings who seek to emulate humans or other 
  tall races. 
   
  The Gonagin’s are known to visit orphanages, not only 
  in the Bandit Kingdoms, but also in some of the 
  neighboring nations and adopt orphaned halflings to 
  bring into the clan. 
   
  Organization 
  The greatest division within the Gonagin’s is between 
  those who live in the wild and those who remain in the 
  cities.  It has been codified somewhat within the clan, 
  with each sect dedicated to one of the patron deities of 
  the Clan. 
   
  The Thorn Sect, dedicated to Sheela Peryroyl, is 
  largely made up of hin rangers and druids.  Operating 
  out of the southern plains and the eastern Tangles, the 
  Thorn sect is the most dedicated towards revenge on 
  the Reyhu, as they have passed on the stories of the 
  Betrayal as part of their ceremonial rituals for the last 
  decade. 
   
  Following Brandobaris’ spirit, the Foot Sect is based 
  out of the Gonagin House in Rookroost.  A mix of 
  rogues, warriors, and arcanists, the Foot Sect is most 
  interested in embarrassing doublin’s as a whole, while 
  improving the lives of the hin they support.  Much of 
  the efforts of the Foot are directed towards obtaining 
  the resources the clan as a whole requires to continue 
  their activities. 
   
  While not a true sect within the Gonagin’s, there is a 
  small group dedicated to Urogalan, the hin god of 
  death.  They consider it their task to record the tales of 
  the hin that have lived and died in service to the clan, 
  for others to remember and emulate. 
  
   
  33 
  11/22/2003 
   
   
  In addition to the divisions within the clan, there is a 
  definite hierarchy as well.  Although the majority of 
  Gonagin’s are not actually related by blood, the clan 
  uses familial titles to track the position of a hin within 
  the group.  Unproven members are frequently referred 
  to as “distant relations”, while the majority of the clan 
  are “cousins”.  The most dedicated members of the 
  sects are “brothers” or “sisters” and respected elders 
  and leaders are “aunts” and “uncles”. 
   
  Several members of the clan have been sent on 
  missions outside of the Combination.  Although they 
  are burdened with the task of frequently returning 
  home to report on their efforts, their services are 
  recognized and they are permitted to advance within 
  the family normally (i.e. members of the Gonagin Clan 
  who reside outside the Bandit Kingdoms region may 
  advance within the organization as if they lived in-
  region.) 
   
  Symbol 
  The symbol of the Gonagin Clan is a black open-
  fingered handprint on a green field.  In addition, the 
  Thorn and Foot sects frequently use the symbols of 
  their patron deities in situations where outsiders are 
  unlikely to observe. 
   
  Prominent Members 
  “Grampa” Gonagin is a surly old hin and the oldest 
  member of the Clan, as he is the only survivor of the 
  Reyhu betrayal still alive today.  Unfortunately, time 
  has not been kind to him and his memory and wits have 
  become confused.  He now lives at the Gonagin House 
  in Rookroost, attended by a follower of Urogalan. 
   
  Uncle Warsee Gonagin remains in the Tangles most of 
  the year, tending to his gardens and a small hidden 
  shrine to Sheela Peryroyl.  He also oversees the 
  training den where the riding wolves of the Thorn sect 
  are raised. 
   
  Relationship with Other Organizations 
  Fort Hendricks:  Although Skannar Hendricks and his 
  men killed or expelled many of the Reyhu responsible 
  for the betrayal at Mercy’s Bluff, many of the bandits 
  remain sheltered within the forest walls of the Fellreev.  
  Never forgetting or forgiving the Reyhu, the Gonagin’s 
  alternately blame Hendrick’s for harboring criminals or 
  for denying them their revenge on the Reyhu leaders of 
  Mercy’s Bluff. 
   
  Rookroost Thieves Guild:  Many members of the 
  Gonagin’s have allied themselves with the underworld 
  of Rookroost.  With their natural talents for stealth, the 
  hin have been able to gain rank within the guild 
  unimpeded by their race or stature.  However, the hin 
  recognize that the Guild is a doubling organization, and 
  work hard to ensure that they owe no debts or favors to 
  it or its leaders. 
   
   
  Distant Relation of the Gonagin Clan 
  Dividing themselves along familial ranks, Distant 
  Relations are the least experienced and trustworthy 
  members of the clan.  Observed and tested by the elder 
  hin, the distant relations are the chaff from which the 
  Gonagins are sifted. 
   
  Requirements: 
  • 
  Must be a Halfling (any subrace) 
  • 
  Must receive an invitation to join, either from 
  a Cousin or higher member of the clan or by 
  expending 2 IP with the Clan. 
   
  One Time Cost: 
  • 
  Time Units: 3 
   
  Yearly Cost: 
  • 
  Time Units: 2 
  • 
  Distant Relations must pay a kickback (tithe) 
  of 5% for all scenarios played. 
   
  Limitations: 
  • 
  Gonagins suffer a –1 circumstance penalty to 
  Diplomacy checks with Doublins (humanoids 
  greater than small in size). 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Gonagins may acquire the feats Clever 
  Wrestling, Close Quarters Fighting, Dual 
  Strike, 
  Hamstring, 
  Plant 
  Defiance, 
  and 
  Sanctum Spell.  All other requirements must 
  still be met. 
  • 
  Distant Relations may purchase the following 
  items: Alter Case (spruce), Boots of Striding 
  and Springing, Brooch of Shielding, Circlet of 
  Persuasion, Cloak of Resistance +2, Collar of 
  Resistance 
  +2, 
  Compact 
  Prayer 
  Book, 
  Darkwood Mighty Composite Longbow, Dust 
  of Disappearance, Glowpowder, Halfling 
  Skiprock, Potion of Nondetection, Rope of 
  Climbing, Scentbreaker, Suregrip, Vest of 
  Escape, Wire Garrote.  Note: all size 
  dependant items are halfling-sized.  Weapons 
  
   
  34 
  11/22/2003 
   
  are available as normal, masterwork, and 
  with a +1 enhancement bonus. 
   
  Organizational Benefits: 
  • 
  Gonagin House: During scenarios taking place 
  in the Bandit Kingdoms, Gonagins receive a 
  100% discount to Standard lifestyle. 
  • 
  Among Family:  Distant Relations have a 
  permanent influence point that may be 
  redeemed once per scenario.  Members of the 
  Gonagin Clan may always keep and spend 
  influence with the clan, regardless of other 
  effects. 
   
  Cousin of the Gonagin Clan 
  Having had opportunity to prove themselves, Cousins 
  are largely left to follow their own path.  However, 
  their dedication to the clan ensures that where the 
  elders call, the Cousins will rally. 
   
  Requirements: 
  • 
  Must serve as a Distant Relation of the 
  Gonagin Clan for six months (real time). 
  • 
  +5 Base Attack, +3d6 Sneak Attack, or the 
  ability to cast 3rd level or higher spells. 
   
  Yearly Cost: 
  • 
  Time Units: 5 
  • 
  Cousins must pay a kickback (tithe) of 5% for 
  all scenarios played. 
   
  Limitations: 
  • 
  Gonagins suffer a –1 circumstance penalty to 
  Diplomacy checks with Doublins (humanoids 
  greater than small in size). 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Gonagins may acquire the feats Clever 
  Wrestling, Close Quarters Fighting, Dual 
  Strike, 
  Hamstring, 
  Plant 
  Defiance, 
  and 
  Sanctum Spell.  All other requirements must 
  still be met. 
  • 
  Cousins gain access to the following spells: 
  Briar Web, Divine Zephyr, Embrace the Wild, 
  Indifference, 
  Mass 
  Darkvision, 
  Nature’s 
  Balance, Recitation, and Sonic Orb. 
  • 
  Cousins may purchase the following items: 
  Alter Case (spruce), Boots of Striding and 
  Springing, Bracers of Health +2, Brooch of 
  Shielding, Circlet of Persuasion, Cloak of 
  Resistance +3, Collar of Resistance +3, 
  Compact Prayer Book, Darkwood Mighty 
  Composite Longbow, Dust of Disappearance, 
  Gloves 
  of 
  Dexterity 
  +2, 
  Glowpowder, 
  Halfling Skiprock, Potion of Nondetection, 
  Rope of Climbing, Salve of Slipperiness, 
  Scentbreaker, Suregrip, Vest of Escape, Wire 
  Garrote.  Note: all size dependant items are 
  halfling-sized.  Weapons are available as 
  normal, 
  masterwork, 
  or 
  with 
  a 
  +1 
  enhancement bonus. 
  • 
  Cousins may pay for the Bane special ability 
  to be placed on an existing magical weapon.  
  The subtype selected for the Bane weapon 
  must be for a humanoid race. 
   
  Organizational Benefits: 
  • 
  Gonagin House: During scenarios taking place 
  in the Bandit Kingdoms, Gonagins receive a 
  100% discount to Standard lifestyle. 
  • 
  Among Family:  Cousins have a permanent 
  influence point that may be redeemed once 
  per scenario.  Members of the Gonagin Clan 
  may always keep and spend influence with the 
  clan, regardless of other effects. 
   
  Foot Brother/Sister of the Gonagin Clan 
  Requirements 
  • 
  Must serve as a Cousin of the Gonagin Clan 
  for one year (real time). 
  • 
  +9 Base Attack or +5d6 sneak attack or ability 
  to cast 5th level or higher spells. 
  • 
  A Gonagin may belong to either the Foot or 
  Thorn sects, but not both. 
   
  Yearly Cost: 
  • 
  Time Units: 8 
  • 
  Thorns must pay a kickback (tithe) of 10% for 
  all scenarios played. 
   
  Limitations: 
  • 
  Foot Kin suffer a –2 circumstance penalty to 
  Diplomacy checks with Doublins (humanoids 
  greater than small in size). 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Foot Kin may acquire the feats Charlatan, 
  Clever Wrestling, Close Quarters Fighting, 
  Cooperative Spell, Dash, Death Blow, Divine 
  Vigor, Dual Strike, Expert Tactician, Fleet of 
  Foot, Hamstring, Plant Defiance, Reach Spell, 
  and Sanctum Spell.  All other requirements 
  must still be met. 
  
   
  35 
  11/22/2003 
   
  • 
  Foot Kin gain access to the following spells: 
  Divine Zephyr, Energy Buffer, Filter, Ghost 
  Form, 
  Indifference, 
  Mass 
  Darkvision, 
  Recitation, and Sonic Orb. 
  • 
  Foot Kin may purchase the following items: 
  Alter Case (spruce), Amulet of Natural Armor 
  +3, Belt of Giant Strength +4, Belt of Many 
  Pouches, Boots of Striding and Springing, 
  Bracers of Health +4, Brooch of Shielding, 
  Cloak of Charisma +4, Cloak of Resistance 
  +4, Collar of Resistance +4, Compact Prayer 
  Book, 
  Darkwood 
  Mighty 
  Composite 
  Longbow, Figurine of Wondrous Power 
  (Onyx Dog), Gloves of Dexterity +4, 
  Glowpowder, Halfling Skiprock, Headband of 
  Intellect +4, Immovable Rod, Periapt of 
  Wisdom +4, Potion of Nondetection, Ring of 
  Freedom of Movement, Ring of Protection +3, 
  Rope of Climbing, Scentbreaker, Suregrip, 
  Wire Garrote.  Note: all size dependant items 
  are halfling-sized.  Weapons are available as 
  normal, 
  masterwork, 
  or 
  with 
  a 
  +1 
  enhancement bonus. 
  • 
  Foot Kin may pay for the bane or defending 
  special abilities to be placed on an existing 
  magical weapon.  The subtype selected for the 
  Bane weapon may either be a humanoid race 
  or monstrous humanoid. 
   
  Organizational Benefits: 
  • 
  Gonagin House: During scenarios taking place 
  in the Bandit Kingdoms, Foot Kin receive a 
  100% discount to Rich lifestyle. 
  • 
  Among Family:  Foot Kin have a permanent 
  influence point that may be redeemed once 
  per scenario.  Members of the Gonagin Clan 
  may always keep and spend influence with the 
  clan, regardless of other effects. 
   
  Thorn Brother/Sister of the Gonagin Clan 
  Requirements 
  • 
  Must serve as a Cousin of the Gonagin Clan 
  for one year (real time). 
  • 
  +9 Base Attack or ability to cast 5th level or 
  higher spells including wall of thorns. 
  • 
  A Gonagin may belong to either the Foot or 
  Thorn sects, but not both. 
   
  Yearly Cost: 
  • 
  Time Units: 8 
  • 
  Thorns must pay a kickback (tithe) of 10% for 
  all scenarios played. 
   
  Limitations: 
  • 
  Thorns suffer a –2 circumstance penalty to 
  Diplomacy checks with Doublins (humanoids 
  greater than small in size). 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Thorns 
  may 
  acquire 
  the 
  feats 
  Clever 
  Wrestling, 
  Close 
  Quarters 
  Fighting, 
  Cooperative Spell, Dash, Destructive Rage, 
  Dual Strike, Extra Rage, Hamstring, Plant 
  Control, Plant Defiance, Reach Spell, and 
  Sanctum Spell.  All other requirements must 
  still be met. 
  • 
  Thorns gain access to the following spells: 
  Beget 
  Bogun, 
  Bloodhound, 
  Briar 
  Web, 
  Camouflage, Dawn, Decomposition, Divine 
  Zephyr, Embrace the Wild, False Bravado, 
  Hawkeye, 
  Languor, 
  Nature’s 
  Balance, 
  Recitation, and Spikes. 
  • 
  Thorns gain access to the Windrider prestige 
  class (from Masters of the Wild).  Unless the 
  Thorn has access to an animal from a class 
  ability (such as a druid’s animal companion) 
  or from other campaign documentation, the 
  only mounts available to the Windrider are: 
  dog, riding dog, pony, and warpony.  The 
  mount must be acquired normally (purchased 
  either from a merchant or from Warsee, the 
  Gonagin kennel master). 
  • 
  Thorns may purchase the following items: 
  Alter Case (spruce), Amulet of Mighty Fists 
  +1, Amulet of Natural Armor +3, Belt of 
  Giant Strength +4, Belt of Many Pouches, 
  Boots of Striding and Springing, Bracers of 
  Health +4, Cloak of Resistance +4, Collar of 
  Resistance 
  +4, 
  Compact 
  Prayer 
  Book, 
  Darkwood 
  Mighty 
  Composite 
  Longbow, 
  Druid’s Vestment, Elemental Gem (Air and 
  Earth only), Figurine of Wondrous Power 
  (Onyx Dog), Gloves of Dexterity +4, 
  Glowpowder, Halfling Skiprock, +1 Heavy 
  Darkwood Shield, Periapt of Wisdom +4, 
  Potion 
  of 
  Natural 
  Clarity, 
  Potion 
  of 
  Nondetection, Ring of Protection +3, Rope of 
  Climbing, Scentbreaker, Suregrip, Wilding 
  Clasp.  Note: all size dependant items are 
  halfling-sized.  Weapons are available as 
  normal, 
  masterwork, 
  or 
  with 
  a 
  +1 
  enhancement bonus. 
  • 
  Thorns may pay for the bane special ability to 
  be placed on an existing magical weapon.  
  The subtype selected for the bane weapon 
  may either be for a humanoid race, animals, 
  magical beasts, plants, or vermin. 
  
   
  36 
  11/22/2003 
   
  • 
  Thorns may pay for the wild special ability to 
  be placed on an existing magical shield or suit 
  of armor. 
   
  Organizational Benefits: 
  • 
  Gonagin House: During scenarios taking place 
  in the Bandit Kingdoms, Thorns receive a 
  100% discount to Standard lifestyle. 
  • 
  Among Family:  Thorns have a permanent 
  influence point that may be redeemed once 
  per scenario.  Members of the Gonagin Clan 
  may always keep and spend influence with the 
  clan, regardless of other effects. 
   
  Witness of the Last Step 
  Requirements 
  • 
  Must serve as a Cousin of the Gonagin Clan 
  for one year (real time). 
  • 
  Must be a worshipper of Urogalan 
  • 
  Able to either cast 4th level spells OR 3rd level 
  spells and possess the bardic knowledge / lore 
  class ability. 
  • 
  A Witness of the Last Step may not belong to 
  either the Foot or Thorn sects. 
   
  Yearly Cost: 
  • 
  Time Units: 8 
  • 
  Witnesses must pay a kickback (tithe) of 5% 
  for all scenarios played. 
   
  Note: 
  • 
  Witnesses do not suffer the usual Gonagin 
  penalties 
  for 
  interacting 
  with 
  Doublins 
  (humanoids greater than small in size). 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Gonagins may acquire the feats Clever 
  Wrestling, Close Quarters Fighting, Dual 
  Strike, Hamstring, Obscure Lore, Requiem, 
  Sanctum Spell, and Subsonics.  All other 
  requirements must still be met. 
  • 
  Cousins gain access to the following spells: 
  Burial Blessing, Focusing Chant, Fortissimo, 
  Joyful Noise, Listening Coin, and Recitation. 
  • 
  Witnesses may purchase the following items: 
  Alter Case (spruce), Amulet of Natural Armor 
  +3, Belt of Dwarvenkind, Boots of Striding 
  and Springing, Candle of Invocation (LG, LN, 
  and N only), Cloak of Charisma +4, Cloak of 
  Resistance 
  +4, 
  Compact 
  Prayer 
  Book, 
  Darkwood 
  Mighty 
  Composite 
  Longbow, 
  Elemental Gem (Earth), Eyes of Dark Aura, 
  Figurine of Wondrous Power (Onyx Dog), 
  Gloves 
  of 
  Dexterity 
  +4, 
  Glowpowder, 
  Headband of Intellect +4, Mask of the Skull, 
  Periapt 
  of 
  Wisdom 
  +4, 
  Potion 
  of 
  Nondetection, Ring of Mind Shielding, Ring 
  of Protection +3, Staff of Earth and Stone, and 
  Vest of Escape.  Note: all size dependant 
  items are halfling-sized.  Weapons are 
  available as normal, masterwork, or with a 
  +1 enhancement bonus. 
  • 
  Witnesses may pay for the bane special ability 
  to be placed on an existing magical weapon.  
  The subtype selected for the bane weapon 
  may either be a humanoid race, undead, or 
  outsider (chaotic). 
  • 
  Witnesses may pay for the disruption special 
  ability to be placed on an existing magical 
  bludgeoning weapon. 
  • 
  Witnesses may pay for the absorbing special 
  ability to be placed on an existing magical 
  shield or suit of armor. 
   
  Organizational Benefits: 
  • 
  Gonagin House: During scenarios taking place 
  in the Bandit Kingdoms, Witnesses receive a 
  100% discount to Standard lifestyle. 
  • 
  Among Family:  Witnesses have a permanent 
  influence point that may be redeemed once 
  per scenario.  Members of the Gonagin Clan 
  may always keep and spend influence with the 
  clan, regardless of other effects. 
  
   
  37 
  11/22/2003 
   
  Rookroost Thieves Guild 
   
  Having always been a powerful organization, the 
  Rookroost Thieves' Guild is feared throughout the 
  Bandit Kingdoms.  Even despite its occupation by the 
  forces of Iuz, the oldest of the Bandit Kingdom's cities 
  continues to be dominated by the powerful bandit 
  rogues and assassins of the Guild.   
   
  Rumors abound that the Guild itself is led by a 
  mysterious figure known only as “the Eye”.  This 
  powerful guild master, who presides over an extensive 
  web of contacts and resources, rules with “an iron hand 
  in a velvet glove,” using the ten Thief Masters trying to 
  keep a tight control of the city’s illicit activities. 
   
  As a clear indication of this influence, the Guild once 
  enjoyed a monopoly on all theft of property within the 
  city of Rookroost..  Additionally, there are many secret 
  passages that run throughout the city, controlled either 
  directly or indirectly by the Guild.  These passages are 
  used for getaways, smuggling, and anything else a 
  guild member might require in the course of plying his 
  trade.  In fact, the only ways to or from the city that 
  aren't controlled by the government are controlled by 
  the Guild, which has made them a nexus of smuggling 
  activity and black-market sales in this part of the 
  Bandit Kingdoms. 
   
  The Guild rankings are as follows: 
  • 
  Specialists: These are Guild friends who  have 
  gained “Protected” status in return for services 
  that they may render to the Guild.  
  • 
  Sharpers: These are the apprentices of the 
  Guild and the starting rank of any rogue who 
  joins the Guild. 
  • 
  Rogues: These are the journeymen of the 
  Guild and the most common level of Guild 
  members. 
  • 
  Training Masters: These are accomplished 
  thieves who help control the Guild and 
  provide training for Rogues and Sharpers 
  • 
  Thief Masters: These are the most powerful 
  members of the Guild.  They form a Council 
  of Thieves that work with “the Eye” to 
  control both the Guild and the city. 
  • 
  “The Eye” (guild master): The identity of 
  “the Eye” remains confidential to all lower 
  ranks in the Guild, where only the Thief 
  Masters and a few select Training Masters 
  even know who “the Eye” is and how “the 
  Eye” is chosen. 
   
  Additionally the guild has been divided into several 
  departments, each dealing with a particular specialty as 
  follows: 
  • 
  General – this would be the most common.  
  Most guild members find keeping their skills 
  generalized works best for them. 
  • 
  Arcanist – These members focus on supplying 
  arcane support for the guilds activities. 
  • 
  Box Man – These Rouges specialize on 
  opening and disarming traps, commonly found 
  on chests 
  • 
  Cat Burglar – The second story man.  This 
  group focuses on stealthy approaches and 
  exits to the target job.   
  • 
  Faceman – Also called a con man.  With the 
  best of them, you never for sure whether they 
  are lying or if they are telling you the truth.. 
  • 
  Olidammara’s Mask – Insure the guild pays 
  proper respect to their patron God. 
  • 
  Pickpicket – As the name suggests these are 
  the masters of slight of hand. 
  • 
  Snitch – Some members focus on keeping in 
  the loop with the activities of the city and 
  beyond. 
  • 
  Thug – When all else fails, every group of 
  thieves need a Thug or two to enforce the will 
  of the Guild. 
  • 
  Assassins – For years the RTG has ruled in 
  the shadows, often enforcing its will through 
  the use of those who have little regard for the 
  value of life.  The Assassins are collectively 
  known as the Blades and only their Thief 
  Master and “The Eye” know who they are. 
   
  Specialist 
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good.  
  • 
  Bluff 2+ ranks  
  • 
  Influence: Must be sponsored by Rogue level 
  member or higher.  
   
  Yearly Cost:  
  • 
  Time Units: 2 
  • 
  Specialists must pay a 10% kickback to the 
  guild following all scenarios in the Bandit 
  Kingdoms or Iuz’s Border States.  
   
  Benefits:  
  
   
  38 
  11/22/2003 
   
   
  Access Benefits: 
  • 
  Specialists may gain access to two feats from 
  the following list (select upon joining): Jack 
  of all Trades, Multicultural, Hamstring, Dash, 
  Chink 
  in 
  the 
  Armor, 
  Disguise 
  Spell, 
  Charlatan, 
  Alluring, 
  Trustworthy, 
  Expert 
  Tactician.  
  • 
  Specialists may purchase the following items: 
  Breaker Bottle, Possum Pouch, Spool of 
  Endless Rope, (all Song and Silence), Oil of 
  Slipperiness, Vest of Escape, Hat of Disguise, 
  Potion of Gaseous Form, and Dust of 
  Disappearance. 
   
  Organizational Benefits: 
  • 
  Specialists have a permanent influence point 
  with the Guild that they may redeem once per 
  scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
    
  Sharper  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good.  
  • 
  Bluff 2+ ranks, as well as 5+ ranks in each of 
  three skills from following list: Appraisal, 
  Bluff, Decipher Script, Diplomacy, Disable 
  Device, Disguise, Escape Artist, Forgery, 
  Gather 
  Information, 
  Hide, 
  Intimidate, 
  Knowledge 
  (Bandit 
  Kingdoms), 
  Move 
  Silently, Open Locks, Pick Pockets, Search, 
  and Sense Motive.  
  • 
  Must be sponsored by Rogue level member or 
  higher.  
   
  Yearly Cost:  
  • 
  Time Units: 2 
  • 
  Sharpers must pay a 10% kickback to the 
  guild following all scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Sharpers gain access to two feats from the 
  following list (select upon joining): Acrobatic, 
  Arterial Strike, Chink in The Armor, Disguise 
  Spell, Extra Music, Flick of The Wrist, 
  Hamstring, Jack of All Trades, Quicker Than 
  The Eye, Shadowed.  
  • 
  Sharpers may purchase any items from Tables 
  3-1 and 3-2 in Song and Silence, as well as the 
  following: Potion of Gaseous Form, Breaker 
  Bottle, Possum Pouch, Slippers of Spider 
  Climb, Hat of Disguise, Gloves of Dexterity 
  +2, 
  Lens 
  of 
  Detection, 
  and 
  Dust 
  of 
  Disappearance.  
  • 
  Sharpers may pay for the Shadowed special 
  ability to be placed on a existing magical 
  armor.  
   
