TEXT: Duchy of Urnst Meta-Organization Book 
  12/17/05 
  Page 1 of 126 
  The Duchy of Urnst  
  Meta-Organization Book 
  A cooperative effort by the players and Triad of the Duchy of Urnst 
  Published December 18, 2005.   Takes affect on January 1st, 2006 
   
  Introduction 
  The organizations in this Book are designed for 
  characters whose Home Region is the Duchy of Urnst.  
  These meta-organizations offer your character(s) both in 
  game benefits and a role-playing connection to the 
  Duchy of Urnst in return for meeting certain 
  prerequisites and paying certain costs.  
  Most but not all organizations are included herein.  The 
  Ducal Guard has its own “Ducal Guard Book” with 
  extensive details and background on that Organization.  
  Organizations released during the year will be offered as 
  separate documents until the next edition of the full Book 
  is released. 
  Character Background options are in a separate 
  document.  The Backgrounds are designed to provide 
  new characters a closer connection to the Duchy of Urnst 
  Region. 
  Prestige Class and Feat Access 
  Each Region may give access to only a certain number of 
  Limited Prestige Classes and Limited Feats.  The triad 
  has selected the following:  
  Limited Prestige Classes 
  Mage of the Arcane Order (CA), Mindbender (CA), 
  Nightsong Enforcer (CV), Nightsong Infiltrator (CV), 
  Spymaster (CV), Suel Arcanamach (CA), Tactical 
  Soldier (MH), and Wayfarer's Guide (CA). 
  Limited Feats: 
  Battlefield Inspiration (MH), Distracting Attack (MH), 
  Eternal Strength (RD), Law Inviolate (RD), Natural 
  Bond (CV), Powerful Charge (MH), and Undying Fate 
  (RD). 
  Joining a Duchy of Urnst  
  Meta-Organization 
  Go through the following process to join a Meta-
  Organization: 
  1. Verify that your character meets the requirements 
  for the Meta-Organization. 
  2. If 
  your 
  Meta-Organization 
  requires 
  special 
  permission from the coordinator or triad, contact 
  them and get permission. 
  3. Print a certificate for the position (available in the 
  file section of the Duchy of Urnst’s yahoo group and 
  fill it out.   
  4. The next time you play, mark off the costs on your 
  character’s Adventure Record and have your judge 
  sign both the adventure record and the Meta-
  Organization certificate after verifying that you have 
  met all requirements and costs. 
  5. Please also register your membership on the Meta-
  Org Membership database in the Duchy of Urnst 
  yahoo group. This information will be taken into 
  account by authors and the triad for adventures and 
  Meta-Org revisions. 
  6. Specific 
  Meta-Orgs 
  may 
  have 
  additional 
  requirements as to who else you must contact.  Some 
  require permission before gaining certain positions 
  in the Meta-Org. 
  Converting Pre-2006 Members  
  Meta-Orgs have changed significantly in 596 CY (2006) 
  due to a change in the Meta-Org rules required by the 
  Circle.  Unless otherwise noted in the specific Meta-Org 
  previous members should go by the following: 
  • 
  Prerequisites:  Characters who joined under the 
  previous version of the organization must ensure 
  they meet any changes in prerequisites for their 
  position.  If they don’t they must drop down to a 
  position in the Meta-Org that they DO meet the 
  prerequisites for.  
  • 
  Benefits:  All benefits are changed to match the 
  current benefits of the character’s position.  The 
  character may of course keep feats, class levels, 
  equipment, and spells already acquired.   
  • 
  Certificate:  A new Meta-Org cert should be filled 
  out and signed the next time your character plays.  
  Mark “out-of-date” on the old one and save it for 
  evidence of time-in-rank. 
  • 
  Withdrawing:  Characters may withdraw from 
  Meta-Orgs they are no longer happy with.  If they do 
  so they suffer any consequences for departure that 
  are described in the Meta-Org. 
  
  Duchy of Urnst Meta-Organization Book 
  12/17/05 
  Page 2 of 126 
  Table of Contents 
  Introduction...........................................................1 
  Joining a Duchy of Urnst  Meta-Organization......................1 
  Converting Pre-2006 Members.............................................1 
  Meta-Organization Overview...............................3 
  CHAPTER 1:  ARCANE ORGS..........................4 
  The Fellowship of the Scattered Stars.................4 
  The Boat of  Zarathushtra al’Mamoud..................................5 
  The Tower of Tarnostran......................................................6 
  The Cottage of The Three Sisters .........................................7 
  The Den of Marvan the Mad.................................................8 
  The House of Stonor Baelvore..............................................9 
  The School of Jenare Benovroir and Ellis Maronvar..........10 
  The Everbright Spell Range................................................12 
  The College of Sages and Sorcery......................13 
  Graduations of Study ..........................................................16 
  The College Spell Library...................................................21 
  Prestige Class Access .........................................................22 
  Conduct and Forbidden Arts...............................................23 
  Leaving the College............................................................24 
  Appendix I: Summary of Requirements .............................25 
  Appendix II: Sample Examination......................................26 
  College of Sages and Sorcery Log Sheet............................29 
  Additional Examinations Log Sheet ...................................30 
  CHAPTER 2:  COMMON FOLK ORGS.........31 
  Chat' An Monastery............................................31 
  The Three Paths..................................................................32 
  Path of the Mind  (Spirit of Cat and Fox) ...........................33 
  Path of the Body  (Spirit of Bull and Bear).........................34 
  Path of the Soul  (Spirit of Owl and Eagle) ........................35 
  Grandmaster of  True Balance  (Spirit of Sun and Moon) ..36 
  Sudrand Gallini’s Traveling Circus ..................37 
  The Stalwart Pines Ranger School ....................42 
  Position Descriptions..........................................................44 
  Suggestions for Adventure Authors....................................48 
  The Defenders of Celadon ..................................49 
  The Keepers of the Vale......................................52 
  The Rogues of Seltaren .......................................55 
  Grades in the Rogues..........................................................57 
  Bands in the Rogues ...........................................................59 
  A Band of Your Own..........................................................63 
  AR Benefits ........................................................................66 
  Organizations Affiliated with the Rogues of Seltaren.........67 
  Lamplighters Guild ............................................ 68 
  Seltaren Performers Guild................................. 69 
  School of Security ............................................... 70 
  Black Blade School of Fencing........................... 72 
  CHAPTER 3:  UPPER CLASS ORGS............. 74 
  The Diplomatic Corps of the Duchy of Urnst... 75 
  Entry Positions....................................................................77 
  Order of the White Bear......................................................78 
  Order of the Shadow Bear...................................................80 
  Order of the Crimson Bear..................................................82 
  The Leukish School of the Rapier ..................... 84 
  The Loyal Brotherhood of the Lizard............... 86 
  The Maure School of Horsemanship................. 88 
  CHAPTER 4:  MILITARY ORGS ................... 91 
  Militaries of the Duchy.......................................................91 
  The Ducal Guard ................................................ 91 
  Sete Roughriders................................................. 92 
  CHAPTER 5:  RELIGIOUS ORGS ................. 94 
  Popularity of Deities...........................................................94 
  Band of Ehlonna’s Faithful................................ 95 
  Roles in the Band................................................................96 
  The Sacred Vows of Ehlonna..............................................97 
  Appendix: AR Benefits.......................................................99 
  Church of Pelor in Pontyrel............................. 100 
  Orders Within the Church.................................................101 
  Paths of Enlightenment.....................................................103 
  Appendix: Jade Chapel and Author Suggestions ..............104 
  Church of St. Cuthbert in the Duchy of Urnst105 
  Clergy ...............................................................................106 
  Changing Branches...........................................................108 
  Breaking the Law..............................................................108 
  Appendix: Friends and Author Suggestions......................109 
  Church of Wee Jas in the Duchy of Urnst...... 110 
  The Lay Membership........................................................112 
  The Formal Church...........................................................113 
  Sects of the Third Circle ...................................................115 
  Coalition of the Gnomish Pantheon................ 119 
  Order of the Sovereign Remedy ...................... 121 
  The Temple of the Suel Pantheon.................... 124 
   
  
  Duchy of Urnst Meta-Organization Book 
  12/17/05 
  Page 3 of 126 
  Meta-Organization Overview  
  for the Duchy of Urnst. 
   
  Print and keep this page with a copy of the specific 
  Meta-Organization(s) your character is a part of. 
  Documentation 
  When your character joins one of the Meta-
  Organizations in this document, you must carry the 
  appropriate Meta-Organization certificate (see the notes 
  on Joining a Meta-Org on the previous page), this 
  overview page, and a copy of the appropriate pages from 
  the specific Meta-Org with you.  A judge can refuse you 
  any benefits of your membership in the organization if 
  you do not have the required paperwork. 
  Advancement:  As your character advances or gains 
  other new benefits in a Meta-Org, there will be 
  additional certificates to get signed as above.  You 
  should retain past certificates as evidence of time in a 
  position and because some positions retain benefits from 
  previous positions in the Meta-Org.   
  Leaving the Org:  If your character leaves a Meta-
  Organization, you should mark their new status on all 
  past certificates (e.g. “withdrew” or “fired”).  Fill out a 
  new certificate if your character rejoins.  Many 
  organizations have specific consequences for leaving 
  them. 
  Non-Core Books:  If you are using any benefits from 
  non-core books, you must carry a copy of the relevant 
  publication and make it available for the judge to 
  examine upon request.  Failure to provide a copy when 
  asked could mean denial of access to the material in 
  question. 
  Meta-Organization Requirements 
  • 
  Time in rank – All requirements for time in a 
  certain rank are calculated in Time Units (TUs) with 
  one TU equal to one week.  The exception is for 
  year or more requirements which can also be 
  calculated by the real date joined if desired. 
  • 
  Time Unit Costs – Time unit costs may be paid 
  after any adventure.  Characters do not have to pay 
  upkeep costs for Time Units spent on Duchy of 
  Urnst Meta-Organizations.   
  • 
  Annual Costs – Must be paid on the first AR of 
  each year (unless specifically otherwise noted in the 
  Meta-Org). 
  Cohorts as Members 
  It is possible that a cohort has already advanced in a 
  Meta-Organization before joining up with a player’s 
  character. When first created, cohorts may be enrolled in 
  one or more Meta-Orgs at whatever rank their abilities 
  and 
  characteristics 
  qualify 
  them 
  for. 
  Influence 
  requirements and time in rank requirements may be 
  ignored. The cohort must still meet other prerequisites 
  and pay required fees on the first AR of the year and 
  only begins accumulating time at their current rank with 
  the date of their first AR.  Specific organizations may 
  limit the positions that can be held by a cohort. 
  Meta-Organization Benefits 
  • 
  Item access is both regional (URD) and meta-
  regional (NMR) unless otherwise noted in the Meta-
  Org. 
  • 
  Abbreviations that are in parentheses next to 
  benefits are usually referring to non-core books and 
  are the same as in the LGCS. 
  • 
  Prestige class and feat access may be used as 
  normal when a level or feat is gained during play. 
  • 
  All Skill Bonuses are circumstance bonuses.  They 
  do not give a character that has no ranks in a skill 
  the ability to use it if it can’t be used untrained. 
  • 
  Leadership Bonuses:  Please note the name of any 
  Leadership Bonuses; bonuses with similar names do 
  not stack, whether or not they are from the same org. 
  • 
  Access to arcane spells provided in a metaorg is 
  limited to the core spells.  It does not provide the 
  ability to purchase scrolls, just the ability to scribe 
  the spell into a spell book. Wizards must still pay the 
  usual cost for scribing.  As per the LGCS, any core 
  spells from non-core books can not be used until a 
  character is 3rd level. 
  Questions 
  If you have questions about a Duchy of Urnst Meta-
  Organization, you may ask questions on the region’s 
  yahoo group.  To join the group, go to:  
  http://yahoogroups.com/group/duchyofurnst/ 
   
   
   
  
  Arcane Organizations 
  12/17/05 
  Page 4 of 126 
  CHAPTER 1:  ARCANE ORGS 
   
  The Duchy or Urnst has a tradition of arcane magic that 
  dates back to the time of the Suel Imperium.  In the 
  modern day there are a variety of options available to 
  Arcane Casters:  The College of Sages and Sorcery is 
  focused on the study and research of magic, while the 
  Fellowship of the Scattered Stars has a wide variety of 
  possible tutors who specialize in the different schools of 
  magic.  Arcane Casters may also want to check out the 
  Battle Aide ranks in the Ducal Guard and Ducal Navy 
  (Military doc), the Arcane Order of Wee Jas in the 
  Church of Wee Jas (Religious Doc), and the House 
  Arcanist position in the Houses of the Duchy (Ruling 
  Class doc) 
  The Fellowship of the Scattered Stars 
  By Christopher Alan Slater 
  Version 2.0, edited by Brad Street  
   
   
  To count as campaign documentation, this page must be 
  accompanied by the “Meta-Organization Overview” 
  page (beginning of this document), the page for the 
  specific master, and the appropriate certificate. 
  Introduction 
  Across the Duchy of Urnst, magic is respected or feared 
  by most, studied by some, and mastered by a scant few.  
  Each master of the “Fellowship” (named in jest, for they 
  do not seem to be affiliated in any way) is a specialist in 
  their subject.  To some students of the Arts Arcane, they 
  represent the pinnacle of achievement, and many 
  aspirants seek these masters out, to glean some portion of 
  their knowledge for themselves.  Varied in background, 
  locations, and specializations, all share the willingness 
  (at least in part) to share what they have worked hard and 
  long to acquire.  
  The Common Requirements are laid out on this page, but 
  each master wizard has her own specific requirements, 
  costs and benefits in her own section. 
  Requirements 
  • 
  Members of The Fellowship of the Scattered Stars 
  must have the Duchy of Urnst as their home region.   
  • 
  Takes an extra Time Unit to study at a wizard’s 
  location if the character is doing so after an 
  adventure that does not end in the Duchy of Urnst. 
  • 
   May only study at one location at a time: only one 
  certificate of access per Duchy of Urnst regional 
  scenario or event 
  Benefits 
  • 
  All skill bonuses granted by The Fellowship of the 
  Scattered Stars are circumstance bonuses. Bonuses 
  stack, but you may never receive more than +4 to 
  any single skill roll through The Fellowship of the 
  Scattered Stars. 
  • 
  Spell Access:  All references to spell access refer 
  only to the ability to copy the given core spells into 
  ones spell book.   
  Friend of The Fellowship of 
  the Scattered Stars 
  These benefits are provided to non-members who have 
  been a great help to The Fellowship of the Scattered 
  Stars.  
  Prerequisites 
  The “Friend” designation can only be provided through 
  an adventure.  It will be listed as “Friend of The 
  Fellowship of the Scattered Stars” on the AR 
  Benefits 
  • 
  The Extended Network of the Scattered Stars 
  provides a +1 bonus to Knowledge (local) & Gather 
  Information checks made with or about arcane 
  casters in the Nyrond Meta-Region 
  • 
  Requires one less TU to make contact with one of 
  the Fellowship. 
  Suggestions for Adventure Authors 
  The Masters of The Fellowship of the Scattered Stars can 
  be used as NPC’s both as helpful allies or perhaps 
  enigmatic foils.  Though they seem unaffiliated, there are 
  rumors of some of the members meeting in secret, and 
  perhaps some or all of them are in contact with each 
  other.  What this could mean for the Duchy and the PC’s 
  is anyone’s guess.   
  
  Arcane Organizations 
  12/17/05 
  Page 5 of 126 
  The Boat of  
  Zarathushtra al’Mamoud 
  (Middle aged male, Baklunish Human, 
  Abjurer 9, Initiate of the Sevenfold Veil 7) 
  Location: Leukish/Nyr Dyv  
  One day ten years ago, this foreign wizard washed up on 
  the rocky shores west of Leukish.  Rescued by the 
  Rhennee, he made his way to Leukish and in short order 
  bought himself a boat.  He has been seen traveling with 
  the Rhennee when not docked in the Leukish harbor.  He 
  is generally polite but short to most people and speaks 
  with a heavy Baklunish accent. 
  Basic Student 
  Requirements and Costs 
  • 
  Study Time: 2 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Will not teach anyone with Enmity of the Rhennee. 
  (Bluff DC 25 to lie) 
  • 
  Initial Fee: 500 gold Dukes, 400 gold Dukes for 
  characters with the Rhennee background or Favor of 
  the Rhennee.  This does not use up the Favor; it is a 
  side effect of the Favor. 
  Benefits 
  • 
  The Extended Network of the Scattered Stars 
  provides a +1 bonus to Knowledge (local) & Gather 
  Information checks made with or about arcane 
  casters in the Nyrond Meta-Region 
  • 
  Signet Ring of the Scattered Stars (Chrysoberyl) 
  provides a +2 to Diplomacy with any other members 
  of the Fellowship of Scattered Stars 
  • 
  +2 bonus to Spellcraft (Abjuration only) 
  • 
  +2 bonus to Knowledge (Arcana) (Abjuration only) 
  • 
  Spell Access: Abjuration wizard spell levels zero 
  through six from the Core list only. 
  Advanced Student 
  Wizards of 12th level or higher or wizards with arcane 
  prestige classes that can cast 6th level spells may return to 
  Zarathushtra and apply for further training in the arcane 
  arts. 
  Requirements and Costs 
  • 
  Must have already received the Basic Student 
  Benefits from Zarathushtra 
  • 
  Will not teach anyone with Enmity of the Rhennee. 
  (Bluff DC 25 to lie) 
  • 
  Initial Fee: 600 gold Dukes, this can be reduced by 
  100 gp for each Favor of the Rhennee that is spent. 
  • 
  Study Time: 3 TU on the first AR of each year 
  reviewing the advanced methods learned. 
  • 
  Pass an entrance quiz consisting of a DC 30 
  Knowledge (Arcana) check and a DC 30 Spellcraft 
  check.  The student may take 10 on these checks. 
  Benefits 
  • 
  Basic Student Benefits 
  • 
  Advanced Spell Access adds Abjuration wizard spell 
  levels seven and eight from the Core list only.  
  • 
  An additional +2 bonus (+4 total) to: 
  • 
  Spellcraft (Abjuration only)  
  • 
  Knowledge (Arcana) (Abjuration only) 
  • 
  +2 bonus to Profession (Sailor) and Balance checks 
  while on a boat. 
   
