TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9508
  order of kaga
  s e c r e t  s o c ie t ie s  o f  Ne o e xo du s :
  
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  THE ORDER OF KAGA
  For the twentieth time this month, Rehn’la kneeled at the 
  shrine of the Kaga and placed the prayer helmet on her 
  head. Completing the activation prayer, the illusory form 
  of the Kaga materialized before her. 
  “Greetings milady, how may I assist you?” it asked in a 
  monotone voice.
  “I wish to know the whereabouts of the First Ones. Where 
  are they? How can I locate them?”
  The small illusion bowed politely before replying with its 
  usual monotone voice. “I am sorry, but the information you 
  have requested is not available at this time. You may want 
  to reformulate your question.”
  “Tell me what happened to the First Ones.”
  “The First Ones were defeated at the 
  start of the Age of Man, some two 
  millennia ago. Since their defeat, 
  mankind and other slave races 
  have formed new kingdoms 
  out of the former provinces 
  of the First Ones’ empire.”
  “But that does not tell 
  me where they have 
  gone! Why can’t you 
  tell me?” 
  “I cannot tell you because 
  the information you have 
  requested is not available at 
  this time.”
  “When will it be available?”
  “The question you have asked is too 
  vague for a clear answer. You may wish to 
  inquire at one of the priests who can help you 
  formulate valid request-prayers.”
  The P’Tan screamed in rage as she stormed out of the 
  small temple.
  THE KAGA
  The Kaga’s creation at the beginning of the Age of Man 
  heralded the end of the First Ones’ reign over Exodus. 
  The Kaga was borne of the merging of the consciousness 
  of mankind’s most powerful minds and spell casters. To 
  this day, the Kaga’s followers continue to provide it with 
  information about anything and everything.
  The Kaga is a large repository of knowledge and at times 
  in the past has provided mankind with information and 
  wisdom to make the world a better and more stable place.
  The Kaga appears as a man made of arcane energy, looking 
  like a red and silver human. “Priests” of Kaga do not draw 
  their power from divine source, but from an arcane source 
  that mimics divine powers.
  Name Kaga
  Alignment Neutral (Good)
  Portfolio Mankind, knowledge, arcane magic
  Domains Artifice, knowledge, liberation, magic, rune
  Favored Weapon Sap
  Symbol The Kaga
  HISTORY OF THE KAGA
  The Order of Kaga was formed during the dark days of the 
  First Ones’ rule. The Kaga (or simply Kaga) was created 
  when mankind’s brightest minds united into a unique 
  feat of arcane magic.  They created a massive ritual that 
  included more than a thousand arcane spell casters. 
  The secret of combining their energy together 
  is something the brightest minds have 
  since tried to understand and recreate 
  without success. 
  Many believe that some great 
  divine magic was used. Others 
  believe that Kaga achieved 
  godhood through the ritual. 
  Others believe Kaga is 
  just a front for some 
  shadow organization. 
  This magical union gave 
  mankind and its fellow 
  slaves under First One 
  domination an unexpected 
  edge. Like a God-Emperor, 
  Kaga led the rebellion in a series 
  of apocalyptic battles that ended 
  with the crushing of the First Ones’ 
  bases on Exodus. 
  The triumphant slaves sought the guidance of the 
  god-like being that guided them to victory. They expected 
  the Kaga to be their leader, their lord.  But the Kaga 
  refused their offers and withdrew from the public eye. He 
  claimed that he needed time to ponder and meditate on the 
  events that had transpired. 
  The Kaga wandered the world because tales speak of 
  appearances where he granted his wisdom and influenced 
  the evolution of nations. He was particularly active during 
  the dark ages before the War of Age of Mind and Magic. 
  Throughout the war, the Sorcerer-Kings hoped the Kaga 
  would side with them, but all they received were stern 
  warnings and vocal opposition. 
  The Kaga opposed the mindless violence the clash of 
  empire caused. Both sides had invested too much and 
  would accept nothing less than utter victory.
  
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  ASHES OF THE WAR OF MIND AND 
  MAGIC
  While the Sorcerer-Kings and the Cavian Empire destroyed 
  each other, the Kaga tried unsuccessfully to negotiate an 
  agreement. 
  The Kaga appeared to the barbarian tribes of Cordel. He 
  taught them how to control the magical power that courses 
  through their veins, creating a caste of arcane-gifted 
  nobility.
  In post war Nas, he presented the barons and knights with 
  a system that would promote the warrior caste and support 
  strong families and alliances between lords. This system, 
  he called “feudal”. The Kaga’s system endures to this day.
  When the Arman invaded Abaddon to destroy the last 
  remnants of the Sorcerer-Kings the Kaga taught them 
  the secrets of siege craft. With the Kaga’s assistance, 
  the Arman became an unstoppable force that terrorized 
  Exodus for the centuries to come.
  When High Priestess Euhudi and her Brotherhood of 
  Khayne rose to prominence in the Wyldlands of Bal, again 
  the Kaga interfered. Offering his assistance to Prince 
  Ataulpa of Reis, the newly confederated forces broke the 
  power of the Brotherhood.
  THE MODERN WORLD
  At the behest of the Dominion, the Kaga taught them how 
  to make flying sky ships. Only after much research – with 
  and without the Kaga – and petitions did the Dominion’s 
  mages discovered a way to elevate the city of Anidem. 
  At the same time, the engineers of the Protectorate were 
  petitioning for clues on how to create great clockwork 
  creatures to combat the Dominion. He taught the secret of 
  making great armor to Caneans while teaching the ways of 
  modern constructions and fortification to the Confederates.
  Many opponents of the Kaga point to these interventions 
  as the cause of the unrest of the last three centuries BU. 
  They may not be totally wrong. The church teaches that 
  to bring about the prosperity of the first century AU, the 
  world had to experience horrors like the Twilight War.
  TODAY
  Today, one can find shrines of varying sizes in most 
  settlements across Exodus. Only the Janus Horde actively 
  hunts any followers of the Kaga. 
  The Kaga considers itself a neutral party in the affairs of 
  man. It does not interfere for any one side, and instead 
  assists both sides at the same time. His priests and devoted 
  travel the world in search of secrets, new magic, and bits 
  of lore they can feed to their master. Many devoted of 
  the Kaga voluntarily sacrifice themselves and all their 
  knowledge to this quest. Though their personality is 
  destroyed, their knowledge lives on, to be added to the 
  Kaga knowledge vault. 
  Today, people flock to the Kaga’s many shrines to 
  commune with it and ask it questions. The Kaga does 
  not ask for payment in return for giving its knowledge 
  to petitioners, though the church professes that all the 
  knowledge of the world can be accessed through the 
  prayer helmets and by being truly devout.
  THE CHURCH OF THE KAGA
  Although the history above is true, it is far from complete. 
  While the Kaga did withdraw from the affairs of man 
  following the defeat of the First Ones, it did not spend 
  its time meditating. Rather, it tracked down the brightest 
  minds, often men and women with broken bodies, and 
  offered to join them to him. No one is ever known to have 
  refused the Kaga’s offer.
  It was not long before others decided to help the Kaga and 
  bring people to his attention. This network of informants 
  and researchers formed the core of what would become the 
  “The Church of Kaga”. 
  The Kaga neither seeks nor encourages this worship. It 
  merely accepts it. This stance has allowed the Kaga and 
  its church to thrive even in areas of low religious tolerance 
  such as the Protectorate. 
  For the common folk, it is much easier to imagine the Kaga 
  as deity and his attendants as priests in a church. None in 
  the church would seriously argue the Kaga’s divinity. Kaga 
  is a vastly powerful arcane construct.
  The priests assist devotees – known as petitioners –in 
  finding the information they seek. Most people in the 
  Imperial Alliance consider the Kaga to be a positive 
  influence and seek to support the church and its priests. 
  Shrines and temples of the Kaga tend to be small where 
  one can commune with the Kaga. 
  ORGANIZATION
  The church of the Kaga has numerous people working for 
  it. Unlike more traditional churches, high ranking members 
  of the church do not hold additional secular power nor are 
  they considered more enlightened than others. Instead, 
  they are given additional temporal power, representing the 
  church with local authorities.
  The highest ranking member of the church is the Kaga 
  himself. The Kaga’s will is considered absolute to members 
  of the church. Rarely does the Kaga interfere in the affairs 
  of man or the church.
  Just under the Kaga are the grand librarians. These grand 
  librarians travel the world, providing assistance where the 
  church needs it. They set up new shrines and promote the 
  greatness of the Kaga wherever they go. Grand librarians 
  do not have any authority over any specific location or 
  district. Instead they travel wherever they are needed.
  Local and sedentary authority, usually over a town, falls 
  on the head librarians. Head librarians perform mostly 
  