  Organizational Benefits: 
  • 
  Sharpers have a permanent influence point 
  with the Guild that they may redeem once per 
  scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost. 
   
  Guild Sharper: Arcanist  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good.  
  • 
  Bluff 2+ ranks, as well as 5+ ranks in two 
  skills from following list: Appraisal, Bluff, 
  Decipher Script, Diplomacy, Disable Device, 
  Disguise, Escape Artist, Forgery, Gather 
  Information, Hide, Intimidate, Knowledge 
  (Bandit Kingdoms), Move Silently, Open 
  Locks, Pick Pockets, Search, and Sense 
  Motive.  
  • 
  Must have been a Sharper or Specialist for at 
  least 6 months (real time).  
  • 
  Must be able to cast 1st level arcane spells.  
   
  Yearly Cost:  
  • 
  Time Units: 3 
  • 
  Arcanists must pay 200gp annually, as well as 
  a 10% kickback to the guild following all 
  scenarios.  
   
  Benefits:  
   
  Access Benefits: 
  • 
  Arcanists gain access to two feats from the 
  following list (select upon joining): Disguise 
  Spell, Quicker Than The Eye, Flick of The 
  Wrist, Jack of All Trades, Chain Spell, 
  Eschew Materials, Energy Substitution, Split 
  Ray, Persistent Spell, and Greater Spell Focus.  
  • 
  Arcanists may purchase any items from 
  Tables 3-1 and 3-2 in Song and Silence, as 
  well as the following: Wand of Knock, Dust of 
  Disappearance, Bracers of Armor +2, Possum 
  
   
  39 
  11/22/2003 
   
  Pouch, Slippers of Spider Climb, Cloak of The 
  Arachnid, Ring of Invisibility, Headband of 
  Intellect +2, Gloves of Dexterity +2, and Lens 
  of Detection.  
  • 
  Arcanists may pay for the Spell Storing 
  special ability to be placed on an existing 
  magical weapon. 
   
  Organizational Benefits: 
  • 
  Arcanists have two permanent influence 
  points with the Guild; each may be redeemed 
  once per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Arcanists receive a 50% discount on Standard 
  Lifestyle during Bandit Kingdoms regional 
  scenarios. 
   
  Guild Sharper: Box Man  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment,  except lawful good. 
  • 
  Bluff 2+ ranks, Disable Device 5+ ranks, 
  Open Locks 5+ ranks, and 5+ ranks in each of 
  two skills from following list: Appraisal, 
  Bluff, Decipher Script, Diplomacy, Disguise, 
  Escape Artist, Forgery, Gather Information, 
  Hide, 
  Intimidate, 
  Knowledge 
  (Bandit 
  Kingdoms), Move Silently, Pick Pockets, 
  Search, and Sense Motive.  
  • 
  Must have been a Sharper or Specialist for at 
  least 6 months (real time).  
   
  Yearly Cost:  
  • 
  Time Units: 3 
  • 
  Box men must pay 200gp annually, as well as 
  a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Box men gain access to two feats from the 
  following list (select upon joining): Acrobatic, 
  Arterial Strike, Chink in The Armor, Flick of 
  The Wrist, Hamstring, Jack of All Trades, 
  Quicker Than The Eye, Shadowed, Remain 
  Conscious, and Resist Poison.  
  • 
  Box men may purchase any items from Tables 
  3-1 and 3-2 in Song and Silence, as well as the 
  following: Dust of Disappearance, Potion of 
  Neutralize Poison, Bracers of Health +2, Lens 
  of Detection, Periapt of Proof against Poison, 
  Possum Pouch, Ring of Invisibility, Gloves of 
  Dexterity +2, Cloak of Resistance +3, and 
  Eyes of the Eagle.  
  • 
  Box men may pay for the Shadowed special 
  ability to be placed on an existing magical 
  armor. 
   
  Organizational Benefits: 
  • 
  Box men have two permanent influence points 
  with the Guild; each may be redeemed once 
  per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Boxmen receive a 50% discount on Standard 
  Lifestyle during Bandit Kingdoms regional 
  scenarios.  
   
  Guild Sharper: Cat Burglar  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Bluff 2+ ranks, Climb 5+ ranks, Balance 5+ 
  ranks, and 5+ ranks in each of two skills from 
  following list: Appraisal, Bluff, Decipher 
  Script, Disable Device, Disguise, Escape 
  Artist, Forgery, Gather Information, Hide, 
  Knowledge 
  (Bandit 
  Kingdoms), 
  Move 
  Silently, Open Locks, Search, and Sense 
  Motive.  
  • 
  Must have been a Sharper or Specialist for at 
  least 6 months (real time). 
   
  Yearly Cost:  
  • 
  Time Units: 3 
  • 
  Cat Burglars must pay 200gp annually, as well 
  as a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Cat burglars gain access to two feats from the 
  following list (select upon joining): Prone 
  Attack, Throw Anything, Acrobatic, Athletic, 
  Dash, Fleet of Foot, Flick of The Wrist, 
  Quicker Than The Eye, Shadow, Snatch 
  Weapon. All other requirements must still be 
  met.  
  • 
  Cat burglars may purchase any items from 
  Tables 3-1 and 3-2 in Song and Silence, as 
  well as the following: Potion of Gaseous 
  
   
  40 
  11/22/2003 
   
  Form, Dust of Disappearance, Breaker Bottle, 
  Possum Pouch, Slippers of Spider Climb, 
  Cloak of The Arachnidan, Ring of Invisibility, 
  Hat of Disguise, Gloves of Dexterity +2, and 
  Lens of Detection.  
  • 
  Cat burglars may pay for the Silent Moves 
  special ability to be placed on an existing 
  magical armor. 
   
  Organizational Benefits: 
  • 
  Cat burglars have two permanent influence 
  points with the Guild; each may be redeemed 
  once per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Cat burglars receive a 50% discount on 
  Standard Lifestyle during Bandit Kingdoms 
  regional scenarios. 
   
  Guild Sharper: Faceman  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Bluff 2+ ranks, Bluff 5+ ranks, Sense Motive 
  5+ ranks, and 5+ ranks in each of two skills 
  from following list: Appraisal, Decipher 
  Script, Diplomacy, Disable Device, Disguise, 
  Escape Artist, Forgery, Gather Information, 
  Hide, 
  Intimidate, 
  Knowledge 
  (Bandit 
  Kingdoms), Move Silently, Open Locks, 
  Perform, Pick Pockets, and Search.  
  • 
  Must have been a Sharper or Specialist for at 
  least 6 months (real time). 
   
  Yearly Cost:  
  • 
  Time Units: 3 
  • 
  Facemen must pay 200gp annually, as well as 
  a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Facemen gain access to two feats from the 
  following list (select upon joining): Alluring, 
  Charlatan, Disguise Spell, Extra Music, 
  Lingering Song, Multicultural, Obscure Lore, 
  Persuasive, Quicker Than The Eye, and 
  Trustworthy. All other requirements must still 
  be met.  
  • 
  Facemen may purchase any items from Tables 
  3-1 and 3-2 in Song and Silence, as well as the 
  following: Potion of Gaseous Form, Circlet of 
  Persuasion, Dust of Disappearance, Possum 
  Pouch, Harp of Charming, Horn of Fog, 
  Medallion of Thoughts, Hat of Disguise, 
  Gloves of Dexterity +2, and Cloak of 
  Charisma +2.  
  • 
  Facemen may pay for the Glamoured special 
  ability to be placed on an existing magical 
  armor. 
   
   Organizational Benefits: 
  • 
  Facemen have two permanent influence points 
  with the Guild; each may be redeemed once 
  per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Facemen receive a 50% discount on Standard 
  Lifestyle during Bandit Kingdoms regional 
  scenarios. 
   
  Guild Sharper: Olidammara’s Mask  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Bluff 2+ ranks, and 5+ ranks in each of two 
  skills from following list: Appraisal, Bluff, 
  Decipher Script, Diplomacy, Disable Device, 
  Disguise, Escape Artist, Forgery, Gather 
  Information, Hide, Intimidate, Knowledge 
  (Bandit Kingdoms), Move Silently, Open 
  Locks, Pick Pockets, and Search.  
  • 
  Must have been a Sharper or Specialist for at 
  least 6 months (real time). 
  • 
  Must be able to cast 1st level divine spells.  
   
  Yearly Cost:  
  • 
  Time Units: 3 
  • 
  Masks must pay 200gp annually, as well as a 
  10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Masks gain access to two feats from the 
  following list (select upon joining): Disguise 
  Spell, Reach Spell, Divine Resistance, Divine 
  Vigor, Charlatan, Chain Spell, Cooperative 
  Spell, Delay Spell, Eschew Materials, Twin 
  Spell. All other requirements must still be 
  met.  
  
   
  41 
  11/22/2003 
   
  • 
  Masks may purchase any items from Tables 3-
  1 and 3-2 in Song and Silence, as well as the 
  following: Amulet of Memory, Potion of 
  Gaseous Form, Dust of Disappearance, 
  Breaker Bottle, Possum Pouch, Slippers of 
  Spider Climb, Ring of Invisibility, Hat of 
  Disguise, Gloves of Dexterity +2, and Periapt 
  of Wisdom +2.  
  • 
  Masks may pay for the Glamoured special 
  ability to be placed on an existing magical 
  armor. 
   
   Organizational Benefits: 
  • 
  Masks have two permanent influence points 
  with the Guild; each may be redeemed once 
  per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Masks receive a 50% discount on Standard 
  Lifestyle during Bandit Kingdoms regional 
  scenarios. 
   
  Guild Sharper: Pickpocket  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Bluff 2+ ranks, Pick Pockets 5+ ranks, and 5+ 
  ranks in each of three skills from following 
  list: 
  Appraisal, 
  Bluff, 
  Decipher 
  Script, 
  Diplomacy, Disable Device, Disguise, Escape 
  Artist, Forgery, Gather Information, Hide, 
  Intimidate, Knowledge (Bandit Kingdoms), 
  Move Silently, Open Locks, Search, and 
  Sense Motive.  
  • 
  Must have been a Sharper or Specialist for at 
  least 6 months (real time). 
   
  Yearly Cost:  
  • 
  Time Units: 3 
  • 
  Pickpockets must pay 200gp annually, as well 
  as a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Pickpockets gain access to two feats from the 
  following list (select upon joining): Close 
  Quarters Fighting, Clever Wrestling, Dash, 
  Flick of The Wrist, Arterial Strike, Hamstring, 
  Jack of All Trades, Quicker Than The Eye, 
  Shadow, and Chink in The Armor. 
  • 
  Pickpockets may purchase any items from 
  Tables 3-1 and 3-2 in Song and Silence, as 
  well as the following: Potion of Gaseous 
  Form, Dust of Disappearance, Breaker Bottle, 
  Possum Pouch, Slippers of Spider Climb, 
  Medallion of Thought, Ring of Invisibility, 
  Hat of Disguise, Gloves of Dexterity +2, and 
  Eyes of the Eagle.  
  • 
  Pickpockets may pay for the Silent Moves 
  special ability to be placed on an existing 
  magical armor. 
   
  Organizational Benefits: 
  • 
  Pickpockets have two permanent influence 
  points with the Guild; each may be redeemed 
  once per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Pickpockets receive a 50% discount on 
  Standard Lifestyle during Bandit Kingdoms 
  regional scenarios. 
   
  Guild Sharper: Snitch  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Bluff 2+ ranks, Gather Information 5+ ranks, 
  Sense Motive 5+ ranks, and 5+ ranks in each 
  of two skills from following list: Appraisal, 
  Bluff, Decipher Script, Diplomacy, Disable 
  Device, Disguise, Escape Artist, Forgery, 
  Hide, 
  Intimidate, 
  Knowledge 
  (Bandit 
  Kingdoms), Move Silently, Open Locks, Pick 
  Pockets, and Search.  
  • 
  Must have been a Sharper or Specialist for at 
  least 6 months (real time). 
   
  Yearly Cost:  
  • 
  Time Units: 3 
  • 
  Snitches must pay 200gp annually, as well as 
  a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Snitches gain access to two feats from the 
  following list (select upon joining): Alluring, 
  Charlatan, Dash, Fleet of Foot, Jack of All 
  Trades, 
  Multicultural, 
  Snatch 
  Weapon, 
  Persuasive, Shadow, and Trustworthy. 
  
   
  42 
  11/22/2003 
   
  • 
  Snitches may purchase any items from Tables 
  3-1 and 3-2 in Song and Silence, as well as the 
  following: Potion of Gaseous Form, Dust of 
  Disappearance, 
  Breaker 
  Bottle, 
  Possum 
  Pouch, Slippers of Spider Climb, Medallion of 
  Thought, Ring of Invisibility, Hat of Disguise, 
  Gloves of Dexterity +2, and Cloak of 
  Charisma +2.  
  • 
  Snitches may pay for the Glamoured special 
  ability to be placed on an existing magical 
  armor. 
   
  Organizational Benefits: 
  • 
  Snitches have two permanent influence points 
  with the Guild; each may be redeemed once 
  per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Snitches receive a 50% discount on Standard 
  Lifestyle during Bandit Kingdoms regional 
  scenarios. 
   
  Guild Sharper: Thug  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Base Attack Bonus 2+ 
  • 
  Innuendo 2+ ranks Intimidate 5+ ranks, and 
  5+ ranks in each of two skills from following 
  list: 
  Appraisal, 
  Bluff, 
  Decipher 
  Script, 
  Diplomacy, Disable Device, Disguise, Escape 
  Artist, Forgery, Gather Information, Hide, 
  Knowledge 
  (Bandit 
  Kingdoms), 
  Move 
  Silently, Open Locks, Pick Pockets, Search, 
  and Sense Motive.  
  • 
  Must have been a Sharper or Specialist for at 
  least 6 months (real time). 
   
  Yearly Cost:  
  • 
  Time Units: 3 
  • 
  Thugs must pay 200gp annually, as well as a 
  10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Thugs gain access to two feats from the 
  following list (select upon joining): Arterial 
  Strike, Expert Tactician, Dirty Fighting, 
  Hamstring, Quicker Than The Eye, Knock-
  Down, Close-Quarters Fighting, Deathblow, 
  Dual Strike, and Feign Weakness. 
  • 
  Thugs may purchase any items from Tables 3-
  1 and 3-2 in Song and Silence, as well as the 
  following: Potion of Gaseous Form, Dust of 
  Disappearance, Possum Pouch, Slippers of 
  Spider Climb, Ring of Invisibility, Hat of 
  Disguise, Gloves of Dexterity +2, Gauntlets of 
  Ogre Power, Vest of False Life, and Mithril 
  Shirt.  
  • 
  Thugs may pay for the Keen special ability to 
  be placed on an existing magical weapon. 
   
  Organizational Benefits: 
  • 
  Thugs have two permanent influence points 
  with the Guild; each may be redeemed once 
  per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Thugs receive a 50% discount on Standard 
  Lifestyle during Bandit Kingdoms regional 
  scenarios. 
   
  Guild Rogue  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good.  
  • 
  Innuendo 2+ ranks, as well as 8+ ranks in 
  each of five skills from following list: 
  Appraisal, Bluff, Decipher Script, Diplomacy, 
  Disable Device, Disguise, Escape Artist, 
  Forgery, Gather Information, Hide, Intimidate, 
  Knowledge 
  (Bandit 
  Kingdoms), 
  Move 
  Silently, Open Locks, Pick Pockets, Search, 
  and Sense Motive. 
  • 
  Must have been a Sharper for at least one year 
  (real time).  
   
  Yearly Cost:  
  • 
  Time Units: 6 
  • 
  Rogues must pay 300gp annually, as well as a 
  10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Rogues gain access to the following feats:  
  Acrobatic, Arterial Strike, Chink in The 
  Armor, Disguise Spell, Extra Music, Flick of 
  The Wrist, Hamstring, Jack of All Trades, 
  Quicker Than The Eye, and Shadow. 
  • 
  Rogues may purchase any items from Tables 
  
   
  43 
  11/22/2003 
   
  3-1 and 3-2 in Song and Silence, as well as the 
  following: Potion of Gaseous Form, Breaker 
  Bottle, Possum Pouch, Slippers of Spider 
  Climb, Hat of Disguise, Gloves of Dexterity 
  +4, Len of Detection, Dust of Disappearance, 
  Ring of Blinking, Potion of Haste, Potion of 
  Neutralize 
  Poison, 
  Ring 
  of 
  Elemental 
  Resistance (minor), Rope of Climbing, Chime 
  of Opening, and Bag of Holding (Type 2).  
  • 
  Rogues gain access to the Spymaster and 
  Outlaw of the Crimson Road prestige classes; 
  the required Outlaw code is to protect the 
  peasants in and around the Free City of 
  Rookroost.  
  • 
  Rogues may pay for the Shadowed or Silent 
  Moves special abilities to be placed on an 
  existing magical armor. 
   
  Organizational Benefits: 
  • 
  Rogues have two permanent influence points 
  with the Guild; each may be redeemed once 
  per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Rogues receive a 100% discount on Standard 
  Lifestyle during Bandit Kingdoms regional 
  scenarios. 
   
  Guild Rogue: Arcanist  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good.  
  • 
  Bluff 4+ ranks, as well as 8+ ranks in three 
  skills from following list: Appraisal, Bluff, 
  Decipher Script, Diplomacy, Disable Device, 
  Disguise, Escape Artist, Forgery, Gather 
  Information, Hide, Intimidate, Knowledge 
  (Bandit Kingdoms), Move Silently, Open 
  Locks, Pick Pockets, Search, and Sense 
  Motive.  
  • 
  Must have been a Sharper: Arcanist for at 
  least one year (real time).  
  • 
  Must be able to cast 2nd level arcane spells. 
   
  Yearly Cost:  
  • 
  Time Units: 6 
  • 
  Arcanists must pay 300gp annually, as well as 
  a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Arcanists gain access to the following feats:  
  Disguise Spell, Quicker Than The Eye, Flick 
  of The Wrist, Jack of All Trades, Chain Spell, 
  Eschew Materials, Energy Substitution, Split 
  Ray, Persistent Spell, and Greater Spell Focus. 
  • 
  Arcanists may purchase any items from 
  Tables 3-1 and 3-2 in Song and Silence, as 
  well as the following: Wand of Knock, Dust of 
  Disappearance, Bracers of Armor +4, Possum 
  Pouch, Slippers of Spider Climb, Cloak of The 
  Arachnidan, Ring of Invisibility, Headband of 
  Intellect +4, Gloves of Dexterity +4, Lens of 
  Detection, Ring of Blinking, Boccob’s Blessed 
  Book, and Goggles of Night.  
  • 
  Arcanists may learn the following spells: 
  Lesser Acid Orb, Negative Energy Ray, Ice 
  Knife, Eagle’s Splendor, Fox’s Cunning, 
  Owl’s Wisdom, Familiar Pocket, Mass Resist 
  Elements, Acid Orb, Otiluke’s Dispelling 
  Screen, Mass Fly, Mass Darkvision.  
  • 
  Arcanists may pay for the Spell Storing 
  special ability to be placed on an existing 
  magical weapon. 
  • 
  Arcanists gain access to the Spymaster and 
  Mindbender prestige classes.  
   
  Organizational Benefits: 
  • 
  Arcanists have two permanent influence 
  points with the Guild; each may be redeemed 
  once per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Arcanists receive a 100% discount on 
  Standard Lifestyle during Bandit Kingdoms 
  regional scenarios. 
   
  Guild Rogue: Box Man  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment,  except lawful good. 
  • 
  Bluff 4+ ranks, Disable Device 8+ ranks, 
  Open Locks 8+ ranks, and 8+ ranks in each of 
  three skills from following list: Appraisal, 
  Bluff, Decipher Script, Diplomacy, Disguise, 
  Escape Artist, Forgery, Gather Information, 
  Hide, 
  Intimidate, 
  Knowledge 
  (Bandit 
  Kingdoms), Move Silently, Pick Pockets, 
  Search, and Sense Motive.  
  • 
  Must have been a Sharper: Box Man for at 
  least one year (real time).  
   
  Yearly Cost:  
  • 
  Time Units: 6 
  
   
  44 
  11/22/2003 
   
  • 
  Box men must pay 300gp annually, as well as 
  a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Box men gain access to the following feats: 
  Acrobatic, Arterial Strike, Chink in The 
  Armor, Flick of The Wrist, Hamstring, Jack of 
  All 
  Trades, 
  Quicker 
  Than 
  The 
  Eye, 
  Shadowed, Remain Conscious, and Resist 
  Poison. 
  • 
  Box men may purchase any items from Tables 
  3-1 and 3-2 in Song and Silence, as well as the 
  following: Dust of Disappearance, Potion of 
  Neutralize Poison, Bracers of Health +4, Lens 
  of Detection, Periapt of Proof against Poison, 
  Possum Pouch, Ring of Invisibility, Gloves of 
  Dexterity +4, Cloak of Resistance +4, Eyes of 
  the Eagle, Bag of Holding (Type 2), Slippers 
  of Spider Climbing, Gauntlet of Rust, 
  Necklace of Adaptation, and Chime of 
  Opening.  
  • 
  Box men gain access to the Spymaster and 
  Outlaw of the Crimson Road prestige classes; 
  the required Outlaw code is to protect the 
  peasants in and around the Free City of 
  Rookroost.  
  • 
  Box men may pay for the Shadowed or Silent 
  Moves special abilities to be placed on an 
  existing magical armor. 
   
  Organizational Benefits: 
  • 
  Box men have two permanent influence points 
  with the Guild; each may be redeemed once 
  per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Box men receive a 100% discount on 
  Standard Lifestyle during Bandit Kingdoms 
  regional scenarios. 
   
  Guild Rogue: Cat Burglar  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Bluff 4+ ranks, Climb 8+ ranks, Balance 8+ 
  ranks, Move Silently 8+ ranks, and 8+ ranks 
  in each of two skills from following list: 
  Appraisal, Bluff, Decipher Script, Disable 
  Device, Disguise, Escape Artist, Forgery, 
  Gather Information, Hide, Knowledge (Bandit 
  Kingdoms), Open Locks, Search, and Sense 
  Motive.  
  • 
  Must have been a Sharper: Cat Burglar for at 
  least one year (real time). 
   
  Yearly Cost:  
  • 
  Time Units: 6 
  • 
  Cat burglars must pay 300gp annually, as well 
  as a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Cat burglars gain access to the following 
  feats: 
  Prone 
  Attack, 
  Throw 
  Anything, 
  Acrobatic, Athletic, Dash, Fleet of Foot, Flick 
  of The Wrist, Quicker Than The Eye, Shadow, 
  Snatch Weapon. 
  • 
  Cat burglars may purchase any items from 
  Tables 3-1 and 3-2 in Song and Silence, as 
  well as the following: Potion of Gaseous 
  Form, Dust of Disappearance, Breaker Bottle, 
  Possum Pouch, Slippers of Spider Climb, 
  Cloak of The Arachnidan, Ring of Invisibility, 
  Hat of Disguise, Gloves of Dexterity +4, Lens 
  of Detection, Potion of Haste, Gloves of 
  Swimming and Climbing, Rope of Climbing, 
  Chime of Opening, and Goggles of Night.  
  • 
  Cat burglars gain access to the Spymaster and 
  Outlaw of the Crimson Road prestige classes; 
  the required Outlaw code is to protect the 
  peasants in and around the Free City of 
  Rookroost.  
  • 
  Cat burglars may pay for the Shadowed or 
  Silent Moves special abilities to be placed on 
  an existing magical armor. 
   
  Organizational Benefits: 
  • 
  Cat burglars have two permanent influence 
  points with the Guild; each may be redeemed 
  once per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Cat burglars receive a 100% discount on 
  Standard Lifestyle during Bandit Kingdoms 
  regional scenarios. 
   
  Guild Rogue: Face Man  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Innuendo 4+ ranks, Bluff 8+ ranks, Sense 
  Motive 8+ ranks, and 8+ ranks in each of two 
  skills from following list: Appraisal, Decipher 
  
   
  45 
  11/22/2003 
   
  Script, Diplomacy, Disable Device, Disguise, 
  Escape Artist, Forgery, Gather Information, 
  Hide, 
  Intimidate, 
  Knowledge 
  (Bandit 
  Kingdoms), Move Silently, Open Locks, 
  Perform, Pick Pockets, and Search.  
  • 
  Must have been a Sharper: Face Man for at 
  least one year (real time). 
   