   
  
  Arcane Organizations 
  12/17/05 
  Page 6 of 126 
  The Tower of Tarnostran 
  (Old male, Suel Human, Conjuror 
  15/Archmage 1) 
  Location: Varies  
  Up until a couple of years ago, Tarnostran was one of the 
  more prestigious and well regarded members of the 
  College in Nellix.  Surprising all by leaving very 
  suddenly and mysteriously, he has secreted himself in his 
  tower in the countryside and has only rarely been seen 
  coming forth.  Whispered in the libraries, rumors spread 
  that Tarnostran, the well liked instructor of the 
  summoning arts, had a disagreement with the Directors 
  of the college over the rules governing his specialization.  
  Other, darker rumors talk of pacts with demons, devils 
  and other beings from the farthest reaches of the planes.  
  His tower has also begun a strange circuit, disappearing 
  overnight, only to appear leagues away near a different 
  city altogether.  What could be causing this, only the 
  master of the Tower may tell. 
  Basic Student  
  Requirements and Costs 
  • 
  Study Time: 2 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Varied location: 1 initial TU (to locate the Tower) 
  • 
  Initial Fee: 500  gold Dukes 
  • 
  Will not teach any current members of the College 
  of Sage and Sorcery (Bluff DC 25 to lie). 
  • 
  Will only teach spells to humans unless a DC 25 
  Diplomacy check is made. 
  Benefits 
  • 
  The Extended Network of the Scattered Stars 
  provides a +1 bonus to Knowledge (local) & Gather 
  Information checks made with or about arcane 
  casters in the Nyrond Meta-Region 
  • 
  Signet Ring of the Scattered Stars (Obsidian) 
  provides a +2 to Diplomacy with any other members 
  of the Fellowship of Scattered Stars 
  • 
  +2 bonus to Spellcraft (Conjuration only) 
  • 
  +2 bonus to Knowledge (Arcana) (Conjuration only) 
  • 
  Spell Access: Conjuration wizard spell levels zero 
  through six from the Core list only. 
  Advanced Student 
  Wizards of 12th level or higher or wizards with arcane 
  prestige classes that can cast 6th level spells may return to 
  Tarnostran and apply for further training in the arcane 
  arts. 
  Requirements and Costs 
  • 
  Must have already received the Basic Student 
  Benefits from Tarnostran 
  • 
  Varied location: 1 initial TU (to locate the Tower) 
  • 
  Initial Fee: 600 gold Dukes 
  • 
  Study Time: 3 Time Units spent on the first AR of 
  each year, reviewing the advanced methods learned. 
  • 
  Will not teach any current members of the College 
  of Sage and Sorcery (Bluff DC 25 to lie). 
  • 
  Will only teach spells to humans unless a DC 25 
  Diplomacy check is made. 
  • 
  Pass an entrance quiz consisting of a DC 30 
  Knowledge (The Planes) check and a DC 30 
  Spellcraft check.  The student may take 10 on these 
  checks. 
  Benefits 
  • 
  Basic Student Benefits 
  • 
  Advanced Spell Access adds access to Conjuration 
  wizard spell levels seven and eight from the Core 
  list only. 
  • 
  An additional +2 bonus (+4 total) to: 
  • 
  Spellcraft (Conjuration only) 
  • 
  Knowledge (Arcana) (Conjuration only) 
  • 
  +2 bonus to Knowledge (The Planes) for the non 
  celestial planes and their denizens. 
   
  
  Arcane Organizations 
  12/17/05 
  Page 7 of 126 
  The Cottage of 
  The Three Sisters 
  Cela (old female, Flan Human, Diviner 11) 
  Eiranna (old female, Half-Elf, Diviner 16) 
   Morda the Manticore (old female, Suel 
  Human, Diviner 13/Wayfarer Guide 3) 
  Location: Celadon Forest 
  Speaking in riddles and cryptic truths, the three aged 
  sisters of the Celadon have been known to grant their 
  wisdom and experience to any who can locate their 
  hidden cottage.  Most likely they’ll have dinner waiting 
  for any who come to their door.  Cela, the youngest of 
  the three, is quite happy to share her knowledge.  
  Eirianna, the eldest has strict requirements and Morda 
  the Manticore has earned her title. 
  Student of Cela 
  Requirements and Costs 
  • 
  Study Time: 2 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Remote Location: 1 initial TU (spent locating 
  cottage) 
  • 
  Initial Fee: A Pearl worth at least 200 gold Dukes. 
  Benefits 
  • 
  The Extended Network of the Scattered Stars 
  provides a +1 bonus to Knowledge (local) & Gather 
  Information checks made with or about arcane 
  casters in the Nyrond Meta-Region 
  • 
   Signet Ring of the Scattered Stars (White Pearl) 
  provides a +2 to Diplomacy with any other members 
  of the Fellowship of Scattered Stars 
  • 
  +1 bonus to Spellcraft (Divination only) 
  • 
  Spell Access: Divination wizard spell levels zero 
  through six from the Core list only. 
  • 
  A place to stay: Students of Cela may stay at the 
  Cottage of the Three Sisters.  They get Standard 
  Lifestyle in the Celadon Forest. 
   
  Student of Eirianna 
  Requirements and Costs 
  • 
  Students of Cela with a Caster Level of 9th level or 
  higher may study with Eirianna for training in the 
  arcane arts.  
  • 
  Probationary Period: 1 initial TU  
  • 
  Study Time: 2 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Initial Fee: 300 gold Dukes worth of Ivory strips. 
  Benefits 
  • 
   Student of Cela Benefits 
  • 
  Advanced Spell Access adds Divination wizard spell 
  levels seven and eight from the Core list only. 
  • 
  An additional +1 (+2 total) bonus to Spellcraft 
  (Divination only). 
  • 
  +1 bonus to Knowledge (Arcana) (Divination only) 
  • 
  +2 bonus to Diplomacy with Morda 
  Student of Morda 
  Requirements and Costs 
  • 
  Must have been a Students of Cela and/or Eirianna 
  for at least 6 months. 
  • 
  Caster level of 7th or higher 
  • 
  Initial fee: Jewelry worth at least 1000 gold Dukes.       
  • 
  Morda has a temper.  It takes a DC 20 Diplomacy 
  roll to gain any of her benefits.  A circumstance 
  bonus of +5 can be had, if the PC brought her 
  jewelry worth at least 1200 gp (200 more than the 
  minimum above). You may take 10, but may only 
  try the Diplomacy check once per Duchy Regional 
  adventure or event. 
  • 
  Probationary Period: 1 initial TU  
  • 
  Study Time: 3 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  Benefits 
  • 
  Student of Cela benefits 
  • 
  Advanced Spell Access: Divination wizard spell 
  levels seven and eight from the Core list only. 
  • 
  An additional +2 bonus (added to skill bonuses from 
  Student of Cela and/or Eirianna) to : 
  • 
  Spellcraft (Divination only) 
  • 
  Knowledge (Arcana) (Divination only) 
  • 
  +2 bonus to Knowledge (Geography) when dealing 
  with the Celadon forest 
  • 
  Friend of a friend: Morda can teach the ways of the 
  Wayfarer Guide PrC (CA) and give an introduction 
  and recommendation to the Wayfarer’s Union.  This 
  fulfills access and role-playing requirement for the 
  limited prestige class: Wayfarer’s Guide. 
  • 
  Morda is feared and respected by most denizens of 
  the Celadon Forest.  Having gained Morda’s respect, 
  the PC now has 1 Influence point usable with any 
  intelligent creature or being that makes the Celadon 
  its home.  It is usable once per year. 
   
  
  Arcane Organizations 
  12/17/05 
  Page 8 of 126 
  The Den of Marvan the 
  Mad 
  (old male, Oerid/Suel Human, Necromancer 
  15/Archmage 1) 
  Location: Cairn Hills  
  Marvandion Esot always had weird tastes.  There are 
  many rumors around the College of Sage and Sorcery 
  about this ex-student.  One of them is that he preferred 
  the company of the dead to the living; another is that he 
  was expelled over a remark made at a guest lecture being 
  taught by a renowned Suel noble wizardess. 
  Whatever his history is, it hasn’t treated him well, and he 
  now live alone somewhere in the Cairn Hills, hiding 
  away from savage and civilized creature alike.  Those 
  who have studied under his tutelage have often wished 
  they hadn’t. 
  Basic Student  
  Requirements and Costs 
  • 
  Study Time: 2 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Difficult to locate: 1 initial TU (to locate his current 
  Den) 
  • 
  Initial Fee: 300 gold Dukes worth of Black Onyx 
  gems. 
  • 
  Annual research fee: the corpse of any once living 
  creature (no plants) brought on the first yearly AR 
  • 
  will not teach any current members of the College of 
  Sage and Sorcery (Bluff DC 25 to lie) 
  • 
  will not teach or have anything to do with females of 
  any race (Disguise and Bluff DC 20 for the 
  insistent) 
  Benefits 
  • 
  The Extended Network of the Scattered Stars 
  provides a +1 bonus to Knowledge (local) & Gather 
  Information checks made with or about arcane 
  casters in the Nyrond Meta-Region 
  • 
  Signet Ring of the Scattered Stars (Black Onyx) 
  provides a +2 to Diplomacy with any other members 
  of the Fellowship of Scattered Stars 
  • 
  +2 bonus to Spellcraft (Necromancy only) 
  • 
  +2 bonus to Knowledge (Arcana) (Necromancy 
  only) 
  • 
  Spell Access: Necromancy wizard spell levels zero 
  through six from the Core list only. 
  Advanced Student 
  Wizards of 12th level or higher or wizards with arcane 
  prestige classes that can cast 6th level spells may return to 
  Marvan and apply for further training in the arcane arts. 
  Requirements and Costs 
  • 
  Must have already received the Basic Student 
  Benefits from Marvan 
  • 
  Difficult to locate: 1 TU (to locate his current Den) 
  • 
  Study Time: 3 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Initial Fee: A Black Pearl worth at least 3500 gold 
  Dukes. 
  • 
  Annual research fee: the corpse of any once living 
  creature (no plants) brought on the first yearly AR 
  • 
  Pass an entrance quiz consisting of a DC 30 
  Knowledge (Religion) check and a DC 30 Spellcraft 
  check.  The student may take 10 on these checks. 
  Benefits 
  • 
  Basic Student Benefits 
  • 
  Advanced Spell Access adds Necromancy wizard 
  spell levels seven and eight from the Core list only. 
  • 
  An additional +2 bonus (+4 total) to: 
  • 
  Spellcraft (Necromancy only) 
  • 
  Knowledge (Arcana) (Necromancy only) 
  • 
  +4 bonus to Knowledge (Religion) (Undead and 
  Necromantic effects only) 
  
  Arcane Organizations 
  12/17/05 
  Page 9 of 126 
  The House of Stonor 
  Baelvore 
  (middle aged male, Suel Human, Aristocrat 
  1/Transmuter 15) 
  Location: Seltaren  
  Middle son of a small merchant Suel family, Stonor left 
  his Seltaren home at an early age to enroll in the College 
  of Sages and Sorcery in Nellix.  Forced to come home 
  after the death of his older brother, Stonor both manages 
  the family affairs and continues his research out of his 
  mansion in Upper Seltaren. 
  Perhaps the easiest of The Fellowship to locate, Stonor is 
  the least likely to have the time to offer to a student.  He 
  already has several apprentices, plus the family business 
  to run. 
  Access to one of the master’s apprentices is much easier, 
  but possibly less beneficial.  In order to study under 
  Stonor Baelvore himself, a PC must wait for the busy 
  wizard’s schedule to clear up. 
  Student of Stonor’s 
  Apprentice 
   Requirements and Costs 
  • 
  Study Time: 2 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Initial fee: 1000 gold Dukes. 
  Benefits 
  • 
  The Extended Network of the Scattered Stars 
  provides a +1 bonus to Knowledge (local) & Gather 
  Information checks made with or about arcane 
  casters in the Nyrond Meta-Region 
  • 
  +2 bonus to Spellcraft (Transmutation only) 
  • 
  +2 bonus to Knowledge (Arcana) (Transmutation 
  only) 
  • 
  Spell Access: Transmutation wizard spell levels zero 
  through five from the Core list only. 
  Student of Stonor Baelvore  
  Requirements and Costs 
  • 
  Must have been a student of his apprentice (above). 
  • 
  Waiting Period: 1 initial TU 
  • 
  Probationary Period: 1 initial TU 
  • 
  Study Time: 3 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Initial Fee: 2000 gold Dukes. 
  Benefits 
  • 
  Student of Stonor’s Apprentice Benefits. 
  • 
  Advanced Spell Access adds Transmutation wizard 
  spell levels six through eight from the Core list only. 
  • 
   Signet Ring of the Scattered Stars (Sapphire) 
  provides a +2 to Diplomacy with any other members 
  of the Fellowship of Scattered Stars 
  • 
  An additional +2 bonus (+4 total) to: 
  • 
  Spellcraft (Transmutation only) 
  • 
  Knowledge (Arcana) (Transmutation only) 
  • 
  +2 bonus to Craft (Alchemy) 
  • 
  Room and Board: Standard Lifestyle paid for in any 
  City of the Duchy (staying at one of the Baelvore 
  offices or estates). 
  • 
  Stonor Baelvore is a respected minor noble of 
  Seltaren. Having studied with Stonor and gained his 
  respect, the PC now has 1 Influence point that can 
  be used with any resident of Upper Seltaren. It is 
  usable once per adventure. 
  
  Arcane Organizations 
  12/17/05 
  Page 10 of 126 
  The School of Jenare 
  Benovroir and Ellis 
  Maronvar 
  Jenare (middle aged female, Suel Human, 
  Aristocrat 1/Enchantress 15) 
  Ellis (middle aged male, Suel Human, 
  Aristocrat 1/Illusionist 15) 
  Location: Leukish  
  Jenare Benovroir is one of the more approachable of The 
  Fellowship, and she is as skilled at teaching as she is 
  friendly and open.  She teaches small classes of students 
  throughout the year in her school in the fashionable 
  district of Leukish.  She’s a kindly woman who often 
  serves as a surrogate mother for daughters of the nobility 
  that are sent to learn the Arts. 
  Ellis often fills a similar paternal role for the sons of the 
  nobility, although his specialty in Illusion often causes 
  him ridicule in the upper echelons of the nobles.  This 
  causes him to be somewhat withdrawn from all but his 
  students. 
  The school also has a few teacher assistants; former 
  students who have returned to give something back to the 
  school.  Sometimes a lesson from one of the assistants is 
  all that a student needs. 
   