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  administrative functions for the church. They pay dues, 
  make sure the staff is paid and fed and handle any judiciary 
  matter facing the church.
  Every shrine is handled by a librarian. Librarians handle 
  the day-to-day operations of the shrines. Since everyone 
  can commune directly with the Kaga librarians help 
  petitioners and guide them in communion.
  The church has a few unofficial titles it bestows, such 
  as Sage, Scholar, Expert and Master Researcher. These 
  honorifics are bestowed on those who perform great 
  achievements. As such, there is no one way to receive 
  such honors. The Kaga cares not about those, and does not 
  bestow any such honor himself.
  THE ORDER
  Within the church, there is a secret group of researchers 
  and scholars who dedicate their lives to learning and the 
  advancement of mankind through magical and technological 
  discoveries. Their focus is not only on ancient artifacts and 
  lost knowledge, but hands-on experimentation as well. 
  This inner circle calls itself the Order of Kaga (or Order 
  of the Kaga).
  The Order is extremely secretive and controls information 
  about it very tightly. Even within the church, few know 
  about the Order. High ranking members of the Order can 
  add information to the Kaga directly and, that they do not 
  need a prayer helmet to commune with the Kaga.
  The Order only admits those who demonstrate total 
  dedication to the Kaga, the pursuit of knowledge or the 
  eradication and destruction of Khayne and his followers. 
  While the Order favors individuals who are powerful in 
  their own right, it frequently hires weaker, more expendable 
  resources – such as adventurers. Those resources are rarely 
  told the truth about their employers.
  Though the Order’s goals are lofty and grandiose, it’s not 
  strictly a benign organization. The defense of the Kaga 
  is the first concern. Anyone who threatens the Kaga’s 
  existence suddenly goes missing and is never found, or 
  if they are, the culprit is never related to the Order or the 
  church.
  COMMUNING
  Navigating the mass of information contained in the arcane 
  mind of the Kaga can be daunting and often seems like 
  one does not get the information one needs. Even veteran 
  petitioners have difficulty finding precise information. 
  Others navigate seamlessly and easily obtain whatever 
  information they need
  The reason is simple: Kaga has a will of its own and it 
  edits or limits what a particular petitioner can see. If it 
  determines that a particular piece of knowledge would 
  be too dangerous for a particular individual, it does not 
  provide the information.
  Even high-ranking augers do not have access to the full 
  content of the Kaga’s knowledge. They push and prod him 
  constantly, seeking tidbits of information.
  Other times, the Kaga decides to provide individuals or 
  groups of individuals with information they did not ask for. 
  Its adepts call such information “Revelations”. Revelations 
  are extremely common, but not always identified as such 
  by the petitioner. Augers are very keen to catalog any 
  known revelation.
  COMMUNING WITH THE KAGA
  To commune with the Kaga, one must go to a shrine and 
  wait one’s turn to commune. Petitioning for communion 
  at larger shrines such as in Mureath and Nyssa may take a 
  few days while wait time at most smaller shrines may be 
  up to a few hours.
  In the shrine, the petitioner is taught the prayers of 
  activation by an attendant. The petitioner must remove all 
  headgear and put on a prayer helmet. This helmet takes up 
  the head and headband slots.
  After speaking the prayers of activation, an avatar of 
  the Kaga – but sometimes the Kaga himself - appears. 
  A petitioner must formulate a question to the Kaga. 
  Questions must be about facts and not about ethics or 
  morals. The Kaga does not answer morality questions.
  The Kaga responds in a spoken language understandable 
  by the petitioner (usually Common).
  Generally speaking, the Kaga provides a +2 circumstance 
  bonus to any Knowledge checks. However, the Kaga is 
  known for hiding information. For those without any 
  ranks in a knowledge skill, the Kaga is willing to share 
  information up to DC15, but no higher.
  How or what the Kaga hides is up to the GM. Some 
  knowledge, such as specifics about the First Ones, the 
  Brotherhood of Khayne, their strongholds, their empire, 
  their current location or their servants is almost never 
  shared, unless the Kaga believes the petitioner may do 
  something about it.
  In short, the Kaga should be seen like an intranet. You can 
  access a lot of things, but anything deemed dangerous by a 
  system administrator (here the Kaga itself), is blocked off.
  CHARACTER OPTIONS
  JOINING THE ORDER
  There are three main ways to join the order. The Order 
  favors secrecy with the outside world, gathering knowledge 
  for its own sake, and the protection and advancement of 
  mankind as the dominant species on Exodus. Those who 
  cannot uphold those tenets are never invited.
  The first is to select a feat such as Active Order Agent or 
  Sleeper Order Agent. PCs with those feats are assumed to 
  have successfully passed the many loyalty tests.
  