  Yearly Cost:  
  • 
  Time Units: 6 
  • 
  Face men must pay 300gp annually, as well as 
  a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Face men gain access to the following feats: 
  Alluring, Charlatan, Disguise Spell, Extra 
  Music, 
  Lingering 
  Song, 
  Multicultural, 
  Obscure Lore, Persuasive, Quicker Than The 
  Eye, and Trustworthy. 
  • 
  Face men may purchase any items from 
  Tables 3-1 and 3-2 in Song and Silence, as 
  well as the following: Potion of Gaseous 
  Form, 
  Circlet 
  of 
  Persuasion, 
  Dust 
  of 
  Disappearance, Possum Pouch, Harp of 
  Charming, Horn of Fog, Medallion of 
  Thoughts, Hat of Disguise, Gloves of 
  Dexterity +4, Cloak of Charisma +4, Eyes of 
  Charming, Cape of the Mountebank, Chime of 
  Interruption, Horn of Triumph, Lute of The 
  Wandering Minstrel, and Ring of Mind 
  Shielding.  
  • 
  Face men gain access to the Spymaster and 
  Outlaw of the Crimson Road prestige classes; 
  the required Outlaw code is to protect the 
  peasants in and around the Free City of 
  Rookroost.  
  • 
  Face men may pay for the Glamoured special 
  ability to be placed on an existing magical 
  armor. 
  • 
  Face men may learn the following spells: 
  Eagle’s Splendor, Ambient Song, Joyful Noise, 
  Fortissimo, Crescendo, and Zone of Silence.  
   
  Organizational Benefits: 
  • 
  Face men have two permanent influence 
  points with the Guild; each may be redeemed 
  once per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Face men receive a 100% discount on 
  Standard Lifestyle during Bandit Kingdoms 
  regional scenarios. 
   
  Guild Rogue: Olidammara’s Mask  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Bluff 4+ ranks, and 8+ ranks in each of three 
  skills from following list: Appraisal, Bluff, 
  Decipher Script, Diplomacy, Disable Device, 
  Disguise, Escape Artist, Forgery, Gather 
  Information, Hide, Intimidate, Knowledge 
  (Bandit Kingdoms), Move Silently, Open 
  Locks, Pick Pockets, Search, and Sense 
  Motive.  
  • 
  Must have been a Sharper: Olidammara’s 
  Mask for at least one year (real time). 
  • 
  Must be able to cast 2nd level divine spells. 
   
  Yearly Cost:  
  • 
  Time Units: 6 
  • 
  Masks must pay 300gp annually, as well as a 
  10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Masks gain access to the following feats: 
  Disguise 
  Spell, 
  Reach 
  Spell, 
  Divine 
  Resistance, Divine Vigor, Charlatan, Chain 
  Spell, Cooperative Spell, Delay Spell, Eschew 
  Materials, Twin Spell. 
  • 
  Masks may purchase any items from Tables 3-
  1 and 3-2 in Song and Silence, as well as the 
  following: Amulet of Memory, Potion of 
  Gaseous Form, Dust of Disappearance, 
  Breaker Bottle, Possum Pouch, Slippers of 
  Spider Climb, Ring of Invisibility, Hat of 
  Disguise, Gloves of Dexterity +4, Periapt of 
  Wisdom +4, Mask of The Dead, Rod of 
  Wonder, Ring of Mind Shielding, Robe of 
  Blending, Incense of Meditation, and Mask of 
  The Skull.  
  • 
  Masks gain access to the Spymaster prestige 
  class.  
  • 
  Masks may pay for the Glamoured special 
  ability to be placed on an existing magical 
  armor. 
  • 
  Masks may learn the following spells: Knife 
  Spray, Blessed Aim, Chain of Eyes, Curse of 
  The Brute, Lesser Telepathic Bond, Sword 
  Stream, Castigate, Recitation, Weapon of The 
  Deity, and Divine Agility. 
   
  Organizational Benefits: 
  
   
  46 
  11/22/2003 
   
  • 
  Masks have two permanent influence points 
  with the Guild; each may be redeemed once 
  per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  kill checks in Rookroost.  
  • 
  Masks receive a 100% discount on Standard 
  Lifestyle during Bandit Kingdoms regional 
  scenarios. 
   
  Guild Rogue: Pickpocket  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Bluff 4+ ranks, Bluff 8+ ranks, Pick Pockets 
  8+ ranks, and 8+ ranks in each of three skills 
  from following list: Appraisal, Decipher 
  Script, Diplomacy, Disable Device, Disguise, 
  Escape Artist, Forgery, Gather Information, 
  Hide, 
  Intimidate, 
  Knowledge 
  (Bandit 
  Kingdoms), Move Silently, Open Locks, 
  Search, and Sense Motive.  
  • 
  Must have been a Sharper: Pickpocket for at 
  least one year (real time). 
   
  Yearly Cost:  
  • 
  Time Units: 6 
  • 
  Pickpockets must pay 300gp annually, as well 
  as a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Pickpockets gain access to the following feats: 
  Close Quarters Fighting, Clever Wrestling, 
  Dash, Flick of The Wrist, Arterial Strike, 
  Hamstring, Jack of All Trades, Quicker Than 
  The Eye, Shadow, and Chink in The Armor. 
  • 
  Pickpockets may purchase any items from 
  Tables 3-1 and 3-2 in Song and Silence, as 
  well as the following: Potion of Gaseous 
  Form, Dust of Disappearance, Breaker Bottle, 
  Possum Pouch, Slippers of Spider Climb, 
  Medallion of Thought, Ring of Invisibility, Hat 
  of Disguise, Gloves of Dexterity +4, Eyes of 
  the Eagle, and Boots of Striding and 
  Springing.  
  • 
  Pickpockets gain access to the Spymaster and 
  Outlaw of the Crimson Road prestige classes; 
  the required Outlaw code is to protect the 
  peasants in and around the Free City of 
  Rookroost.  
  • 
  Pickpockets may pay for the Shadowed and 
  Silent Moves special abilities to be placed on 
  an existing magical armor. 
  • 
  Pickpockets may pay for the Merciful special 
  ability to be placed on an existing magical 
  weapon. 
   
  Organizational Benefits: 
  • 
  Pickpockets have two permanent influence 
  points with the Guild; each may be redeemed 
  once per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Pickpockets receive a 100% discount on 
  Standard Lifestyle during Bandit Kingdoms 
  regional scenarios. 
   
  Guild Rogue: Snitch  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Bluff 4+ ranks, Gather Information 8+ ranks, 
  Sense Motive 8+ ranks, and 8+ ranks in each 
  of three skills from following list: Appraisal, 
  Bluff, Decipher Script, Diplomacy, Disable 
  Device, Disguise, Escape Artist, Forgery, 
  Hide, 
  Intimidate, 
  Knowledge 
  (Bandit 
  Kingdoms), Move Silently, Open Locks, Pick 
  Pockets, and Search.  
  • 
  Must have been a Sharper: Snitch for at least 
  one year (real time). 
   
  Yearly Cost:  
  • 
  Time Units: 6 
  • 
  Snitches must pay 300gp annually, as well as 
  a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Snitches gain access to the following feats: 
  Alluring, Charlatan, Dash, Fleet of Foot, Jack 
  of All Trades, Multicultural, Snatch Weapon, 
  Persuasive, Shadow, and Trustworthy. 
  • 
  Snitches may purchase any items from Tables 
  3-1 and 3-2 in Song and Silence, as well as the 
  following: Potion of Gaseous Form, Dust of 
  Disappearance, 
  Breaker 
  Bottle, 
  Possum 
  Pouch, Slippers of Spider Climb, Medallion of 
  Thought, Ring of Invisibility, Hat of Disguise, 
  Gloves of Dexterity +4, Cloak of Charisma 
  +4, Ring of Mind Shielding, Circlet of 
  Persuasion, and Eyes of Charming.  
  • 
  Snitches gain access to the Spymaster and 
  Outlaw of the Crimson Road prestige classes; 
  
   
  47 
  11/22/2003 
   
  the required Outlaw code is to protect the 
  peasants in and around the Free City of 
  Rookroost.  
  • 
  Snitches may pay for the Glamoured special 
  ability to be placed on an existing magical 
  armor. 
  • 
  Snitches may pay for the Merciful special 
  ability to be placed on an existing magical 
  weapon. 
   
  Organizational Benefits: 
  • 
  Snitches have two permanent influence points 
  with the Guild; each may be redeemed once 
  per scenario.  
  • 
  +4 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Snitches receive a 100% discount on Standard 
  Lifestyle during Bandit Kingdoms regional 
  scenarios. 
   
  Guild Rogue: Thug  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good. 
  • 
  Base Attack Bonus 4+ 
  • 
  Bluff 4+ ranks Intimidate 8+ ranks, and 8+ 
  ranks in each of two skills from following list: 
  Appraisal, Bluff, Decipher Script, Diplomacy, 
  Disable Device, Disguise, Escape Artist, 
  Forgery, 
  Gather 
  Information, 
  Hide, 
  Knowledge 
  (Bandit 
  Kingdoms), 
  Move 
  Silently, Open Locks, Pick Pockets, Search, 
  and Sense Motive.  
  • 
  Must have been a Sharper: Thug for at least 
  one year (real time). 
   
  Yearly Cost:  
  • 
  Time Units: 6 
  • 
  Thugs must pay 300gp annually, as well as a 
  10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Thugs gain access to the following feats: 
  Arterial 
  Strike, 
  Expert 
  Tactician, 
  Dirty 
  Fighting, Hamstring, Quicker Than The Eye, 
  Knock-Down, 
  Close-Quarters 
  Fighting, 
  Deathblow, Dual Strike, and Feign Weakness.  
  • 
  Thugs may take levels in Outlaw of the 
  Crimson Road; the required Outlaw code is to 
  protect the peasants in and around the Free 
  City of Rookroost.  
  • 
  Thugs may purchase any items from Tables 3-
  1 and 3-2 in Song and Silence, as well as the 
  following: Potion of Gaseous Form, Dust of 
  Disappearance, Possum Pouch, Slippers of 
  Spider Climb, Ring of Invisibility, Hat of 
  Disguise, Gloves of Dexterity +4, Belt of 
  Giant Strength +4, Vest of False Life, Mithral 
  Shirt, 
  Sword 
  of 
  Subtlety, 
  Rapier 
  of 
  Puncturing, Eyes of Doom, Robe of Blending, 
  and Goggles of the Night. 
  • 
  Thugs may pay for an existing magical 
  weapon to be upgraded to a +2 enhancement 
  bonus. 
   
  Organizational Benefits: 
  • 
  Thugs have two permanent influence points 
  with the Guild; each may be redeemed once 
  per scenario.  
  • 
  +2 Competence bonus to Gather Information 
  and Intimidate skill checks in Rookroost.  
  • 
  Thugs receive a 100% discount on Standard 
  Lifestyle during Bandit Kingdoms regional 
  scenarios 
   
  Rogue Training Master: Arcanist  
   
  Requirements:  
   
  Entry: 
  • 
  Any alignment, except lawful good.  
  • 
  Bluff 6+ ranks, as well as 10+ ranks in five 
  skills from following list: Appraisal, Bluff, 
  Decipher Script, Diplomacy, Disable Device, 
  Disguise, Escape Artist, Forgery, Gather 
  Information, Hide, Intimidate, Knowledge 
  (Bandit Kingdoms), Move Silently, Open 
  Locks, Pick Pockets, Search, and Sense 
  Motive.  
  • 
  Must be able to cast 3nd level arcane spells. 
  • 
  Must have been a Sharper: Arcanist for at 
  least one year (real time).  
  • 
  Must have been a Rogue: Arcanist for at least 
  one year (real time).  
  • 
  Must have the Notice of the Eye Influence 
  point. 
   
  Yearly Cost:  
  • 
  Time Units: 8 
  • 
  Arcanists must pay 500gp annually, as well as 
  a 10% kickback to the guild following all 
  scenarios. 
   
  Benefits:  
   
  Access Benefits: 
  
   
  48 
  11/22/2003 
   
  • 
  Arcanists gain access to the following feats:  
  Disguise Spell, Quicker Than The Eye, Flick 
  of The Wrist, Jack of All Trades, Chain Spell, 
  Eschew Materials, Energy Substitution, Split 
  Ray, Persistent Spell, Repeat Spell, Subdual 
  Substitution, and Greater Spell Focus. 
  • 
  Arcanists may purchase any items from 
  Tables 3-1 and 3-2 in Song and Silence, as 
  well as the following: Wand of Knock, Dust of 
  Disappearance, Bracers of Armor +6, Possum 
  Pouch, Slippers of Spider Climb, Cloak of The 
  Arachnidan, Ring of Invisibility, Headband of 
  Intellect +6, Gloves of Dexterity +6, Lens of 
  Detection, Ring of Blinking, Boccob’s Blessed 
  Book, Rod of Lesser Silence, Rod of Lesser 
  Extension, Ring of Spell Storing, Ring of 
  Wizardry I, Ioun Stone (Dark blue rhomboid),  
  and Goggles of Night.  
  • 
  Arcanists may learn the following spells: 
  Lesser Acid Orb, Corpse Candle, Feign 
  Death, Nagative Energy Burst, Enhance 
  Familiar, Negative Energy Ray, Ice Knife, 
  Eagle’s Splendor, Fox’s Cunning, Owl’s 
  Wisdom, 
  Familiar 
  Pocket, 
  Mass 
  Resist 
  Elements, Acid Orb, Otiluke’s Dispelling 
  Screen, 
  Mass 
  Fly, 
  Mass 
  Darkvision, 
  Ghostform 
  and 
  Mordenkainen’s 
  Private 
  Sanctum.  
  • 
  Arcanists may pay for the Spell Storing 
  special ability to be placed on an existing 
  magical weapon. 
  • 
  Arcanists gain access to the Spymaster and 
  Mindbender prestige classes.  
   
  Organizational Benefits: 
  • 
  Arcanists have three permanent influence 
  points with the Guild; each may be redeemed 
  once per scenario.  
  • 
  +4 Competence bonus to Gather Information 
  skill checks in Rookroost.  
  • 
  Arcanists receive a 100% discount on High 
  Lifestyle during Bandit Kingdoms regional 
  scenario 
  
   
  49 
  11/22/2003 
   
  Moskol’s Legion 
   
  Situated north of Rift Canyon, the Earldom of the 
  Tangles has perhaps suffered the worst under the 
  occupation of Iuz than any other domain in the 
  Combination.  The lands are quite diverse, ranging 
  from low rocky hills in the south, to the wide plains 
  dividing it from the Warfields and Greenhall, to the 
  thick canopy of the Tangles.  These lands have seen 
  considerable destruction wrought by the demigod’s 
  forces and the once plentiful landscape has been 
  largely reduced to scorched earth and mud.  Only the 
  Tangles appears to have survived unscathed, though 
  not for Iuz’s efforts.  For years, the humanoid armies at 
  Splinter Keep have done their best to raze the forest 
  and drive out the few remaining clusters of freemen 
  who dwell within, but to no avail.  The forest seems to 
  heal these wounds magically. 
   
  The previous ruler of the Tangles, Earl Reynard, was 
  slain when Iuz’s forces invaded Hallorn in 582 CY.  
  For five years, the domain tittered on the verge of 
  anarchy as those who managed to escape into the 
  Tangles fought a losing war against the demigod’s 
  infernal host and humanoid armies.  Things changed 
  with the banishing of the fiends and Furyondy’s Great 
  Northern Crusade.  A new Earl was named, tasked with 
  bringing a semblance of order to the domain.  As a 
  symbol of his authority, Earl Aundurach was presented 
  with a hideous scepter, crafted from the bones of 
  Reynard.  Only one as mad as Aundurach would 
  consider his control of the Earldom “orderly,” but the 
  priest of Iuz has managed to make the Tangles 
  productive again, and return some sense of normalcy to 
  these war-ravaged people.  He rules from the Earl’s 
  keep in Hallorn and is almost never seen beyond its 
  walls except when he attends a brutal ceremony to 
  make it clear who rules the Tangles. 
   
  The lands of the Earldom are normally quite bountiful.  
  The plains west of the Tangles are still farmed, despite 
  the pressing occupation on Hallorn.  The Earldom 
  controlled a few modest silver mines in the southern 
  rocky plateau near Rift Canyon.  A few small streams 
  and rivers, tributaries of the Ritensa and the 
  Artonsamay, run from the Tangles and provide natural 
  sources.  The Tangles themselves have always formed 
  a natural defense, a place for the people of the Earldom 
  to disappear when necessary.  Thick with vegetation 
  and undergrowth, the forest has always impeded war 
  machines and cavalry forces.  It has been at this central 
  point that most of the larger communities in the domain 
  have sprung.  Few of these survived the war with Iuz, 
  however.  The once verdant fields are only now 
  beginning to return to their previous production; many 
  remain abandoned and overgrown with grasses, weeds, 
  and rats.  The men of the Tangles are not burdened 
  with taxes, as there are not enough of them to make the 
  effort valuable.  Instead, all of the silver from the 
  southern mines is used to fill Iuz’s coffers, and what 
  food can be spared is sent to feed his armies. 
   
  Life in the Tangles, the civilized parts that is, can only 
  be described as quiet paranoia.  The domain is wholly 
  controlled by Iuz, save for the small pockets of 
  resistance in Hallorn and the Tangles.  The failure to 
  control these bands have led to pressure on the military 
  commanders and to Earl Aundurach, who in turn take 
  out their anger on the common people unfortunate 
  enough to be in their paths.  The situation has calmed 
  somewhat in the past few years, but the people of the 
  Earldom have learned when to keep silent and when to 
  hide.  No one can expect to go unmolested, but those 
  who speak out are as likely to find themselves made 
  examples of as supported by the Earl’s skewed concept 
  of justice. 
   
  History 
  The Earldom’s history is one of the more stable, and 
  certainly the most benign, in the course of the 
  Combination of Free Lords.  Hallorn, the capital, was 
  originally founded as a waystation by a band of 
  renegade adventurers in 400 CY.  The region already 
  had a propensity for lawlessness, as it lay somewhat 
  out of sight between the kingdoms of Aerdi and 
  Furyondy.  Hallorn was little more than a backwater 
  outpost at this point, but its population grew as the Rift 
  Canyon area grew thick with bandits.  The founding 
  party, led by an outspoken priest of Oldimmara named 
  (Doma Skelton), carved a trained militia out of the 
  common people, and used many of the devices they’d 
  uncovered in their career to their disposal.  It didn’t 
  take long for word to spread of a sanctuary among the 
  otherwise lawless country.  In a moment of good 
  humor, Skelton anointed himself Earl of “the Tangles.” 
  “Only an ass would crown himself king of such a place 
  as this,” he jested.The title stuck, and the Earldom of 
  the Tangles was born.  
   
  Time passed and the strength of the Earldom grew, fed 
  by many fleeing the influx of bandits in the area.  The 
  title of Earl was passed down to the descendants of the 
  original founders, and was always treated more as an 
  honor than a title of authority.  The people of the 
  Tangles followed the Earl more out of their respect for 
  his ancestors than because of any noble calling.  
  Surrounded by petty lordships who only flirted with the 
  
   
  50 
  11/22/2003 
   
  concepts of law, the people had a common interest, and 
  a reason to work together.  There were occasional 
  skirmishes with the neighboring domains, but fortune 
  smiled down on the small domain.  It was by and large 
  one of the most self-sufficient and productive domains 
  in the Combination of Free Lords.   
   
  Luck began to run short for the folk of the Tangles in 
  578 CY when the Hierarchs of the Horned Society 
  captured the Barony of Wormhall and the Warfields.  
  From that point on began a near constant succession of 
  raids into the Tangles.  Horned Society raiders even 
  found passage through Abbarra, who was traditionally 
  neutral throughout the region but whose rulers had long 
  had a relationship with the Hierarchs.  Forced to 
  dedicate so much of his militia to defending its western 
  border, there was little then Earl Reynard could do to 
  quell the [ignite] skirmishes from Rift Canyon and the 
  Kingdom of Johrase.  Neighboring Greenkeep offered 
  some aid, but feared assaults on its own borders (not to 
  mention the threat of Abbarra’s involvement).  These 
  assaults continued until 582 CY, when Iuz put an end 
  to the whole thing. 
   
  Earl Reynard and his followers found themselves very 
  much alone as the demigod’s armies swept across the 
  bandit lands.  Weakened from years of battle against 
  the Horned Society, the folk of the Tangles stood little 
  chance against the horde of demons and humanoids 
  who came in waves. Yet even under insurmountable 
  odds, the Tangle was among the last of the domains to 
  fall.  The Burning of Hallorn marked the end of their 
  war with Iuz.  Earl Reynard was captured and forced to 
  swear allegiance to Iuz.  When he sought to explain to 
  his captors that he had little control over what his 
  people chose to do, he was staked to the wall of his 
  Keep and before the remaining citizens of Hallorn had 
  the flesh rended from his body by demons.  His bones 
  were then shipped off to Dorakaa and a full garrison 
  stationed at the keep. 
   
  Many resourceful folk managed to escape into the 
  Tangles.  What Earl Skelton had once claimed to be the 
  second most hideous place in the Flanaess proved to be 
  his people’s salvation.  These folk did their best to eke 
  out an existence in the inhospitable place.  Bandits 
  from the Midlands and Joharse had also taken to hiding 
  in the forest.  Together, these folk put their allegiances 
  aside for the common enemy, and began conducting 
  raids against Iuz’s forces.  These attacks were not 
  always successful, and the numbers of these freemen 
  dwindled quickly.  From Rookroost, Cranzer of the 
  Boneheart commanded the construction of Splinter 
  Keep, whose host was ordered to carry out the razing 
  of the Tangles and the execution of all traitors found 
  within.  Strangely, the forest proved to have incredible 
  regenerative capabilities, and the flames did little to cut 
  back the foliage for any period of time.  A few claim 
  you could actually see the forest grow from their 
  vantage at Splinter Keep.  Still, it was only a matter of 
  time as teams of hobgoblins and ghastly demonic 
  hounds penetrated the Tangles in search of resistance 
  cells. 
   
  Help came in an unlikely fashion.  In the winter of 583 
  CY, a trio of militant priests from Furyondy appeared 
  before the largest cell who had been driven to the heart 
  of the Tangles.  They brought with them weapons, 
  food, and ointments for healing which they applied 
  liberally.  Dedicated to Trithereon, these priests were 
  bent on training the remaining freemen in guerilla 
  tactics.  Led by a priest named Otolle, then managed to 
  join many of the remaining cells into a considerable 
  force.  The men of the Tangles have no delusions.  
  They do not harbor hope that they will ever return to 
  Hallorn, or wherever else they once called home.  But 
  they do wish to play the thorn in Iuz’s side for as long 
  as they can manage.  Such would do the memory of 
  Earl Skelton proud. 
   
  Important Personas 
   
  Earl Aundurach: Earl Aundurach might have been a 
  handsome man once.  But the madness he suffer from 
  has twisted his appearance.  He is hopelessly paranoid, 
  almost as much as the people he controls.  His actions 
  are chaotic and unpredictable.  His only constants are 
  his loyalty to Iuz and his fear of Cranzer.  Those close 
  to him know how to use these facts to their advantage.  
  So long as he keeps the people of Hallorn under 
  control, Cranzer permits him to play king. 
   
  Kreela:  Kreela is Cranzer’s eyes and ears in Hallorn.  
  She reports to him regularly through a magic bowl on 
  Aundurach and his latest exploits.  She makes no secret 
  of the fact that she despises the Earl, but her loyalty to 
  Iuz and Cranzer keep her in check.  She plays the role 
  of chief advisor dutifully, taking delight in using her 
  position to send Aundurach into gibbering fits on 
  occasion.  She has little pity for the poor souls he takes 
  his anger out on afterward, for she believes all who 
  would bow to such a beast deserve their fate. 
   
  Tarren Moskol: Tarren is the leader of the largest 
  resistance cell within the Tangles.  Tracing his 
  bloodline back to the founders of the Earldom, he 
  would be in line for Earl should he survive this ordeal, 
  which he does not expect to.  He finds this pessimistic 
  outlook liberating, allowing him to take risks he might 
  not if he expected otherwise.  He is greatful for the 
  assistance Otolle and his fellow priests bring with 
  
   
  51 
  11/22/2003 
   
  them, though they are perhaps a touch too preachy for 
  his tastes.  He is respected and honored by those who 
  have chosen to follow him.  Though command of the 
  forest city has been surrendered to him, Tarren is quite 
  suspicions about Umbardos.  The fool never seems to 
  reveal all he knows at any given time, or how he has 
  come to know it. 
   