  Student of a Teacher’s 
  Assistant 
  Requirements and Costs 
  • 
  Study Time: 2 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Initial Fee: 600 gold Duke fee, this fee is reduced by 
  100 gp for each influence with a noble house that is 
  spent. 
  Benefits 
  • 
  The Extended Network of the Scattered Stars 
  provides a +1 bonus to Knowledge (local) & Gather 
  Information checks made with or about arcane 
  casters in the Nyrond Meta-Region 
  • 
  +2 bonus to Spellcraft (Enchantment or Illusion 
  only, choose one) 
  • 
  +2 bonus to Knowledge (Arcana) (Enchantment or 
  Illusion only, choose one) 
  • 
  Spell Access: Enchantment, or Illusion wizard spell 
  levels zero through five from the Core list only. 
  • 
  Jenare would never condone it, but one of her 
  Student Assistants can “point a character in the right 
  direction” to gain access to the Mindbender Prestige 
  Class (CA). 
  Student of Jenare Benovroir 
  Requirements and Costs 
  In order to study under Jenare Benovroir, a returning 
  student must prove his/her arcane knowledge. 
  • 
  Must have been a Student of a Teacher’s Assistant 
  and have chosen the enchantment school benefits. 
  • 
  Pass both a DC 30 Knowledge (Arcana) and a DC 
  30 Spellcraft test. 
  • 
  Probationary Period: 1 initial TU 
  • 
  Study Time: 4 Time Units spent on the first AR of 
  each year, reviewing the advanced methods learned. 
  • 
  Initial Fee: 1000 gold Duke fee, this fee is reduced 
  by 100 gp for each influence with a noble house that 
  is spent. 
  Benefits 
  • 
  Advanced Spell Access adds access to Enchantment 
  wizard spell levels six through eight from the Core 
  list only. 
  • 
  Student of a Teacher’s Assistant Benefits 
  • 
  Signet Ring of the Scattered Stars (Diamond) 
  provides a +2 to Diplomacy with any other members 
  of the Fellowship of Scattered Stars 
  • 
  An additional +2 bonus (+4 total) to: 
  • 
  Spellcraft (Enchantment only) 
  • 
  Knowledge (Arcana) (Enchantment only) 
  • 
  +2 bonus to Knowledge (Nobility) in regards to the 
  Duchy. 
  • 
  Jenare Benovroir is a respected minor noble of 
  Leukish. Having studied with Jenare and gained her 
  respect, the PC now has 1 Influence point that can 
  be used with any noble citizen of Leukish. It is 
  usable once per year. 
  Student of Ellis Maronvar  
  Requirements and Costs 
  In order to study under Ellis Maronvar, a returning 
  student must prove his/her arcane knowledge. 
  • 
  Must have been a Student of a Teacher’s Assistant 
  and have chosen the Illusion school benefits. 
  • 
  Pass both a DC 30 Knowledge (Arcana) and a DC 
  30 Spellcraft test. 
  • 
  Probationary Period: 1 initial TU 
  • 
  Study Time: 3 Time Units spent on the first AR of 
  each year, reviewing what was taught 
  
  Arcane Organizations 
  12/17/05 
  Page 11 of 126 
  • 
  Initial Fee: 1100 gold Duke fee, this fee is halved if 
  the student is a registered noble or illegitimate child. 
  Benefits 
  • 
  Advanced Spell Access: Illusion wizard spell levels 
  six through eight from the Core list only. 
  • 
  Student of a Teacher’s Assistant Benefits 
  • 
  Signet Ring of the Scattered Stars (Jade) provides a 
  +2 to Diplomacy with any other members of the 
  Fellowship of Scattered Stars 
  • 
  An additional +2 bonus (+4 total) to: 
  • 
  +2 bonus to Spellcraft (Illusion only) 
  • 
  +2 bonus to Knowledge (Arcana) (Illusion only) 
  • 
  +2 bonus to Knowledge (Nobility) 
  • 
  Ellis Maronvar is a respected minor noble of 
  Leukish. Having studied with Ellis and gained his 
  respect, the PC now has 1 Influence point that can 
  be used with any noble citizen of Leukish. It is 
  usable once per year. 
  
  Arcane Organizations 
  12/17/05 
  Page 12 of 126 
  The Everbright Spell 
  Range 
  Leonna Everbright (middle aged female, 
  Grey Elf, Evoker 15/Archmage 1) 
  Location: near Celadon Forest and Nellix  
  Leonna has headed this exclusive school since the full 
  development of her powers rumored to be 200 years ago.  
  Her family members were casualties of one of the first 
  Suel immigrations out of the old Suel Imperium and it is 
  reckoned that she decided to fight their magical might by 
  developing her own.  She recently moved her school 
  closer to the Celadon Forest in the Duchy of Urnst 
  because she heard of the troubles in the Celadon.  She 
  has been assisting the elf tribes and offering her Spell 
  Range for their use. 
  Basic Student  
  Requirements and Costs 
  • 
  Study Time: 2 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Initial Fee: 300 gold Dukes worth of Rubies. 
  • 
  Spend time making targets for Range: 1 initial TU 
  (or donate 200gp to have someone else do it for you) 
  • 
  Will only teach spells to non-Suel unless a DC 35 
  Diplomacy check is made. 
  Benefits 
  • 
  The Extended Network of the Scattered Stars 
  provides a +1 bonus to Knowledge (local) & Gather 
  Information checks made with or about arcane 
  casters in the Nyrond Meta-Region 
  • 
  Signet Ring of the Scattered Stars (Ruby) provides a 
  +2 to Diplomacy with any other members of the 
  Fellowship of Scattered Stars 
  • 
  +2 bonus to Spellcraft (Evocation only) 
  • 
  +2 bonus to Knowledge (Arcana) (Evocation only) 
  • 
  +2 bonus to Knowledge (History) for events in the 
  last 300 years. 
  • 
  Spell Access: Evocation wizard spell levels zero 
  through six from the Core list only. 
  Advanced Student 
  Wizards of 12th level or higher or wizards with arcane 
  prestige classes that can cast 6th level spells may return to 
  Leonna and apply for further training in the arcane arts. 
  Requirements and Costs 
  • 
  Must have already received the Basic Student 
  Benefits from Leonna 
  • 
  Initial Fee: 900 gold Dukes worth of Rubies. 
  • 
  Study Time: 3 Time Units spent on the first AR of 
  each year, reviewing what was taught. 
  • 
  Spend time making targets for Range: 1 initial TU 
  (or donate 200gp to have someone else do it for you) 
  • 
  Pass an entrance quiz consisting of a DC 30 
  Knowledge (Arcana) check and a DC 30 Spellcraft 
  check.  The student may take 10 on these checks. 
  Benefits 
  • 
  Basic Student Benefits 
  • 
  Advanced Spell Access adds Evocation wizard spell 
  levels seven and eight from the Core list only. 
  • 
  An additional +2 bonus (+4 total) to: 
  • 
  Spellcraft (Evocation only) 
  • 
  Knowledge (Arcana) (Evocation only) 
  • 
  Knowledge (History) for events in the last 300 
  years. 
  • 
  Leonna Everbright is widely respected by the elves 
  of the Celadon. Having studied with Leonna and 
  gained her respect, the PC now has 1 Influence point 
  that can be used with any elf of the Celadon Forest. 
  It is usable once per adventure. 
   
   
  
  Arcane Organizations 
  12/17/05 
  Page 13 of 126 
  The College of Sages and Sorcery 
  By Russ Taylor 
  Version 5.0, Edited by Brad Street  
   
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (beginning of this document) and the 
  appropriate certificate. 
  Introduction 
  A brief history of arcane magic in Urnst 
  The Suel of the houses that would one day be Urnst left 
  the Suel Imperium several years prior to the Twin 
  Cataclysms, fleeing the strife and warfare in their 
  homelands. They carried with them the magic of the 
  great Suel mages, though they lacked any “mages of 
  power”. The Suel are naturally strong in the arts of 
  magic, and both sorcerers and wizards were counted 
  among their numbers. Much of the old magic of the 
  Suel has since been lost, but traces of it remain in the 
  records of Maure Castle and in the many libraries of 
  Urnst. 
  The Maure Suel strived to take advantage of the arcane 
  lore (much of it stolen) that the Urnst houses had 
  brought to their new homeland, but their knowledge 
  was incomplete. Realizing that they lacked vital 
  information, they sought other avenues for completing 
  their lore. The last mages of power had perished in the 
  Rain of Colorless Fire or vanished soon after, and the 
  devastation ensured that their lore died with them. 
  Keoland had fallen under the power of the Spidered 
  Throne, and the Suel to the east had vanished under the 
  thumb of Aerdi. Lendore Isle was a possibility, but was 
  well-defended by the wizard Lendore, perhaps himself 
  a master of the lost arts. The mages of the new nation 
  soon realized the arcane power they sought would have 
  to come from sources other than the Suel. 
  The Maure mages began to delve into research into the 
  very fabric of reality, seeking new sources of 
  knowledge beyond the world itself. They found a 
  source of power, an alien non-space known only as the 
  Far Realm. Further, they determined that the barriers 
  between this otherworld and Oerth were frayed at a 
  location inside the very nation of Urnst itself. Upon this 
  site they founded Maure Castle, digging deep beneath it 
  in hopes of unlocking the power of this new, alien 
  realm. What was found and learned beneath Maure 
  Castle is the subject of much speculation amongst the 
  modern scholars of Urnst. It is certain that the 
  knowledge they gained drove them mad, but as certain 
  that it held great power. 
  Delving into the lost lore of the Suel and of Castle 
  Maure is a passion of many of the magical 
  organizations of Urnst. Some seek the knowledge for 
  themselves, some seek it for pure academic purposes, 
  and some seek to suppress it. All know that buried in 
  the records and ruins of Urnst is magic of a power that 
  has not been seen in mortal hands for generations; 
  arcane lore of such power that any who master it might 
  well rival the gods themselves. None alone possess 
  enough of the pieces to reclaim true arcane power. 
  The Founding of the College 
  In the era of the First Dukes, the days before the decline 
  of the Great Kingdom, the grateful Duchess Beatrude 
  Urlirel granted a permanent lease to lands on the 
  wooded hills south of Nellix to the fellowship of 
  wizards that had aided her in the construction of Castle 
  Shorewatch. These wizards founded an institution 
  dedicated to the preservation of the magic and history 
  of the Suel of the Maure Compact. Other colleges 
  would emulate their example in the centuries to come, 
  but the College of Sages and Sorcery remains the 
  preeminent institution of arcane and historical study in 
  the Duchy of Urnst. 
  Structure 
  The College of Sages and Sorcery is first and foremost 
  an institution of research, not of teaching. A student at 
  the College is expected to devote long hours delving 
  into musty old tomes and scrolls of arcane lore and 
  history, advancing their own knowledge prior to 
  debating their observations in small group led by 
  Fellows and Preceptors of the College. Skill in the art 
  of rhetoric is considered an ideal compliment to 
  scholarly knowledge and magical proficiency. 
  Students enter the College as Probationers, each 
  assigned to the tutelage of a Fellow or Preceptor at the 
  College. A student must pass a series of challenging 
  oral examinations to remain at the College, advancing 
  through the positions of Sophist and Querist before 
  gaining themselves a permanent seat at the College as a 
  Fellow. 
  A Fellow at the College of Sages and Sorcery is 
  expected to advance the state of learning of the College 
  
  Arcane Organizations 
  12/17/05 
  Page 14 of 126 
  itself through research and debate. Fellows are also 
  expected to guide the learning efforts of Probationers 
  and Sophists while they are in residence at the College. 
  Students assigned to a Fellow or higher-ranking 
  member of the College are required to assist their 
  mentor in any necessary scholarly tasks, though in 
  practice many of these “academic” chores more closely 
  resemble housekeeping. 
  Fellows who establish themselves as exceptional 
  scholars in all regards are invited to join the ranks of 
  the Preceptors of the College of Sages and Sorcery. 
  Prior to being granted this honor, the candidate must 
  first establish their expertise in all fields of study before 
  an examining board made up of the Academians and 
  Directors of the College. After long years of 
  contribution to the College, a select few Preceptors are 
  granted the title of Academian, the senior instructors of 
  the College. The Directors of the College are chosen 
  exclusively from these Academians. 
  While Probationers are most often assigned to Fellows 
  for their initial studies, Sophists and Querists are 
  assigned to Preceptors and Academians only. The most 
  promising of pupils are assigned to the Directors of the 
  College, a mixed blessing at best as the Directors have 
  little time for instruction. 
  Student Rankings 
  Probationer (first-year student) 
  Sophist (continuing student) 
  Querist (advanced student) 
  Fellow (graduated student) 
  Instructor Rankings 
  Preceptor (teacher at the College) 
  Academian (senior instructor) 
  Director (administrator of the College) 
  Areas of Study 
  Students and Preceptors at the College of Sages and 
  Sorcery are expected to be well-versed in many areas, 
  broken down into major and minor fields of study that 
  correspond to skills from the Player’s Handbook. An 
  extra major field of study may take the place of a minor 
  field of study, but minor fields may not replace major 
  ones. 
  In addition, knowledge of feats related to the arcane arts 
  is required. 
  Major Fields 
  Knowledge (arcana) 
  Knowledge (history) 
  Knowledge (local, Nyrond Metaregion) 
  Knowledge (the planes) 
  Spellcraft 
  Minor Fields 
  Concentration 
  Craft (alchemy) 
  Decipher Script 
  Knowledge (architecture and engineering) 
  Knowledge (dungeoneering) 
  Knowledge (geography) 
  Knowledge (local, Core) 
  Knowledge (local, other metaregions) 
  Knowledge (nature) 
  Knowledge (nobility and royalty) 
  Knowledge (religion) 
  Perform 
  Profession (herbalist) 
  Profession (scribe) 
  Use Magic Device 
  Under old Living Greyhawk rules, other knowledge 
  skills existed. Any studying bonuses that were applied 
  to skills that no longer exist can be reassigned. 
  Qualifying Feats 
  Any metamagic feat 
  Any item creation feat 
  Any bardic music feats other than Extra Music 
  Arcane Mastery 
  Extraordinary Concentration 
  Extraordinary Spell Aim 
  Magical Aptitude 
  Skill Focus in any field of study 
  Spell Focus or Greater Spell Focus 
  Spell Mastery 
  Spell Penetration or Greater Spell Penetration 
  Admission 
  Students seeking admission to the College of Sages and 
  Sorcery must meet the following requirements: 
  • 
  Ability to cast arcane spells. Spell-like abilities and 
  magical items do not qualify. 
  A new student is admitted to the College with the status 
  of Probationer, and must advance to the status of 
  Sophist within one calendar year of joining. Those who 
  fail to advance are considered unsuited for further study 
  at the College. 
  
  Arcane Organizations 
  12/17/05 
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  Home Region 
  Members of the College of Sages and Sorcery must 
  maintain the Duchy of Urnst as their home region.  If 
  they change regions, they must withdraw from the 
  school (see the section on Conduct and Departure). 
  Admission as an Advanced Student 
  Higher-level characters can join the College at the rank 
  of Sophist or Querist with the expenditure of gold and 
  time units. 
  Any character that meets the basic admission 
  requirements for a Probationer (see the Admission 
  section above) and qualifies for advancement to a 
  higher grade may join the College as an advanced 
  student under the following conditions: 
  • 
  They must join at least one grade lower than the 
  highest grade they qualify for. 
  • 
  They cannot join the College at a grade higher than 
  Querist. 
  • 
  They do not have to take the test for the grade they 
  enter as (or any grades they passed over). 
  • 
  The student must pay the tuition gold and time unit 
  costs for the rank of the College they have just 
  joined. 
  Cohorts 
  Cohorts may be created as College members of any 
  rank up through that of Fellow. Cohorts already in the 
  College may advance to the rank of Preceptor, if they 
  remain members of the College long enough. Their date 
  of membership is counted either from the date they 
  were created or the date that they joined the College, 
  whichever is earlier. Cohorts may advance to the rank 
  Academian, but only if they leave their master’s service 
  and cease being a cohort. 
  Examinations 
  Advancement in the College of Sages and Sorcery is 
  achieved through a combination of magical research, 
  academic study, and oral examinations. Before 
  advancing to a higher level of study in the College, a 
  prospective student must pass a series of questions and 
  tests by the Academians of the College. A student may 
  attempt the examinations only once in any three-month 
  (12 time unit) period. 
  Examinations can be attempted after play of any 
  scenario. The Dungeon Master at the table supervises 
  the die rolls in question. The student must pass the 
  Major and Minor field skill checks outlined in the 
  Advancement section for their current grade in the 
  College. 
  Examinations do not cost TU directly, though a 
  character may elect spend TU studying for an exam in 
  order to gain bonuses. However, examinations that are 
  not taken after either a Duchy of Urnst (URD) scenario 
  or a Nyrond Metaregional (NMR) scenario incur a cost 
  of 1 TU, to reflect the travel involved in reaching the 
  College for the examination. 
  Characters may take 10 during an examination (except 
  where noted). Taking 20 is not allowed. The Bluff and 
  Diplomacy checks are always optional, and there is no 
  penalty for failing either check. 
  Note that College-related circumstance bonuses do not 
  apply to these examinations. 
  The Rationale 
  Examinations represent the character proving that their 
  learning has progressed far enough to advance within 
  the College. At the College of Sages and Sorcery, 
  mastery of magic is but one facet of education. A 
  successful student or instructor must demonstrate that 
  their knowledge and their debating skills meet the high 
  standards of the College. 
  While demonstration of knowledge is key, presentation, 
  self-confidence, and imagination are also important. 
  The optional Bluff and Diplomacy checks reflect the 
  advantage of skilled oration.  
  Modifiers to Examination Skill Checks 
  • 
  Each TU spent in study before taking the 
  examination: +2 to a single Major or Minor field 
  check, to a maximum of +8 for any one check. This 
  bonus may not be applied to Bluff or Diplomacy 
  checks. If the character fails to pass the 
  examination, the studying bonuses carry over to the 
  next examination. If the character passes, all 
  studying bonuses are reset to 0. 
  • 
  Each time the student has failed the examination 
  for advancing from this grade: +2 bonus to the 
  Major and Minor field checks, to a maximum of 
  +4. 
  • 
  Non-Suel characters (including most non-humans) 
  suffer a -2 circumstance penalty on Major and 
  Minor field skill checks. This penalty is reduced to 
  -1 for any character that is at least one-half Suel 
  (including half-elves and half-orcs of pure Suel 
  descent on their human side). This penalty does not 
  apply to Bluff or Diplomacy checks.  
  • 
  Succeeding at a Bluff check of the listed DC: +2 
  bonus to all Major or Minor field checks. The 
  character may not take 10 or receive studying 
  bonuses on this Bluff check. 
  • 
  Succeeding at a Diplomacy check of the listed DC: 
  +2 bonus to all Major and Minor field checks. The 
  
  Arcane Organizations 
  12/17/05 
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  character may not take 10 or receive studying 
  bonuses on this Diplomacy check. 
  • 
  Background Trained at the College of Sages and 
  Sorcery: +4 bonus to all Major and Minor field 
  checks, for purposes of advancement to Sophist 
  status only. 
   