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  The second is to be chosen by the Kaga for providing it 
  with a lot of new or important information, through the 
  mind gift spell. 
  The third is by completing many missions for the Order 
  – usually without knowing who the PCs are working 
  for. These missions serve as loyalty tests. Sleeper agents 
  frequently accompany those being tested to provide direct 
  feedback.
  CLERIC
  Though the Kaga is presented here as a deity, it is not and 
  most learned folk know it. Clerics of Kaga have to belong 
  to the following archetype.
  CLERIC OF THE KAGA (ARCHETYPE)
  The Kaga has clerics that worship it, serve their 
  community, maintain the shrine, catalog and record 
  everything they see and hear for their lord. Clerics of 
  the Kaga do not gain their power from a divine source. 
  Rather they draw power from an arcane source.
  Skills: Clerics of Kaga replace the Heal skill with the Use 
  Magic Device as part of their class skills.
  Arcane Caster: Clerics of Kaga are considered arcane 
  casters (though they still gain spells and select domains 
  like clerics do).
  Clerics of the Kaga may use their cleric level to qualify 
  for any feat, prestige class or other option as though 
  they were arcane caster. Similarly they do not qualify 
  for any feat, prestige class or other option that requires 
  them to have divine caster levels. For example a cleric 
  of Kaga 5/ fighter 1 would qualify for the Eldritch Knight 
  prestige class, but a cleric of Kaga 3/ wizard 3 would not 
  qualify for the Mystic Theurge prestige class.
  Despite being arcane casters, clerics of Kaga do not 
  have arcane spell failure for their cleric spells.
  Arcane Bond: A cleric of Kaga forms a bond with an 
  implement or a familiar, like a wizard does. Levels of 
  cleric of Kaga and wizard stack to determine benefits. 
  This replaces a cleric’s ability to channel positive or 
  negative energy.
  NEW FEATS
  ACTIVE ORDER AGENT
  You have gained many tidbits of information through 
  petitioning the Kaga.
  Prerequisite: Any one Knowledge 1 rank, must be 
  taken at first level
  Benefit: You get a +1 feat bonus on all Knowledge skill. 
  You may make any Knowledge check even if you do not 
  have the skill. However, you cannot exceed a DC of 15.
  Special: Anyone with this feat is considered to be a 
  member of the Order.
  ARCANE UTILITY
  The flow of magic has altered your body, rendering you 
  able to manipulate minor enchantments to great effect.
  Prerequisite: Arcane caster level 1, Spell Focus, must 
  belong to the Order
  Benefit: Arcane Utility allows you to make better use 
  of magical items. Whenever you use a magic item that 
  produces a spell for which you have Spell Focus, the 
  save DC is increased by 1.
  For example, a character with this feat and Spell Focus 
  (enchantment) uses a scroll of bane, the DC would be 
  12 instead of 11.
  If you have Spell Focus more than once, this feat applies 
  to all schools for which you have Spell Focus.
  Special: Arcane Casters who gain class-related bonus 
  feats may chose this as their bonus feat if they fulfill all 
  the requirements.
  ARCANE UTILITY, GREATER
  You have mastered the art of using magic items to the 
  maximum of their ability.
  Prerequisite: Arcane Utility
  Benefit: The increased DC can be applied to all magic 
  items, not just those matching your Spell Focus.
  Special: Arcane Casters who gain class-related bonus 
  feats may chose this as their bonus feat if they fill all 
  the requirements.
  
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  AVATAR FAMILIAR
  You may summon a special familiar.
  Prerequisite: arcane caster level 7th, devoted of Kaga
  Benefit: You may call an avatar of Kaga as a familiar. 
  Special: If you do not have a familiar through a class 
  feature, your effective level is assumed to be 1st and 
  does not improve.
  Stats for an avatar of Kaga appear at the end of this 
  book.
  CREATE GRAFT CREATION]
  You may create magic grafts and imbue them with 
  magical energy.
  Prerequisite: caster level 7th, Craft Wondrous Items
  Benefit: You may create magic grafts. For more 
  information on grafts, see New Magic Items.
  DIVINER’S MASTERY
  Your skill with divinations is unequalled.
  Prerequisite: Ability to cast divination arcane spells, or 
  access to the knowledge domain
  Benefit: Diviner’s Mastery allows a character to use 
  divination magic to greater effect than other individuals. 
  When performing a divination spell, any save DCs 
  against its effects are increased by +1. This stacks with 
  the effects of the Spell Focus feat. Additionally, the 
  duration of divination spells is increased as if the caster 
  was 5 levels higher.
  GREAT INSIGHT
  You have developed a unique sense of the world 
  around you which relies not upon rational thought, but 
  pure intuition.
  Prerequisite: Skill Focus (any Knowledge)
  Benefit: A character with Great Insight uses his Wisdom 
  modifier when determining the total adjustment for 
  skills in which he has Skill Focus. 
  If the character has the Skill Focus feat for multiple 
  Knowledge skills, this feat applies to all.
  Normal: Knowledge skills are based off Intelligence.
  SLEEPER ORDER AGENT
  You are uniquely skilled at keeping a low profile and 
  staying unnoticed.
  Prerequisite: Skill Focus (Bluff, Disguise), must be 
  taken at first level.
  Benefit: Any Bluff or Disguise checks made to maintain 
  an identity, conceal one’s actions, or play a role 
  gain a competence bonus equal to the character’s 
  Wisdom modifier.  Additionally, saving throws versus 
  compulsion spells and spell-like effects gain a +2 
  competence bonus.
  Special: Anyone with this feat is considered to be a 
  member of the Order.
  NEW PRESTIGE CLASS
  AUGER
  Augers are usually member of the Order who serve as 
  experts. Their powers allow them to assist petitioners 
  in research not only when communing with the Kaga, 
  but in more traditional venues such as libraries and 
  archives. Augers spend much of their time communing 
  with the Kaga and researching trivial or random pieces of 
  information.
  Augers generally dress in bland, common colors and tend 
  to blend into a crowd. Many live private lives working as 
  librarians, archivist or clerks.
  When Augers leave the safety of the temples of Kaga, they 
  generally do so to gather knowledge to add to the Kaga. 
  This pursuit of knowledge is nearly constant and, for many 
  augers, borders on obsession. 
  REQUIREMENTS
  Feats: Great Insight or Skill Focus (any Knowledge), and 
  one metamagic feat.
  Skills: 7 ranks in any 3 Knowledge skills.
  Spells: Must be able to cast at least one 3rd level 
  divination spell.
  Special: An Auger must first be a member of the Order.
  CLASS FEATURES
  All of the following are class features of the auger.
  Hit Die: D6
  Class Skills: The auger’s class skills are Bluff (Cha), Craft 
  (Int), Diplomacy (Cha), Fly (Dex), Knowledge (any) (Int), 
  Linguistics (Int), Profession (Wis), Perception (Wis), and 
  Use Magic Device (Cha).
  Skill Points at Each Level: 2+ Intelligence modifier
  Weapon and Armor Proficiency: Augers gain no new 
  proficiency with any weapons or armor.
  Spells per Day: When an auger gains a new level, he 
  gains new spells per day as if he has also gained a level 
  in an arcane spell casting class he belonged to before 
  adding the prestige class. He does not, however, gain 
  other benefits a character of that class would have 
  gained, except for the additional spells per day, spells 
  known and an increased effective caster level.
  Assistant (Su): Augers are true fonts of knowledge, 
  making them great assistants. Whenever an auger uses 
  the Aid Another action, he adds his class level to the 
  bonus he grants.
  Knowledge of the Kaga (Ex): This ability is identical 
  to a bard’s bardic knowledge. Auger and bard levels 
  stack when determining the effectiveness of the Bardic 
  Knowledge. At 3rd level, an auger adds this bonus to 
  