  Otolle: A crusader of Trithereon from Furyondy, 
  Otolle has made it his mission to lead the people of the 
  Tangles against the overwhelming forces of Iuz.  He 
  respects these people and their courage, though he 
  wishes they were less pessimistic about their chances.  
  They are Trithereon’s arm against Iuz, and he will let 
  no harm come to them until the demigod bleeds from 
  their wound.  Utilizing a plane shift spell through an 
  enchanted device, Otolle and his peers have brought 
  aid to these suffering people and offered them a chance 
  at retribution.   
   
  Umbardos, the Lord of the Motley: The self styled 
  “lord of the motley,” there are a million stories of how 
  Umbardos came to rule his forest city at the center of 
  the Tangles.  In some, he was the court fool of an Aerdi 
  lord before one evening killing the tyrant and running 
  off with his daughter.  In another, he is a Knight of the 
  Watch who was converted to the worship of 
  Oldimmara and found his post far to dour and serious 
  to maintain.  In none of these stories is the man less 
  than one hundred years old, though he appears no older 
  than thirty.  The oldest citizen of his tree-born city is 
  fifty, and Umbardos has ruled throughout the woman’s 
  lifetime.  Whatever the truth of Umbardos’ sordid past, 
  he is not going to reveal it first.  He loves to speak of 
  riddles and prophesies and seems to have an infinite 
  patience. 
   
  Dagger of Moskol: 
  Many rogues and bandits live within the borders of the 
  Tangles, but there are a few that have sworn their 
  allegiance to Taren Moskol.  The newest members of 
  his forces are known as his daggers, striking swiftly 
  from the cover the forest against the nearby forces of 
  the Old One. 
   
  Requirements: 
   
  Entry: 
  • 
  Any Good alignment 
  • 
  Base Attack +2 
  • 
  5 ranks in each of two skills from following 
  list or 5 ranks in one skill and the ability to 
  cast 2nd level divine spells: Bluff, Heal, Move 
  Silently, Ride, or Survival. 
   
  One Time Cost:  
  • 
  Gold: 300gp 
   
  Yearly Cost:  
  • 
  Time Units: 4 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Daggers may take any of the following feats: 
  Create Infusion, Improved Shield Bash and 
  Remain Conscious. 
  • 
  Daggers may purchase the following items: 
  Alchemist’s Arrow, Arrow of Cure Light 
  Wounds, Boots of the Winterlands, Cloak of 
  Elvenkind, Collar of Cleverness (1 trick), 
  Eyes of the Eagle, Gauntlets of Ogre Power, 
  Goggles 
  of 
  Following, 
  Grapple 
  Firing 
  Crossbow, Headband of Ferocity, Horn of 
  Fog, Sacred Scabbard, and Stone of Alarm. 
  • 
  Daggers may also pay for the Hunting special 
  ability to be placed on an existing magical 
  weapon. 
   
  Organizational Benefits: 
  • 
  +1 competence bonus to Survival checks 
  while in the Tangles. 
  
   
  52 
  11/22/2003 
   
  Blade of Moskol 
   
  Requirements: 
   
  Entry: 
  • 
  Must be a Dagger of Moskol for six months 
  (real time) 
  • 
  Base Attack +6 
  • 
  11 ranks in each of two skills from the 
  following list or 11 ranks in one skill and the 
  ability to cast 4th level divine spells: Bluff, 
  Heal, Move Silently, Ride, or Survival. 
  Yearly Cost: 
  • 
  Time Units: 6 
    
  Benefits: 
   
  Access Benefits: 
  • 
  Daggers may take any of the following feats: 
  Create Infusion, Hold the Line, Improved 
  Shield Bash, Remain Conscious, Shield 
  Charge, Shield Expert, and Stealthy. 
  • 
  Blades may purchase the following items: 
  Alchemist’s Arrow, Arrow of Cure Light 
  Wounds, Belt of Giant Strength +4, Boots of 
  the Winterlands, Cloak of Elvenkind, Collar 
  of Cleverness (2 tricks), Eyes of the Eagle, 
  Goggles 
  of 
  Following, 
  Grapple 
  Firing 
  Crossbow, Headband of Ferocity, Horn of 
  Fog, Periapt of Wisdom +2, Sacred Scabbard, 
  Stone of Alarm, Vest of Resistance +2. 
  • 
  Blades may pay for the Hunting special ability 
  to be placed on an existing magical weapon. 
  • 
  Blades may pay for the Called special ability 
  to be placed on an existing magical armor. 
  • 
  Blades may pay for the Bashing special ability 
  to be placed on an existing magical shield. 
   
  Organizational Benefits: 
  • 
  +1 competence bonus to Survival checks 
  while in the Tangles. 
  • 
  Crawl up a Tree: Blades receive a 50% 
  discount to Standard Lifestyle in Bandit 
  Kingdoms regional scenarios. 
  
   
  53 
  11/22/2003 
   
  Forts Hendricks and Scorn 
   
  Skannar Hendricks, a powerful chieftain of the Reyhu 
  group of bandits, is a lot smarter than most.  Fleeing 
  from Iuz, attacked by a band of 200 Dazark 
  encountered on the first day in the forest, his men then 
  took something of a drubbing from the eastern wood 
  elves, though they managed to slay a powerful 
  fighter/mage. He decided that he really needed some 
  allies.  The wood elves didn’t seem to want to simply 
  murder the bandits wholesale, so Hendricks talked 
  peace with them.   
  Incredibly, this alliance has worked. Hendrick’s men 
  include fewer evil, and more neutrally aligned men 
  than most bandit gangs. Likewise the elves have many 
  neutrals.  There was some room for understanding, 
  since both hated Iuz and his orcs.  So, the wood elves 
  have allowed Hendricks’ men to build a couple of 
  strongholds in the Fellreev and after a joint battle 
  against a large force from Fleichshriver in Patchwall, 
  584 CY, some kind of friendship has been cemented. 
   
  The two races have begun to develop a wary respect 
  for each other and teach each other their skills. The 
  elves have shown the bandits the skills of forest 
  hunting and snaring, and how to mount forest 
  ambushes. The bandits brought very good weaponry 
  with them and have given the elves some, and they 
  even managed to bring a hundred good horses, which 
  have been bred successfully at Fort Hendricks. Wood 
  elves are now to be seen galloping along the Fellreev 
  margins on raids against Iuz’s supply lines. Skilled 
  rope use and the building of fortified forest villages 
  have also shown the elves talents some of them have 
  found worthy of learning. There‘s a mutual admiration 
  in combat skills too.  The bandits respect the elves’ 
  agility, speed, and their talent for ambush, while the 
  elves respect the bandits’ brute strength and mastery of 
  two-handed weapon use. 
   
  However, it is the intelligence and charisma of 
  Hendricks and the Clanmaster of Fanlareshen which 
  have cemented this alliance, together with Hendricks’ 
  very public proclamations of what penalties will befall 
  any of his men harming any of the elves. Swift 
  execution was meted out to one group who slew and 
  looted the bodies of a wood elf outpost, with their 
  goods and a dozen horses being given to the elves in 
  recompense. The elves now know that Hendricks is a 
  man of his word, and his own men have a very healthy 
  respect for their smart and powerful leader. 
   
  Finally, this alliance has some magical strength at its 
  disposal. Elven mages and fighter-mages are not 
  generally of high level, but there are many of them, and 
  Hendricks brought two high-level specialists with him, 
  a Conjurer and an Invoker, both of whom provide 
  devastating magic strength in battle. The alliance of 
  elven scouts, spies and ambushers with human battle 
  and strike forces has proven very effective. 
   
  To date Hendrick is holed up in the forest harassing 
  Iuz’s forces to steal supplies and raw materials need to 
  maintain the forts.  Supplies are always a constant 
  need.  Food is now usually available due to the alliance 
  with the sylvan elves, however magical supplies and 
  complex weapons and armor are still in short supply.  
  Though his blacksmiths have improved in skill, they 
  still lack the skill and experience in working exotic 
  materials.  Hendrick is a shrewd leader and knows that 
  the forest gives him a great deal of protection.  His 
  forces only number around 1000 or less men and young 
  boys along with an additional 1000 or so women and 
  children.  Though he will order strikes on Iuz’s supply 
  shipments he does little else to draw the ire of the Old 
  One.  Having survived for a little more than ten years 
  now, his men are seasoned but he is not ready to throw 
  their lives away with out good cause.  There are rumors 
  however that Hendrick has also become more paranoid 
  in his old age.  How this will affect the forts or if it is 
  even true has yet to be seen. 
   
  Fort Hendricks Garrison 
  The most numerous members of Hendrick’s group are 
  the men, defending the forts day in and day out. 
   
  Requirements: 
   
  Entry: 
  • 
  2+ ranks in either Spot or Listen or the 
  Alertness feat. 
  • 
  Any race other than Halfling or Half-Orc. 
   
  Yearly Cost: 
  • 
  200 gp. 
  • 
  2 TU patrolling the walls   
   
  Limitations: 
  • 
  Air of disgust: -2 circumstance penalty to 
  bluff and diplomacy checks with followers of 
  Iuz.  
    
  Benefits: 
   
  Access Benefits: 
  
   
  54 
  11/22/2003 
   
  • 
  Hendrick’s Garrison members may take any 
  of the following feats: Close Quarters 
  Fighting, Hold the Line, Monkey Grip, Off-
  hand Parry, Reach Spell, Multicultural. 
  • 
  Hendrick’s Garrison members may purchase 
  the following items: Wand of Cure Light 
  Wounds, Boots of Elvenkind, Cloak of 
  Elvenkind, Horseshoes of a Zephyr, Potion of 
  Flying, Dust of Tracelessness, Masterwork 
  Duom, Masterwork Great Crossbow, and 
  Masterwork Spinning Javelin. 
  • 
  Hendrick’s Garrison members may pay for +1 
  enhancement bonus to be placed on an 
  existing masterwork weapon. 
   
   
  Fort Hendricks Sentinel 
  These are eyes and ears watching out from the walls of 
  the forts.  Often trained in some form of ranged combat 
  or divine magic they help ward off any threats that 
  reach the walls. 
   
  Requirements: 
   
  Entry: 
  • 
  4+ ranks in either Spot or Listen. 
  • 
  Base Attack Bonus 5+ 
  • 
  Must have been a Garrison Member for at 
  least 6 months real time  
   
  Yearly Cost: 
  • 
  400 gp. 
  • 
  5 TU patrolling the walls   
   
  Limitations: 
  • 
  Air of disgust: -2 circumstance penalty to 
  bluff and diplomacy checks with followers of 
  Iuz.  
    
  Benefits: 
   
  Access Benefits: 
  • 
  Sentinel members may take any of the 
  following feats: Sharp Shooting, Knock-
  Down, Prone Attack, Shield Expert, Close 
  Quarters Fighting, Hold the Line, Monkey 
  Grip, Off-hand Parry, Reach Spell, and 
  Multicultural. 
  • 
  Sentinel members may purchase the following 
  items: Wand of Cure Light Wounds, Boots of 
  Elvenkind, Cloak of Elvenkind, Horseshoes of 
  a Zephyr, Potion of Flying, Dust of 
  Tracelessness, 
  Masterwork 
  Duom, 
  Masterwork Great Crossbow, Masterwork 
  Spinning Javelin, Caber, Winch Crossbow, 
  Winch Crossbow Bolts, Darkwood Mighty 
  Composite 
  Longbow 
  (+2 
  Str 
  Bonus), 
  Darkwood Mighty Composite Longbow (+3 
  Str Bonus), Mithril Chain Shirt, Stone of 
  Alarm, Eyes of the Eagle, Bracers of Archery, 
  Gloves of Dex +2, Periapt of Wisdom +2, and 
  Amulet of Natural Armor +2 . 
  • 
  Sentinels may take levels in the Prestige Class 
  Order of the Bow Initiate.  
  • 
  Sentinels may pay for +1 enhancement bonus 
  to be placed on an existing masterwork 
  weapon. 
  • 
  Sentinels may pay for the Frost ability to be 
  placed on an existing magical weapon. 
   
  Fort Hendricks Sentinel Captain 
  These are the few that are charged with the 
  organization, training and command of the forces 
  keeping the forts safe. 
   
  Requirements: 
   
  Entry: 
  • 
  6+ ranks in either Spot or Listen. 
  • 
  Base Attack Bonus 9+ 
  • 
  Must have been a Sentinel for at least 1 year 
  real time  
   
  Yearly Cost: 
  • 
  600 gp. 
  • 
  9 TU patrolling the walls and training new 
  members.  
   
  Limitations: 
  • 
  Air of disgust: -2 circumstance penalty to 
  bluff and diplomacy checks with followers of 
  Iuz.  
    
  Benefits: 
   
  Access Benefits: 
  • 
  Sentinel Captains may take any of the 
  following feats: Sharp Shooting, Knock-
  Down, Prone Attack, Shield Expert, Close 
  Quarters Fighting, Hold the Line, Monkey 
  Grip, 
  Off-hand 
  Parry, 
  Reach 
  Spell, 
  Multicultural, 
  Dwarf’s 
  Toughness, 
  Dual 
  Strike, Dirty Fighting, Death Blow, Dragon’s 
  Toughness, and Giant’s Toughness. 
  • 
  Sentinel Captains may purchase the following 
  items: Wand of Cure Light Wounds, Boots of 
  Elvenkind, Cloak of Elvenkind, Horseshoes of 
  a Zephyr, Potion of Flying, Dust of 
  
   
  55 
  11/22/2003 
   
  Tracelessness,  Darkwood Mighty Composite 
  Longbow (+2 Str Bonus),, Darkwood Mighty 
  Composite Longbow (+3 Str Bonus), Mithril 
  Chain Shirt, Stone of Alarm, Eyes of the 
  Eagle, Bracers of Archery, Gloves of Dex +2, 
  Gloves of Dex +4, Periapt of Wisdom +2, 
  Amulet of Natural Armor +2, Amulet of 
  Natural Armor +3, Vest of False Life, Ring of 
  Protection +2, Belt of Giant Strength +4, 
  Minor 
  Ring 
  of 
  Elemental 
  Resistance(electricity), 
   
  Immovable 
  Rod, 
  Necklace of Fireballs(Type VII), Incense of 
  Meditation, Goggles of Night, Arrow of 
  Farsight, Masterwork Fullblade, Alchemist 
  Arrows, 
  Harpoon, 
  Masterwork 
  Duom, 
  Masterwork Great Crossbow, Masterwork 
  Spinning Javelin, Caber, Winch Crossbow, 
  and Winch Crossbow Bolts. 
  • 
  Sentinel Captains may take levels in the 
  Prestige Class Order of the Bow Initiate.  
  • 
  Sentinel 
  Captains 
  may 
  pay 
  for 
  +1 
  enhancement bonus to be placed on an 
  existing masterwork weapon. 
  • 
  Sentinel 
  Captains 
  may 
  pay 
  for 
  +2 
  enhancement bonus to be placed on an 
  existing magical weapon. 
  • 
  Sentinel Captains may pay for the Frost ability 
  to be placed on an existing magical weapon. 
  • 
  Sentinel 
  Captains 
  may 
  pay 
  for 
  +2 
  enhancement bonus to be placed on an 
  existing magical armor. 
   
  Organizational Benefits: 
  • 
  Sentinel 
  Captains 
  have 
  one 
  permanent 
  influence point with the Fort Hendricks; it 
  may be redeemed once per scenario.  
   
   
   
   
   
  Fort Hendricks Outrider  
  The outriders patrol the areas around the forts often 
  tracking the enemies to their home so threats can be 
  attacked before they reach the garrison forces. 
   
  Requirements: 
   
  Entry: 
  • 
  4+ ranks in either Spot or Listen. 
  • 
  Must have the Track or Ride by Attack feats. 
  • 
  Base Attack Bonus 5+ 
  • 
  Must have been a Garrison Member for at 
  least 6 months real time.  
   
  Yearly Cost: 
  • 
  400 gp. 
  • 
  4 TU patrolling the borders.   
   
  Limitations: 
  • 
  Air of disgust: -2 circumstance penalty to 
  bluff and diplomacy checks with followers of 
  Iuz.  
    
  Benefits: 
   
  Access Benefits: 
  • 
  Outriders may take any of the following feats: 
  Close Quarters Fighting, Hold the Line, 
  Monkey Grip, Off-hand Parry, Reach Spell, 
  Multicultural, Power Lunge, Extra Favored 
  Enemy, Supernatural Blow, and Shadow. 
  • 
  Outriders may purchase the following items: 
  Wand of Cure Light Wounds, Boots of 
  Elvenkind, Cloak of Elvenkind, Horseshoes of 
  a Zephyr, Potion of Flying, Dust of 
  Tracelessness, Horseshoes of Speed, Goggles 
  of Following (MoTW), Collar of Resistance 
  +2, Potion of Heroism, Belt of Giant Strength 
  +4, Gauntlets of Dex+4, Masterwork Duom, 
  Masterwork Great Crossbow, and Masterwork 
  Spinning Javelin, Bolas, 2-ball, Harpoon, and 
  Alchemist’s arrow. 
  • 
  Outriders may take levels in the Prestige Class 
  Windrider. 
  • 
  Outriders may pay for +1 enhancement bonus 
  to be placed on an existing masterwork 
  weapon. 
  • 
  Outriders may pay for +2 enhancement bonus 
  to be placed on an existing magical weapon. 
   
  Fort Hendricks Outrider Captain  
  Charged with training and organization of the forces 
  that scout the areas outside the forts.  They are often 
  kept busy as the Fellreev is a very dangerous place. 
   
  Requirements: 
   
  Entry: 
  • 
  4+ ranks in either Spot or Listen. 
  • 
  Must have the Track or Ride by Attack feats. 
  • 
  Must have 2 favored enemies or Spirited 
  Charge feat 
  • 
  Base Attack Bonus 9+ 
  • 
  Must have been an Outrider for at least one 
  year real time.  
   
  Yearly Cost: 
  
   
  56 
  11/22/2003 
   
  • 
  400 gp. 
  • 
  8 TU patrolling the borders and training new 
  Outriders.   
   
  Limitations: 
  • 
  Air of disgust: -2 circumstance penalty to 
  bluff and diplomacy checks with followers of 
  Iuz.  
    
  Benefits: 
   
  Access Benefits: 
  • 
  Outrider Captains may take any of the 
  following feats: Close Quarters Fighting, Hold 
  the Line, Monkey Grip, Off-hand Parry, 
  Reach Spell, Multicultural, Power Lunge, 
  Extra Favored Enemy, Supernatural Blow, 
  Improved Overrun, Favored Critical, Expert 
  Tactician, Power Critical, and Shadow. 
  • 
  Outrider Captains may purchase the following 
  items: Wand of Cure Light Wounds, Boots of 
  Elvenkind, Cloak of Elvenkind, Horseshoes of 
  a Zephyr, Potion of Flying, Dust of 
  Tracelessness, Horseshoes of Speed, Goggles 
  of Following (MoTW), Collar of Resistance 
  +2, Potion of Heroism, Belt of Giant Strength 
  +4, Gauntlets of Dex+4, Equerry Armor, 
  Battle Rod , Cloak of the Forest (DoTF), Ring 
  of Invisibility, Ring of Animal Friendship, 
  Figurine of Wondrous Power (Ivory Goat), 
  Masterwork 
  Duom, 
  Masterwork 
  Great 
  Crossbow, and Masterwork Spinning Javelin, 
  Bolas, 2-ball, Harpoon, and Alchemist’s 
  arrow. 
  • 
  Outrider Captains may take levels in the 
  Prestige Class Windrider. 
  • 
  Outrider 
  Captains 
  may 
  pay 
  for 
  +1 
  enhancement bonus to be placed on an 
  existing masterwork weapon. 
  • 
  Outrider Captains may pay for +2 or +3 
  enhancement bonus to be placed on an 
  existing magical weapon. 
  • 
  Outrider Captains may pay for the Disruption 
  ability to be placed on an existing magical 
  weapon. 
  • 
  Outrider Captains may pay for the Ghost 
  Touch ability to be placed on an existing 
  magical weapon. 
   
  Organizational Benefits: 
  • 
  Outrider 
  Captains 
  have 
  one 
  permanent 
  influence point with the Fort Hendricks; it 
  may be redeemed once per scenario.  
   
  Fort Wizard Apprentice 
  The Security of the Forts allows one of the few things 
  found in the occupied lands of the Combination of Free 
  Lords, training for wizards. Hendrick’s brought a 
  Conjurer and Invoker with him.  They both have taken 
  on students to provide an extra edge to protecting the 
  Forts. 
   
  Requirements: 
   
  Entry: 
  • 
  2+ ranks in either Spot or Listen or the 
  Alertness feat. 
  • 
  Must have 8+ ranks in Spellcraft and 
  Concentration. 
  • 
  Must be able to cast three conjuration or three 
  evocation spells of 2nd level or higher. 
  • 
  Must have been a Garrison Member for at 
  least 6 months real time.  
   
  Initial Cost: 
  • 
  500gp donation to the wizards. 
   
  Yearly Cost: 
  • 
  400 gp for supplies. 
  • 
  4 TU patrolling the walls and training.   
   
  Limitations: 
  • 
  Air of disgust: -2 circumstance penalty to 
  bluff and diplomacy checks with followers of 
  Iuz.  
    
  Benefits: 
   
  Access Benefits: 
  • 
  Apprentices may take any of the following 
  feats: Close Quarters Fighting, Hold the Line, 
  Monkey Grip, Off-hand Parry, Reach Spell, 
  Multicultural, Greater Spell Focus, Arcane 
  Defense, Augment Summoning, Greater Spell 
  Penetration, and Widen Spell. 
  • 
  Apprentices may learn the following spells: 
  Glitterdust, 
  Summon 
  Swarm, 
  Shatter, 
  Daylight, Stinking Cloud, Sleet Storm, Wind 
  Wall, Lighting Bolt, Lesser Acid Orb, Lesser 
  Cold Orb, Lesser Electric Orb, Lesser Fire 
  Orb, Lesser Sonic Orb, Choke, Ice Knife, 
  Fox’s Cunning, Familiar Pocket, Corpse 
  Candle, Ice Burst, and Fortify Familiar. 
  • 
  Apprentices may purchase the following 
  items: Bracers of Armor +3, Cloak of the 
  Arachnida, Bag of Holding(Type 2), Necklace 
  of Fireballs(Type IV), Headband of Intellect 
  +2, Wand of Cure Light Wounds, Boots of 
  
   
  57 
  11/22/2003 
   
  Elvenkind, Cloak of Elvenkind, Horseshoes of 
  a Zephyr, Potion of Flying, Dust of 
  Tracelessness, 
  Masterwork 
  Duom, 
  Masterwork Great Crossbow, and Masterwork 
  Spinning Javelin. 
  • 
  Apprentices may pay for +1 enhancement 
  bonus to be placed on an existing masterwork 
  weapon. 
  • 
  Apprentices may take levels in Mindbender, 
  Alienist (all other special requirements must 
  still be met).  
   
  Fort Wizard Adept 
  As Adepts these few now help maintain the security of 
  the keeps so that they may continue training.  They 
  help assist with the students and protecting the Forts. 
   
  Requirements: 
   
  Entry: 
  • 
  2+ ranks in either Spot or Listen or the 
  Alertness feat. 
  • 
  Must have 13+ ranks in Spellcraft and 
  Concentration. 
  • 
  Must be able to cast three conjuration or three 
  evocation spells of 3nd level or higher. 
  • 
  Must have been a Fort Wizard Apprentice for 
  at least one year real time.  
   
  Initial Cost: 
  • 
  1500gp initiation. 
   
  Yearly Cost: 
  • 
  600 gp for supplies. 
  • 
  8 TU defending the walls and training.   
   
  Limitations: 
  • 
  Air of disgust: -2 circumstance penalty to 
  bluff and diplomacy checks with followers of 
  Iuz.  
    