  Graduations of Study 
  Probationer 
  Probationers are the lowest grade within the College of 
  Sages and Sorcery. A Probationer must pass the 
  examination for the Sophist grade within one year of 
  admission to the College or leave the College. During 
  this year, the student is expected to master the Draconic 
  language and advance in knowledge of the arcane and 
  academic arts. 
  Costs 
  • 
  Tuition for a Probationer is 150 gp for the first year 
  of study. This is not refunded if the student fails to 
  complete their studies. 
  • 
  Probationers must spend a minimum of 2 TU 
  attending classes and doing research after joining 
  the College (to be expended immediately after 
  joining). 
  Benefits 
  • 
  Regional and Metaregional access to the following 
  mundane items: 
  • 
  Clearbreath, false books, heat mats, portable 
  game boards, marbles, metal tongs, periscopes, 
  signal torches, slate boards farflame oil, 
  focusing candles and instant rope (AE).  
  • 
  Flash pellets (CV). 
  • 
  Freeze powder and melt powder (FB). 
  • 
  A 200 gp discount on costs associated with the 
  College spell library. 
  Advancement 
  To advance to Sophist, an aspiring Probationer must 
  meet the following requirements: 
  • 
  Ability to cast 1st level arcane spells 
  • 
  4 ranks in a single Major field of study 
  • 
  2 ranks total in any combination of Minor fields of 
  study 
  • 
  Must be able to speak, read, and write Draconic or 
  Ancient Suloise 
  • 
  Must have at least one qualifying feat (this will 
  already have been met by the admission 
  requirements) 
  • 
  Must pass the examination for Sophist status 
  Examination for Sophist Status 
  Cost: 100 gp 
  Areas tested: two major and one minor, of the student’s 
  choice. 
  Major field of study DC: 20 
  Minor field of study DC: 15 
  Bluff and Diplomacy DC: 15 
  Sophist 
  Sophists are long-term students at the College, and 
  many take years to advance beyond this stage. Students 
  are given four years after achieving Sophist status to 
  advance to Querist, those that fail are must leave the 
  College. During this time, the student is expected to 
  master the preparation of arcane spells and advance 
  their knowledge in all areas of study. 
  Costs 
  • 
  Tuition for a Sophist is 250 gp for each year of 
  study, payable upon first achieving the status of 
  Sophist and then again the first month of each 
  campaign year. If the character has already paid 
  their dues as a Probationer for the campaign year, 
  only an additional 100 gp is due. 
  • 
  Sophists must spend 2 TU attending classes and 
  doing research immediately after passing their 
  examinations, 
  reflecting their 
  first 
  year 
  of 
  schooling as a Sophist. Any time units spent as a 
  Probationer count against this number, so a student 
  who already paid their required 2 TU as a 
  Probationer would not need to pay any additional 
  TU. 
  • 
  During each successive campaign year that they 
  remain a Sophist, the character must expend a total 
  of 2 TU in classes, research, and study.  
  Benefits 
  • 
  Regional and Metaregional access to the following 
  mundane items: 
  • 
  Clearbreath, false books, heat mats, portable 
  game boards, marbles, metal tongs, periscopes, 
  signal torches, slate boards farflame oil, 
  focusing candles and instant rope (AE).  
  • 
  Flash pellets (CV). 
  • 
  Freeze powder and melt powder (FB). 
  
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  • 
  Sophists receive a +1 circumstance bonus to 
  Knowledge checks involving the Suel, Suel 
  history, evil outsiders, or the Duchy of Urnst. This 
  does not stack with any similar bonuses from any 
  meta-org, including other grades of this College. 
  • 
  A 200 gp discount on costs associated with the 
  College spell library. 
  Querist 
  Querists are advanced students at the College. For 
  many this is the highest rank that they will attain in 
  their studies. Querists may continue study at the 
  College for up to five additional years, at which point 
  they are gently informed that the institution has no 
  more to teach them. Any who leave the College after 
  reaching Querist status are considered alumni, and are 
  welcome to return to study in later years if they can 
  pass the examinations for achieving the honor of Fellow 
  of the College of Sages and Sorcery. 
  Advancement 
  To advance to Querist, an aspiring Sophist must meet 
  the following requirements: 
  • 
  Ability to cast arcane spells of 2nd level 
  • 
  6 ranks in a single Major field of study 
  • 
  4 ranks total in any combination of Minor fields of 
  study 
  • 
  Must be able to speak, read, and write either 
  Draconic or Ancient Suloise, and at least two 
  additional languages (including Common and other 
  bonus languages) 
  • 
  Must have at least two qualifying feats  
  • 
  Must pass the examination for Querist status 
  Examination for Querist Status 
  Cost: 200 gp 
  Areas tested: two major and two minor, of the student’s 
  choice. 
  Major field of study DC: 22 
  Minor field of study DC: 18 
  Bluff and Diplomacy DC: 16 
  Costs 
  • 
  Tuition for a Querist is 250 gp for each year of 
  study. If the character has already paid their dues 
  as a Sophist for the campaign year, no additional 
  amount is due. 
  • 
  Querists must spend 3 TU attending classes and 
  doing research immediately after passing their 
  examinations, 
  reflecting their 
  first 
  year 
  of 
  schooling as a Querist. Any time units spent as a 
  Sophist count against this number, so a student 
  who already paid their required 2 TU as a Sophist 
  would need to pay only 1 additional TU. 
  • 
  During each campaign year that they remain a 
  Querist, the character must expend a total of 3 TU 
  in classes, research and study.  
  Benefits 
  • 
  Regional and Metaregional access to the following 
  mundane items: 
  • 
  Clearbreath, 
  false 
  books, 
  farflame 
  oil, 
  fleetfoot, focusing candles, ghost oil, heat 
  mats, instant rope, marbles, metal tongs, 
  motelight, periscopes, portable game boards, 
  signal torches, slate boards, and spark stones 
  (AE). 
  • 
  Flash pellets (CV). 
  • 
  Freeze powder and melt powder (FB). 
  • 
  Querists receive a +2 circumstance bonus to 
  Knowledge checks involving the Suel, Suel 
  history, evil outsiders, or the Duchy of Urnst. This 
  does not stack with any similar bonuses from any 
  meta-org, including other grades of this College. 
  • 
  Querists receive a free influence point with the 
  College of Sages and Sorcery, usable once per 
  year. 
  • 
  A 200 gp discount on costs associated with the 
  College spell library. 
  Fellow 
  Fellows are in essence graduate students of the College 
  of Sages and Sorcery. They have completed their initial 
  studies, and are now expected to shoulder much of the 
  bothersome duties involved in teaching new students 
  and advancing the arts of magical research. As such, 
  Fellows still report to Preceptors and Academians. 
  Fellows are welcome at the College for as long as they 
  care to remain, though the dues are expensive and the 
  time requirements considerable. 
  Advancement 
  To advance to Fellow, an aspiring Querist must meet 
  the following requirements: 
  • 
  Ability to cast arcane spells of 3rd level 
  • 
  6 ranks each in two Major fields of study 
  • 
  8 ranks total in any combination of Minor fields of 
  study 
  • 
  Must be able to speak, read, and write Ancient 
  Suloise, Draconic and at least two additional 
  languages (including Common and other bonus 
  languages) 
  
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  • 
  Must have at least two qualifying feats  
  • 
  Must pass the examination for Fellow status 
  Examination for Fellow Status 
  Cost: 200 gp 
  Areas tested: three major and two minor, of the 
  student’s choice. 
  Major field of study DC: 25 
  Minor field of study DC: 20 
  Bluff and Diplomacy DC: 18 
  Costs 
  • 
  Dues for remaining at the College are 500 gp per 
  year. For students advancing from the rank of 
  Querist, 250 gp is payable upon first achieving the 
  status of Fellow. Dues for each successive year are 
  due during the first month of that Campaign Year. 
  • 
  Fellows must spend 3 TU instructing classes and 
  doing research immediately after passing their 
  examinations, reflecting their duties as a Fellow. 
  Any time units spent as a Querist count against this 
  number, so a student who already paid their 
  required 3 TU as a Querist would not need to pay 
  any additional TU. 
  • 
  During each campaign year that they remain a 
  Fellow, the character must expend a total of 3 TU 
  in classes, research and study. 
  Benefits 
  • 
  Regional and Metaregional access to the following 
  mundane items: 
  • 
  Clearbreath, 
  false 
  books, 
  farflame 
  oil, 
  fleetfoot, focusing candles, ghost oil, heat 
  mats, instant rope, marbles, metal tongs, 
  motelight, periscopes, portable game boards, 
  signal torches, slate boards, and spark stones 
  (AE). 
  • 
  Flash pellets (CV). 
  • 
  Freeze powder and melt powder (FB). 
  • 
  Fellows have access to the Mage of the Arcane 
  Order prestige class (CA). The College costs cover 
  both the initiation fee and the dues for being a 
  Mage of the Arcane Order (see Mages of the 
  Arcane Order, below). 
  • 
  Fellows may advance in the Wayfarer Guide 
  prestige class (CA). The Wayfarer’s Union does 
  not exist in the Duchy of Urnst, but the College of 
  Sages and Sorcery fills a similar role, and meets 
  the requirement to join the Wayfarer’s Union. 
  • 
  Fellows receive a +2 circumstance bonus to 
  Knowledge checks involving the Suel, Suel 
  history, evil outsiders, or the Duchy of Urnst. This 
  does not stack with any similar bonuses from any 
  metaorg, including other grades of this College. 
  • 
  Fellows receive a free influence point with the 
  College of Sages and Sorcery, usable once per 
  year.  
  • 
  A 200 gp discount on costs associated with the 
  College spell library. 
  Preceptor 
  Preceptors are the privileged elite of the College of 
  Sages and Sorcery, able to dedicate much of their time 
  and energy to studying the most esoteric elements of 
  magic and history while the students and Fellows 
  assigned to them slave away at the more menial aspects 
  of arcane research. 
  Preceptors are expected to dedicate much of their time 
  and finances to the advancement of the College, but 
  gain significant perks for doing so. They are welcome 
  to remain at the College for as long as they desire. 
  Advancement 
  To advance to Preceptor, an aspiring Fellow must meet 
  the following requirements: 
  • 
  Ability to cast arcane spells of 4th level 
  • 
  8 ranks each in two Major fields of study 
  • 
  10 ranks total in any combination of Minor fields 
  of study 
  • 
  Must be able to speak, read, and write Ancient 
  Suloise, Draconic and at least two additional 
  languages (including Common and other bonus 
  languages) 
  • 
  Must have at least three qualifying feats  
  • 
  Must pass the review of the Preceptors and 
  Academians of the College 
  • 
  Must have been a member in good standing of the 
  College for at least one full campaign year 
  Review for Preceptor Status 
  Being reviewed as a potential Preceptor is free of 
  charge, but may be attempted only once per campaign 
  year. 
  Areas tested: four major and two minor, of the Fellow’s 
  choice. 
  Major field of study DC: 28 
  Minor field of study DC: 23 
  Bluff and Diplomacy DC: 20 
  Costs 
  • 
  Dues for remaining at the College are 500 gp per 
  year, payable the first month of each Campaign 
  Year. 
  
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  • 
  Preceptors must spend 4 TU instructing classes and 
  doing research immediately after passing their 
  review, reflecting their initial duties as a Preceptor. 
  Any time units spent as a Fellow count against this 
  number, so a member who already paid their 
  required 3 TU as a Fellow would need to pay only 
  1 additional TU. 
  • 
  During each campaign year that they remain a 
  Preceptor, the character must expend a total of 4 
  TU in classes, research and study. 
  Benefits 
  • 
  Preceptors receive all the benefits applicable to 
  Fellows, except that they are able to use their 
  influence with the College once per adventure 
  rather than once per year, and the spell library 
  discount is increased to 400 gp. 
  • 
  Preceptors receive a +3 circumstance bonus to 
  Knowledge checks involving the Suel, Suel 
  history, evil outsiders, or the Duchy of Urnst. This 
  does not stack with any similar bonuses from any 
  meta-org, including other grades of this College. 
  Academian 
  Academian is an honorary title at the College, 
  signifying a Preceptor of exceptional quality and 
  knowledge. Academians are expected to dedicate much 
  of their time to the advancement of the College, but 
  gain significant perks for doing so. They are welcome 
  to remain at the College for as long as they desire. 
  Advancement 
  To advance to Academian, an aspiring Preceptor must 
  meet the following requirements: 
  • 
  Ability to cast arcane spells of 5th level 
  • 
  10 ranks each in three Major fields of study 
  • 
  15 ranks total in any combination of Minor fields 
  of study 
  • 
  Must be able to speak, read, and write Ancient 
  Suloise, Draconic and at least two additional 
  languages (including Common and other bonus 
  languages) 
  • 
  Must have at least three qualifying feats  
  • 
  Must pass the review of the Academians of the 
  College 
  • 
  Must have been a member in good standing of the 
  College for at least two full campaign years 
  Review for Academian Status 
  Being reviewed as a potential Academian is free of 
  charge, but may be attempted only once per campaign 
  year. 
  Areas tested: five (all) major and four minor, of the 
  Preceptor’s choice. 
  Major field of study DC: 30 
  Minor field of study DC: 25 
  Bluff and Diplomacy DC: 25 
  Costs 
  • 
  Dues for remaining at the College are 500 gp per 
  year, payable the first month of each Campaign 
  Year. 
  • 
  Academians must spend 4 TU instructing classes 
  and doing research immediately after passing their 
  review, reflecting their initial duties as an 
  Academian. Any time units spent as a Preceptor 
  count against this number, so a member who 
  already paid their required 4 TU as a Preceptor 
  would not need to pay any additional TU. 
  • 
  During each campaign year that they remain an 
  Academian, the character must expend a total of 6 
  TU in classes, research and study. 
  Benefits 
  • 
  Academians receive all the benefits applicable to 
  Preceptors., except the spell library discount is 
  increased to 600 gp 
  • 
  Academians receive a +4 circumstance bonus to 
  Knowledge checks involving the Suel, Suel 
  history, evil outsiders, or the Duchy of Urnst. This 
  does not stack with any similar bonuses from any 
  metaorg, including other grades of this College. 
  