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  any gather information checks. At 5th level, an auger 
  may add this bonus to any Intelligence or Wisdom-
  based skills in which he has ranks
  Cipher (Ex): Ciphers are random pieces of knowledge 
  gathered from randomly communing with the Kaga. 
  When an auger communes with the Kaga, he adds 
  his class level to any Knowledge checks. Also, when 
  at a shrine, an auger needs not use a prayer helmet to 
  commune with the Kaga.
  Secrets (Su): At 3rd level an auger may use one of 
  the following abilities as a spell-like ability, using his 
  highest arcane caster level as his caster level. An auger 
  can change his secrets when he communes with the 
  Kaga. At 5th level, an auger gets to pick another secret. 
  This may be the same spell or another.
   
  •  Pick one wizard cantrip of the divination school 
  and cast it at will as a spell-like ability, as a move-
  equivalent. 
   
  •  Pick one first or second level wizard spell of the 
  divination school. You may cast that spell at will as 
  a spell-like ability.
   
  •  Pick one third or fourth level wizard spell of the 
  divination school. You may cast that spell 3/day as 
  a spell-like ability.
   
  •  Pick one fifth level wizard spell of the divination 
  school. You may cast that spell 3/day as a spell-like 
  ability.
  Intuitive Knowledge (Su): At 4th level, whenever an 
  auger searches any repository of knowledge such as 
  the Kaga or a library, he completes the task in half the 
  time, even when he takes ten.
  Constant Commune (Su): At 5th level, an auger can 
  commune with the Kaga without requiring a prayer 
  helmet or communing with an avatar. Any such 
  requirements (including spells that require divine 
  focus of the Kaga), simply ignore such restrictions.
  HARBINGER
  Harbingers are men and women who have dedicated 
  themselves to rigorous study of arcane magic and its 
  effects on the world. This constant proximity to the flow 
  of magic allows them to gain great and unique power 
  over magic and magic items. However, in the process, 
  they lose much of their humanity, gradually turning 
  themselves into creatures closer to constructs than 
  humans. As they gain levels in the class, their skin 
  changes color and tiny wire-like veins can be seen 
  just below the skin.
  Harbingers are the most visible members of the 
  Order. The added attention and the slow transformation 
  into a construct do not please everyone, and many who 
  embark on the path of the harbinger stop along the way 
  to preserve their humanity.
  Harbingers often travel to lost sites and ruins trying 
  to understand the lost magic and artifacts of the 
  First Ones’ empire. The reasons vary greatly 
  from one harbinger to the next, but all seek 
  to increase the Kaga’s massive library. 
  The ritual that changes one from a “simple” 
  human to a harbinger can only be done in the presence of 
  
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  the Kaga. Harbingers seem to have no memory of exactly 
  what it entails, but their bodies, their minds and their souls 
  are never the same. They belong to the Kaga.
  REQUIREMENTS
  Alignment: Must be partially neutral in alignment.
  Feats: Arcane Utility*, Skill Focus (Use Magic Device)
  Race: Human only
  Special: A harbinger must first be a member of the 
  Order and undergo a self-transformation ritual.
  CLASS FEATURES
  All of the following are class features of the harbinger.
  Hit Die: D6
  Class Skills: The harbinger’s class skills (and the 
  key ability for each skill) are Appraise (Int), Disable 
  Device (Int), Escape Artist (Dex), Fly (Dex), Heal (Wis), 
  Knowledge (any) (Int), Perception (Wis), Profession 
  (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic 
  Device (Cha).
  Skill Points at Each Level: 4+ Intelligence modifier
  Weapon and Armor Proficiency: Harbingers gain no 
  new proficiency with any weapons or armor.
  Spells per Day: When a harbinger gains a new level, 
  he gains new spells per day as if he has also gained a 
  level in an arcane spell casting class he belonged to 
  before adding the prestige class. He does not, however, 
  gain other benefits a character of that class would have 
  gained, except for the additional spells per day, spells 
  known and an increased effective caster level.
  Authority (Ex): A harbinger is a high-ranking member 
  of the Church. As such, every member of the church 
  is generally well-disposed toward the harbinger. The 
  initial reaction from non-hostile members is generally 
  improved one step.
  Auger
   
  Base Attack  
  Fort 
  Ref 
  Will 
  Level  
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells
  1 
  +0 
  +0 
  +0 
  +1 
  Assistant,  
  +1 level of arcane spell casting class 
   
   
   
   
   
  Knowledge of the Kaga
  2 
  +1 
  +1 
  +1 
  +1 
  Cipher 
  +1 level of arcane spell casting class
  3 
  +2 
  +1 
  +1 
  +2 
  Secrets I,  
  +1 level of arcane spell casting class 
   
   
   
   
   
  Knowledge of the Kaga
  4 
  +3 
  +1 
  +1 
  +2 
  Intuitive Knowledge 
  +1 level of arcane spell casting class
  5 
  +3 
  +2 
  +2 
  +3 
  Secrets II,  
  +1 level of arcane spell casting class 
   
   
   
   
   
  Knowledge of the Kaga,   
   
   
   
   
   
  Constant Commune
  Harbinger
   
  Base Attack  
  Fort 
  Ref 
  Will 
  Level  
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells
  1 
  +0 
  +0 
  +0 
  +1 
  Authority, graft, 
  +1 level of arcane spell casting class 
   
   
   
   
   
  item recharge
  2 
  +1 
  +1 
  +1 
  +1 
  Power tap 1,  
  +1 level of arcane spell casting class 
   
   
   
   
   
  unnatural aura
  3 
  +1 
  +1 
  +1 
  +2 
  Metamorphosis 
  +1 level of arcane spell casting class
  4 
  +2 
  +1 
  +1 
  +2 
  Graft, power tap 2 
  +1 level of arcane spell casting class
  5 
  +2 
  +2 
  +2 
  +3 
  Bauble, item recharge II 
  +1 level of arcane spell casting class
  6 
  +3 
  +2 
  +2 
  +3 
  Metamorphosis, 
  +1 level of arcane spell casting class 
   
   
   