  Benefits: 
   
  Access Benefits: 
  • 
  Adepts may take any of the following feats: 
  Close Quarters Fighting, Hold the Line, 
  Monkey Grip, Off-hand Parry, Reach Spell, 
  Multicultural, Greater Spell Focus, Arcane 
  Defense, Augment Summoning, Greater Spell 
  Penetration, Arcane Preparation, Chain Spell, 
  Cooperative Spell, Delay Spell, Energy 
  Substitution, Extra Spell and Widen Spell. 
  • 
  Adepts may learn the following spells: 
  Glitterdust, 
  Summon 
  Swarm, 
  Shatter, 
  Daylight, Stinking Cloud, Sleet Storm, Wind 
  Wall, Lighting Bolt, Evard’s Black Tentacles, 
  Solid Fog, Fire Shield, Shout, Cloudkill, Wall 
  of Stone, Bigby’s Interposing Hand, Wall of 
  Force, Lesser Acid Orb, Lesser Cold Orb, 
  Lesser Electric Orb, Lesser Fire Orb, Lesser 
  Sonic Orb, Choke, Ice Knife, Fox’s Cunning, 
  Familiar Pocket, Corpse Candle, Ice Burst, 
  Acid Orb, Cold Orb, Electric Orb, Fire Orb, 
  Sonic 
  Orb, 
  Fortify 
  Familiar, 
  Mass 
  Darkvision, 
  Energy 
  Buffer 
  and 
  Fortify 
  Familiar. 
  • 
  Adepts may purchase any item from table 4-1 
  or 4-2 pg 72 Tome and Blood except for the 
  Arcane Library.  
  • 
  Adepts may purchase the following items: 
  Bracers of Armor +6, Cloak of the Arachnida, 
  Bag of Holding(Type 4), Necklace of 
  Fireballs(Type 
  IV), 
  Necklace 
  of 
  Fireballs(Type VII), Headband of Intellect +4, 
  Boccob’s Blessed Book, Cloak of Resistance 
  +3, Wand of Lighting Bolt (8th-level caster), 
  Ring of Wizardry I, Staff of Fire, Staff of 
  Swarming Insects, Wand of Magic Missiles 
  (9th-level caster), Goggles of Night, Wand of 
  Cure Light Wounds, Boots of Elvenkind, 
  Cloak of Elvenkind, Horseshoes of a Zephyr, 
  Potion of Flying, Dust of Tracelessness, 
  Masterwork 
  Duom, 
  Masterwork 
  Great 
  Crossbow, and Masterwork Spinning Javelin. 
  • 
  Adepts may pay for +1 enhancement bonus to 
  be placed on an existing masterwork weapon. 
  • 
  Adepts may take levels in Mindbender or 
  Alienist (all other special requirements must 
  still be met).  
   
  Organizational Benefits: 
  • 
  Adepts have one permanent influence point 
  with the Fort Hendricks; it may be redeemed 
  once per scenario.  
   
   
   
  
   
  58 
  11/22/2003 
   
  Tangles Druids
   
  While the cult of the Oerth Mother (Beory) no longer 
  dominates the entire Flanaess as it once did, the 
  traditions of her worship persist in the Tangles.  The 
  present hierarchy of the Old Faith is built upon the 
  ancient religion of the druids, though deities in addition 
  to Beory are worshiped.  Of course, other “nature” 
  religions exist outside the Old Faith, even different 
  branches of the druidic heritage, but few of these are 
  left in the Flanaess.  The druids of the inner circles of 
  the Old Faith gain far more prestige and respect than 
  these other groups.  Mistletoe, oak leaves, and holly 
  leaves are their common emblems.  
   
  See Chapter  6: Power Groups in Living Greyhawk ®  
  Gazetter on page 161 for more details.  
   
  Aspirant  
  These are new members, just learning the joy of the 
  Old Faith. 
   
  Requirements:  
   
  Entry: 
  • 
  Any neutral alignment.  
  • 
  Survival 5+ ranks  
  • 
  Worship a deity that grants an elemental (Air, 
  Earth, Fire, Water) domain or either the 
  Animal or Plant domain. 
   
  Yearly Cost: 
  • 
  Time Units: 4  
   
  Limitations: 
  • 
  Druidic Hierarchy: The character must submit 
  to the authority of the nine Druids, the three 
  Archdruids, and the Great Druid of the 
  Northern Reaches. Failure to comply with this 
  limitation results in banishment from the 
  Circle. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Acolytes gain access to the feats Brachiation, 
  Natural Spell, Plant Defiance, and Scent.  
  • 
  Acolytes may purchase the following items: 
  Amulet of Natural Armor +2, Collar of 
  Cleverness (2 tricks), Collar of Resistance +2, 
  Goggles of Following, Wand of Cure Light 
  Wounds, and Wildling Clasp.  
  • 
  Acolytes gain access to the King/Queen of the 
  Forest prestige class.  
  • 
  Acolytes may learn the following spells: 
  Adrenalin Surge, Briar Web, Camouflage, 
  Countermoon, Dawn, Daze Animal, Embrace 
  of the Wild, Forestfold, Green Blockade, 
  Hawkeye, Might of Oak, Nature’s Favor.  
   
  Member of the Outer Circle  
  These are new members, just learning the joy of the 
  Old Faith. 
   
  Requirements:  
   
  Entry: 
  • 
  Any neutral alignment.  
  • 
  Survival 8+ ranks  
  • 
  Worship a deity that grants an elemental (Air, 
  Earth, Fire, Water) domain or either the 
  Animal or Plant domain. 
  • 
  Must be able to cast Speak with Plants. 
  • 
  Must have been an Aspirant for at least one 
  year real time. 
   
  Yearly Cost: 
  • 
  Time Units: 6 
   
  Limitations: 
  • 
  Druidic Hierarchy: The character must submit 
  to the authority of the nine Druids, the three 
  Archdruids, and the Great Druid of the 
  Northern Reaches. Failure to comply with this 
  limitation results in banishment from the 
  Circle. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Members of the Outer Circle gain access to 
  the feats Brachiation, Natural Spell, Plant 
  Control, Plant Defiance, and Scent.  
  • 
  Members may purchase the following items: 
  Amulet of Natural Armor +3, Create Infusion, 
  Collar of Cleverness (2 tricks), Collar of 
  Resistance +2, Goggles of Following, Periapt 
  of Wisdom +2, Rope of Climbing, Wand of 
  Cure Moderate Wounds, Wand of Cure Light 
  Wounds, and Wildling Clasp.  
  • 
  Memebrs gain access to the King/Queen of 
  the Forest prestige class.  
  • 
  Memebrs may learn the following spells: 
  Adrenalin Surge, Briar Web, Camouflage, 
  Countermoon, Dawn, Daze Animal, Embrace 
  
   
  59 
  11/22/2003 
   
  of the Wild, Forestfold, Green Blockade, 
  Hawkeye, Might of Oak, Nature’s Favor 
  Speed of the Wind, Regenerate Light Wounds, 
  Regenerate Moderate Wounds, Regenerate 
  Serious Wounds, Regenerate Ring, Wood 
  Wose.  
   
  Organizational Benefits: 
  • 
  Members of the Outer Circle have one 
  permanent influence point with the Tangles 
  Druids; it may be redeemed once per scenario. 
  • 
  Members of the Outer Circle receive a 50% 
  discount to Standard Lifestyle in Bandit 
  Kingdoms regional scenarios. 
   
   
  
   
  60 
  11/22/2003 
   
  Fellreev Druids 
   
  Serving the ancient Flan Power Obad-Hai, these druids 
  are utterly feral, wearing little more than rags in most 
  cases, and typically avoid interaction with humanoids, 
  even with elves.  These druids are completely 
  otherworldly, absorbed in nature with no interest in the 
  doings of orcs, humans, or elves, but they have a 
  treasury of oral folklore and history that is immense.  
  Also, they are rumored to know every magical site in 
  the Fellreev, but are not willing to speak of them 
  outside their circle.  
   
  Recently the druids have become more noticeable.  
  Unlike past years they have begun responding to 
  requests from initiates who wish to join them.  Though 
  suspected of being xenophobic towards everyone, they 
  now seem to welcome all who hear the call of nature 
  and Obad-Hai.  Many of the traditional Flan woodsmen 
  have joined their ranks, seeking shelter from the un-
  natural forces in forest.  Also angry voices can be heard 
  in the forest now.  Some report that the voices are 
  calling for the Shalm to return the forest to its natural 
  state.   Additionally, many living in the forest would 
  claim that the number of attacks by dire and feral 
  creatures has been on the rise. 
   
  These druids follow a different path than most, the 
  Hierarchy is as follows: 
   
  Cub 
   
  Beast 
   
  Dire Beast 
   
  Legendary Beast 
  Above these are a limited number of positions all of 
  which are believed to be held by the original members: 
  Terrors 
  (nine 
  members), 
  the 
  Dire 
  Druids(nine 
  members), the Deadly Venoms (three members), and 
  the Avenging Forest (one person?).  If there is any 
  hierarchy above this, it is a well guarded secret by the 
  Druids. 
   
   
  Cub of The Fellreev:   
  These are the lowest ranking members of the hierarchy.  
  Often they have only just passed initiation into the 
  order.  They are expected to seek out the true nature of 
  the animal mind starting, thus their path to 
  enlightenment. 
   
  Requirements:  
   
  Entry: 
  • 
  Any neutral alignment.  
  • 
  Survival 5+ ranks  
  • 
  Worship Obad-Hai 
   
  Yearly Cost: 
  • 
  Time Units: 4  
   
  Limitations: 
  • 
  Druidic Hierarchy: The character must submit 
  to the authority of the Fellreev Pack leaders. 
  Failure to comply with this limitation results 
  in banishment from the Pack. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Cubs gain access to the feats Animal 
  Defiance, Brachiation, Extra Wild Shape, 
  Natural Spell, Plant Defiance, and Scent. 
  • 
  Cubs may purchase the following items: 
  Amulet of Natural Armor +2, Druid’s 
  Vestment, Gauntlet of Rust, Wand of Cure 
  Light Wounds, and Wildling Clasp. 
  • 
  Cubs may pray for the following spells:, 
  Adrenalin Surge, Briar Web, Camouflage, 
  Countermoon, Dawn, Daze Animal, Embrace 
  of the Wild, Forestfold, Green Blockade, 
  Might of Oak, Nature’s Favor, Regenerate 
  Light Wounds, Regenerate Moderate Wounds, 
  Wood Wose.  
   
   
  Beast of The Fellreev:   
  Members who have taken the next step in awaking the 
  animal mind in themselves.  These members have show 
  they can become one with the animal mind by taking 
  its shape.  Beasts begin to lose a hold on civilization as 
  they are exposed to a feral lifestyle. 
   
  Requirements:  
   
  Entry: 
  • 
  Any neutral alignment.  
  • 
  Survival 8+ ranks 
  • 
  Must be able to Wild Shape   
  • 
  Worship Obad-Hai 
  • 
  Must have been a Cub for at least one year 
  real time. 
   
  Yearly Cost: 
  • 
  Time Units: 6  
   
  Limitations: 
  
   
  61 
  11/22/2003 
   
  • 
  Druidic Hierarchy: The character must submit 
  to the authority of the Fellreev Pack leaders. 
  Failure to comply with this limitation results 
  in banishment from the Pack. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Beasts gain access to the feats Animal 
  Control, Animal Defiance, Brachiation, Create 
  Infusion, Extra Wild Shape, Flyby Attack, 
  Multiattack, Natural Spell, Plant Control, 
  Plant Defiance, and Scent. 
  • 
  Beasts may purchase the following items: 
  Amulet of Natural Armor +3, Cloak of 
  Resistance +2, Collar of Resistance +2, 
  Druid’s Vestment, Helm of Bonding, Gauntlet 
  of Rust, Horn of Fog, Wand of Cure Light 
  Wounds, and Wildling Clasp. 
  • 
  Beasts may pray for the following spells:, 
  Adrenalin Surge, Beget Bogun, Briar Web, 
  Camouflage, Countermoon, Creeping Cold, 
  Dawn, Daze Animal, Embrace of the Wild, 
  False Bravado, Forestfold, Green Blockade, 
  Hawkeye, Might of Oak, Nature’s Favor, 
  Regenerate 
  Light 
  Wounds, 
  Regenerate 
  Moderate Wounds, Wood Wose.    
   
  Organizational Benefits: 
  • 
  Beasts have one permanent influence point 
  with the Fellreev Druids; it may be redeemed 
  once per scenario. 
  • 
  Beasts gain a –2 penalty to diplomacy checks 
  when dealing anyone outside of the Fellreev 
  Druids.  The druids have a reputation for their 
  feral nature.  As a beast you begin siding into 
  a more feral attitude embracing the animal 
  mind.  
  • 
  Beginning to live a Feral Lifestyle: Beasts 
  receive a 50% discount to Standard Lifestyle 
  in Bandit Kingdoms regional scenarios.  
  Tough you are living a wild lifestyle; you are 
  learning to do so to the point that you receive 
  the same benefits as a standard lifestyle. 
   
  Dire Beast of The Fellreev:   
   
  Requirements:  
   
  Entry: 
  • 
  Any neutral alignment.  
  • 
  Survival 10+ ranks 
  • 
  Must be able to Wild Shape into a Large 
  creature.  
  • 
  Worship Obad-Hai 
  • 
  Must have been a Beast for at least one year 
  real time. 
   
  Yearly Cost: 
  • 
  Time Units: 8  
   
  Limitations: 
  • 
  Druidic Hierarchy: The character must submit 
  to the authority of the Fellreev Pack leaders. 
  Failure to comply with this limitation results 
  in banishment from the Pack. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Dire Beasts gain access to the feats Animal 
  Control, Animal Defiance, Brachiation, Create 
  Infusion, Extra Wild Shape, Flyby Attack, 
  Improved 
  Flight, 
  Improved 
  Swimming, 
  Multiattack, Multidexterity, Natural Spell, 
  Plant Control, Plant Defiance, Scent and 
  Snatch. 
  • 
  Dire Beasts may purchase the following items: 
  Amulet of Natural Armor +4, Cloak of 
  Resistance +3, Collar of Resistance +3, 
  Druid’s Vestment, Helm of Bonding, Gauntlet 
  of Rust, Horn of Fog, Wand of Cure Light 
  Wounds, and Wildling Clasp. 
  • 
  Dire Beasts may pay for the Wild special 
  ability to be placed on an existing set of 
  magical armor. 
  • 
  Dire Beasts may pray for the following spells:, 
  Adrenalin Surge, Beget Bogun, Big Sky, Briar 
  Web, Camouflage, Countermoon, Creeping 
  Cold, Dawn, Daze Animal, Embrace of the 
  Wild, False Bravado, Forestfold, Green 
  Blockade, Hawkeye, Last Breath, Might of 
  Oak, Nature’s Favor, Regenerate Serious  
  Wounds, 
  Regenerate 
  Light 
  Wounds, 
  Regenerate Moderate Wounds, Regenerate 
  Ring,  Wood Wose.    
   
  Organizational Benefits: 
  • 
  Dire Beasts have two permanent influence 
  points with the Fellreev Druids; they may be 
  redeemed once per scenario.  
  • 
  Dire Beasts gain a –3 penalty to diplomacy 
  checks when dealing anyone outside of the 
  Fellreev Druids.  The druids have a reputation 
  for their feral nature.  You have embraced the 
  animal mind.  
  • 
  Animal Lifestyle: Dire Beasts receive a 100% 
  discount to Standard Lifestyle in Bandit 
  Kingdoms regional scenarios.  Often you go 
  
   
  62 
  11/22/2003 
   
  weeks living as an animal.  Tough you are 
  living a wild lifestyle; you have learned to do 
  so to the point that you receive the same 
  benefits as a standard lifestyle. 
   
   
  
   
  63 
  11/22/2003 
   
  Fanlareshen Sylvan Elves 
   
   
  (Fellreev'taure Lai'Quessir Noore) 
   
  Of all the sylvan elves living in the Fellreev, the most 
  organized are the elves living in the southern lands 
  between the Artonsamay and Cold Run.  These elves 
  tend to be more aggressive than their western Fellreev 
  counterparts, with whom they have separated from and 
  resume very little contact.  One family, House Ostorio, 
  has assumed leadership among them and formed Clan 
  Fanlareshen.  Their diplomatic skills, strength, and 
  magical might helped them forge the alliance of the 
  Reyhu bandits and Fanlareshen elves.  Since the 
  formation of the Reyhu-Fanlareshen alliance in 584 
  CY, the Fellreev Forest has strengthened as a center of 
  anti-Iuz resistance, though it is nowhere near the force 
  needed to free the forest and its surrounding lands from 
  the Old One’s evil grip. 
  History 
  Before the coming of the Old One, Clan Fanlareshen 
  wasn’t much of a sylvan elf clan.  Families preferred to 
  be isolated from the other races and each other 
  cooperating only when necessary. They were absorbed 
  in their daily routines of hunting, fishing and gathering, 
  and the chosen craft of their artisan skills passed down 
  from generation to generation. All of that changed as 
  the Old One waged war across the Flanaess, sewing 
  chaos and destruction to their isolated world. Now the 
  elves had to band together to save their beloved forest 
  home.   
   
  The half-demon demi-god’s forces were ruthless.  Bar-
  igura were used as initial infiltration forces—spying, 
  scouting, and laying many devastating ambushes. 
  Chasme often flew into the Fellreev seeking an easy 
  meal. Undead lurched out of Fleischshriver and 
  slivered into the forest. The Free Reavers alliance with 
  the Old One led to numerous raids on those inhabiting 
  the Fellreev. Jebli orcs along with monstrous horrors 
  never seen before tore through the ancient trees with a 
  fire of destruction only envisioned in nightmares of 
  small children. The sylvan elves soon learned that they 
  were incapable of fending off these forces without 
  great loss.  The elves began to fall to the opposition, 
  slaughtered by demonic forces, horrific monsters, 
  bloodthirsty orcs, ferocious hobgoblins, and life 
  draining 
  undead. 
   
  These 
  losses 
  instilled 
  an 
  insurmountable hatred for all things allied with the Old 
  One.  From that day forward the families that we know 
  as Clan Fanlareshen joined as one with one uniting 
  purpose—to drive the Old One’s forces from the 
  Fellreev and to make them feel the loss they had.  The 
  elves fought endlessly to achieve their ambitious goal, 
  but it seemed with every victory came two defeats.  But 
  a dim light began to shine in 538 CY with the arrival of 
  a bandit group lead by Skannar Hendricks.  
   
  Hendricks led a group of Reyhu bandits who were 
  seeking refuge in the Fellreev Forest.  This rogue group 
  unfortunately met a great deal of hostility, but they 
  were able to handle their defeats.  The reason for this 
  was that while the orcs they encountered were trying to 
  kill them, the elves they encountered had no desire to 
  take any more than the bandit’s supplies.  Hendricks 
  took notice of their compassion and began to plot a 
  scheme to help himself with an alliance.  This plan 
  would come to fruition when his men lost to the 
  Fanlareshen elves.  Hendricks tried to negotiate with 
  the elves.  Most of the families, preferring isolation, 
  were very uneasy with the human’s talk of alliance.  
  This presented an opportunity for the head of the 
  Ostorio family to take charge and increase his family’s 
  power of the clan.  After the two negotiated, a tentative 
  truce was enacted, signed by both Skannar Hendricks 
  and Clanmaster Ostorio.  
   
  However, this alliance was still shaky because the elves 
  didn’t trust the humans and vice versa.  As a move to 
  show a sign of good faith, Hendricks made a very 
  public proclamations of what penalties would befall 
  any of his men should they raise a hand against the 
  elves.  Hendricks proved he was a man of his word late 
  in 583 CY.  He instituted a swift execution to the group 
  who slew and looted the bodies of a wood elf outpost.  
  Not only did he punish those guilty, he gave their 
  goods and a dozen horses to the elves in recompense. 
  This instilled a stronger trust in the elves because 
  Hendricks was a man of his word and made good on 
  his proclamation.  The alliance would be rooted in trust 
  and understanding.  As a gesture of good faith on their 
  part, the elves allowed Hendricks’ men to build a 
  couple of strongholds in the Fellreev (that would latter 
  be named Fort Hendricks and Fort Scorn).  Ostorio was 
  given the title of  “High General” of all the eastern 
  sylvan Clans for the crucial role he played in 
  coordinating the alliance with Skannar Hendricks’ 
  Reyhu bandits. 
   
  Time would lead to many benefits to be found on both 
  sides of the alliance. The elves have taught the bandits 
  skills of the forest—hunting, snaring, and how to 
  mount 
  forest 
  ambushes. 
  The 
  bandits 
  brought 
  blacksmiths, two powerful specialist mages, and a good 
  stock of horses, which have been bred successfully at 
  
   
  64 
  11/22/2003 
   
  Fort Hendricks. These horses added not only to the 
  bandits’ defenses but also the elves that are often seen 
  galloping along the Fellreev margins.  There's a mutual 
  admiration in combat skills as well. The bandits respect 
  the elves' agility, speed, strength, and stealth in the 
  forest, while the elves respect the bandits' hardiness, 
  ingenuity, passion to survive, and ability to use of a 
  wide array of weapons. 
   
  Though the last ten years have strengthened the skills 
  of the two groups, it has also weakened the ties 
  between them.  Some elven families are discontented, 
  believing that the humans should be left to their own 
  devices and the elves to theirs.  This discontent is 
  within the Rehyn men as well, though no man would 
  cross Hendricks.  The same holds true for the elves that 
  fear Ostorio’s influence on the Clan.  So both groups 
  bide their time until they have the power to overthrow 
  the current leaders. 
   
  The 
  Clan’s 
  current 
  activities 
  involve 
  seeking 
  information about the Old One’s activities outside the 
  forest, to better prepare for trouble inside it.  This quest 
  led to several members of the Clan being sent out of 
  the Fellreev to “recruit” non-Fanlareshen elves.  In 592 
  CY, both high elves and grey elves were successfully 
  recruited by their sylvan brothers and in doing so have 
  been somewhat adopted into the Clan.  This action has 
  strengthened the number and skills of the Clan, but in 
  the shadows there are those that distain this action but 
  nothing ever comes of it and to date the recruitment 
  effort still continues. 
   
  Activities 
  Forts Hendricks and Scorn are the major fortified 
  settlements of the Reyhu bandits, led by Skannar 
  Hendricks, and each fort also serves as a fortification 
  for some of Clan Fanlareshen.  The forts originally 
  held some 400 bandits, together with around 50 horses, 
  and a couple of dozen chain-barded war dogs each, and 
  100-150 wood elves living in the village or in tree 
  houses around each as well. The settlements now 
  number about 500 bandits with 500 women and 
  children inhabiting each.  The elf’s number has 
  remained fairly constant; only about 150-200 elves 
  now inhabit the surrounding tree houses.  As per the 
  alliance, sylvan elf youth mentor young humans so that 
  they can become more in touch with the forest if they 
  so choose.  This action has even led to a sparse few of 
  the Reyhu feeling the call of the wild in adulthood. 
     
  The forest heavily conceals both of these encampments 
  since the trees were thinned only enough to make space 
  for buildings. Despite this natural cover, the bandits 
  still camouflage the roofs of their wooden huts as a 
  further pre-caution.  The two encampments each have a 
  forge, but they dare not light them unless a pall of mist, 
  common in fall or winter, hangs over the forest, 
  disguising the smoke from the fires.  No one outside 
  the two groups knows how to get to the two 
  encampments and it isn’t unusual for someone seeking 
  Fort Hendricks or Fort Scorn to end up at an ambush 
  sites where elves and bandits lie in wait.  
     
  Outsiders are watched carefully. Any group with but a 
  single unknown humanoid amongst their number will 
  be attacked on sight.  Surrendering is not an option if 
  they see their opponents serve the Old One.  Fear of 
  torture and being magically compelled to betray their 
  fellows is incentive enough to fight to the death. 
  Human interlopers are given a chance to surrender 
  before killed.  If they do so, captured humans are 
  blindfolded and escorted through the forest on a zigzag, 
  non-determinant path to the closest settlement, even if 
  only a small tree-house complex.  A sign of good faith 
  must be given before the elves and bandits trust any 
  intruders into their lands. Prisoners who appear to be of 
  any note or worth will be taken to Fort Hendricks 
  immediately 
  so 
  Skannar 
  can 
  interrogate 
  them 
  personally.  All of these precautions are in place 
  because Iuz’s forces are never ending in their pursuit of 
  controlling the Fellreev Forest. 
     
  The elves and bandits are far from comfortable.  In fact 
  they desperately need certain supplies, such as spell 
  components for more unusual spells, good iron for 
  weapons and armor, and well-crafted utensils. All these 
  are in short supply, despite trading with other 
  organizations and raiding Iuz's forces. The only 
  abundant resource is that of the forest, including 
  Darkwood and other rare forest materials.  Clan 
  Fanlareshen have no blacksmiths trained to work with 
  metals save the few artisans who are experts at making 
  the often-admired traditional elven chain and elven 
  blades.  Despite their lack of metallurgy, the Clan has a 
  large group of master craftsmen that make extensive 
  use of darkwood for shields, bucklers, bows, staves, 
  and other important wooden items such as elven 
  darkleaf and leafweave armor.  The High General 
  himself goes to battle in a suit of Elven Darkleaf full 
  plate armor, which is as silent as a leaf falling in the 
  forest. 
   