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  Director 
  A committee of fifteen Directors administers the 
  College of Sages and Sorcery. These Directors are 
  chosen from the ranks of the Academians of the 
  College. The Directors elect one of their members to act 
  as the Speaker of the College, a largely honorary title. 
  In all other respects, Directors are handled as 
  Academians. 
  Advancement 
  To advance to Director, an aspiring Academian must 
  meet the following requirements: 
  • 
  Ability to prepare arcane spells 
  • 
  Ability to cast arcane spells of 6th level 
  • 
  12 ranks each in three Major fields of study 
  • 
  20 ranks total in any combination of Minor fields 
  of study 
  • 
  Must be able to speak, read, and write Ancient 
  Suloise, Draconic and at least two additional 
  languages (including Common and other bonus 
  languages) 
  • 
  Must have at least four qualifying feats  
  • 
  Must pass the review of the Directors of the 
  College 
  Review for Director Status 
  Academians are advanced to Director only when there 
  is a vacancy in the directorship and the character meets 
  all of the above requirements. Advancement to Director 
  requires approval of the other Directors, which is 
  handled by sending an application to the Duchy of 
  Urnst Triad when a vacancy in the Directorship is 
  announced 
  
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  The College Spell Library 
  The College of Sages and Sorcery has an extensive 
  spell library. While students have access to a variety of 
  new and exotic spells as a result of their membership, 
  the College also makes available a large number of 
  more common spells – for a fee. Access to the spell 
  library allows a wizard to copy a spell into their spell 
  book (for the usual cost) without first purchasing that 
  spell on a scroll. Spell copying may be done after any 
  Duchy of Urnst (URD) or Nyrond metaregional (NMR) 
  scenario. Characters must be members, alumni or 
  emeriti of the College to access the spell libraries. 
  Spell copying is not of use to classes that don’t use 
  spell books. 
  For those short on funds, the College also allows work 
  in the library itself to count towards library dues. A 
  student may trade 1 TU of work for each 200 gp in 
  library dues. These TU do not count towards studying 
  or teaching requirements, and there is no lifestyle cost 
  associated with them.  Any combination of TUs and 
  gold can be paid as long as the full price is accounted 
  for. 
  The College libraries lack the following spells: animate 
  dead, create greater undead, create undead, control 
  undead, greater planar binding, lesser planar binding, 
  magic jar, planar binding, permanency, simulacrum, 
  soul bind and trap the soul. 
  Minor Access 
  Minor access allows the copying of Player’s Handbook 
  wizard spell levels zero through three, for a cost of 
  1000 gp per campaign year. The first payment must be 
  made when spell library access is first obtained, after 
  that payment must be made within the first month of 
  each campaign year. 
  In addition to the spells in the Player’s Handbook, the 
  following Core spells of levels zero through three are in 
  the College library: augment familiar, balancing 
  lorecall, body of the sun, corpse candle, discern 
  bloodline, discern shapechanger, enhance familiar, 
  familiar pocket, friendly face, greater mage armor, 
  lesser acid orb, lesser cold orb, lesser electric orb, 
  lesser fire orb, lesser telepathic bond, listening lorecall, 
  master’s touch, proud arrogance, repair light damage, 
  repair minor damage, repair moderate damage, repair 
  serious damage, scholar’s touch and sign of sealing. 
  Advanced Access 
  Advanced access allows the copying of Player’s 
  Handbook wizard spell levels zero through six, for a 
  cost of 2000 gp per campaign year. Minor access can be 
  upgraded into major access for a cost of 1000 gp. The 
  first payment must be made when spell library access is 
  first obtained, after that payment must be made within 
  the first month of each campaign year. 
  In addition to the spells in the Player’s Handbook, the 
  following Core spells of levels zero through six are in 
  the College library: aerial alacrity, aiming at the target, 
  anticipate teleportation, arc of lightning, augment 
  familiar, balancing lorecall, blast of flame, body of the 
  sun, cloak of the sea, corpse candle, discern bloodline, 
  discern shapechanger, duelward, enduring flight, 
  enhance familiar, familiar pocket, fortify familiar, 
  friendly face, greater blink, greater mage armor, 
  greater sign of sealing, lesser acid orb, lesser cold orb, 
  lesser electric orb, lesser fire orb, lesser telepathic 
  bond, listening lorecall, mass charm person, mass 
  darkvision, mass fly, mass unseen servant, master’s 
  touch, orb of acid, orb of cold, orb of electrity, orb of 
  fire, orb of force, probe thoughts, proud arrogance, 
  refusal, repair critical damage, repair light damage, 
  repair minor damage, repair moderate damage, repair 
  serious damage, reciprocal gyre, scholar’s touch, 
  servant horde, sign of sealing and transfix. 
  Greater Access 
  Greater access allows the copying of Player’s 
  Handbook wizard spell levels zero through nine, for a 
  cost of 2500 gp per campaign year. Minor access can be 
  upgraded into greater access for a cost of 1500 gp, and 
  major access can be upgraded for a cost of 500 gp. The 
  first payment must be made when spell library access is 
  first obtained, after that payment must be made within 
  the first month of each campaign year. 
  In addition to the spells in the Player’s Handbook, the 
  following Core spells are in the College library:: aerial 
  alacrity, aiming at the target, anticipate teleportation, 
  arc of lightning, augment familiar, balancing lorecall, 
  blast of flame, body of the sun, cloak of the sea, corpse 
  candle, discern bloodline, discern shapechanger, 
  duelward, enduring flight, energy immunity, enhance 
  familiar, familiar pocket, fortify familiar, friendly face, 
  ghostform, greater anticipate teleportation, greater 
  bestow curse, greater blink, greater mage armor, 
  greater sign of sealing, lesser acid orb, lesser cold orb, 
  lesser electric orb, lesser fire orb, lesser telepathic 
  bond, listening lorecall, mass charm person, mass 
  darkvision, mass fly, mass unseen servant, master’s 
  touch, orb of acid, orb of cold, orb of electrity, orb of 
  fire, orb of force, probe thoughts, proud arrogance, 
  refusal, repair critical damage, repair light damage, 
  repair minor damage, repair moderate damage, repair 
  serious damage, reciprocal gyre, scholar’s touch, 
  servant horde, sign of sealing and transfix. 
  
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  Prestige Class Access 
  Mages of the Arcane Order 
  The College of Sages and Sorcery makes the Mage of 
  the Arcane Order prestige class available to members 
  who are of Fellow rank or higher and meet the 
  prerequisites for that prestige class. 
  Initiation Fees and Dues 
  The initiation fee for becoming a Mage of the Arcane 
  Order is not included in the cost of attending the 
  college, and must be paid by any members taking their 
  1st level in the class. Existing Mages of the Arcane 
  Order are grandfathered in, and need not pay the fee. 
  The monthly dues for a Mage of the Arcane Order are 
  considered to be paid by the yearly tuition demanded of 
  College members; this fee does not need to be paid by 
  College members. If a Mage of the Arcane Order leaves 
  the College, they must pay their College dues (at 500 
  gp per year) to retain access to the Spellpool. 
  Guild Membership 
  The College of Sage and Sorcery serves the role of the 
  Guild described in the Complete Arcane. Unlike that 
  Guild, members of the College of Sages and Sorcery 
  are not required to be Mages of the Arcane Order. 
  Members of the Arcane Order do not gain any special 
  lifestyle benefits from being able to board at the 
  College between adventures, as the College already 
  provides room and board for its members. Similarly, the 
  library and lab facilities of the College are available to 
  all College members, and provide no special benefits. 
  The yearly time unit demands of the College meet the 
  requirement for Mages of the Arcane Order to put in 
  appearance on campus at least once every six months.  
  Mages of the Arcane Order, like all other members of 
  the College, are occasionally assigned special tasks by 
  the Directors. 
  Regents and Masters of the Arcane Order 
  Mages of the Arcane Order who reach 10th level are 
  termed Masters of the Arcane Order, rather than 
  Regents. Masters of the Arcane Order must still pay full 
  dues and tuition at the College. The College has regular 
  meetings of the Arcane Order; these meetings are 
  assumed to take place during the character’s yearly TU 
  expenditures for attending the College. 
  The Spellpool 
  Special Focus 
  Mages of the Arcane Order at the College of Sages and 
  Sorcery may use any special focus of their choice for 
  accessing the Spellpool. If lost, the focus must be 
  replaced before the Spellpool can be access. A new 
  special focus costs 750 gp. 
  Spell Availability 
  Spell Availability is handled as described in the 
  Complete Arcane, allowing access to spells listed in the 
  Player’s Handbook of levels one through nine. Zero 
  level spells are not available. The Spellpool does not 
  contain any spells from sources other than the Player’s 
  Handbook, and does not contain spells listed as limited 
  in the Living Greyhawk Campaign Sourcebook 
  (LGCS). It also lacks the following spells from the 
  Player’s Handbook: animate dead, create greater 
  undead, create undead, control undead, magic jar, soul 
  bind and trap the soul. 
  Spell Debt 
  Mages of the Arcane Order at the College must repay 
  any debts incurred during an adventure within that 
  adventure, or they start their next adventurer without 
  access to the Spellpool. The DM should note on the 
  character’s AR that a debt is owed, and size (in levels) 
  of that debt. 
  Wayfarer Guides 
  The College of Sages and Sorcery makes the Wayfarer 
  Guide prestige class available to members who are of 
  Fellow rank or higher and meet the prerequisites for 
  that prestige class. 
  Wayfarer’s Union 
  The Wayfarer’s Union does not exist in the Duchy of 
  Urnst. Members of the College of Sages and Sorcery of 
  Fellow rank or higher may meet the requirement for 
  joining the Wayfarer’s Union simple by remaining a 
  member of the College. 
  The College of Sages and Sorcery hires out the services 
  of its Wayfarer Guides (referred to as “Apporters”). A 
  handful of Apporters are stationed in each of the major 
  cities of the Duchy of Urnst. 
  
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  Conduct and Forbidden 
  Arts 
  Rules of Conduct 
  No member of the College may attempt the use of a 
  charm or domination effect upon another member, on 
  pain of expulsion from the College. Use of spells or 
  magic items that are similar in nature or application to 
  charm and domination effects is likewise forbidden. 
  Use of these effects is likewise forbidden upon any 
  representative of the government of the Duchy of Urnst. 
  Any form of academic dishonesty is punishable by 
  expulsion from the College. 
  No member of the College may hold military or 
  political office save by express permission of the 
  Directors of College. This applies to Duchy military 
  and political organizations as well as those of foreign 
  nations. 
  Per the edict of Duke Justinian, the following areas of 
  research are forever barred to all members of the 
  College, on pain of expulsion: 
  • 
  Animation, creation or summoning of the Undead. 
  • 
  Any magics that eradicate or imprison the soul of a 
  sentient being. 
  • 
  Any research involving the Far Realms. In game 
  terms, taking levels in the Alienist prestige class is 
  considered a violation of this ban. 
  • 
  Treating with demons, devils, and other denizens 
  of the lower planes. 
  In practice, the College overlooks the summoning of 
  lesser natives of the lower planes for legitimate 
  academic purposes or self-defense, but it’s wise to not 
  have witnesses. 
  Alienists and the College 
  The study of alienism is forbidden at the College, and 
  yet presents an irresistible lure to many of its scholars. 
  The lost magic of the mages of Maure Castle has 
  undeniable ties to alienism, and more than a few within 
  the College have dabbled in the forbidden arts of the 
  psuedonatural. 
  In practice, a player character alienists may remain at 
  the College of Sages and Sorcery so long as they don’t 
  reveal their studies to another member. This includes 
  having their familiar or a summoned creature manifest 
  its true psuedonatural form. Further, any alienist who 
  attains Transcendence (the 10th level alienist ability) is 
  no longer able to hide their true nature from the 
  College, and is immediately expelled. 
  
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  Leaving the College 
  Expulsion 
  Members who are caught violating the Rules of 
  Conduct of the College of Sages and Sorcery are 
  expelled in disgrace. They may not rejoin the College at 
  a later date. 
  Game Effects 
  • 
  All favors from the College of Sages and Sorcery 
  are revoked. The character must immediately void 
  any future favors from the College they receive. 
  • 
  All access to Builder Book material granted by the 
  College is removed, though the character may of 
  course keep feats, class levels, equipment, and 
  spells already acquired. 
  • 
  The character receives a -2 circumstance penalty to 
  all future social interactions involving Members of 
  the College of Sages and Sorcery. 
  • 
  The 
  character 
  may 
  not 
  access 
  any 
  play 
  opportunities that require study at the College. 
  • 
  The character may not rejoin the College. 
  Former Students 
  Probationers 
  who 
  fail 
  to 
  pass 
  their 
  Sophist 
  examinations within one year must leave the College. 
  The same rule also applies to Sophists who fail to pass 
  their Querist examinations within four years of 
  becoming a Sophist. In addition, any Probationer or 
  Sophist who fails to meet the time unit requirements for 
  study during a campaign year must also leave the 
  College. 
  Such students are not permitted to rejoin the College at 
  a later date. 
  Game Effects 
  • 
  All access to Builder Book material granted by the 
  College is removed, though the character may of 
  course keep feats, class levels, equipment, and 
  spells already acquired. 
  • 
  The character still qualifies for any play 
  opportunities that involve study at the College, and 
  in addition receives any applicable discounts for 
  having studied at the College. 
  • 
  The character may not rejoin the College. 
  Alumni 
  Any Querist or Fellow who voluntarily ceases study at 
  the College is considered an Alumnus of the College. 
  They retain access to College facilities (for a fee), and 
  are welcome to return to study in the future. 
  Game Effects 
  • 
  All access is retained at the highest rank the 
  character attained at the College. However, any use 
  of this access requires a brief return to the College, 
  at a cost of 1 TU and 250 gp. 
  • 
  Access to the College spell library requires the 
  normal yearly fee. If this fee is paid, the character 
  may access the library normally. 
  • 
  The character may rejoin the College. 
  Emeriti 
  A Preceptor or Academian who leaves the College 
  voluntarily is granted the title of Emeritus of the 
  College. They retain access to College facilities when 
  so desired, and are welcome to return to research at the 
  College in the future. 
  Game Effects 
  • 
  All access is retained at the highest rank the 
  character attained at the College. However, any use 
  of this access requires a brief return to the College, 
  at a cost of 1 TU. Unlike Alumni, Emeriti do not 
  need to pay for this privilege. 
  • 
  Access to the College spell library requires the 
  normal yearly fee. If this fee is paid, the character 
  may access the library normally. 
  • 
  The character may rejoin the College. 
  
  Arcane Organizations 
  12/17/05 
  Page 25 of 126 
  Appendix I: Summary of Requirements 
  Probationer 
  The only requirement for Probationers is being 
  accepted as a student at the College of Sages and 
  Sorcery (see Admission). 
  Sophist 
  • 
  Ability to cast 1st level arcane spells 
  • 
  4 ranks in a single Major field of study 
  • 
  2 ranks total in any combination of Minor fields of 
  study 
  • 
  Must be able to speak, read, and write Draconic or 
  Ancient Suloise 
  • 
  Must have at least one qualifying feat (this will 
  already have been met by the admission 
  requirements) 
  • 
  Must pass the examination for Sophist status 
  Querist 
  • 
  Ability to cast arcane spells of 2nd level 
  • 
  6 ranks in a single Major field of study 
  • 
  4 ranks total in any combination of Minor fields of 
  study 
  • 
  Must be able to speak, read, and write Draconic or 
  Ancient Suloise, and at least two additional 
  languages (including Common and other bonus 
  languages) 
  • 
  Must have at least two qualifying feats  
  • 
  Must pass the examination for Querist status 
  Advanced Admission 
  Non-students that meet all the requirements for Querist 
  (other than passing the examination) may join the 
  College as a Sophist (one rank below Querist). See 
  Advanced Admission for details. 
  Fellow 
  • 
  Ability to prepare arcane spells 
  • 
  Ability to cast arcane spells of 3rd level 
  • 
  6 ranks each in two Major fields of study 
  • 
  8 ranks total in any combination of Minor fields of 
  study 
  • 
  Must be able to speak, read, and write Ancient 
  Suloise, Draconic and at least two additional 
  languages (including Common and other bonus 
  languages) 
  • 
  Must have at least two qualifying feats  
  • 
  Must pass the examination for Fellow status 
  Advanced Admission 
  Non-students that meet all the requirements for Fellow 
  (other than passing the examination) may join the 
  College as a Querist (one rank below Fellow). See 
  Advanced Admission for details. 
  Preceptor 
  • 
  Ability to prepare arcane spells 
  • 
  Ability to cast arcane spells of 4th level 
  • 
  8 ranks each in two Major fields of study 
  • 
  10 ranks total in any combination of Minor fields 
  of study 
  • 
  Must be able to speak, read, and write Ancient 
  Suloise, Draconic and at least two additional 
  languages (including Common and other bonus 
  languages) 
  • 
  Must have at least three qualifying feats  
  • 
  Must pass the review of the Preceptors and 
  Academians of the College 
  • 
  Must have been a member in good standing of the 
  College for at least one full campaign year 
  Academian 
  • 
  Ability to prepare arcane spells 
  • 
  Ability to cast arcane spells of 5th level 
  • 
  10 ranks each in three Major fields of study 
  • 
  15 ranks total in any combination of Minor fields 
  of study 
  • 
  Must be able to speak, read, and write Ancient 
  Suloise, Draconic and at least two additional 
  languages (including Common and other bonus 
  languages) 
  • 
  Must have at least three qualifying feats  
  • 
  Must pass the review of the Academians of the 
  College 
  • 
  Must have been a member in good standing of the 
  College for at least two full campaign years 
  Director 
  • 
  Ability to prepare arcane spells 
  • 
  Ability to cast arcane spells of 6th level 
  • 
  12 ranks each in three Major fields of study 
  • 
  20 ranks total in any combination of Minor fields 
  of study 
  • 
  Must be able to speak, read, and write Ancient 
  Suloise, Draconic and at least two additional 
  languages (including Common and other bonus 
  languages) 
  • 
  Must have at least four qualifying feats  
  • 
  Must pass the review of the Directors of the 
  College 
  • 
  In addition, there must be a vacancy in the ranks of 
  the Directors for there to be such a review 
   
  
  Arcane Organizations 
  12/17/05 
  Page 26 of 126 
  Appendix II: Sample Examination 
  Filling Out the Initial Information 
  Character Information 
  Wayreth Trollbane passes his Querist examination 
  when he was a 7th level wizard. Taking a new College 
  of Sages and Sorcery Log Sheet, he starts by filling in 
  his character name and RPGA number, circles his new 
  rank (Querist). 
  The numbers on the sample log sheet that follows 
  reflect Wayreth two levels later, so a few more skill 
  points have been added to his tally. 
  Requirements 
  Referring to the College of Swords and Sorcery 
  document, Wayreth fills in the requirements for 
  reaching Querist: 1 Major field of at least 6 ranks, 6 
  ranks in minor fields, 2 feats, and 3 languages (one of 
  which must always be Draconic). 
  Specifics 
  Two of Wayreth’s skills go under the Major fields 
  header, one more than he needs. The rest go under the 
  Minor fields header, including three skills in which he 
  doesn’t have enough ranks to count them as Majors. 
  Next Wayreth fills in his qualifying feats and 
  languages. 
  Finishing Touches 
  Once this is done, Wayreth writes down the level he 
  attained Querist at and the date. As he adventures and 
  gains levels, he updates the log sheet appropriately to 
  reflect new skills, feats and languages. The rest of the 
  sheet, the examinations portion, won’t get used until 
  Wayreth shoots for advancing to Fellow. 
  Taking an Examination 
  First Try 
  After reaching 9th level, Wayreth has managed to meet 
  all of the requirements for advancing to the rank of 
  Fellow. He fills in the number of tests required and the 
  appropriate DCs (three Major fields tested at DC 25, 
  two Minor fields tested at DC 20), as well as the DCs 
  for the Bluff and Diplomacy checks. 
  Next, Wayreth decides how long he’s going to study for 
  the examination. He elects to spend 4 TUs in study, and 
  uses that to apply a +4 bonus to Knowledge (history) 
  and a +2 bonus to Knowledge (local) and Scry. 
  Proceeding down the sheet, Wayreth rolls his Bluff and 
  Diplomacy checks, figuring he has nothing to lose. 
  Hard-earned cross-class ranks in Bluff pay off as 
  Wayreth nets a 23 on the Bluff check, the Diplomacy 
  check fails with a result of 13. 
  This is Wayreth’s first examination, so he doesn’t 
  receive a retake bonus. He’s a half-elf of Suel descent 
  on the human side, so he receives a -1 racial penalty. 
  Adding all of his bonuses and penalties together (+2 for 
  succeeding at the Bluff check, -1 for being a half-elf), 
  Wayreth ends up with a total test bonus of +1. He 
  writes this in the Test Bonus box on the sheet. 
  At this point, it’s time for Wayreth to choose what he’ll 
  be tested in. Playing towards his strong points, he 
  selects Arcana, History and Spellcraft for the Major 
  testing areas, and Local knowledge and Scry for the 
  Minor testing results. After writing in his skill totals 
  and Xing out the unused columns, Wayreth proceeds to 
  roll results. 
   