   
   
  power tap 3
  7 
  +3 
  +2 
  +2 
  +4 
  Graft 
  +1 level of arcane spell casting class
  8 
  +4 
  +3 
  +3 
  +4 
  Power tap 4 
  +1 level of arcane spell casting class
  9 
  +4 
  +3 
  +3 
  +5 
  Item recharge III,  
  +1 level of arcane spell casting class 
   
   
   
   
   
  metamorphosis
  10 
  +5 
  +3 
  +3 
  +5 
  Graft, power tap 5,  
  +1 level of arcane spell casting class 
   
   
   
   
   
  seed of Kaga
  
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  If the harbinger has the Leadership feat, his Charisma 
  is counted as being 4 higher and never takes penalties, 
  as long as his cohort belongs to the church of the Kaga 
  and the PC is in good standing.
  This authority comes at a price. Harbingers must obey 
  the will of the Kaga at all times or become unable 
  to relearn spells until the harbinger obtains an 
  atonement spell from a high ranking member of 
  the church.
  The process that makes one into a harbinger 
  cannot be reversed and is permanent. Death is 
  the only way out.
  Graft (Su): At 1st, 4th, 7th, and 10th level, a harbinger 
  can graft items into his body, gaining additional item 
  slots. Whenever he gains a new graft, he may select 
  one of the following: hands, feet, head, headband, 
  neck, ring (extra slot), or wrist for the location to gain 
  an additional slot. The harbinger’s body does not 
  physically gain these body parts, he benefits from 
  wearing additional items. Harbingers usually use those 
  slots to gain additional grafts.
  Item Recharge (Su): At 1st level, a harbinger may use 
  his own energy to recharge a magic item. A harbinger 
  spending one hour channeling magical energies into a 
  device can add a single charge per day to an item that 
  can be used 3/day or more. Consumables – such as 
  scrolls, potions and wands - may not be recharged this 
  way. At 5th level, a harbinger can either add an extra 
  charge to an object that can be used 1/day or add two 
  charges to an item that can be used 3/day or more. At 
  9th level, a harbinger may use this ability twice per day.
  Power Tap (Su): At 2nd level and at every even level, 
  a harbinger may draw power from a consumable to 
  increase his own caster level by one. Drawing the 
  power is a free action that does not provoke attacks 
  of opportunity. This increased caster level may only be 
  used on a spell of level equal to half the harbinger’s 
  spell level. The drained consumable must be of the 
  same level as the spell or higher to power up. Using 
  power tap uses up a charge of the consumable, as 
  though it had been used.
  Unnatural aura (Su): At 2nd level, a harbinger begins 
  to show signs of their unnatural transformation. Any 
  Charisma check dealing with animals, fey and divine 
  casters close to nature (such as druids and rangers with 
  spell casting abilities) get a penalty to the check equal 
  to half the harbinger’s class level. Spells with the fear 
  descriptor gain a bonus to their DCs equal to half the 
  harbinger’s class level when used on such targets.
  Bauble (Su): At 5th level, a harbinger may infuse some 
  of his own magical energies to tokens and baubles. 
  Spells imbued into a bauble may be activated as a 
  full-round action later. When a spell is imbued into a 
  bauble, the harbinger loses the ability to use the spell 
  slot until the bauble is activated. As a standard action, a 
  harbinger may dispel the magic of a bauble, and regain 
  the user of his spell slot next time he rests.
  Only spells with a casting time of 1 standard action or 
  less may be imbued in a bauble. A harbinger may have 
  a number of baubles equal to his class 
  level.
  
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  Metamorphosis (Su): At 3rd, 6th, and 9th level, a 
  harbinger takes on the aspect of a construct. Each 
  metamorphosis makes the harbinger less human. 
  He must choose one of the following. 
   
  •  Gain damage reduction vs. magic, the amount of 
  DR is equal to three times the harbinger’s class 
  level. So a Wiz10/Harbinger 5 would have DR 15/
  magic.
   
  •  Immunity to aging (the PC no longer ages, taking 
  no further penalties for advanced age), when their 
  natural lifespan would come close to the end, 
  harbingers often cast the mind gift spell and join 
  the Kaga.
   
  • Immunity to poison and disease.
   
  • Immunity to daze, paralysis, and stun.
   
  • Gain darkvision 60ft. and low-light vision.
  Seed of Kaga (Su): At 10th level, the harbinger loses 
  the last shreds of his humanity and becomes a machine. 
  Their blood takes on a green glow rather than the 
  typical crimson. They exude calmness and serenity, but 
  in an alien and bizarre way. They gain the following 
  bonuses.
   
  •  The harbinger no longer needs to breathe, drink, 
  eat or sleep.
   
  •  When targeted by a spell or ability, the harbinger 
  is considered to be a construct or a humanoid, 
  whichever is more beneficial to the harbinger. This 
  determination is automatic and does not require 
  any concentration on the part of the harbinger.
   
  •  Can cast mind blank (self only) at will as a spell-like 
  ability.
  NEW SPELLS
  The following spells are known to the Church of the Kaga. 
  While not overly secret, few outside the church learn – or 
  have a chance to learn – these spells.
  MIND GIFT
  School Transmutation; Level Bard 3, Cleric [Kaga] 3, 
  Sorcerer/ Wizard 3
  Casting Time 1 hour
  Components S, V, F/DF
  Range Touch
  Target one willing living creature
  Duration Instantaneous
  Saving Throw Will (harmless); Spell Resistance Yes 
  (harmless)
  The mind gift spell is the method by which new and 
  expanded knowledge can be added to the Kaga. 
  Only the knowledge is transferred, memories and 
  experiences are not. The spell does not drain the 
  target’s knowledge.
  Augers in particular undergo this spell regularly to 
  ensure the Kaga is kept up to data with the latest 
  information. Others undergo the ritual late in their lives, 
  hoping to add a lifetime’s worth of information.
  To successfully cast this spell, this spell must be cast in 
  the presence of Kaga or one of his avatars. Doing so 
  anywhere else causes the spell to fail.
  RIP MIND
  School Transmutation; Level Bard 5, Cleric [Kaga] 5, 
  Sorcerer/ Wizard 5
  Casting Time 1 hour
  Components S, V, F/DF
  Range Touch
  Target one living creature
  Duration Instantaneous
  Saving Throw Will; Spell Resistance Yes
  This advanced version of the mind gift spell allows the 
  Kaga to take knowledge from an unwilling target. The 
  Church rarely employs this spell because it is deemed 
  unreliable and tends to provide incomplete or incorrect 
  information. It is generally reserved for members of the 
  Brotherhood of Khayne and the rare First One that is 
  captured alive.
  The spell is extremely painful on resisting targets and 
  thus used sparingly.
  To successfully cast this spell, this spell must be cast in 
  the presence of Kaga or one of his avatars. Doing so 
  anywhere else causes the spell to fail.
  SUMMON MONSTER IV
  Arcane casters devoted to the Kaga can add the avatar 
  of the Kaga to their list of creature they can summon. 
  Divine spell casters do not gain access to this.
  NEW MAGIC ITEMS
  GRAFTS
  Grafts are magical devices originally created by the Kaga 
  to provide his allies with near-permanent abilities. Grafts 
  do not take up body specific slots, but each prevents 
  one slot from being used. Over the two millennia since 
  the Kaga presented his followers with them, grafts have 
  become common and can be found everywhere. In the 
  Dominion, grafts are seen as unnatural and avoided.
   