  The Fellreev is not the most forgiving when it comes to 
  survival.  The Clan wishes all members to be hardy and 
  adept at surviving alone in the forest. It is for this 
  reason that all elves that are recruited into the Clan 
  must first prove that they would not be a burden by 
  surviving in the forest for four days alone.  
  Consequentially this is the same ceremony that native 
  Fanlareshen elves go through upon reaching adulthood, 
  
   
  65 
  11/22/2003 
   
  and serves to let the Clan leaders know that the former 
  youth has now moved on into adulthood.  Very rarely, 
  a family will adopt a recruit, but first they must 
  complete a special task dictated by that family’s leader.  
  If adopted, the former recruit is supposed to be treated 
  like any other Clan member. Few are given the 
  privilege of joining a family house, as an adopted 
  brother or sister, serving the Clan where their skills can 
  be best used.  Those more diverse in experience and 
  seen as more valuable, often work with another family, 
  but never more than two and they must be wed into the 
  new family before they can be considered a member.  
   
  All recruits and adoptees spend a few weeks in the 
  Fellreev at the beginning of each year, training, 
  relaying important information from the outside, 
  bringing greatly needed supplies, and anything the 
  Clan request to aid in surviving the harsh winters. 
  When outside the forest, their duty is to serve as the 
  Clan’s eyes and ears uncovering any plots that may or 
  may not reach the homeland. A sylvan elf that tears 
  himself away from the forest to venture into the outside 
  world, often seeks knowledge, magic, and power to 
  help in the fight back home. But all Clan members 
  return to the forest intermittently throughout the year to 
  discuss strategies with Clan leaders, share news, mend 
  equipment, or to acquire an item only produced by the 
  sylvan armorers and artificers. These visits usually 
  never last more than a week or two. 
   
  The greatest asset the Clan has gathered from recruits 
  and adventuring members is a better understanding of 
  the various organizations that exist within the 
  Combination. Several of their members have been 
  given permission to join other organizations, so they 
  can secretly report back anything of interest that they 
  learn. The Rookroost Thief’s Guild is the organization 
  the Clan is most interested in for information and 
  potential trade agreements that hopefully will lead to 
  the fall of Iuz’s stronghold within the Fellreev.  
   
  Organization 
  The wood elves tend not to have large settlements, 
  instead preferring to live in simple wood-hut hamlets 
  or tree-house complexes inhabiting no more than 200 
  elves.  These settlements will be dotted throughout 
  their territories.  As is with all wood elves of the 
  Fellreev, the Clan is family-dominated. Precise rules 
  govern which families have a primary role within the 
  clan.  Every family has at least one social role in which 
  they are accepted as mentors, trainers, and leaders. In 
  addition each usually reveres one or more patron elven 
  deities above others.  The text that follows describes 
  the purpose and duty of the major Houses of Clan 
  Fanlareshen. 
   
  The dominant family in the Clan is House Ostorio, 
  headed by High General Ostorio himself.  As such, 
  they lead the Arcane Blades, who report directly to the 
  Clanmaster. In addition, House Ostorio acts as 
  ambassadors for the Clan in all matters including major 
  interactions inside and outside the Clan.  Ostorio has 
  also formed an exclusive taskforce comprising of the 
  strongest members of each House that complete special 
  missions only the High General is privy to know.  The 
  High General has dictated that Rillifane Rallathil is the 
  patron deity of the Clan, so it is no surprise Rillifane 
  Rallathil is the patron deity of House Ostorio. 
   
  The next House is House Corisial, headed by the High 
  Priest Palarisin Corisial.  Traditionally, house Corisial 
  leads the Oaken Copse, an organization of druids and 
  clerics.  Palarisin worships Solonor Thelandria, the 
  elven god of archers and rangers.  Palarisin is an 
  advisor to the High General in matters of a divine 
  nature and is revered by all as a devote priest.  House 
  Corisial mainly consist of priests and quite a few that 
  heed the call of nature and join the druidic branch of 
  the Oaken Copse more in tune with the forest to the 
  benefit of the Clan.  The preferred deity for House 
  Corisial is Solonor Thelandria, however; some family 
  members are called to serve Rillifane Rallathil or 
  Gadhelyn and a few serve Femarel Mestarine, patron 
  deity of outcast and isolation.    
   
  House Coreander leads the Guardians of the Clan 
  under the leadership of the gruff and ancient Pileosi 
  Coreander.  The Guardians of the Clan are comprised 
  mainly of rangers but can include the odd stealthy 
  fighter.  Often seen as wild and animal-like, House 
  Coreander members are responsible for the main 
  fighting the tribe does such as laying ambushes and 
  mounting tactical strikes.  It isn’t unusual to see a 
  Guardian of the Clan being accompanied by a wolf of 
  badger on the trail.  Their ties to the forest are often 
  close to that of druids. A huge specimen of a sylvan elf 
  in his prime, Pileosi is now content to train House 
  Coreander and advise the High General when his 
  wilderness expertise is required. No one knows the 
  eastern Fellreev as good as Pileosi, save perhaps the 
  oldest of the Initiates of the Fellreev.  In fact it was he 
  who suggested the location to place the Reyhu’s two 
  forts. House Coreander serve the elven deity Gadhelyn 
  who symbolizes independence, outlawry, feasting, and 
  hunting. 
   
  House Wyndun, headed by the sly and affable Torren 
  Wyndun, controls the Outriders.  Torren is a master at 
  concealing himself even within a few feet of an orc 
  patrol group.  He tries to pass these skills on to the 
  Clan’s Outriders.  These elite scouts are responsible for 
  
   
  66 
  11/22/2003 
   
  reporting the movements of outsiders within and on the 
  edge of the Fellreev.  Torren is often asked of the 
  activities within the forest by the High General and his 
  reply is, “Same as always—teeming with signs of life 
  and light.”   This is the same response heard if asked of 
  any Outrider.  House Wyndum’s members often 
  worship Solonor Thelandria, though it is not unusual 
  for a member to worship Erevan Ileser, the god of 
  elven rogues. 
   
  Clan Recruit 
  Recenty House Ostorio has pushed to allow for non-
  sylvan elves to be allowed to join the Clan.  These 
  elves have proved useful to the House in maintaining 
  its superiority, despite the complaints of other houses 
  that the bloodlines are being thinned and the Clan is 
  weakened by the outsiders.  Often these Recruits 
  become full members of the Clan, by order of House 
  Ostorio. 
   
  Requirements:  
   
  Entry: 
  • 
  Must be an elf.  
  • 
  Survival 4+ ranks 
  • 
  The Recruit must reside in the Bandit 
  Kingdoms. 
   
  Yearly Cost: 
  • 
  3 TU working with the Clan. 
   
  Limitations: 
  • 
  Fanlareshen Enemies: The member must take 
  every 
  reasonable 
  opportunity 
  to 
  attack 
  minions of Iuz, especially orcs. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Clan Recruits gain access to the following 
  feats: Brachiation, Dash, Eschew Materials, 
  Fleet of Foot, Shadow, and Reach Spell. 
  • 
  Clan Recruits may purchase the following 
  items: Boots of Elvenkind, Bracers of 
  Archery, Cloak of Elvenkind, Gauntlets of 
  Ogre Power, Gloves of Dexterity +2, and 
  Wand of Cure Light Wounds. 
  • 
  They may take levels in King/Queen of the 
  Wild(Forest).    
   
  Organizational Benefits: 
  • 
  Oakstaff's Blessings: The elf may purchase 
  divine spells from the Fanlareshen Elves, 
  whose highest level NPC caster is 9th level. 
  All influence point costs still apply. 
   
  Clan Member 
  These are full members of the Tribe.  Many of the 
  recruits that House Ostorio has introduced become full 
  members; hoeever they are not considered members of 
  a house.  Often House Ostorio will help them, but they 
  are still considered outsiders to the House system.  
  Wood elves are assumed to be from a particular house 
  in the clan or are adopted into the clan by a house. 
   
  Requirements:  
   
  Entry: 
  • 
  Must be a wood elf or have served as a recruit 
  for six months real time.  
  • 
  Survival 4+ ranks 
  • 
  Clan member (PC) must reside in the Bandit 
  Kingdoms.   
   
  Yearly Cost: 
  • 
  Time Units: 5 TU patrolling with the Clan. 
   
  Limitations: 
  • 
  Fanlareshen Enemies: The member must take 
  every 
  reasonable 
  opportunity 
  to 
  attack 
  minions of Iuz, especially orcs. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Clan Members gain access to the following 
  feats: Acrobatic, Brachiation, Dash, Eschew 
  Materials, Fleet of Foot, Shadow, and Reach 
  Spell. 
  • 
  Clan Members may purchase the following 
  items: Amulet of Natural Armor +2, Boots of 
  Elvenkind, Bracers of Archery, Bracers of 
  Armor +2, Cloak of Elvenkind, Elven Chain, 
  Gauntlets of Ogre Power, Gloves of Dexterity 
  +2, and Wand of Cure Light Wounds. 
  • 
  They may take levels in King/Queen of the 
  Wild(Forest). 
  • 
  The Clan Member may pay to have Ghost 
  Touch added to an existing magical weapon    
   
  Organizational Benefits: 
  • 
  Oakstaff's Blessings: The elf may purchase 
  divine spells from the Fanlareshen Elves, 
  whose highest level NPC caster is 9th level. 
  All influence point costs still apply. 
   
  
   
  67 
  11/22/2003 
   
  Arcane Blades 
  House Ostorio controls this group tightly.  These are 
  the arcane members of the clan.  The vast majority of 
  them are fighter/mages or fighter/sorcerers.  The 
  Blades have yet to reach the level of skill as the mages 
  Hendricks employs.  They often do not have the time 
  or resources for advanced studies.  
   
  Requirements:  
   
  Entry: 
  • 
  Must have been a Clan member for one year 
  real time.  
  • 
  Survival 4+ ranks 
  • 
  Base Attack Bonus +3 or greater. 
  • 
  Must be able to cast 2nd level Arcane Spells. 
   
  Yearly Cost: 
  • 
  Time Units: 5 TU patrolling with the Clan. 
   
  Limitations: 
  • 
  Fanlareshen Enemies: The member must take 
  every 
  reasonable 
  opportunity 
  to 
  attack 
  minions of Iuz, especially orcs. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Arcane Blades gain access to the following 
  feats: Acrobatic, Arcane Defense, Brachiation, 
  Dash, Eschew Materials, Extra Spell, Energy 
  Substitution, Fleet of Foot, Shadow, Spell 
  Specialization, and Reach Spell. 
  • 
  Arcane Blades may purchase the following 
  items: Amulet of Natural Armor +3, Boots of 
  Elvenkind, Bracers of Archery, Bracers of 
  Armor +3, Cloak of Elvenkind, Elven Chain, 
  Gauntlets of Ogre Power, Gloves of Dexterity 
  +2, Headband of Intellect +2, Cloak of 
  Charisma + 2, Vest of Resistance +2. 
  • 
  They may take levels in King/Queen of the 
  Wild(Forest). 
  • 
  Arcane Blades may pay to have Ghost Touch, 
  and/or Spell Storing added to an existing 
  magical weapon  and/or a +1 enchantment 
  placed on an existing masterwork weapon.  
  • 
  May learn the following spells: cat’s grace, 
  charm 
  person, 
  daylight, 
  endurance, 
  hypnotism, shatter, sleep, Tasha’s Hideous 
  Laughter, Eagle’s Splendor, Fox’s Cunning, 
  Indifference, Lesser Sonic Orb.  Spell caster 
  requirements must still be met.    
   
  Organizational Benefits: 
  • 
  Oakstaff's Blessings: The elf may purchase 
  divine spells from the Fanlareshen Elves, 
  whose highest level NPC caster is 9th level. 
  All influence point costs still apply. 
   
  Clan Outrider 
  This is the collection of sylvan elves trained to be 
  scouts and spies in the forest.  These are the eyes and 
  ears, watching for any one who should not be in the 
  forest.  Often they will assist in ambushes, but tend to 
  stay at range and often flank opponents. 
   
  Requirements:  
   
  Entry: 
  • 
  Must have been a Clan Member for one year 
  real time.  
  • 
  4+ ranks in Survival. 
  • 
  8+ ranks in Hide and Move Silently.  
   
  Yearly Cost: 
  • 
  Time Units: 5 TU patrolling with the Clan. 
  • 
  Must donate 5% of all income to the help 
  support the Clan. 
   
  Limitations: 
  • 
  Fanlareshen Enemies: The member must take 
  every 
  reasonable 
  opportunity 
  to 
  attack 
  minions of Iuz, especially orcs. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Clan Outriders gain access to the following 
  feats: 
  Acrobatic, 
  Arterial 
  Strike, 
  Extra 
  Favored Enemy, Chink in the Armor, 
  Brachiation, Dash, Eschew Materials, Fleet of 
  Foot, Shadow, and Reach Spell. 
  • 
  Clan Outriders may purchase the following 
  items: Amulet of Natural Armor +3, Boots of 
  Elvenkind, Bracers of Archery, Bracers of 
  Armor +3, Cloak of Elvenkind, +1 Darkwood 
  Large Shield, +1 Elven Chain, Gauntlets of 
  Ogre Power, Gloves of Dexterity +2, Goggles 
  of Following, +1 Mighty Composite Longbow 
  (+4 Str Bonus), Vest of Resistance +2, and 
  Wand of Cure Moderate Wounds. 
  • 
  They may take levels in King/Queen of the 
  Wild(Forest). 
  • 
  The Clan Outriders may pay to have Ghost 
  Touch and Sure Striking added to an existing 
  magical weapon. 
  • 
  The Clan Outriders may pay to have a +2 
  enhancement bonus added to an existing set of 
  
   
  68 
  11/22/2003 
   
  magical Armor or Shield. 
  • 
  May 
  prepare 
  the 
  following 
  spells: 
  Bloodhound, Camouflage, Dawn, Hawkeye.  
  Spell caster requirements must still be met.    
   
  Organizjational Benefits: 
  • 
  Oakstaff's Blessings: The elf may purchase 
  divine spells from the Fanlareshen Elves, 
  whose highest level NPC caster is 9th level. 
  All influence point costs still apply. 
   
  Acolyte of the Oaken Copse 
  It is not unusual for an elf to find religion and pursue it 
  in the clan.  Though the sylvan elves are not the most 
  divinely gifted, there are a fair number of them who 
  have studied with the clerics and druids of the Oaken 
  Copse. 
   
  Requirements:  
   
  Entry: 
  • 
  Must have been a Clan Member for one year 
  real time.  
  • 
  4+ ranks in Survival 
  • 
  Able to cast 3nd level divine spells 
   
  Yearly Cost: 
  • 
  Time Units: 5 TU patrolling with the Clan. 
  • 
  Must donate 5% of all income to the help 
  support the Clan. 
   
  Limitations: 
  • 
  Fanlareshen Enemies: The member must take 
  every 
  reasonable 
  opportunity 
  to 
  attack 
  minions of Iuz, especially orcs. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Acolytes gain access to the following feats: 
  Animal Defiance, Acrobatic, Brachiation, 
  Dash, Empower Turning, Eschew Materials, 
  Fleet of Foot, Heighten Turning, Plant 
  Defiance, Quicken Turning, Shadow, and 
  Reach Spell. 
  • 
  Acolytes may purchase the following items: 
  Amulet of Natural Armor +3, Boots of 
  Elvenkind, Bracers of Archery, Bracers of 
  Armor +3, Collar of Cleverness (2 tricks), 
  Collar of Resistance +2, Cloak of Charisma 
  +2, Cloak of Elvenkind, Elven Chain, 
  Gauntlets of Ogre Power, Gloves of Dexterity 
  +2, Periapt of Wisdom +2, Potion of Animal 
  Logic, and Wand of Cure Light Wounds. 
  • 
  An Acolyte may prepare the following spells: 
  Beastmask, Brambles, Briar Web, Regenerate 
  Light Wounds, Regenerate Moderate Wounds, 
  and Sweet Water,  
  • 
  They may take levels in King/Queen of the 
  Wild(Forest). 
  • 
  The Acolyte may pay to have Ghost Touch 
  added to an existing magical weapon    
  • 
  The Acolyte may pay to have Ease added to 
  an existing set of magical armor or shield.    
   
  Organizational Benefits: 
  • 
  Oakstaff's Blessings: The elf may purchase 
  divine spells from the Fanlareshen Elves, 
  whose highest level NPC caster is 9th level. 
  All influence point costs still apply. 
   
  Clan Guardian 
  These are full members of the Tribe.    Responsible for 
  any heavy fighting that occurs, they focus less on 
  stealth than the outriders, but sill maintain wilderness 
  skills. 
   
  Requirements:  
   
  Entry: 
  • 
  Must have been a Clan Member for one year 
  real time.  
  • 
  Survival 4+ ranks 
  • 
  Base Attack Bouns of +5 or better. 
   
  Yearly Cost: 
  • 
  Time Units: 5 TU patrolling with the Clan. 
  • 
  Must donate 5% of all income to the help 
  support the Clan. 
   
  Limitations: 
  • 
  Fanlareshen Enemies: The member must take 
  every 
  reasonable 
  opportunity 
  to 
  attack 
  minions of Iuz, especially orcs. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Guardians gain access to the following feats: 
  Acrobatic, 
  Brachiation, 
  Dash, 
  Eschew 
  Materials, Expert Tactician, Fleet of Foot, Off 
  Hand Parry, Shadow, Sharp Shooting, Shield 
  Expert, and Reach Spell. 
  • 
  Guardians may purchase the following items: 
  Amulet of Natural Armor +3, Boots of 
  Elvenkind, Bracers of Archery, Bracers of 
  Armor +3, +1 Mighty Long Composite Bow 
  (+4 Str Bonus), Cloak of Elvenkind, Elven 
  
   
  69 
  11/22/2003 
   
  Chain, Gauntlets of Ogre Power, Gloves of 
  Dexterity +2, Headband of Ferocity, +1 Large 
  Darkwood Shield, Quiver of Elhonna, and 
  Wand of Cure Light Wounds. 
  • 
  They may take levels in King/Queen of the 
  Wild(Forest) or Order of the Bow Initiate. 
  • 
  A Guardian may pay to have Ghost Touch 
  added to an existing magical weapon 
  • 
  A Guardian may pay to have Bashing placed 
  on an existing magical shield. 
  • 
  A Guardian may pay to have a +3 
  enhancement bonus placed on an existing 
  magical weapon.   
   
  Organizational Benefits: 
  • 
  Oakstaff's Blessings: The elf may purchase 
  divine spells from the Fanlareshen Elves, 
  whose highest level NPC caster is 9th level. 
  All influence point costs still apply. 
   
  Note additional levels will be added in the near future 
  for those who have been members of the advanced 
  postions for one year real time. 
  
   
  70 
  11/22/2003 
   
  Johrase Mercenaries 
   
  History 
  The Kingdom of Johrase was founded in 324 CY when 
  an heir to the Aerdy Rax dynasty, Andrellus, came to 
  the region and imposed his will on the peoples there. 
  With him he brought the trappings and customs of the 
  Aerdy, creating his own Great Kingdom in miniature. 
  Andrellus was of course the king, various minor nobles 
  that made the trip with him became his court, and the 
  native Flan peoples became the commoners. While this 
  system lasted for a time, civil unrest as well as the 
  nobility breeding with the local Flan, saw an increase 
  of violence and reverence for strength as the Flannish 
  culture began to take over. Eventually, the Flannish 
  warrior culture prevailed, and the throne of Johrase was 
  now held by the most powerful warrior, regardless of 
  caste or race. The king could be challenged at any time, 
  with the victor taking the throne. However, this did not 
  do away with the importance of the Rax nobles. While 
  the strongest warrior figuratively controlled the throne, 
  he usually had no interest in or knowledge of politics 
  or Diplomacy. Thus, the nobles retained much control 
  by administering the day to day operations of the 
  kingdom. These nobles were viewed as advisors by the 
  commoners, while truly being the power behind the 
  throne. The reputation of the Johrase as skilled and 
  fierce warriors existed even at this time with annual 
  raids of Redspan ensuring that everyone in the region 
  knew of their ferocity. In 583 CY, Johrase allied with 
  the Principality of Dimre to combat the invading forces 
  of Iuz, but was defeated. After their defeat, the warriors 
  of Johrase spread throughout the Bandit Kingdoms and 
  neighboring lands, ostensibly to sell their martial skills 
  and eke out a living as best they can. However, their 
  agenda is much more extensive than that. 
   
  To date, the Johrase have been one of the most 
  successful organizations since the occupation of the 
  Combination. By maintaining strict adherence to a 
  mercantile code, they have been allowed to sell their 
  services to various factions inside the Combination. 
  The minions of Iuz at one time or another have hired a 
  fair number of Johrase. This, has done nothing to 
  endear themselves to the anti-Iuz factions in the 
  Combination. 
   
  Activities 
  The people of the Kingdom of Johrase have not taken 
  their defeat at the hands of Iuz lightly.  They are a 
  displaced people whose only goal is to regain their 
  homeland.  To this end the Johrase have taken to the 
  mercenary life for two reasons.  One, to continue to 
  improve their already impressive martial skills for their 
  eventual war to reclaim what they have lost, and two, 
  to earn the money that will be required to equip and 
  fund an army capable of defeating the occupying 
  forces.  In order to ensure the Johrase do not diminish 
  their fighting forces, all fly the black morning star 
  emblem of Johrase in combat, and Johrase men never 
  fight each other, regardless of professed allegiances. 
  When they meet in the battlefield, they greet one 
  another with the solemn phrase: “One day, in 
  Kinemeet, we shall finish this.”  Some few have sought 
  solitude in Dimre.  All have long memories and have 
  not forgotten the halls of Kinemeet. 
   
  The Johrase mercenaries have a reputation of 
  professionalism, skill, and tenacity.  This reputation 
  allows the Johrase mercenaries to command hefty sums 
  for their skills throughout the Flannaes. 
   
  Symbol 
  The standard of the Johrase Mercenaries is a black 
  morning star on a yellow and white background. 
   
   
  Important People 
  The five mercenary lords that currently control the 
  resources of the mercenaries are of primary interest. 
  They are listed in order of prestige: 
   
  Lord Forlone Malchat -  Was said to have been the 
  kings personal advisor before the coming of the old 
  one. Malchat now heads the loosely knight mercenary 
  organization. To all outward appereances Forlone has 
  
   
  71 
  11/22/2003 
   
  made peace with the foul God, or at least his minions. 
  Malchat has been strengthening his ties with Cranzer 
  and 
  Zeech. 
  Many 
  find 
  the 
  “business 
  move” 
  unthinkable, even for the profitable mercantile 
  purposes. Nevertheless, he has sizable holding south of 
  Rookroost, and has been seen strolling Cranzer’s estate 
  on 
  more 
  than 
  one 
  occasion. 
   
  Lord Calmert Hind – If Forlone is the diplomat and 
  leader of the Mercanary lords then Lord Hind is their 
  Sword arm. Calmert is silent and honorable man. He 
  speaks no foul word against another Johrase. He uses 
  his mercenary company to further the goals of the dead 
  empire. Calmert and Forlone are fast friends and 
  Calmert has come to other mercenaries lord’s aid on 
  several 
  occasions 
  in 
  the 
  past 
  decade.  
  Calmert has a deep hate for all associated with Iuz. 
  While he does not openly decent with his friend and 
  leader, Malchat, his hate for the Old One’s minions is 
  barely contained in any interaction with them. 
   
  Lady Dania Odrean – The lady maintains a low 
  profile, but she is know to have holdings on northeast 
  corner of the Rift Crag. How many Johrase that report 
  to her is unknown. 
   
  Viscount Jorn Brerse – In the works 
   
  The last member is dead, his holdings and 
  responsibilities are in the custody of Forlone Malchat 
  until a replacement can be judged by mounted combat 
   
  Recent Events 
  Rumors currently have Cranzer in heavy negotiation 
  with Lord Malchat involving a large contract. 
  Reactions to Other Groups                       
  The Johrase Mercenaries strive to maintain a neutral 
  relationship with all factions in the Bandit Kingdoms, 
  having said that there are a few minor annoyances and 
  alliances worth noting: 
   
  The Johrase Mercenaries do not deal kindly with 
  Thieves or their guild. They lack the most basic 
  understanding of honor and business. The Gonagin 
  tribe falls into this same category, as all of those dirty 
  little beggars are thieves too. 
  The Johrase have begrudging respect for the Dazark 
  Orcs and will avoid work that takes them into the orc’s 
  lands. 
  The Johrase find the Fanlareshen elves to be a pathetic 
  group, hiding in there forests. The Johrase have 
  accepted several missions from Cranzer that have 
  encroached on this group. The Johrase insist “Its just 
  business”. This has caused more than a little animosity 
  between the elves and mercenaries. 
   