  Major Fields (DC 25) 
  Arcana: +16 skill, +1 test bonus. Wayreth takes 10, 
  automatically passing with a 27. 
  History: +6 skill, +4 studying, +1 test bonus. Wayreth 
  rolls a 6, failing with a 17. 
  Spellcraft: +15 skill, +1 test bonus. Wayreth takes 10, 
  automatically passing with a 26. 
   
  Minor Fields (DC 20) 
  Local: +6 skill, +2 studying, +1 test bonus. Wayreth 
  rolls a natural 20, passing with a 29. 
  Scry: +5 skill, +2 studying, +1 test bonus. Wayreth rolls 
  a 4, failing with a 12. 
   
  
  Arcane Organizations 
  12/17/05 
  Page 27 of 126 
  Unfortunately, 
  Wayreth 
  fails 
  his 
  examinations 
  decisively, having failed to pass two of the tests. He 
  writes “No” in the Passed? blank and dates the log 
  sheet. Wayreth spent 4 TUs on examinations, which 
  gets added to the TU cost for the adventure he took the 
  examination in. 
  Second Try 
  Late in 9th level, Wayreth tries the test again. He once 
  again fills in the number of tests required and the 
  appropriate DCs (three Major fields tested at DC 25, 
  two Minor fields tested at DC 20), as well as the DCs 
  for the Bluff and Diplomacy checks. 
  This time, Wayreth studies for only two extra time 
  units. He adds a +2 bonus to his History and Scry 
  checks, increasing them to +6 and +4 respectively. 
  Knowledge (local) keeps its +2 bonus from his last 
  examination. 
  Proceeding down the sheet, Wayreth once again rolls 
  his Bluff and Diplomacy checks, figuring he has 
  nothing to lose. The cross-class skills pay off big this 
  time, as Wayreth rolls high on both checks (a 24 and a 
  25). 
  This is Wayreth’s second examination, so he receives. 
  A +2 retake bonus. He keeps his -1 racial penalty. 
  Adding all of his bonuses and penalties together (+2 for 
  succeeding at the Bluff check, +2 for succeeding at the 
  Diplomacy check, +2 for retaking the examinations, 
  and-1 for being a half-elf), Wayreth ends up with a total 
  test bonus of +5. He writes this in the Test Bonus box 
  on the sheet. 
  Wayreth selects the same testing areas he did on the last 
  test, and fills in his information. Once again Xing out 
  the unused columns, Wayreth, noticing that his bonuses 
  are now considerably higher, takes 10 on the whole 
  exam. 
   
  Major Fields (DC 25) 
  Arcana: +16 skill, +5 test bonus. Wayreth takes 10, 
  passing with a 31. 
  History: +6 skill, +6 studying, +5 test bonus. Wayreth 
  takes 10, passing with a 27. 
  Spellcraft: +15 skill, +5 test bonus. Wayreth takes 10, 
  passing with a 30. 
   
  Minor Fields (DC 20) 
  Local: +6 skill, +2 studying, +5 test bonus. Wayreth 
  takes 10, passing with a 23. 
  Scry: +5 skill, +4 studying, +5 test bonus. Wayreth 
  takes 10, passing with a 24. 
   
  Being calm and collected pays off, as his Take 10 
  results are more than high enough to pass all five tests. 
  He writes “Yes” in the Passed? column and dates the 
  log sheet, then fills out a new log sheet reflecting his 
  rank of Fellow in the College of Sages and Sorcery. 
  This time around, he spent two extra time units in 
  examinations. His total time spent advancing in rank in 
  the College was 6 time units. 
   
   
  
  Common Folk Meta-Organizations 
            12/17/05 
  Page 28 of 126 
  Sample Log Sheet 
  A new log sheet should be started each time a new rank is attained within the College. 
  Major fields of study required: 1 field(s) of 6 ranks each 
  Field 
   
   
   
   
  Ranks 
  Bonus 
  Knowledge (Arcana)  
   
   
  12 
  +16 
  Knowledge (History)  
   
   
  ______ 
  _____ 
  Knowledge (Local-NMR) 
   
   
  ______ 
  _____ 
  Knowledge (The planes) 
   
   
  ______ 
  _____ 
  Spellcraft  
   
   
   
  11 
  +15 
  Minor fields of study required: 6 ranks 
  Field 
   
   
   
   
  Ranks 
  Bonus 
  Knowledge (History)  
   
   
  2 
  +6 
  Knowledge (Local) 
   
   
   
  2 
  +6 
  Knowledge (The planes) 
   
   
  1 
  +5 
  Knowledge (Nobility)  
   
   
  1 
  +5 
  Knowledge (Religion)  
   
   
  1 
  +5 
  Scry 
   
   
   
   
  1 
  +5 
  Qualifying Feats Required: 2 
   
   
   
   
  Languages Required: 3 
  Feat 
   
   
   
   
   
   
  Language 
  Scribe Scroll 
   
   
   
   
   
  Draconic 
  Craft Wand 
   
   
   
   
   
  Common 
  Craft Magic Arms and Armor 
   
   
   
   
  Suel 
  ______________________________________ 
   
   
  Orcish 
  Examinations 
  Major areas to be tested: 3, DC 25 
   
   
   
  Minor areas to be tested: 2, DC 20  
  Bluff DC 18 
   
  Diplomacy DC 18 
   
  Put an “X” fields of study that are not being tested 
  Attempt #1 
   
  TUs Spent in Study 4  
   (+2 bonus to any one check for each extra TU spent) 
  Bluff result 23 
  Diplomacy result 13  
   
  Retake bonus +0 
    
   
  Racial penalty -1 
  Major Fields of Study 
  Minor Fields of Study (fill in names) 
  Test Bonus 
  +1 
  Arcana 
  Local 
  History 
  Planes 
  Spellcraft 
  Local 
  Scry 
  X 
  X 
  Skill Bonus 
  +16 
  X 
  +6 
  X 
  +15 
  +6 
  +5 
  X 
  X 
  Study Bonus 
  0 
  X 
  +4 
  X 
  0 
  +2 
  +2 
  X 
  X 
  Result 
  27 
  X 
  17 
  X 
  26 
  29 
  12 
  X 
  X 
  Passed? No 
   
   
  Date 2/15/03 
  Attempt #2 
   
  TUs Spent in Study 2   
  (+2 bonus to any one check for each extra TU spent) 
  Bluff result 24 
  Diplomacy result 25  
   
  Retake bonus +2  
   
  Racial penalty -1 
  Major Fields of Study 
  Minor Fields of Study (fill in names) 
  Test Bonus 
  +5 
  Arcana 
  Local 
  History 
  Planes 
  Spellcraft 
  Local 
  Scry 
  X 
  X 
  Skill Bonus 
  +16 
  X 
  +6 
  X 
  +15 
  +6 
  +5 
  X 
  X 
  Study Bonus 
  0 
  X 
  +6 
  X 
  0 
  +2 
  +4 
  X 
  X 
  Result 
  31 
  X 
  27 
  X 
  31 
  23 
  24 
  X 
  X 
  Passed? Yes 
   
   
  Date 4/19/03 
  Character Wayreth Trollbane 
  RPGA # 12123434 
  Current Rank (circle) 
   
   
  Querist 
   
   
   
  Date 11/21/02 
  Level attained 7 
   
  
  Common Folk Meta-Organizations 
            12/17/05 
  Page 29 of 126 
  College of Sages and Sorcery Log Sheet 
  A new log sheet should be started each time a new rank is attained within the College. 
  Major Fields of study required: ___ field(s) of ___ ranks each 
  Field 
   
   
   
   
  Ranks Bonus 
  Knowledge (Arcana)  
   
   
  ______ 
  _____ 
  Knowledge (History)  
   
   
  ______ 
  _____ 
  Knowledge (Local*)  
   
   
  ______ 
  _____ 
  Knowledge (The planes) 
   
   
  ______ 
  _____ 
  Spellcraft  
   
   
   
  ______ 
  _____ 
  * Nyrond Metaregion only 
  Minor fields of study required: ___ ranks 
  Field  
   
   
   
  Ranks Bonus 
  _____________________________________ 
  ______ 
  _____ 
  _____________________________________ 
  ______ 
  _____ 
  _____________________________________ 
  ______ 
  _____ 
  _____________________________________ 
  ______ 
  _____ 
  _____________________________________ 
  ______ 
  _____ 
  _____________________________________ 
  ______ 
  _____ 
  _____________________________________ 
  ______ 
  _____ 
  Qualifying Feats Required: ______ 
   
   
   
  Languages Required: _____ 
  Feat 
   
   
   
   
   
   
   
  Language 
  ______________________________________ 
   
   
  ______________________________________ 
  ______________________________________ 
   
   
  ______________________________________ 
  ______________________________________ 
   
   
  ______________________________________ 
  ______________________________________ 
   
   
  ______________________________________ 
  ______________________________________ 
   
   
  ______________________________________ 
   
  Examinations 
  Major areas to be tested: _____, DC _____  
   
   
  Minor areas to be tested: _____, DC _____  
  Bluff DC _____ 
  Diplomacy DC _____  
   
   
  Put an “X” fields of study that are not being tested 
  Attempt #______ 
  TUs Spent in Study _____  
  (+2 bonus to any one check for each extra TU spent) 
  Bluff result _____ 
  Diplomacy result _____ 
   
  Retake bonus _____   
  Racial penalty _____ 
  Major Fields of Study 
  Minor Fields of Study (fill in names) 
  Test Bonus 
  _________ 
  Arcana 
  Local 
  History 
  Planes 
  Spellcraft 
   
   
   
   
  Skill Bonus 
   
   
   
   
   
   
   
   
   
  Study Bonus 
   
   
   
   
   
   
   
   
   
  Result 
   
   
   
   
   
   
   
   
   
  Passed? _____ 
   
  Date ___________ 
  Attempt #______ 
  TUs Spent in Study _____  
  (+2 bonus to any one check for each extra TU spent) 
  Bluff result _____ 
  Diplomacy result _____ 
   
  Retake bonus _____   
  Racial penalty _____ 
  Major Fields of Study 
  Minor Fields of Study (fill in names) 
  Test Bonus 
  _________ 
  Arcana 
  Local 
  History 
  Planes 
  Spellcraft 
   
   
   
   
  Skill Bonus 
   
   
   
   
   
   
   
   
   
  Study Bonus 
   
   
   
   
   
   
   
   
   
  Result 
   
   
   
   
   
   
   
   
   
  Passed? _____ 
   
  Date ___________ 
  Character ________________ 
  RPGA # __________ 
  Current Rank (circle) 
  Probationer 
  Sophist 
  Querist 
  Fellow 
  Preceptor 
  Academian 
  Date __________ 
  Level attained _______ 
  
  Common Folk Meta-Organizations 
            12/17/05 
  Page 30 of 126 
  Additional Examinations Log Sheet 
  Staple this sheet to a College of Sages and Sorcery Log Sheet if additional examinations are needed at a given rank. 
  Attempt #______ 
  TUs Spent in Study _____  
  (+2 bonus to any one check for each extra TU spent) 
  Bluff result _____ 
  Diplomacy result _____ 
   
  Retake bonus _____   
  Racial penalty _____ 
  Major Fields of Study 
  Minor Fields of Study (fill in names) 
  Test Bonus 
  _________ 
  Arcana 
  Local 
  History 
  Planes 
  Spellcraft 
   
   
   
   
  Skill Bonus 
   
   
   
   
   
   
   
   
   
  Study Bonus 
   
   
   
   
   
   
   
   
   
  Result 
   
   
   
   
   
   
   
   
   
  Passed? _____ 
   
  Date ___________ 
   
  Attempt #______ 
  TUs Spent in Study _____  
  (+2 bonus to any one check for each extra TU spent) 
  Bluff result _____ 
  Diplomacy result _____ 
   
  Retake bonus _____   
  Racial penalty _____ 
  Major Fields of Study 
  Minor Fields of Study (fill in names) 
  Test Bonus 
  _________ 
  Arcana 
  Local 
  History 
  Planes 
  Spellcraft 
   
   
   
   
  Skill Bonus 
   
   
   
   
   
   
   
   
   
  Study Bonus 
   
   
   
   
   
   
   
   
   
  Result 
   
   
   
   
   
   
   
   
   
  Passed? _____ 
   
  Date ___________ 
   
  Attempt #______ 
  TUs Spent in Study _____  
  (+2 bonus to any one check for each extra TU spent) 
  Bluff result _____ 
  Diplomacy result _____ 
   
  Retake bonus _____   
  Racial penalty _____ 
  Major Fields of Study 
  Minor Fields of Study (fill in names) 
  Test Bonus 
  _________ 
  Arcana 
  Local 
  History 
  Planes 
  Spellcraft 
   
   
   
   
  Skill Bonus 
   
   
   
   
   
   
   
   
   
  Study Bonus 
   
   
   
   
   
   
   
   
   
  Result 
   
   
   
   
   
   
   
   
   
  Passed? _____ 
   
  Date ___________ 
   
  Attempt #______ 
  TUs Spent in Study _____  
  (+2 bonus to any one check for each extra TU spent) 
  Bluff result _____ 
  Diplomacy result _____ 
   
  Retake bonus _____   
  Racial penalty _____ 
  Major Fields of Study 
  Minor Fields of Study (fill in names) 
  Test Bonus 
  _________ 
  Arcana 
  Local 
  History 
  Planes 
  Spellcraft 
   
   
   
   
  Skill Bonus 
   
   
   
   
   
   
   
   
   
  Study Bonus 
   
   
   
   
   
   
   
   
   
  Result 
   
   
   
   
   
   
   
   
   
  Passed? _____ 
   
  Date ___________ 
  Attempt #______ 
  TUs Spent in Study _____  
  (+2 bonus to any one check for each extra TU spent) 
  Bluff result _____ 
  Diplomacy result _____ 
   
  Retake bonus _____   
  Racial penalty _____ 
  Major Fields of Study 
  Minor Fields of Study (fill in names) 
  Test Bonus 
  _________ 
  Arcana 
  Local 
  History 
  Planes 
  Spellcraft 
   
   
   
   
  Skill Bonus 
   
   
   
   
   
   
   
   
   
  Study Bonus 
   
   
   
   
   
   
   
   
   
  Result 
   
   
   
   
   
   
   
   
   