  •  A graft may be disabled for a number of minutes if 
  targeted by a successful dispel magic. 
   
  •  Identifying a graft can be done using with a DC 15 
  Knowledge (arcana) or Spellcraft check.
   
  •  A graft may be removed by the recipient as a 
  standard action. A graft may not be applied to 
  someone else unless the person that applies it has 
  the Create Graft feat. There is no cost to do so.
   
  •  Grafts cannot be removed through damage 
  (cannot be peeled off or scratched away). 
  Removing a graft requires a successful break 
  
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  enchantment or limited wish. The Kaga may know 
  other methods to remove them. 
  ARMORED CASTER’S GRAFT
  Aura strong transmutation; CL 7th
  Slot graft; Weight -; Price 6,000gp
  DESCRIPTION
  An armored caster’s graft lowers the total arcane spell 
  failure of an armor worn by the recipient by 10%. 
  However, the caster must be proficient with the armor 
  for this graft to work. The graft gives the recipient’s skin 
  a slightly metallic tint. Anyone with this graft is deemed 
  to be wearing a metallic armor when targeted by spells 
  or effects.
  CONSTRUCTION
  Requirements Create Graft, Craft Magic Arms and 
  Armor, Craft (armorer) 5 ranks, magic vestment, must be 
  proficient with light or medium armor; Cost 3,000gp
  COMMUNER GRAFT
  Aura strong divination; CL 7th
  Slot graft; Weight -; Price 18,000gp
  DESCRIPTION
  A communer graft grants the owner the ability to cast 
  commune (with Kaga only) for one minute, once per 
  day. Such a graft counts as a divine focus for clerics 
  of Kaga. The graft turns the recipient’s face a dark 
  turquoise color.
  CONSTRUCTION
  Requirements Create Graft, commune, mind gift; Cost 
  9,000gp
  DOOR-PASSER GRAFT
  Aura faint transmutation; CL 3th
  Slot graft; Weight -; Price 7,200gp
  DESCRIPTION
  A door-passer graft grants the owner the ability to cast 
  knock three times per day. The graft turns the recipient’s 
  hands a dark shade of blue.
  CONSTRUCTION
  Requirements Create Graft, discern lies; Cost 3,600gp
  INVESTIGATOR GRAFT
  Aura faint divination; CL 7th
  Slot graft; Weight -; Price 11,200gp
  DESCRIPTION
  An investigator graft grants the owner the ability to cast 
  discern lies for one minute, on one target, once per day. 
  The graft turns the recipient’s skin around his eyes to a 
  dark, dull green.
  CONSTRUCTION
  Requirements Create Graft, discern lies; Cost 5,600gp
  OBSERVER GRAFT
  Aura moderate divination; CL 9th
  Slot graft; Weight -; Price 18,000gp
  DESCRIPTION
  An observer graft grants the owner the ability to cast 
  true seeing for one minute, once per day. The graft turns 
  the recipient’s eyes glowing green.
  CONSTRUCTION
  Requirements Create Graft, true seeing; Cost 9,000gp
  RUNIC GRAFT
  Aura moderate divination; CL 5th
  Slot graft; Weight -; Price 6,000gp
  DESCRIPTION
  A runic graft grants the owner the ability to cast resist 
  energy, once per day. The recipient’s skin becomes 
  covered with slightly glowing runes.
  CONSTRUCTION
  Requirements Create Graft, resist energy; Cost 3,000gp
  TRAVELER’S GRAFT
  Aura faint transmutation; CL 1th
  Slot graft; Weight -; Price 400gp
  DESCRIPTION
  An traveler’s graft grants the owner the ability to cast 
  expeditious retreat or pass without trace for one minute, 
  once per day. The graft turns the recipient’s skin a 
  bright green color.
  CONSTRUCTION
  Requirements Create Graft, expeditious retreat, pass 
  without trace; Cost 200gp
  VANISHER’S GRAFT
  Aura moderate conjuration; CL 7th
  Slot graft; Weight -; Price 11,200gp
  DESCRIPTION
  An vanisher graft grants the owner the ability to cast 
  dimension door once per day. The graft streaks the body 
  of the owner with black stripes. 
  CONSTRUCTION
  Requirements Create Graft, dimension door; Cost 
  5,600gp
  
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  NEW TOMES
  BLOODBATH IN THE JUNGLE
  Full Name Bloodbath in the Jungle, Uprooting the Dark 
  Forces in the Jungles of the Bal
  Author Laskar Kapak
  Description A rugged leather-bound tome bound with 
  thick leather straps. 
  Content The book analyzes many battles fought in 
  the jungles of the Wyldlands of Bal. It pays particular 
  attention to the tactics of the Brotherhood of Khayne 
  and how to defeat them. It is the most complete book 
  on the Battle of the River of the Dead. Many diagrams 
  and maps make this book very easy to understand.
  Status This book has not been declared heretical by 
  the Sanguine Covenant
  Language Common
  Locations Imperial Library of Reis (Reis)
  Reference +5 competence bonus to the following skill: 
  any Knowledge skill with regards to the Brotherhood of 
  Khayne, their allies and their tactics.
  Spells protection from evil, true strike
  Other Versions All of the major empires on Exodus 
  have copies of this book. It is seen as the best manual 
  on how to fight the Brotherhood of Khayne. 
  NEW WONDROUS ITEMS
  COMMUNION HELMET
  Aura moderate divination; CL 7th
  Slot helmet; Weight -; Price 90,000gp
  DESCRIPTION
  These metallic helmets are covered with dials and 
  tubes. When worn, the user summons forth an avatar 
  of the Kaga. The petitioner may then commune with 
  the Kaga. When activated, a communion helmet may 
  be used as focus for the mind gift spell.
  CONSTRUCTION
  Requirements Create Graft, commune, mind gift; Cost 
  45,000gp
  NEW MONSTERS
  AVATAR OF THE KAGA
  Avatars of the Kaga are small creatures formed of arcane 
  energy that answer petitioners’ requests for information. 
  Though these creatures rarely fight, avatars have been 
  known to defend shrines and petitioners.
  When forced to fight, avatars of the Kaga use magic 
  missiles first then become invisible.
  Originally, these constructs were created by the Kaga to 
  provide familiars to his followers. Now, avatars can be 
  found in nearly every shrine, ready to commune with 
  petitioners.
  AVATAR OF THE KAGA - CR 3
  XP 800
  N Small Construct
  Init +6; Senses darkvision 60ft., low-light vision, 
  Perception +6
  DEFENSE
  AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 
  natural)
  hp 26 (3d10+10)
  Fort +1, Ref +3, Will +1
  DR 5/magic; Immune construct traits
  OFFENSE
  Speed 20 ft.; fly 30ft. (average)
  Melee 2 slams +4 (1d3+1)
  Spell-Like Abilities (CL 6th)
  1/day summon (level 2, 1 avatar of the Kaga)
  3/day magic missile (3d4+3), tongues
  At-will invisibility (self only) 
  STATISTICS
  Str 13, Dex 15, Con -, Int 14, Wis 11, Cha 6
  Base Atk +3; CMB +3; CMD 14
  Feats Skill Focus (any two Knowledge)
  Skills Fly +10, Knowledge (any two) +11, Stealth +12
  Languages Common, Prymidian, Sorcerous
  SQ Essence of the Kaga
  STATISTICS
  Essence of the Kaga (Su) an avatar of the Kaga is 
  linked to the Kaga through mystical means. Thus the 
  Kaga knows everything the avatar knows, as if the 
  avatar was under a constant mind gift spell. An avatar 
  of the Kaga counts as a holy symbol for the purpose of 
  spell casting if it is within 10ft. of a cleric of the Kaga.
  THE ORDER CAMPAIGN 
  NPCS OF INTEREST
  APONI, GAYON
  Male Prymidian, Bard 7/ Auger 3, Librarian of Anidem
  Gayon is the leader of the church in Anidem. He specializes 
  in ancient philosophies and epistemology (origin of 
  words). He uses his position to get adventurers to study 
  the Speakers of the Lost Tongue in the Troll Wastes. Many 
  have disappeared in expeditions he funded through the 
  church. A few in Anidem are beginning to wonder about 
  his sanity, but have little to go on.
  