  Enlisted Member 
  A trainee in the order of mercenaries.  All of the 
  membership was once a simple enlistee. 
   
  Requirements:  
   
  Entry: 
  • 
  +3 Base Attack Bonus  
  • 
  Applicants not of Johrase(Flan) origin must 
  pay an additional 500gp and 1 TU to convince 
  the group they are worthy applicants. 
   
  Yearly Cost: 
  • 
  Must spend 2 TU training with the Johrase 
  and on missions for them. 
   
  Limitations: 
  • 
  Failure to comply with any of these 
  limitations results in an infamy point with 
  Johrase for each instance.  Any character that 
  obtains two infamy points with Johrase is 
  considered an enemy of the Kingdom of 
  Johrase. 
  • 
  Johrase Brotherhood: The character must wear 
  the black morning star emblem of the Johrase 
  and never fight other Johrase, regardless of 
  professed allegiances. 
  • 
  Johrase Enemies: The character must take 
  every reasonable opportunity to attack orcs 
  and goblins, and any favored enemies must 
  first be either orcs or goblins. 
  • 
  Johrase Fealty: The character must swear 
  fealty to the Kingdom of Johrase, never 
  swearing fealty to another lord.  As such, the 
  character must comply with any Johrase 
  noble’s 
  order 
  unless 
  it 
  is 
  physically 
  impossible to do so. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Enlisted members may take any of the 
  following feats: Close-Quarters Fighting, Dual 
  Strike, Expert Tactician, and Prone Attack.  
  All other requirements must still be met.      
  • 
  Enlisted 
  members 
  may 
  purchase 
  the 
  following items after any regional scenario: 
  Great crossbow, Bladed Gauntlet, Triple 
  Dagger, Harpoon, Bolas (2-ball), Ward Cetus, 
  Gloves of Dexterity +2, Gauntlets of Ogre 
  
   
  72 
  11/22/2003 
   
  Power, Potion of Cure Serious Wounds, and 
  Ring of Protection +2. 
   
  Blooded Member 
  After proving themselves in battle and passed thru the 
  training it is an honor to be referred to as a Blooded 
  member of the Johrase. 
   
  Requirements:  
   
  Entry: 
  • 
  +5 Base Attack Bonus  
  • 
  Must have been enlisted for 6 months real 
  time. 
  • 
  Applicants not of Johrase (Flan) origin must 
  pay an additional 500gp and 1 TU to convince 
  the group they are worthy applicants. 
   
  Yearly Cost: 
  • 
  Must spend 4 TU training with the Johrase 
  and on missions for them. 
   
  Limitations: 
  • 
  Failure to comply with any of these 
  limitations results in an infamy point with 
  Johrase for each instance.  Any character that 
  obtains two infamy points with Johrase is 
  considered an enemy of the Kingdom of 
  Johrase. 
  • 
  Johrase Brotherhood: The character must wear 
  the black morning star emblem of the Johrase 
  and never fight other Johrase, regardless of 
  professed allegiances. 
  • 
  Johrase Enemies: The character must take 
  every reasonable opportunity to attack orcs 
  and goblins, and any favored enemies must 
  first be either orcs or goblins. 
  • 
  Johrase Fealty: The character must swear 
  fealty to the Kingdom of Johrase, never 
  swearing fealty to another lord.  As such, the 
  character must comply with any Johrase 
  noble’s 
  order 
  unless 
  it 
  is 
  physically 
  impossible to do so. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  Enlisted members may take any of the 
  following feats: Close-Quarters Fighting, Dual 
  Strike, Hold The Line, Prone Attack, Expert 
  Tactician, and Rapid Reload.  All other 
  requirements must still be met.      
  • 
  Enlisted 
  members 
  may 
  purchase 
  the 
  following items after any regional scenario: 
  Masterwork Great Crossbow, Masterwork 
  Fullblade, Masterwork Manti, Masterwork 
  Bladed Gauntlet, Masterwork Triple Dagger, 
  Masterwork Gyrspike, Masterwork Harpoon, 
  Masterwork Bolas (2-ball), Masterwork Ward 
  Cetus, Cloak of Resistance +2, Gloves of 
  Dexterity +2, Gauntlets of Ogre Power, Potion 
  of Cure Serious Wounds, and Ring of 
  Protection +2. 
  • 
  A Blooded may pay have a Wounding 
  magical enhancement bonus placed on an 
  existing +1 weapon. 
  • 
  A 
  Blooded 
  may 
  pay 
  to 
  have 
  Light 
  Fortification added to an existing magical 
  armor or shield 
  Horseman 
  So of the enlisted are chosen to learn the skills of the 
  dreaded Johrase mounted warrior.  Notably only those 
  descendants from the lost nation are ever offered this 
  path. 
   
  Requirements:  
   
  Entry: 
  • 
  +5 Base Attack Bonus  
  • 
  Applicants must Johrase (Flan) origin by birth 
  of marriage. 
  • 
  Must have been enlisted for 6 months real 
  time. 
   
  Yearly Cost: 
  • 
  Must spend 6 TU training with the Johrase 
  and on missions for them. 
   
  Limitations: 
  • 
  Failure to comply with any of these 
  limitations results in an infamy point with 
  Johrase for each instance.  Any character that 
  obtains two infamy points with Johrase is 
  considered an enemy of the Kingdom of 
  Johrase. 
  • 
  Johrase Brotherhood: The character must wear 
  the black morning star emblem of the Johrase 
  and never fight other Johrase, regardless of 
  professed allegiances. 
  • 
  Johrase Enemies: The character must take 
  every reasonable opportunity to attack orcs 
  and goblins, and any favored enemies must 
  first be either orcs or goblins. 
  • 
  Johrase Fealty: The character must swear 
  fealty to the Kingdom of Johrase, never 
  swearing fealty to another lord.  As such, the 
  character must comply with any Johrase 
  noble’s 
  order 
  unless 
  it 
  is 
  physically 
  impossible to do so. 
  
   
  73 
  11/22/2003 
   
   
  Benefits:  
   
  Access Benefits: 
  • 
  A Horseman may take any of the following 
  feats: Close-Quarters Fighting, Dual Strike, 
  Power Lunge, Expert Tactician, and Prone 
  Attack.  All other requirements must still be 
  met.      
  • 
  A Horseman may purchase the following 
  items after any regional scenario: Masterwork 
  Great 
  Crossbow, 
  Masterwork 
  Fullblade, 
  Masterwork 
  Manti, 
  Masterwork 
  Bladed 
  Gauntlet, 
  Masterwork 
  Triple 
  Dagger, 
  Masterwork Gyrspike, Masterwork Harpoon, 
  Masterwork Bolas (2-ball), Masterwork Ward 
  Cetus, Cloak of Resistance +2, Horseshoes of 
  the Zephyr, Gloves of Dexterity +2, Gauntlets 
  of Ogre Power, Potion of Cure Serious 
  Wounds, and Ring of Protection +2 
  • 
  A Horseman may pay have a Wounding 
  magical enhancement bonus placed on an 
  existing +1 weapon. 
  • 
  A Horseman may pay to have Light 
  Fortification added to an existing magical 
  armor or shield. 
  • 
  A Horseman may always start a module with a 
  Light Warhorse at no cost.  The horse is also 
  equipped with Leather Barding, a Riding 
  Saddle, and Bit and Bridle.  Note, if these 
  items are sold the Horseman will be demoted 
  to Enlisted and gain an infamy point with the 
  Johrase. 
   
  Knight Protector (Officer) 
  A Knight Protector is a child of Keensmeet born and 
  breed for fighting and leading. Only the most 
  accomplished can rise to gain a commission. 
   
  Requirements:  
   
  Entry: 
  • 
  +6 Base Attack Bonus  
  • 
  Applicants must Johrase(Flan) origin by birth 
  of marrage. 
  • 
  Must have been blooded or horsemen for 6 
  months real time. 
   
  Yearly Cost: 
  • 
  Must spend 6 TU training with the Johrase 
  and on missions for them. 
  • 
  Must give %7 of all income. 
   
  Limitations: 
  • 
  Failure to comply with any of these 
  limitations results in an infamy point with 
  Johrase for each instance.  Any character who 
  obtains two infamy points with Johrase is 
  considered an enemy of the Kingdom of 
  Johrase. 
  • 
  Johrase Brotherhood: The character must wear 
  the black Morningstar emblem of the Johrase 
  and never fight other Johrase, regardless of 
  professed allegiances. 
  • 
  Johrase Enemies: The character must take 
  every reasonable opportunity to attack orcs 
  and goblins, and any favored enemies must 
  first be either orcs or goblins. 
  • 
  Johrase Fealty: The character must swear 
  fealty to the Kingdom of Johrase, never 
  swearing fealty to another lord.  As such, the 
  character must comply with any Johrase 
  noble’s 
  order 
  unless 
  it 
  is 
  physically 
  impossible to do so. 
   
  Benefits:  
   
  Access Benefits: 
  • 
  A Knight Protector may take any of the 
  following feats: Close-Quarters Fighting, Dual 
  Strike, Power Lunge Expert Tactician, and 
  Prone Attack.  All other requirements must 
  still be met.      
  • 
  A Knight Protector may purchase the 
  following items after any regional scenario: 
  Masterwork Great Crossbow, Masterwork 
  Fullblade, Masterwork Manti, Masterwork 
  Bladed Gauntlet, Masterwork Triple Dagger, 
  Masterwork Gyrspike, Masterwork Harpoon, 
  Masterwork Bolas (2-ball), Masterwork Ward 
  Cetus, Adamantine Chain shirt, Adamantine 
  Breast Plate, Adamantine half-plate, Amulet 
  of Health +2, Cloak of Resistance +2, 
  Horseshoes 
  of 
  the 
  Zephyr, 
  Gloves 
  of 
  Dexterity +2, Gauntlets of Ogre Power, 
  Adamantine long sword, Adamantine great 
  sword, Adamantine Falchion, Potion of Cure 
  Serious Wounds, and Ring of Protection +2 
  • 
  A Knight Protector may pay have a Wounding 
  magical enhancement bonus placed on an 
  existing +1 weapon. 
  • 
  A Knight Protector may pay to have Light 
  Fortification added to an existing magical 
  armor or shield. 
  • 
  Permanent IP with the Cranzer. 
  • 
  +1 on all intimidate checks while displaying 
  the flag of the Johrase Mercenaries. 
  • 
  Access to the War Master prestige class 
  (Sword and Fist). 
  
   
  74 
  11/22/2003 
   
  Special Groups 
   
  Death Cultist 
  Touched by the hand of the Reaper, there are those 
  who live within the Bandit Kingdoms who call out to 
  the Lord of Death in the night.  Although many turn to 
  evil, there are a rare few who refuse the darkest calling 
  and simply seek to ensure that the Bringer of Darkness 
  is paid his due. 
  Note: This meta organization does not negate the 
  Living 
  Greyhawk 
  campaign 
  restrictions 
  on 
  a 
  character’s alignment or what deity’s clerics may 
  worship.  Be aware that Death Cultists walk on the 
  edge of a scythe’s blade and it is a short fall into 
  darkness. 
   
  Requirements:  
  • 
  Any non-good. 
  • 
  Must be Damned by the Reaper. 
   
  Yearly Cost:  
  • 
  Must sacrifice 500gp of rare herbs and 
  materials each year in order to appease Nerull. 
   
  Limitations: 
  • 
  The Death Cultist suffers a –4 circumstance 
  penalty on all Charisma-based skill checks 
  rolled in social situations with non-undead, as 
  few sane people would tolerate his presence. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Death Cultists may acquire the feats Greater 
  Spell Focus and Improved Familiar.  All other 
  requirements must still be met. 
  • 
  Death Cultists may learn the following arcane 
  spells: command undead, hide life, negative 
  energy burst, negative energy ray, negative 
  energy ray, negative energy wave, and 
  spiritwall. 
  • 
  Death Cultists may purchase the following 
  items: Hand of Glory and  Eyes of Doom.. 
  • 
  Death Cultists may pay for the Energy Drain 
  special ability to be placed on an existing 
  magical armor or shield. 
  • 
  Death Cultists may pay for the Bane (human) 
  special ability to be placed on an existing 
  magical weapon. 
   
  Organization Benefits: 
  • 
  +1 
  Competence 
  bonus 
  to 
  Knowledge 
  (Religion) skill checks dealing with undead. 
  • 
  +2 Competence bonus on all Charisma-based 
  skill checks rolled in social situations with 
  intelligent undead. 
   
  Scion of Kyuss 
  The Wormcrawl Fissure has long been avoided by 
  sensible beings of all races.  The foul creations of 
  Kyuss continue to dominate the darkest recesses of the 
  crevice, but too often the fissure boils over and strange 
  beings not of this world pour out onto the plains. 
  Warlocks seeking to unlock the necromancer’s secrets 
  have begun to gather around the Wormcrawl, using 
  their rituals to call upon the dark realms that powered 
  many of Kyuss’ greatest feats of magic.  Other, more 
  foolish wizards are drawn to the fissure after 
  encountering a beast from beyond imagining and find 
  themselves calling into the darkness and receiving an 
  answer they never desired or expected... 
   
  Requirements: 
   
  Entry:  
  • 
  Prior contact with an alienist or psuedonatural 
  creature (must be noted on AR) 
  • 
  Knowledge (Arcana) 5+ ranks and Knowledge 
  (The Planes) 5+ ranks 
  • 
  May not be of good alignment 
   
  One Time Cost: 
  • 
  Time Units: The potential Scion must spend 
  two 
  weeks 
  (2TU) 
  conducting 
  research 
  necessary to perform a ritual to contact the 
  realms beyond.   
  • 
  Gold: The Scion must spend 100gp to 
  purchase 
  components 
  and 
  other 
  tools 
  necessary to complete their initiation ritual. 
   
  Yearly Cost:  
  • 
  Time Units: Each year the Scion must reknew 
  their contact with the realms beyond in a week 
  long (1 TU) ritual. 
  • 
  Gold: The reknewal ritual costs 50gp per year 
  to perform. 
   
  Limitations: 
  • 
  Marked by Darkness: Your contact with the 
  realms beyond space and time has brought a 
  darkness within you that others can sense.  
  Most simply feel uncomfortable around you (-
  1 circumstance penalty to Diplomacy and 
  Charisma checks in social situations), but 
  
   
  75 
  11/22/2003 
   
  some, such as priests of Celestian immediately 
  recognize your taint (-4 on all Charisma-based 
  skill checks with priests of Celestian). 
   
  Benefits: 
   
  Access Benefits 
  • 
  Scions of Kyuss gain access to the following 
  feats: 
  Arcane 
  Defense 
  (Conjuration), 
  Augment Summoning, Greater Spell Focus 
  (Conjuration), Improved Familiar, Reach 
  Spell. 
  • 
  Scions of Kyuss gain access to the Alienist 
  prestige class. 
  • 
  Scions of Kyuss may learn the following 
  spells: Alter self, arcane sight, detect thoughts, 
  filter, magic circle against chaos / evil / good / 
  law, summon monster I-IV.  
  • 
  Scions of Kyuss may purchase the following 
  items: Bead of Force, Bracers of Armor +2, 
  Helm of Comprehending  Languages and 
  Reading Magic, Ring of Sustenance, Wand of 
  Summon Monster I. 
  • 
  Scions of Kyuss who take the Improved 
  Familiar feat are able to easily locate a 
  shocker lizard to serve as a familiar.  Any 
  other 
  familiars 
  require 
  other 
  campaign 
  documentation.  
   
  Cult of the Chain 
  There are those that have decided to band together to 
  from a common bond, a bond so strong that even the 
  threat 
  of 
  death 
  is 
  not 
  enough 
  to  
  dissuade them.  Brought together in the silver mines of 
  Iuz they have made a pact with each other.  It is a pact 
  swearing vengeance on those that imprisoned them.  In 
  fact, 
  many 
  would  
  use the very chains in which they were shackled as a 
  weapon of death to those that choose to oppress them.  
  There are rumors that there is a secret order behind the 
  scenes manipulating the cult members.  There are also 
  rumors that this order worships a Kyton. 
   
  Requirements:  
  • 
  Any non-good. 
  • 
  Must have Whip Scars. 
   
  One Time Cost: 
  • 
  200gp donation to the cause. 
   
  Yearly Cost:  
  • 
  1 TU to meet with the others and discuss 
  progress. 
   
  Limitations: 
  • 
  Kill them All!  Must take and reasonable 
  opportunity to kill the minions of Iuz. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Cult members may take the following feats: 
  Dual Strike, Hamstring, Death Blow, Expert 
  Tactician, Dwarf’s Toughness. 
  • 
  Cult members may take levels in Master of 
  Chains 
  • 
  May purchase a +2 Spiked Chain. 
   
   
  Protectors of Nerull’s Bane 
  Rumor has it that forces of Iuz and Nerull are looking 
  for something other than elves in the Fellreev forest.  A 
  few who have experienced the danger of the undead 
  have been approached buy an obscure organization that 
  knows what they are looking for.  Nerull’s Bane is said 
  to be an ancient burial ground lost to the ages.  Rumors 
  say bodies buried there could not be raised as undead, 
  however they also did not decompose.  It is said some 
  20,000 bodies lay in rest there.  This group has helped 
  teach those who have been scarred by the undead a 
  better way to defeat them in the future.  They hope to 
  keep the forces of evil from discovering Nerull’s Bane 
  and to train a force that might hold its own against 
  them if need. 
   
  Requirements:  
  • 
  Must carry the Scar of Unlife as detained in 
  Defenders of the Faith. 
   
  One Time Cost: 
  • 
  3 TU for initial training. 
   
  Yearly Cost:  
  • 
  1 TU for continued training. 
   
  Limitations: 
  • 
  Destroy them All!  Must take any reasonable 
  opportunity to destroy the undead. 
   
  Benefits: 
   
  Access Benefits: 
  • 
  Protectors may take the following feats: 
  Empower Turning and Quicken Turning. 
  • 
  Protectors may take levels in Hunter of the 
  Dead. 
  
   
  76 
  11/22/2003 
   
  • 
  Protectors may pay for the Disruption special 
  ability to be placed on an existing magical 
  weapon. 
  • 
  Protectors may pay for the Ghost Touch 
  special ability to be placed on an existing 
  magical weapon. 
   
  
   
  77 
  11/22/2003 
   
  The Use of Influence in the Bandit Kingdoms 
   
  The Influence Point is as useful as gold in the Bandit 
  Kingdoms.  Often, adventurers are propositioned to 
  partake in a mission simply to earn the favor of a 
  person or organization.  Until now, what one could do 
  with those favors has been hazy and indistinct.  
  Hopefully, these guidelines will clear that up.  Know 
  that what is listed here, though comprehensive, is not 
  the end-all of what can be done, but just a general 
  guideline of what can be done.  Clever player 
  characters will often come up with something to 
  challenge the judge with that is not on this list.  As 
  always, in situations such as this, it is the judge’s call 
  to make.  Hopefully, however, by using this list, those 
  judgments will be easier to make.  What follows is a 
  breakdown of the various factions in the BK that have 
  given out Influence Points in the past, and a grid stating 
  what can be done with specific numbers of Influence.  
  In addition, this may be accompanied by a number in 
  gold pieces that will suffice to get the same result.  
  This is to simulate the fact that most people in the BK 
  can be bribed.  Gold is not always the answer, 
  however, and there are some things that people simply 
  will not do, no matter the number of gold pieces that 
  you  give them. 
  Note: Unless otherwise specified, the only spells 
  available for purchase are on page 32 of the LGCS 
   
  Influence With the Church of Iuz 
  Benefit 
  Cost 
  Recover a body 
  1 IP or 500gp 
  Remove Wanted Status 
  2 IP  
  Barter a Wanted PC out of a 
  Wanted Encounter 
  1 IP and Diplomacy 
  check APL +15 (the 
  Wanted 
  character 
  may not aid this 
  roll) 
  Gain entrance to a guarded area 
  1 IP or 500 gp 
  Reduce 
  TU 
  penalty 
  for 
  imprisonment by ½ 
  1 IP 
  Have a divine spell cast by up 
  to a 5th level Cleric of Iuz  
  1 IP plus the LGCS 
  cost 
  Have a divine spell cast by up 
  to a 9th level Cleric of Iuz* 
  2 IP plus the LGCS 
  cost 
  *Note that good PC’s cannot be raised in this fashion. 
  Influence with Graf Demmel Tadurinal 
  Negates the TU penalty for imprisonment in the 
  Midlands 
  1 IP 
   
  Influence with Nerull 
  Benefit 
  Cost 
  Have a divine spell cast by a 1st 
  level Cleric of Nerull for free 
  1 IP 
  Have a divine spell cast by up to a 
  3rd level Cleric of Nerull 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  5th level Cleric of Nerull 
  2 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  9th level Cleric of Nerull* 
  3 IP plus the 
  LGCS cost 
  *Note that good PC’s cannot be raised in this fashion. 
   
  Influence with Rookroost Thieves Guild 
  Benefit 
  Cost 
  Gain the ability to add a +1 to any 
  Gather Information check for every 
  10 gp spent up to a maximum of +10.  
  This must be done before the roll is 
  made. This option is only available in 
  or near the city of Rookroost. 
  1 IP 
  Gain access to the underground sewer 
  system for a quick escape. 
  1 IP or 500 gp 
  Break a friend out of jail (reduce TU 
  penalty for imprisonment by ½). 
  2 IP 
  Gain entrance to a guarded area 
  (Rookroost only) 
  1 IP or 500 gp 
  Hide out for up to one week in a safe-
  house. 
  1 IP 
  Have a divine spell cast by up to a 3rd 
  level cleric 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 5th 
  level cleric 
  2 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 9th 
  level cleric 
  3 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  11th level cleric 
  4 IP plus the 
  LGCS cost 
  Have an NPC sponsor you into the 
  Guild 
  1 IP 
  Gain the ability to engage in “acts of 
  free trade” for one adventure* 
  1 IP 
  *For non-RTG rogues. 
  
   
  78 
  11/22/2003 
   
  Influence with Dimre 
  Benefit 
  Cost 
  Have a divine spell cast by up to a 
  3rd level Cleric of Pholtus 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  5th level Cleric of Pholtus 
  2 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  9th level Cleric of Pholtus 
  3 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  13th level Cleric of Pholtus 
  4 IP plus the 
  LGCS cost 
  Sanctuary in Dimre for one TU 
  1 IP 
  Dimre will negotiate with Iuz 
  through diplomatic channels to 
  have wanted status removed 
  3 IP plus 5000 gp 
  *to use most Influence points for Dimre, one must enter 
  the country first 
  Influence with the 
  Brotherhood of the Sundered Axe 
  Note:  Since this is a secret organization, benefits are 
  unavailable to those that do not belong to this metaorg 
  unless otherwise indicated in the scenario played.  
  However, Brotherhood members are able to gain the 
  following from the use of Influence. 
  Benefit 
  Cost 
  Have a divine spell cast by a 1st level 
  caster for free 
  1 IP 
  Have a divine spell cast by up to a 3rd 
  level Cleric of Heironeous 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 5th 
  level Cleric of Heironeous 
  2 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 9th 
  level Cleric of Heironeous 
  3 IP plus the 
  LGCS cost 
  Brotherhood members will help other 
  members escape by whatever means 
  at their disposal.  Reduce TU penalty 
  for capture by ½. 
  2 IP 
   
  Influence with the Dazark Orcs 
  Benefit 
  Cost 
  Hide out for up to one week in the 
  hills 
  1 IP 
  Arrange a meeting with the Chief 
  2 IP 
  Have a divine spell cast by up to a 
  3rd level cleric of an Orcish deity 
  1 IP plus the 
  LGCS cost 
  Consult the Shaman (Divination 
  spell, PHB p. 197) 
  1 IP plus 60 gp 
  Get information about the Eiger 
  tribe of orcs (hated enemy) 
  1 IP 
  Hire a non-combatant tracker 
  (track check +15)* 
  2 IP plus 100 gp 
  *could cost a TU travel 
  Influence with 
  Defenders of the Greenkeep 
  Benefit 
  Cost 
  Hire a non-combatant tracker 
  (track check +15)* 
  2 IP plus 100 gp 
  Have a divine spell cast by a 1st 
  level caster for free 
  1 IP 
  Have a divine spell cast by up to a 
  3rd level Cleric of Oldiamarra 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  5th level Cleric of Oldiamarra 
  2 IP plus the 
  LGCS cost 
  *could cost a TU travel 
   
  Influence with the Fanlareshen Elves 
  Benefit 
  Cost 
  Have a divine spell cast by up to 
  a 3rd level Cleric of an elven 
  deity 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to 
  a 5th level Cleric of an elven 
  deity 
  2 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to 
  a 9th level Cleric of an elven 
  deity 
  3 IP plus the 
  LGCS cost 
  Hire a non-combatant tracker 
  (track check +15)* 
  2 IP plus 100 gp 
  Hide out in the forest for one 
  week 
  1 IP 
  *could cost a TU travel 
   
  Influence with the Initiates of the Fellreev 
  Benefit 
  Cost 
  Have a divine spell cast by up to a 
  3rd level druid 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  5th level druid 
  2 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  9th level druid 
  3 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  13th level druid 
  4 IP plus the 
  LGCS cost 
  Hire 
  a 
  non-combatant 
  tracker 
  (track check +15)* 
  2 IP plus 100 gp 
  *could cost a TU travel 
   
  Influence with Moskol’s Legionnaires 
  Benefit 
  Cost 
  Have a divine spell cast by up to a 
  3rd level Cleric of Trithereon 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  5th level Cleric of Tritheron 
  2 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  9th level Cleric of Tritheron 
  3 IP plus the 
  LGCS cost 
   
   
  
   
  79 
  11/22/2003 
   
  Influence with the Initiates of the Tangles 
  Benefit 
  Cost 
  Have a divine spell cast by up to a 
  3rd level druid 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  5th level druid 
  2 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  9th level druid 
  3 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 
  13th level druid 
  4 IP plus the 
  LGCS cost 
  Consult the Shaman (Divination 
  spell, PHB p. 197) 
  1 IP plus 60 gp 
  Hire a non-combatant tracker (track 
  check +15) 
  2 IP plus 100 gp 
  *could cost a TU travel 
   
  Influence with Johrase Mercenaries 
  Benefit 
  Cost 
  Gain an audience with a 
  Mercenary Lord 
  1 IP  
  Gain information as per a 
  successful Knowledge Local: 
  BK/Knowledge Nobility (DC 15) 
  or (DC 20) 
  1 IP or 2 IP 
  Recommendation for 
  advancement in Johrase Mercs 
  (Human only) 
  1 IP 
  Gain use of a Light War Horse 
  1 IP plus the 
  PHB 
  cost 
  for 
  deposit * 
  If the mount is killed during the adventure, the deposit 
  is forfeit. 
   