  Passed? _____ 
   
  Date __________ 
  
  Common Folk Meta-Organizations 
            12/17/05 
  Page 31 of 126 
  CHAPTER 2:  COMMON FOLK ORGS 
  The Suel may rule the Duchy of Urnst proper, but the Elves are in charge in the Celadon forest and the Halflings in the 
  Vale.  Even within the Duchy there are many options for the common folk.   
  Chat' An Monastery 
  by Mike Haakstad and Jacob Vossepoel  Version 3.0 Edited by Brad Street 
  To count as campaign documentation, the relevant pages 
  of this Meta-Org must be accompanied by the “Meta-
  Organization Overview” page (beginning of this 
  document) and the appropriate certificate. 
  Overview 
  The mysterious Chat’ An Monastery sits hidden in a vale 
  in the Cairn Hills, two days travel north of the ruins of 
  Maure Castle.  Referred to as the Flannae-tel Monastery 
  by the Zuoken Monks who reside there, it was founded 
  in CY517.  The current Master, Li Hon, enjoys the 
  friendship of both Duke Karll and Warnes Starcoat, but 
  does not seem to play an important political role.  Most 
  people have never encountered a monk from the Chat’ 
  An Monastery, but many have heard rumors of their 
  exotic Baklunish customs, weaponry and quest for 
  perfection of balance. 
  Members of the Chat’ An Monastery are subject to fairly 
  rigorous dietary restrictions.  They may not eat any “gut” 
  meat (including but not limited to hearts, kidneys, and 
  tongues), and may not drink alcoholic beverages of any 
  sort.  They must eat green vegetables as frequently as 
  possible, as the teachings of Jat Won extol the virtues of 
  these foods. 
  The monks of the Monastery wear loose fitting clothes 
  that are easy to move about quickly in, but beyond that 
  there is no officially mandated clothing. 
  Joining the Chat' An Monastery 
  Members of the Chat' An Monastery have the following 
  responsibilities: 
  • 
  Study the philosophies of ancient Baklunish masters. 
  • 
  Meditate on the nature of existence. 
  • 
  Practice the martial exercises that are taught at the 
  monastery. 
  • 
  Learn through experience, by traveling and 
  observing all aspects of Life. 
  • 
  Attain perfection of mind, spirit, and body. 
  The Chat' An monastery is open to any character of 
  lawful alignment.  Practically every member of the Chat' 
  An Monastery has at least some training as a Monk. 
  There are three 'paths' taught that lead to excellence, and 
  it is rare for one without Monk training to reach Mastery 
  in one. Regardless of class, a character must meet the 
  alignment requirement in order to become a Novice in 
  the monastery. 
  Home Region 
  PCs must have the Duchy of Urnst as their home region 
  when they join the Chat' An Monastery.  They must also 
  have the Duchy of Urnst as their home region when 
  gaining a new rank.  At other times, the PC can change 
  home regions according to whatever the current 
  campaign rules may be. 
  Trained at the Chat' An Monastery 
  Background  
  Characters with the Trained at the Chat' An Monastery 
  background are counted as already having 6 months as a 
  novice in one of the paths.  Additionally, a character with 
  the background may deduct 1 TU from their first year's 
  costs.  
  Leaving the Chat' An Monastery 
  A member of the Chat' An monastery is free to leave the 
  monastery at any time.  If the monk chooses to do this, 
  however, he loses any credit for time spent in a rank and 
  must begin again as a Novice if he ever wishes to rejoin.  
  In addition, although he may retain any equipment 
  granted, he may not acquire more until regaining access 
  to them via rank in this organization. 
  If a member ever becomes non-lawful then she is 
  expelled from the monastery. She may rejoin (as a 
  novice) if she becomes lawful again. 
  The Gravy Boat Repair Fund 
  Among those who have left the monastery are an 
  informal group of former Chat' An students who meet 
  fairly regularly at the Gravy Boat Tavern in Nellix.  
  While they still have much of the famous Chat' An 
  discipline, these former students have learned to harness 
  their inner demons to fight using the infamous Drunken 
  Boxing style.  If it were not for the frequent, large 
  donations made by these former monks to the Gravy 
  Boat, they would surely never be allowed to return, as 
  the tavern regularly ends up in shambles.  In fact, it is 
  this regular donation that gives the group its name, “the 
  Gravy Boat Repair Fund.”  Under the rules of the LGCS, 
  this organization can only be joined by skilled monks 
  who undergo a night of revelry with an NPC member 
  during the course of an adventure. 
  
  Common Folk Meta-Organizations 
            12/17/05 
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  The Three Paths 
  "Just as the bird flies, the bear walks, and the fish swims, so too 
  we all may not walk the same path."  
  Jat Won 
  Jat Won was a great monk-sage of ages past, and his 
  writings are the impetus behind the organization of the 
  Chat’ An Monastery.  Initiates into the Chat' An find that 
  their natural aptitudes point them towards one of the 
  three paths to enlightenment: Mind, Body, and Soul. 
  Focusing upon an aspect of oneself, one may one day 
  attain mastery over that aspect. Only those truly 
  enlightened may attain True Balance: Mastery of mind, 
  body, and soul. 
  The Path of the Mind is also called the Spirit of Cat and 
  Fox.  Followers of the Path of the Mind learn that 
  quickness of thought and quickness of action are the two 
  sides of the same blade.  In this path the rank titles are 
  Hissing Bite, Swift Paw, and Cunning Thief.  Monks 
  with high Dexterity and Intelligence scores are most 
  common here. 
  The Path of the Body is known as the Spirit of Bull and 
  Bear.  The Path of the Body initiates believe that by 
  mastering one's body one can master one's ki.  In this 
  path the rank titles are Growling Maw, Rending Tusk, 
  and Thundering Charge.  Monks with high Strength and 
  Constitution are most common here. 
  The Path of the Soul also has the name Spirit of Owl 
  and Eagle.  Students of this Path seek to understand 
  themselves by observing others.  In this path the rank 
  titles are Screeching Dive, Piercing Talon, and Graceful 
  Wing.  Monks with high Wisdom and Charisma are most 
  common here. 
  The Ranks 
  Each path consists of three ranks: Novice, Adept, and 
  Master. In each of the Paths, the titles of the ranks differ 
  to reflect the different aspects of enlightenment taught 
  within. 
   
  Path 
  Spirits 
  Novice Title 
  Adept Title 
  Master Title 
  Mind 
  Cat 
  & 
  Fox 
  Hissing Bite 
  Swift Paw 
  Cunning 
  Thief 
  Body 
  Bull & 
  Bear 
  Growling Maw 
  Rending 
  Tusk 
  Thundering 
  Charge 
  Soul 
  Owl & 
  Eagle 
  Screeching 
  Dive 
  Piercing 
  Talon 
  Graceful 
  Wing 
   
  The first rank a member of the Chat' An Monastery 
  belongs to is Novice. Novices spend the majority of their 
  time at the monastery studying the writings of ancient 
  Baklunish philosophers, especially Jat Won, and 
  exercising in the monastery's common area. 
  The second rank in the Chat' An Monastery is the 
  Adept. The Adept spends a large amount of time 
  exercising in the monastery's common area, as well as 
  much time spent meditating in a quiet cell. The Adept's 
  other duties include maintenance and repair of the 
  monastery buildings and grounds. 
  The third rank is that of Master. Masters spend much of 
  their time meditating upon the mysteries of life. When 
  they are not meditating, Masters busy themselves with 
  simple chores such as cooking and cleaning for the other 
  monks, wood chopping, caring for the monastery's horses 
  and livestock, and carrying water. They spend so much 
  time lost in themselves that they see no dishonor in 
  performing life's simple tasks. 
  The writings of the Zuoken state "Give back what you 
  have learned; share your experiences."  Members of the 
  Chat' An monastery are encouraged to travel the world 
  and share their experiences with those they meet.  In 
  return, they can share in the experiences of others. 
  Walking all the Paths 
  Some Masters receive an epiphany (called "ling") in 
  which they realize that they have studied but one aspect 
  of existence, and that to attain True Balance they must 
  return to where the paths diverged. "Sometimes, you 
  must unlearn everything you know, in order to Know." 
  spoke Jat Won to his first pupils. These Masters humbly 
  accept this fact, and renounce their status in the 
  monastery to better guide their advancement.  Only after 
  attaining some mastery in all three paths does one 
  become a Master of True Balance.  A Master of one path 
  who starts another loses all benefits of the old path until 
  they achieve Master in the new one.  This occurs again if 
  they start over a third time. 
  Other students seek mastery from the beginning of their 
  journey, and seek to walk many paths at once.  Members 
  may, if they meet the prerequisites, travel down two (or 
  possibly even three) paths at the same time.  In this case, 
  all paths must be paid for in full.  Studying in multiple 
  paths slows advancement somewhat:  Each unmastered 
  path beyond the first adds two months to the required 
  time in each rank of each of the paths.   
   
  
  Common Folk Meta-Organizations 
            12/17/05 
  Page 33 of 126 
  Path of the Mind  
  (Spirit of Cat and Fox) 
  "All things, material and spiritual, originate from one source and 
  are related as a family. The Mind is father to Body and Soul, and 
  therefore has domain over them."  
  Jat Won 
  Novice (Hissing Bite) 
  Prerequisites 
  • 
  Speak and read the Ancient Baklunish language. 
  • 
  The Improved Unarmed Strike feat 
  • 
  4 ranks in Balance 
  • 
  4 ranks in Tumble 
  • 
  1 rank in Knowledge (arcana) 
  • 
  +2 base Reflex save 
  Costs 
  • 
  Spend 2 TU annually in the monastery, studying and 
  exercising. 
  Benefits 
  • 
  100% discount on Adventurer's Standard upkeep 
  while in the Duchy of Urnst 
  • 
  A +1 circumstance bonus to Balance and Tumble 
  checks while unarmed. 
  Adept (Swift Paw) 
  Prerequisites 
  • 
  The Deflect Arrows feat 
  • 
  8 ranks in Balance 
  • 
  1 rank in Craft (carpentry) or 1 rank in Profession 
  (herbalist) 
  • 
  +4 base Reflex save 
  • 
  6 months or 26 TU spent as a Novice 
  Costs 
  • 
  2% tithe from all gold earned to the upkeep of the 
  monastery.  Also known as "The Grandmaster's 
  Two" 
  • 
  Spend 3 TU annually) caring for the upkeep of the 
  monastery and its grounds, as well as maintaining a 
  meditation and exercise regimen. 
  Benefits 
  • 
  100% discount on Adventurer's Standard upkeep 
  while in the Duchy of Urnst 
  • 
  Access to the three-section staff as described in the 
  Arms and Equipment Guide. 
  • 
  A 10 % discount on the following items as described 
  in the Player's Handbook:  kama, nunchaka, sai, 
  siangham, shuriken, climber's kit, healer's kit, 
  musical instrument, common, musical instrument, 
  masterwork, monk's outfit. 
  • 
  A +2 circumstance bonus to Balance and Tumble 
  while unarmed. 
  Master (Cunning Thief) 
  Prerequisites 
  • 
  12 ranks in Balance 
  • 
  1 rank in Handle Animal 
  • 
  +6 base Reflex save 
  • 
  2 months or 9 TU spent as an Adept 
  Costs 
  • 
  3% tithe from all gold earned to the upkeep of the 
  monastery.  Also known as "The Grandmaster's 
  Three" 
  • 
  Spend 4 TU annually in the monastery, cooking and 
  cleaning for the other monks, wood chopping, caring 
  for the monastery's horses and livestock, and 
  carrying water. 
  Benefits 
  • 
  100% discount on Adventurer's Standard upkeep 
  while in the Duchy of Urnst 
  • 
  Access to the three-section staff as described in the 
  Arms and Equipment Guide. 
  • 
  A 10 % discount on the following items as described 
  in the Player's Handbook:  kama, nunchaku, sai, 
  siangham, shuriken, climber's kit, healer's kit, 
  musical instrument, common, musical instrument, 
  masterwork, monk's outfit. 
  • 
  A +3 circumstance bonus to Balance and Tumble 
  while unarmed. 
  
  Common Folk Meta-Organizations 
            12/17/05 
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  Path of the Body  
  (Spirit of Bull and Bear) 
  "All the principles of Balance are living inside of you. Life itself is 
  Truth, and this shall always be so."  
   Jat Won 
  Novice (Growling Maw) 
  Prerequisites 
  • 
  Speak and read the Ancient Baklunish language. 
  • 
  The Improved Unarmed Strike feat 
  • 
  4 ranks in Jump 
  • 
  4 ranks in Climb 
  • 
  1 rank in Knowledge (arcana) 
  • 
  +2 base Fort save 
  Costs 
  • 
  Spend 2 TU annually in the monastery, studying and 
  exercising. 
  Benefits 
  • 
  100% discount on Adventurer's Standard upkeep 
  while in the Duchy of Urnst 
  • 
  A +1 circumstance bonus to Climb and Jump checks 
  while unarmed. 
  Adept (Rending Tusk) 
  Prerequisites 
  • 
  The Deflect Arrows feat 
  • 
  8 ranks in Jump 
  • 
  1 rank in Craft (carpentry) or Profession (herbalist) 
  • 
  +4 base Fort save 
  • 
  6 months or 26 TU spent as a Novice 
  Costs 
  • 
  2% tithe from all gold earned to the upkeep of the 
  monastery.  Also known as "The Grandmaster's 
  Two" 
  • 
  Spend 3 TU annually caring for the upkeep of the 
  monastery and its grounds, as well as maintaining a 
  meditation and exercise regimen. 
  Benefits 
  • 
  100% discount on Adventurer's Standard upkeep 
  while in the Duchy of Urnst 
  • 
  Access to the three-section staff as described in the 
  Arms and Equipment Guide. 
  • 
  A 10 % discount on the following items as described 
  in the Player's Handbook:  kama, nunchaku, sai, 
  siangham, shuriken, climber's kit, healer's kit, 
  musical instrument, common, musical instrument, 
  masterwork, monk's outfit. 
  • 
  A +2 circumstance bonus to Climb and Jump checks 
  while unarmed. 
  Master (Thundering Charge) 
  Prerequisites 
  • 
  12 ranks in Jump 
  • 
  1 rank in Handle Animal 
  • 
  +6 base Fort save 
  • 
  2 months or 9 TU spent as an Adept 
  Costs 
  • 
  3% tithe from all gold earned to the upkeep of the 
  monastery.  Also known as "The Grandmaster's 
  Three" 
  • 
  Spend 4 TU annually in the monastery, cooking and 
  cleaning for the other monks, wood chopping, caring 
  for the monastery's horses and livestock, and 
  carrying water. 
  Benefits 
  • 
  A100% discount on Adventurer's Standard upkeep 
  while in the Duchy of Urnst 
  • 
  Access to the three-section staff as described in the 
  Arms and Equipment Guide. 
  • 
  A 10 % discount on the following items as described 
  in the Player's Handbook:  kama, nunchaku, sai, 
  siangham, shuriken, climber's kit, healer's kit, 
  musical instrument, common, musical instrument, 
  masterwork, monk's outfit. 
  • 
  A +3 circumstance bonus to Climb and Jump checks 
  while unarmed. 
  
  Common Folk Meta-Organizations 
            12/17/05 
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  Path of the Soul  
  (Spirit of Owl and Eagle) 
  "Your spirit is the True Shield."  
  Jat Won 
  Novice (Screeching Dive) 
  Prerequisites 
  • 
  Speak and read the Ancient Baklunish language. 
  • 
  The Improved Unarmed Strike feat 
  • 
  4 ranks in Listen 
  • 
  4 ranks in Diplomacy 
  • 
  1 rank in Knowledge (arcana) 
  • 
  +2 base Will save 
  Costs 
  • 
  Spend 2 TU annually in the monastery, studying and 
  exercising. 
  Benefits 
  • 
  100% discount on Adventurer's Standard upkeep 
  while in the Duchy of Urnst 
  • 
  A +1 circumstance bonus to Listen and Diplomacy 
  checks while unarmed. 
  Adept (Piercing Talon) 
  Prerequisites 
  • 
  The Deflect Arrows feat 
  • 
  8 ranks in Listen 
  • 
  1 rank in Craft (carpentry) or Profession (herbalist) 
  • 
  +4 base Will save 
  • 
  6 months spent as a Novice 
  Costs 
  • 
  2% tithe from all gold earned to the upkeep of the 
  monastery.  Also known as "The Grandmaster's 
  Two" 
  • 
  Spend 3 TU annually caring for the upkeep of the 
  monastery and its grounds, as well as maintaining a 
  meditation and exercise regimen. 
  Benefits 
  • 
  100% discount on Adventurer's Standard upkeep 
  while in the Duchy of Urnst 
  • 
  Access to the three-section staff as described in the 
  Arms and Equipment Guide. 
  • 
  A 10 % discount on the following items as described 
  in the Player's Handbook:  kama, nunchaku, sai, 
  siangham, shuriken, climber's kit, healer's kit, 
  musical instrument, common, musical instrument, 
  masterwork, monk's outfit. 
  • 
  A +2 circumstance bonus to Listen and Diplomacy 
  checks while unarmed. 
  Master (Graceful Wing) 
  Prerequisites 
  • 
  12 ranks in Listen 
  • 
  1 rank in Handle Animal 
  • 
  +6 base Will save 
  • 
  2 months or 9 TU spent as an Adept 
  Costs 
  • 
  3% tithe from all gold earned to the upkeep of the 
  monastery.  Also known as "The Grandmaster's 
  Three" 
  • 
  Spend 4 TU annually in the monastery, cooking and 
  cleaning for the other monks, wood chopping, caring 
  for the monastery's horses and livestock, and 
  carrying water. 
  Benefits 
  • 
  100% discount on Adventurer's Standard upkeep 
  while in the Duchy of Urnst 
  • 
  Access to the three-section staff as described in the 
  Arms and Equipment Guide. 
  • 
  A 10 % discount on the following items as described 
  in the Player's Handbook:  kama, nunchaku, sai, 
  siangham, shuriken, climber's kit, healer's kit, 
  musical instrument, common, musical instrument, 
  masterwork, monk's outfit. 
  • 
  A +3 circumstance bonus to Listen and Diplomacy 
  checks while unarmed. 
  