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  KAPAK, LASKAR
  Male human, Magus 13/ Harbinger 2, Librarian of Reis
  Laskar is a rarity in the Order in that his strength comes 
  from his ability with the blade and not his mastery of the 
  arcane. He spends most of his time studying maps and 
  drawing battle plans to assault any Brotherhood stronghold 
  he and his staff can find. 
  Outside the order, he is best known for his tome, “Bloodbath 
  in the Jungle”. Many travel to Reis to meet with him and 
  consult him on tactics.
  VON ULTHOW, KUNAGONDA
  Female human, Cleric of Kaga 10, traveling explorer
  Kunagonda was born in the Caneus Empire but has spent 
  the last twenty year abroad. She has lived in Gavea since 
  86AU, writing about the natives’ unique rites and song. 
  She is the Church’s foremost expert on Gavean culture.
  RELATIONS
  ARMAN PROTECTORATE
  The relation between the Church of the Kaga and the 
  Protectorate is a complex one. On one hand, the Kaga has 
  historically been allied or friendly to the Armans. On the 
  other hand he also provides information and secrets to 
  other nations. 
  Unknown to most, the assistance of the church during the 
  Arman conquest came with a few strings attached. All six 
  clans must honor requests for assistance and hospitality by 
  members of the Order. Though few nobles know what the 
  Order is, they know its symbol. When presented with the 
  Order’s symbol, the princes and lords of the Protectorate 
  are forced to honor any requests. The Order makes sure 
  that such requests are never frivolous and anyone who 
  abuses such trust is hunted down and punished.
  Among the lower classes, the Church is welcome to 
  operate openly, as long as it does not provide teachings 
  that go against those of the Sanguine Covenant.
  Effects: A member of the Order (and only members 
  of the Order) who present a noble with the secret 
  sign of the Order gains a +5 bonus to any Diplomacy 
  check made to obtain a favor. Fools be warned: doing 
  so exposes one as a member of the Order. And many 
  Arman nobles would like nothing more than to rid 
  themselves of this old pact.
  CANEUS EMPIRE
  Nowhere in the Imperial Alliance were the Kaga and his 
  influence felt more intensely than in the Caneus Empire. 
  Though rarely as directly as in other states, the empire has 
  been a testing ground for many of the Kaga’s theories. The 
  Kaga brought feudalism to the nascent empire. Here, the 
  Order has infiltrated many of the Sanguine Covenant’s 
  libraries and places of learning. The Order influences 
  the Sanguine Covenant and its policies from the inside, 
  promoting collaboration between the two churches.
  The Kaga and his church are held in high regard here. 
  Though it holds little temporal power in the Empire, the 
  Church is found everywhere. 
  Effect: Members of the Church get a +2 bonus to 
  Diplomacy checks when trying to get people to do 
  something for them.
  