  Influence with the Red Planks 
  Benefit 
  Cost 
  Have any LGCS spell of 3rd level 
  caster or lower cast 
  1 IP plus the 
  LGCS cost 
  Have any LGCS spell of 5th level 
  caster or lower cast 
  2 IP plus the 
  LGCS cost 
  Have any LGCS spell of 7th level 
  caster or lower cast 
  3 IP plus the 
  LGCS cost 
  Consult the Veth (Divination 
  spell, PHB p. 197) 
  1 IP plus 60 gp 
  Arrange for a barge and crew 
  1 IP 
  Smuggle PC out of the BK 
  2 IP+500 gp 
  Access to a non-combatant 
  navigator (profession: pilot +15) 
  1 IP +100 gp 
  Access to any item from table 7-7, 
  7-8, or 7-10 p 108-114 PHB if the 
  PC is within 30 miles of the 
  Artonsamay. 
  1 IP+ 2x PHB 
  cost of the item. 
   
   
   
  Influence with the Gonagin Clan 
  Benefit 
  Cost 
  Hide out in the Gonagin House for a 
  few days (Rookroost; max One TU. 
  May not be used to hide from the 
  RTG). 
  1 IP 
  Remove animosity of the Gonagin 
  Clan (halflings and gnomes only) 
  1IP 
  Earn a recommendation to join the 
  clan 
  2 IP 
  Hide out in the Gonagin House for a 
  few days (Rookroost; max One TU.  
  May be used to hide from the RTG) 
  2 IP 
  Remove animosity of the Gonagin 
  Clan 
  (most 
  "doublins" 
  with 
  the 
  exception 
  of 
  members 
  of 
  Fort 
  Hendricks) 
  2 IP 
  Hide out in the Gonagin House for up 
  to a month (useful in Rookroost only, 
  good for up to four TU's.  May be used 
  to hide from the RTG.) 
  3 IP 
  Have a divine spell cast by up to a 3rd 
  level cleric of a halfling deity 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 5th 
  level cleric of a halfling deity 
  2 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 7th 
  level cleric of a halfling deity 
  3 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to a 9th 
  level cleric of a halfling deity 
  4 IP plus the 
  LGCS cost 
   
  Influence with Prince Zeech 
  Benefit 
  Cost 
  Have a divine spell cast by up to 
  a 3rd level Cleric of Hextor 
  1 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to 
  a 5th level Cleric of Hextor 
  2 IP plus the 
  LGCS cost 
  Have a divine spell cast by up to 
  a 9th level Cleric of Hextor 
  3 IP plus the 
  LGCS cost 
  Allow a PC to no longer be 
  banned from Redhand 
  2 IP 
   
  Influence with Rhaedrick Avenfear 
  Influence with Rhaedrick Avenfear has no use at this 
  time, as he is currently in hiding and in no position to 
  help anyone.  This condition is subject to change. 
   
  Influence with Gayle Markhalla 
  Instructions as to the disposition of these IP’s are given 
  in BDK3-01 Pawn. 
   
  Influence with Ploellen, Priest of Rao 
  May be used to satisfy requirement for Sacred Exorcist 
  for clergy of Rao, or as listed on the cert. 
   
  
   
  80 
  11/22/2003 
   
  Influence with the Earl of the Tangles 
  Influence with Tarren Moskol 
  Convert to Influence with Moskol’s Legionnaires 
   
  Influence with the Ghosts of Reyhu 
  Convert to Influence with Fort Hendricks. 
   
  Influence with the Oaken Copse 
  Convert to Influence with the Fanlareshen Elves. 
   
  Influence with General Hok 
  The use of these influence points will be revealed when 
  Hok has finished gathering his forces. 
  Influence with Kurak’s Employer 
  This influence is converted to influence with the Church of 
  Iuz. 
   
  Influence with the following individuals or groups have 
  not been determined at this time: 
  • 
  Partinius 
  • 
  Visivius of Pholtus 
  • 
  Men of the Rift 
  • 
  Sir Ingo of the Shield Lands 
  • 
  The Lion 
  • 
  Veth the Vampire 
  
   
  81 
  11/22/2003 
   
  Regional Rules 
  NPC Spell Casting
  If there is not a character capable of casting the 
  desired spell at the table, the character’s only option 
  is to have an NPC perform the restoration.  This is 
  expensive, but straightforward. 
   
  The dominant faith of the Bandit Kingdoms, Iuz, 
  cares little if at all for tending to the well-being of 
  their flock and even less for the troublesome 
  adventurers that have been plaguing their master.  On 
  the other hand, Iuzian clerics are frequently willing to 
  accept a ‘donation to the coffers’ in order to cast 
  spells.  In addition, there are clerics of other faiths 
  that may be sought out in their places of hiding to aid 
  characters…for a price. 
   
  Temple of Iuz 
  Unless otherwise noted in 
  regional 
  documentation, 
  characters 
  may 
  only 
  purchase spells of up to 3rd 
  level from the Temple of 
  Iuz.  These spells are cast 
  with “no questions asked” as 
  long as proper respect to Iuz 
  is shown (i.e. gold and/or 
  influence points) and only if 
  the 
  character 
  is 
  not 
  recognized as Wanted by the 
  authorities. 
   
  Determine Level of Caster 
  Available 
  Town Size 
  Caster Level 
  Village or Smaller (0-900 people) 
  3rd 
  Small Town or Larger (901 & up) 
  5th 
   
  Depending on the scenario an Iuzian priest of the 
  needed level may or may not be available.  Review 
  the table below to determine what level of spellcaster 
  is available by the size of the settlement in the 
  adventure text.  If a higher-level spellcaster is written 
  into the scenario, that NPC may be used instead.  
  When the scenario does not specify what size 
  settlements are close at hand then the DM is 
  encouraged to make his best guess and go with it. 
   
  All spells are assumed to be cast at the minimum 
  level needed to cast them.  Adjust the cost 
  appropriately if the players wish them cast at a higher 
  level. 
   
  Table 1 is a list of spells available through the 
  Temple of Iuz along with their costs.  The cost listed 
  in parentheses is for characters without influence 
  with the Temple of Iuz. All spells are assumed to be 
  cast at the minimum level needed to cast them. 
   
  Underground Faiths 
  Characters may be able to seek out clergy of deities 
  who have been driven underground by Iuz’s tireless 
  purges.  The locations of these clerics are only known 
  to those allied with their followers. 
   
  Locating a Hidden Shrine 
  Depending on the scenario, 
  there may or may not be an 
  underground shrine nearby 
  from which to obtain spells.  
  The locations of any hidden 
  shrines are detailed in the 
  meta-organization 
  descriptions 
  and 
  include 
  information regarding what 
  level casters are available to 
  purchase spells from. Only 
  characters that are members 
  of the meta-organization or 
  possess influence with them 
  are aware of the locations of 
  these shrines. 
  Each organization has its own guidelines for 
  influence point costs detailed in The Use of Influence 
  Points in the Bandit Kingdoms.  In addition, gold 
  costs 
  from 
  Table 
  2: 
  Spells 
  available 
  from 
  Underground Faiths apply as well. 
   
  Travelling Outside the Bandit Kingdoms 
  Characters who are unable to locate an appropriate 
  caster within the Bandit Kingdoms can travel to 
  churches in other nations of the Flanaess.  Normally 
  this is restricted to after a scenario (for example, to 
  raise a dead comrade), but depending on the 
  circumstances it may be possible to do it during the 
  course of a scenario (i.e. the party has access to 
  multiple teleport or similar spells).  The decision as 
  to what is possible is left to the DM. 
  Spell Name 
  Cost (IP and GP) 
  Cure Minor Wounds 
  1 IP (10 gp) 
  Detect Magic 
  1 IP (10 gp) 
  Detect Poison 
  1 IP (10 gp) 
  Purify Food and Drink 
  1 IP (10 gp) 
  Cure Light Wounds 
  1 IP (20 gp) 
  Cure Moderate Wounds 
  60 gp + 1 IP (120 gp) 
  Delay Poison 
  60 gp + 1 IP (120 gp) 
  Lesser Restoration 
  60 gp + 1 IP (120 gp) 
  Cure Serious Wounds 
  150 gp + 1 IP (300 gp) 
  Dispel Magic 
  150 gp + 1 IP (300 gp) 
  Gentle Repose 
  150 gp + 1 IP (300 gp) 
  Remove Blindness / Deafness 
  150 gp + 1 IP (300 gp) 
  Remove Curse 
  150 gp + 1 IP (300 gp) 
  Remove Disease 
  150 gp + 1 IP (300 gp) 
  Speak with Dead 
  150 gp + 1 IP (300 gp) 
  Table 1 - Spells available from the Temple of Iuz 
   
  
   
  82 
  11/22/2003 
   
  Spells received from churches outside the BK follow 
  the rules for NPC spellcasting from the LGCS.  In 
  addition, the PC’s traveling to receive the spell 
  (including 
  PC’s 
  transporting 
  the 
  bodies 
  of 
  companions) must pay 1TU extra. 
   
   
   
   
   
   
  Spell Name 
  Caster Lvl 
  Cost (gp) 
  Spell Name 
  Caster Lvl 
  Cost (gp) 
  Cure Minor Wounds 
  1st 
  5 
  Remove Disease 
  5th 
  150 
  Detect Magic 
  1st 
  5 
  Speak with Dead 
  5th 
  150 
  Detect Poison 
  1st 
  5 
  Cure Critical Wounds 
  7th 
  280 
  Purify Food and Drink 
  1st 
  5 
  Neutralize Poison 
  7th 
  280 
  Cure Light Wounds 
  1st 
  10 
  Restoration 
  7th 
  380 
  Cure Moderate Wounds 
  3rd 
  60 
  Break Enchantment 
  9th 
  450 
  Delay Poison 
  3rd 
  60 
  Raise Dead 
  9th 
  5,450 
  Lesser Restoration 
  3rd 
  60 
  Greater Dispelling 
  11th 
  660 
  Cure Serious Wounds 
  5th 
  150 
  Heal 
  11th 
  660 
  Dispel Magic 
  5th 
  150 
  Stone to Flesh 
  11th 
  660 
  Gentle Repose 
  5th 
  150 
  Regeneration 
  13th 
  910 
  Remove Blindness / Deafness 
  5th 
  150 
  Resurrection 
  13th 
  10,910 
  Remove Curse 
  5th 
  150 
   
   
   
  Table 2- Spells available from Underground Faiths 
  
   
  83 
  11/22/2003 
   
  Prestige Class Access 
   
  Characters adventuring within the former Combination 
  of Free Lords have the opportunity to study alongside 
  bandit kings and scholars of arcane power.   
   
  Regional Rulings 
  Several Core and Adaptable prestige classes (as 
  defined in the LGCS) have pre-requisites that require 
  special attention.  The following guidelines spell out 
  how the Bandit Kingdoms regional triad interprets 
  these requirements and how the character may meet the 
  prerequisites.  Unless printed on an Adventure Record 
  these are the only ways a character may qualify for 
  these classes in the Bandit Kingdoms.  It should be 
  noted that these rules do not prevent the PC from 
  obtaining the pre-requisites while out of region.  
  Optimally the player should have some form of 
  campaign documentation (ARs are the most common 
  form) showing they have met the requirements.  The 
  method of qualification should also be noted the PC’s 
  Meta-Campaign Log. 
   
  Core 
  Consecrated Harrier:  
  Candidate must accept an assignment from her church 
  to locate and destroy some specific, individual enemy 
  of the church. 
   
  This prerequisite can be met by belonging to one of 
  several 
  meta 
  organizations 
  within 
  the 
  Bandit 
  Kingdoms. 
   
  Contemplative:  
  Must have had direct contact with one’s patron deity or 
  a direct servant of that deity, or with an enlightened 
  being embodying the highest principals of an 
  alignment. 
   
  This prerequisite must be met through peaceful contact 
  with a non-summoned extra-planar being of the same 
  alignment as the character.  This contact must be 
  documented on an Adventure Record or the player may 
  request a special mission to receive regional 
  documentation. 
   
  Sacred Exorcist:  
  Adopting this prestige class requires the sanction of a 
  church or order that ordains sacred exorcists.  Only 
  characters judged by their church to be exemplary in 
  faith and devotion, strong of will and upright in 
  morality, are made sacred exorcists. 
   
  Bandit Kingdoms regional characters may use any 
  influence with a church that follows the same deity as 
  the character as documentation that the church has 
  sanctioned the character.  This use of influence should 
  be noted on the character’s Metacampaign Record by a 
  judge. 
   
   
  If the character does not have influence with the 
  church, they must request and complete a special 
  mission to be sanctioned by the church. 
   
  Elemental Savant: 
  The elemental savant must have made prior peaceful 
  contact with an elemental or with an outsider having an 
  elemental subtype (Air, Earth, Fire, or Water). 
   
  This contact must be documented on an Adventure 
  Record or the player may request a special mission to 
  receive regional documentation. 
   
  Fatespinner: 
  The fatespinner must have avoided death (or severe 
  calamity) by the machinations of fate.  For instance, if 
  he misses a ferry crossing to the nearby Isle of Sadonne 
  due to a strange premonition that caused him to tarry 
  overlong at the landing, and learns that the ferry was 
  lost with all aboard to a sudden storm, it can be said 
  that fate has spared him. 
   
  Bandit Kingdoms regional characters may be saved by 
  fate during any scenario.  If the judge decides that the 
  character was touched by fate, they may record the 
  details of the event on the characters Metacampaign 
  Record.  
   
  Spellsword: 
  Must have defeated a foe through force of arms alone, 
  without recourse to spellcasting or special class skills. 
   
  Bandit Kingdoms regional characters that face a 
  creature in single melee combat may record the event 
  on their Metacampaign Record.  (Note: it isn’t a melee 
  if the opponent isn’t participating, i.e. sleeping). 
   
  Dungeon Delver: 
  To become a dungeon delver, a character must first 
  survive a great trial underground.  This usually takes 
  one of three forms: 
   
  • 
  A solo dungeon expedition that earns a 
  character one half the experience points 
  needed for advancement to the next level.  
  
   
  84 
  11/22/2003 
   
  The character must complete the adventure in 
  one week, though he may leave the dungeon 
  and return as often as desired during that time. 
  • 
  Survival of a cave-in or other collapse. 
  • 
  Living for a year without seeing the light of 
  the sun, usually among underground denizens 
  such as deep dwarves or drow. 
   
  In Living Greyhawk, it is impossible to fulfill the 
  requirements of the first trial.  If the character 
  participates in a scenario that features a cave-in or 
  collapse, the judge can note it in the play notes for the 
  scenario as well as the character’s Metacampaign 
  Record. 
   
  The third trial can be undertaken as a special mission 
  that will keep the character out of play for 52 TU. 
   
  Temple Raider of Olidammara: 
  The character must worship Olidammara and be invited 
  to join the ranks of the Temple Raiders by at least three 
  current members of that prestige class. 
   
  This invitation can be extended to characters during 
  regular scenarios (if documented in the Adventure 
  Record), or thru a special mission.  Alternately, the 
  character may use three influence points with either the 
  Rookroost Thieves Guild or Defenders of the 
  Greenkeep to obtain the necessary invitations.  Use of 
  influence points for this purpose should be noted on the 
  Metacampaign Record. 
   
  Thief-Acrobat: 
  Be a member in good standing with the local thieves’ 
  guild. 
   
  For Bandit Kingdoms regional characters, the character 
  must be a member of the Rookroost Thieves Guild. 
   
  Forsaker: 
  The character must once been the victim of a magical 
  attack that seriously wounded him or threatened his 
  life.  He must also sell or give away all his magic items 
  (including magic weapons, armor, and potions) and 
  renounce the use of any spell casting and spell-like 
  abilities he previously used. 
   
  Bandit Kingdoms regional characters who are knocked 
  below 0 hit points by a single magical attack may 
  record the event on their Metacampaign Record. 
   
   
  Forsakers may purchase and possess magic items for 
  the purpose of destroying them (per their special 
  ability).  However, if these items are loaned to another 
  character at the table, the forsaker is treated as though 
  they used a magic item themselves. 
   
  Adaptable 
  Adaptable prestige classes require regional or campaign documentation to advance in.  Characters possessing 
  levels in Adaptable prestige classes prior to August 1st, 2003 may retain levels already taken (noting the levels 
  on their Metacampaign Record and having it signed off by a judge), but will require campaign documentation to 
  advance further within that class. 
   
  Class 
  Availability 
  Drunken Master 
  Not available  
  Master of Chains 
  Cult of the Chain 
  Order of the Bow Initiate 
  Fanlareshen Sylvan Elves, Fort Hendricks, Dimre 
  Red Avenger 
  Not available  
  Warmaster 
  Dimre, Johrase Mercenaries 
  Church Inquisitor 
  Brotherhood of the Sundered Ax 
  Hospitaler 
  Not available 
  Hunter of the Dead 
  Protectors of Nerull’s Bane 
  Knight of the Chalice 
  Brotherhood of the Sundered Ax 
  Knight of the Middle Circle 
  Not available  
  Alienist 
  Scion of Kyuss 
  Dragon Disciple 
  By Special Mission only 
  Mage of the Arcane Order 
  Not available  
  Mindbender 
  Rookroost Thieves Guild, Fort Hendricks, Dimre,  
  Wayfarer Guide 
  Not available  
  Dread Pirate 
  Not available  
  Outlaw of the Crimson Road 
  Rookroost Thieves Guild 
  Royal Explorer 
  Not available  
  
   
  85 
  11/22/2003 
   
  Class 
  Availability 
  Spymaster 
  Rookroost Thieves Guild,  Brotherhood of the Sundered Ax 
  Watch Detective 
  Dimre,  
  King/Queen of the Wild 
  Fanlareshen Sylvan Elves, Tangles Druids 
  Windrider 
  Dimre, Gonagin 
  Darkhagard 
  Red Planks 
  Veth 
  Red Planks 
  Knights of the Chase 
  Not available  
  Mask of Johydee 
  Not available  
   
  Note: as this is a work in progress the following lists the intended access by the groups.  In some cases the 
  higher tiers containing access to these classes has not be placed in the book yet. 
   
  Special 
  Because of the largely evil population of the Bandit 
  Kingdoms, it is not entirely uncommon to find 
  adventurers who have adapted the skills of their 
  enemies towards their own causes. 
   
  The vast majority of Special Prestige classes listed in 
  the LGCS are not available to player characters without 
  campaign documentation.  However, there is one 
  particular prestige class that Bandit Kingdoms regional 
  characters may be able to gain access to… 
   
  Pale Master: 
  Players that have been Damned by the Reaper  (a 
  special certificate issued by the Bandit Kingdoms 
  Triad) may take levels in Pale Master.  Players wishing 
  to take this prestige class should contact the Regional 
  Triad for further information. 
   
   
   
  
   
  86 
  11/22/2003 
   
  Changing Clerical Deities 
   
  Most of the truly devout worshipers of a deity never 
  question their beliefs.  They have faith; however, in 
  few cases holy men such as clerics have discovered 
  they have lost faith in their deity.  Most though 
  discover other faiths that they believe suit them better.  
  It is a rare occurrence when a holy man leaves one faith 
  and is accepted into another.  Often this occurs when a 
  cleric gives into the corruption that is the heart of the 
  Bandit Kingdoms.  Though there are other cases where 
  this may occur, such as turning from one good or 
  lawfully aligned deity to a neutral or chaotic one.   
   
  If a PC wishes to change deities they must endure the 
  following, representing their struggle: 
   
  • 
  Changing deities does not impact Paladins, 
  Rangers or Druids.  The new deity should be 
  appropriate for the class. 
  • 
  Clerics become ex-clerics following all the 
  rules given in the Players Handbook 
  • 
  Any characters with divine prestige classes 
  lose access to all abilities related to the class 
  except 
  for 
  weapon, 
  armor 
  and 
  shield 
  proficiencies. 
  • 
  This status must be retained for at least two 
  adventures. 
  • 
  After completing at least two adventures the 
  character may convert to the new faith by 
  having a cleric of the new faith cast an 
  Atonement spell.  As the recipient of the spell 
  has willing performed these actions the spell 
  will require the caster to expend 500 XP in 
  addition to the normal costs.  Normal rules 
  apply for NPC spell casting. 
      
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Special Missions 
   
  Special missions allow players to engage in an 
  activity of their choosing that is important to their 
  character. These events are requested by the player 
  and then approved by the BK Triad. A special 
  mission typically include gathering the remains of a 
  friend for a proper burial, accomplishing some 
  character goal, gain access to some elite organization, 
  or to gain access to rare spells and / or feats. Special 
  missions are not for destroying major villains or 
  NPC’s, modifying plot lines, or acquiring access to 
  items. 
   
  Here are the steps for requesting a special mission 
   
  1) The player / players must decide on what 
  they wish to accomplish in the mission. 
  2) The player / players must decide on who 
  will playing in the special mission (Note: 
  Any given PLAYER (not character) can 
  only participate in one special mission per 
  calendar year.) 
  3) Fill out the form at:  http://www.bandit-
  kingdoms.net/Form_SpecialMissionReq.htm 
  4) The Triad will look over the request, and get 
  back with the player / players. 
  5) The Triad may ask for someone to write the 
  special mission, or the Triad will write the 
  special mission. 
  6) The player / players must find a place to 
  have run the special mission. The BK Triad 
  has decided that it is better that all special 
  missions should be held at either a game day 
  or a convention. It will be up to the player / 
  players to inform their local game day or 
  convention coordinator to set up a time for 
  the special mission. The local game day or 
  convention coordinator will contact the 
  Triad with any questions that they have 
  about the special mission, and to inform the 
  Triad of the time and place of the special 
  mission. 
   
   
   
   
   
   
  
   
  87 
  11/22/2003 
   
   
   
   
   
   
   
  Notes: 
  � Special missions cost a minimum of 1 TU 
  for all characters involved. 
  � For each TU spent on the special mission, 
  the characters may earn up to one half the 
  GP and XP that they would for a standard 
  sanctioned event. 
  � In most cases, one of the Triad must be 
  present at a special mission. The Triad will 
  be the one to look over the special mission 
  AR, and sign it. 
  � A special mission cannot be run to recover a 
  body so that a character may be brought 
  back from death.  All deaths must be 
  resolved at the table, in the manner specified 
  by the LGCS. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Bandit Kingdoms/Bandit Kingdoms Meta.pdf