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  DOMINION
  Perhaps the nation that has gained the most obvious 
  gift from the Kaga is the Dominion. With the Kaga’s 
  assistance, Dominion spell casters were able to create the 
  floating city of Anidem. 
  Under the name Academy of Technology and Magic, the 
  Order trains new minds to support its way of thinking. It 
  is perhaps one of the Order’s most visible operations in all 
  of Exodus.
  Although the Dominion supports the Church, grafts are 
  seen as unclean. People avoid them and those who openly 
  display them are shunned and avoided.
  Effect: There is no special bonus for operating within 
  the Dominion. However, those who have grafts suffer 
  a -2 circumstance penalty to all Bluff, Diplomacy and 
  Disguise check for each graft they possess.
  GAVEA
  The Order has a keen interest in expanding in Gavea. 
  Currently, the Church can only be found in Barlow, but 
  missionaries are trying to complete a map of Gavea and 
  its many treasures and dangers. Adventurers are highly 
  sought by the Order to complete these tasks.
  IMPERIAL ALLIANCE
  The Imperial Alliance has managed to maintain its distance 
  from the Church of the Kaga. The church is seen as just 
  another cult, but individual members of the Alliance 
  generally share the attitude of their parent nation.
  Effect: No special effect, however individual members 
  of the Senate are likely to share their parent nation’s 
  sentiment.
  JANUS HORDE
  When Sametia overthrew the shackles of civilization, the 
  Church of the Kaga was one of the Horde’s prime targets. 
  Augers, harbingers and priests were taken and killed by 
  angry mobs. For the past decade, the Order has been trying 
  to infiltrate the Horde with limited success. The fervor 
  with which the Sametian embraced barbarism and the 
  return to an earlier, simpler age is incomprehensible to the 
  civilization and forward-thinking Order.
  This has taken the Order aback. Never before has a 
  group of people chosen to retreat back to an earlier, more 
  primitive stage of development. The Kaga is not offering 
  much advice or information on what to do.
  Effect: When communing with the Kaga about any 
  events that has taken place in Sametia for the last 50 
  years, all DCs are increased by 10. The Kaga simply does 
  not know.
  REIS CONFEDERACY
  The Order is perhaps most active in the Confederacy, 
  seeking to uproot and discover any elements of the 
  Brotherhood of Khayne. The Order managed to score a 
  major battle at the Battle of the River of the Dead, but 
  is finding itself hard pressed to contain and locate the 
  resurgence of Brotherhood activity across the Confederacy.
  While the Order controls most of the larger cities, 
  wilderness areas are clearly slipping to the Brotherhood.
  Effect: If a member of the Order is known, there is a 
  chance equal to the character’s level in % to be attacked 
  by the Brotherhood. These attacks usually take the form 
  of a group of summoned demons (usually babaus 
  or retrievers). Keeping a low profile is important. The 
  chance of an attack doubles when in Brotherhood-
  controlled areas of the wild.
  UNTHARA
  Before the Brotherhood took over Unthara, the Order saw 
  Unthara in the same light as it currently sees Gavea. With 
  the Brotherhood takeover, the Order has lost all of its 
  influence there. Still, in the ruins of small town, shrines 
  can sometimes be found.
  BROTHERHOOD OF KHAYNE
  The Order considers the Brotherhood of Khayne to be 
  the greatest threat to mankind’s continued existence on 
  Exodus. As such, harbingers and other devotees travel the 
  land searching for any signs of the Brotherhood.
  Effect: If a member of the Brotherhood knows that 
  someone belongs to the Church of the Kaga, the 
  relation is automatically considered to be hostile. It is 
  not possible to make them become friendly or helpful 
  through the use of Diplomacy. However, members of 
  the Order gain a +2 circumstance bonus to Intimidate 
  checks made against members of the Brotherhood.
  There is no effect unless both sides are aware of the 
  other side’s allegiance.
  FOLDING CIRCLE
  The Order keeps tabs on the Folding Circle but unless 
  the Circle’s focus brings it into conflict with the Order, 
  the Order leaves them alone. Makesh is aware that there 
  is a secret Order in the Church, but has not been able to 
  discover much.
  FIRST ONES
  Like the Brotherhood of Khayne, the First Ones are high 
  on the Order’s target list. First Ones are to be exterminated 
  with extreme prejudice. As such, the Order frequently 
  hires adventurers to send on seek and destroy missions 
  against First Ones, and First Ones’ strongholds. 
  The Order maintains much disinformation about the First 
  Ones to ensure few seek to deal or ally with them. Any 
  devoted of Kaga showing mercy to a First One without 
  justification is punished and often demoted.
  
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  SANGUINE COVENANT
  The Sanguine Covenant keeps a suspicious eye on the 
  Church of the Kaga as a rival for the attention of the people 
  and because the Kaga brings knowledge of people. Both 
  sides eye each other, seeing the other as a potential ally but 
  also as a potential enemy. 
  SECTION OMEGA
  The Order is curious about Section Omega and its goals. 
  Since the powerbase of both groups is different, the two 
  groups are cautious near the other. Section Omega is one 
  of the few groups aware of the existence of the Order and 
  its goals. 
  Both groups have been known to cooperate in the past, but 
  they have also clashed a few times.
  USING THE ORDER
  The Order’s biggest strength is its secrecy. Unless the PCs 
  are members of the Order, it is unlikely they would know 
  much about it. Thinking they are working for or opposing 
  the Church of the Kaga is the most likely course of action. 
  AS AN ALLY
  The Order makes a great sponsor for adventurers. It is 
  nearly everywhere and constantly seeks to expand the 
  Kaga’s knowledge of the world. As such, they offer good 
  coin for adventurers to travel to remote locations, map 
  areas, find ancient or lost tomes. In short, everything a 
  typical adventurer does. 
  The PCs might work for the Order regularly or on an 
  occasional basis, often without knowing it.
  AS AN OPPONENT
  As an opponent, the Order’s greatest strength is its 
  secrecy. The PCs should not know exactly who the Order 
  is and what its goals are. As such, it appears as a shadow 
  conspiracy manipulating events and people to further its 
  agenda. The less the PCs know of the relation between the 
  Kaga, the Order and the Church, the better. 
  In this type of campaign, the PCs are likely to work for a 
  rival faction, such as the Sanguine Covenant or Section 
  Omega and find themselves thwarted or opposed by 
  members of the Order.
  ADVENTURE SEEDS
  ENEMY OF MY ENEMY
  The PCs are hired by a very shady character that belongs to 
  the Order. This contact tells the PCs about a Brotherhood 
  stronghold and offers them a lot of money to go and 
  destroy the leader, a priest name Ka’hatl. Ka’hatl is an 
  enormous enuka.
  KNOWLEDGE FOR KNOWLEDGE’S SAKE
  An old nobleman is dying. His inheritance includes a 
  tome that contains information concerning the PCs current 
  quest. The heir seeks to sell the books for coin and has no 
  knowledge of the true value of the book. But when the PCs 
  and members of the Church of Kaga show up asking for 
  the same book, the price goes up. Let’s see how far – or 
  low – the PCs are willing to go to obtain what they want.
  LOST AVATAR
  While the PCs are researching within the Kaga, it offers 
  a revelation pointing the PCs to a destroyed shrine in 
  Sametia. Traveling to the location, the PCs discover an 
  avatar of the Kaga trapped under rubble. The church is 
  willing to pay a lot of money for its return.
  MAPPING GAVEA
  The PCs are offered great amount of coin to map the 
  southern tips of Gavea. The area, known as the Misty 
  Valleys, is filled with great monsters and is a hunter’s 
  paradise. However, to complete their task, the PCs have 
  to fight through the many monsters that dwell hidden in 
  the mists.
  OFF INTO THE JUNGLE
  The PCs travel to Reis where they hope to meet with the 
  Laskar Kapak. When they reach his home, they discover 
  that he has gone “exploring”. Following his trail, the PCs 
  find him surrounded by a horde of cannibals allied with 
  Brotherhood converts. They have to fight their way out to 
  get the information they seek.
  GLOSSARY
  Auger: a devoted of the Kaga who specializes in helping 
  others research the vast quantities of information contained 
  in the Kaga.
  Commune: the act of consulting the Kaga and its 
  information.
  Gifter: someone who has died and given his knowledge 
  to the Kaga.
  Graft: A tattoo-like magic imprint.
  Harbinger: a devoted of the Kaga who underwent a 
  magical transformation into a near-construct being.
  Petitioner: someone who comes to a shrine to commune 
  with the Kaga.
  Revelation: piece of information provided by the Kaga 
  without prompting.
  
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  Secret Societies of Neoexodus: Order of Kaga Copyright 2011, Louis Porter Jr. 
  Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By JP Chapleau, with Owen K.C. Stephens, Neal Bailey and Louis Porter Jr.
  Editing By Linda Weygant
  Artwork by Anthony Cournoyer, Ean Moody, Yama Orce and Lance Red
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