  Common Folk Meta-Organizations 
            12/17/05 
  Page 36 of 126 
  Grandmaster of  
  True Balance  
  (Spirit of Sun and Moon) 
  "Eight forces exist in creation: Movement and stillness;, 
  solidification and fluidity; extension and contraction; unification 
  and division. So do eight forces exist within us." 
   Jat Won 
  Prerequisites 
  • 
  A Master in each of the Three Paths. 
  Costs 
  • 
  Spend 6 TU annually caring for the students of the 
  monastery as an advisor and instructor. 
  Benefits 
  • 
  No longer required to tithe to the monastery nor pay 
  any other costs of other paths. 
  • 
  100% discount on Adventurer's Standard upkeep 
  while in the Duchy of Urnst 
  • 
  Access to the three-section staff as described in the 
  Arms and Equipment Guide. 
  • 
  A 10 % discount on the following items as described 
  in the Player's Handbook:  kama, nunchaku, sai, 
  siangham, shuriken, climber's kit, healer's kit, 
  musical instrument, common, musical instrument, 
  masterwork, monk's outfit.  
  • 
  A +4 circumstance bonus to Balance, Tumble, Jump, 
  Climb, Listen, and Diplomacy while unarmed (not 
  cumulative with other bonuses). 
   
   
  
  Common Folk Meta-Organizations 
            12/17/05 
  Page 37 of 126 
  Sudrand Gallini’s Traveling Circus 
  By Michael Fisk updated by Joe Strong 
  Version 3.0 edited by Brad Street 
  The days of a peasant are full of backbreaking toil. The 
  days of a noble are usually full of nothing but boredom. 
  The days of a merchant are filled with worry and work. 
  All days, that is, excepting those blessed with a visit 
  from Sudrand Gallini’s Traveling Circus and Menagerie! 
  For many years, Sudrand Gallini has traveled across the 
  Flanaess performing for all manners of peoples and 
  cultures. His troupe is renowned for the quality of their 
  acts, the ability of his musicians, and the marvelous 
  spectacles he creates as his group travels from place to 
  place. 
  The greatest circus in the Duchy, the Gallini Circus 
  contains nearly everything to cater to a wide range of 
  tastes. Everything from clowns and tumblers, acrobats 
  and fortune tellers, musicians and animal acts; even 
  exhibits of martial prowess in fantastic gladiatorial bouts, 
  can be witnessed at a Gallini Circus. Sudrand Gallini has 
  become so popular, that he has even begun to send out 
  several smaller troupes (all under the same name) to 
  different parts of the Duchy at once. The intent is three-
  fold, to entertain more people, to bring in more cash, and 
  to ensure that the next time you see a Gallini production 
  many of the acts will seem fresh and new. 
  The Gallini Circus has one distinct advantage over much 
  of its competition. It’s wide and diverse menagerie of 
  beasts. With a special writ of authority from Duke Karll 
  Lorinar himself, Sudrand has been able to assemble a 
  huge collection of creatures to delight and amaze a 
  crowd. Many of the creatures are trained or are involved 
  in the acts in some way. Brawthraxis, also known as The 
  Chicken Lady, has performed with the circus for a 
  number of years. Claiming to be a cursed Suloise lady, 
  her tragic songs have enthralled many a hardhearted soul. 
  The enormous Gargantulosus, a huge beast that tumbled 
  to the delight of children everywhere, amazed even 
  Lords Grek and Reede. (Fans everywhere were dismayed 
  to hear that it was lost earlier this year in a freak 
  accident.) All manners of fantastic beasts have been 
  known to appear as a part of a Gallini Circus. 
  The circus folk that live and work with the circus are a 
  carefree lot. They are all free spirits, who love to travel 
  from place to place, just to see what is around the next 
  bend, or perhaps to leave behind that which is best 
  forgotten (or avoided- like the local town guard). Many 
  join the circus to start a new life. There are rumors 
  amongst the common people that many a young noble 
  has been attracted by the color and joy the circus brings 
  and has left his noble responsibilities behind to chase a 
  dream.  
  Current Circus Members 
  Those who were in the circus before 596 CY (2006), 
  have the option of freely changing their specialties 
  (formerly known as “packages”) as long as they do so 
  when first converting to this version. 
  Joining the Gallini Circus 
  In order to join the circus, a character must spend four 
  time units. This time spent represents time spent 
  preparing for their audition, making costumes, training 
  animals, etc. as well as traveling to the ‘home’ of the 
  circus (if there really is such a thing) located in Nellix. 
  Additionally, a character must audition for the circus and 
  prove to Sudrand that he or she “has talent” (or at least 
  potential) and succeed in a DC 15 Perform, Tumble, or 
  Handle Animal skill check. A character may adjust their 
  check result by +1 for every 50gp spent “encouraging” 
  Sudrand to add them into his troupe. Failing this audition 
  skill check still results in the loss of the four time units. 
  The audition requirement may be waived for any 
  character that has successfully earned Sudrand’s favor on 
  an AR (the character must still spend four time units, and 
  void the influence certificate by making a notation on the 
  AR). 
  Usually, members of the Ducal Guard are not allowed to 
  join the circus; the carefree, freewheeling lifestyle of its 
  members has been found to be a conflict of interest for 
  guardsmen. However, members of the Ducal Guard who 
  have earned one or more influence points with Sudrand 
  Gallini may choose to join his entourage without having 
  to audition. 
  A character that passes the ‘audition’ might still fail to 
  qualify for the Sideshow rank.  In this case, the character 
  is considered more of a fan, groupie, or apprentice then a 
  full member of the circus.  
  Performing in the Circus 
  Advancing ranks within the organization requires the 
  spending of time performing for the Circus. To do this, 
  the character may spend a TU Performing after an 
  adventure (using the rules outlined in the LGCS and this 
  document), or they may simply deduct time units from 
  their total and record them in the TU expenditure notes 
  section of the Adventure Record and have a judge sign it.  
  Time Units left over at the end of the year may be freely 
  used in this way (note it on the first AR of the next year).  
  The Annual TU requirement also counts towards this 
  (but not the 4 TU audition described above) 
  
   
  Common Folk Meta-Organizations 
            12/17/05 
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  When using the Perform skill to generate cash per the 
  rules on page 41 of the Living Greyhawk Campaign 
  Sourcebook, the character is entitled to a +2 (+4 for Main 
  Attraction members). This bonus does not stack with 
  other bonuses given by this meta-org.  It reflects the 
  additional performers, animals, costumes, musicians; etc. 
  the circus provides the character during their ‘act’. 
  Additionally, the circus covers all lifestyle costs that may 
  be incurred during these performances. The character 
  may substitute the Tumble skill, or Handle Animal skill 
  for these performances. Time units spent through the use 
  of this benefit can count towards a character’s total time 
  units spent for increasing rank. 
  If a character becomes unable to make the ‘take 10’ 
  check for their respective rank, they may not spend any 
  time units on the circus.  This means that they will be 
  forced to either drop in rank to one they can take 10 with 
  or withdraw when the next year’s annual TU costs are 
  due.  
  Home Region 
  Members of this organization must have the Duchy of 
  Urnst as their home region when they first join the 
  circus.  After that, they may change their home region 
  (as listed in LGCS) to the Bandit Kingdoms, County of 
  Urnst, Dyvers, Nyrond, or the Theocracy of the Pale.  
  Changing it to any other region forces them to leave the 
  circus. 
  Skill Bonuses 
  None of the skill bonuses in the Circus are cumulative 
  with each other or with those given by any other 
  performance based meta-org. 
  Leaving the Circus 
  The members of the circus are free spirits, who come and 
  go as often as the whim takes them. But for the PC’s 
  there are special rules a character must follow when 
  leaving the circus. 
  A character must abandon membership in this 
  organization if they do any of the following: 
  • 
  Change their Home Region to one other than the 
  Bandit Kingdoms, County of Urnst, Dyvers, 
  Nyrond, or the Theocracy of the Pale. 
  • 
  Fail to pay the yearly time units cost for their rank. 
  • 
  Receiving an enmity from Sudrand Gallini. 
  • 
  Chooses to leave the circus. 
  A character who leaves the organization may keep all 
  equipment or gear purchased, levels of prestige classes 
  gained, etc. They lose all skill bonuses and any further 
  access to the listed equipment, prestige classes, and other 
  benefits of circus membership. 
  A character may freely rejoin the circus at any time, 
  provided they did not have enmity and meet the 
  requirements for the rank.  They may start at their 
  previous rank, but must start over their accumulation of 
  performances towards further advancement.  Characters 
  who left due to enmity must have eliminated the enmity 
  through play and must start again at The Sideshow rank. 
  The Sideshow 
  This is the minimum level of involvement with 
  Sudrand’s Circus. This rank incorporates all of the ‘part-
  time’ performers and helpers in the circus.  
  Requirements 
  • 
  Be able to pass one of: a DC 14 Perform, a DC 17 
  Tumble or a DC 17 Handle Animal check by taking 
  10.  
  • 
  Spend four time units on the first AR of each new 
  year. 
  Drawbacks 
  When identified as a member of the circus, members of 
  the Sideshow rank receive the following penalties: 
  • 
  -2 circumstance penalty on Bluff, Diplomacy, 
  Gather Information, and Intimidate with law 
  enforcement. This reflects the inherent skepticism 
  such people have when dealing with such ‘circus 
  folk’. 
  • 
  –2 circumstance penalty to Slight of Hand and any 
  Profession involving crime when being watched by 
  members of ‘law enforcement’.  This is due to the 
  extra close attention they give the character. 
  Benefits of the Sideshow 
  Traveling Expenses 
  Sudrand Gallini’s Traveling Circus tends to do just that - 
  travel. At this rank, members receive a 50% discount off 
  the cost of Adventurer’s Standard lifestyle while 
  adventuring in the following regions: Bandit Kingdoms, 
  Duchy of Urnst, County of Urnst, Dyvers, Greyhawk and 
  environs, Nyrond, and the Theocracy of the Pale.  They 
  do not receive this discount while in their home region. 
  Spending Money 
  Sudrand Gallini’s Traveling Circus makes sure that 
  everyone has at least some spending money during the 
  year to enjoy the places that they travel.  Each member 
  of the Circus is paid 100 gold Dukes at the beginning of 
  the year. 
  Side Show Specialties 
  Hucksters and Troupers!  O’ my!  All members of the 
  Sideshow rank of Sudrand’s Circus must choose ONE of 
  the following specialties.  This is one of the occupations 
  
   
  Common Folk Meta-Organizations 
            12/17/05 
  Page 39 of 126 
   
  and performances the character focuses on at the circus.  
  While a character might perform several tasks at the 
  circus, he can choose only one of the following as an 
  occupational specialty.   
  Characters may switch specialties, but must pay spend 2 
  Time Units getting a feel for their new specialty, and lose 
  all performance time units accrued towards the next rank. 
  Acrobat: 
  • Discount:  10% off on Entertainer’s outfit, Climber’s 
  kit, Tanglefoot bag, and Silken rope (PH only) 
  • Circumstance Bonuses: +2 on Jump and Tumble 
  checks when using acrobatics on the ground.   
  Advance Man: 
  • Discount:  10% off on Spyglass, Courtier’s outfit, 
  Carriages, Carts, and Wagons (PH only) 
  • Circumstance Bonuses:  +2  to Gather Information 
  when talking about the Circus or asking questions for 
  the Circus;  +2  to Bluff when advertising the Circus;  
  +2  to Diplomacy when negotiating for the Circus or to 
  change attitudes regarding the Circus or its performers. 
  Animal Trainer: 
  • Discount:  10% off on Barding animals and related 
  Barding gear (PH only). 
  • Circumstance Bonuses:  +2 to Handle Animal when 
  trying to train animals. 
  Freak: 
  • Discount:  10% off Disguise Kits and Clothing (PH 
  only). 
  • Circumstance Bonuses:  +2 to Disguise & Bluff when 
  disguised as a different race or creature. 
  Firebreather: 
  • Discount: 10% off on alchemist's fire, flasks of oil, 
  Alchemist's Lab, tindertwigs, everburning torch, & 
  bottles of fine wine (PH only). 
  • Circumstance Bonuses:  +2 to Intimidate checks when 
  using fire; +2 to Bluff checks involving applying fire to 
  your person 
  Fortune Teller:  
  • Discount:  10% off on mirrors (such as the one needed 
  for the Scry spell), holy water fonts, smokesticks, yards 
  of silk or linen (from PH Table 7-3) 
  • Circumstance Bonuses:  +2 to Bluff & Slight of Hand 
  while reading fortunes; +2 to Spellcraft when 
  identifying, learning or deciphering spells of the 
  divination school 
  Huckster: 
  • Discount:  10% off on Adventuring Gear from the PH.  
  Hucksters are excellent hagglers. 
  • Circumstance Bonuses: +2 to Bluff when trying to 
  haggle over price or sell someone shoddy goods. 
  Juggler: 
  • Discount:  10% off on Acid Flasks, Entertainer’s outfit, 
  Tanglefoot bags, torches and Thunderstones (PH only) 
  • Circumstance Bonuses:  +2 to Sleight of Hand while 
  juggling; +2 to Gather Information from a group of 
  people while juggling 
  Under the Big Top 
  At this level of involvement, the PC is a regular 
  performer in the circus. She is likely involved in a 
  number of different acts. Others recognize her name (or 
  stage name) in the performing community.  She is well 
  on her way to becoming a star! 
  Requirements 
  • 
  Have spent a total of twenty four time units 
  performing and/or traveling with the circus. See 
  “Performing in the Circus” (above). 
  • 
  Be able to pass a DC 17 Perform check or DC 20 
  Tumble or Handle Animal check by taking 10.  The 
  Divine Insight spell may not be used for this (since 
  multiple checks are required). 
  • 
  8 ranks in Perform (any) or one of the skills that gets 
  a below (must choose that specialty). 
  • 
  Spend 2 Time Units upon gaining the rank on an 
  initial tour. 
  • 
  Spend 5 time units on the first AR of each new  year 
  Drawbacks 
  When identified as a member of the circus, members of 
  the Sideshow rank receive the following penalties: 
  • 
  -1 circumstance penalty on Bluff, Diplomacy, 
  Gather Information, and Intimidate with nobility. 
  This reflects the inherent skepticism such people 
  have when dealing with such ‘circus folk’.  This 
  penalty does not apply if the situation is one in 
  which performers would be expected be attending, 
  such as a festival or noble’s ball. 
  • 
  –1 circumstance penalty to Slight of Hand and any 
  Profession involving crime when being watched by 
  members of ‘law enforcement’.  This is due to the 
  extra close attention they give the character. 
  • 
  In the Upkeep section of Adventure Certificates, the 
  character must select Rich lifestyle cost for all 
  Regional Adventures set in their home region.   If 
  they want to be famous performers, they’re expected 
  to dress and act like one. 
  Benefits of the Big Top 
  In addition to the benefits of the Sideshow rank, 
  members of the Under the Big Top rank receive several 
  additional benefits. 
  Traveling Expenses 
  Those who are under the Big Top are kept in a bit more 
  style than the members of the Sideshow:  their discount 
  when traveling (see above), also applies to Rich lifestyle. 
  Crowd Pleaser – Circumstance Bonuses 
  
   
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  +2 on Perform when in front of a large crowd. It is up to 
  the DM’s discretion whether or not the crowd is large 
  enough. 
  +2 to Concentration with spectators. To earn this bonus, 
  spectators must be non-combatants and there must be at 
  least a half-dozen of them. 
  +2 to Gather Information while in areas of at least Small 
  Town size (pop. 901+) or greater, provided that the 
  character spent time units performing to generate cash at 
  the end of the previous adventure (it is assumed that she 
  did so where the new adventure begins). 
  +2 to Diplomacy with members of a circus or faire. 
  Big Top Specialties 
  All members of the Under the Big Top rank of Sudrand’s 
  Circus have a variety of occupations and performances 
  they focus on at the circus.  They may choose TWO of 
  the following specialties in addition to the specialty 
  granted by the Sideshow.  If a member so chooses, she 
  may substitute one or more additional Sideshow 
  specialties, but she must have three total specialties in 
  the Circus.   
  Characters may switch specialties, but must pay spend 2 
  Time Units getting a feel for their new specialty, and lose 
  all performance time units accrued towards the next rank. 
  Animal Tamer: 
  • Regional & Metaregional Item Access:  Animal 
  Trainer’s kit, Animal Trainer’s outfit, Cage, Leash and 
  Muzzle (all AE), and Goad (FB). 
  • Circumstance Bonuses: +3 to Handle Animal when 
  trying to get animals to perform tricks.  +3 on 
  Intimidate vs. animals when armed with a whip. 
  Clown:  
  • Regional & Metaregional Item Access:  Jesters Kit 
  (CV & AE), Stilts (AE), Marbles (AE), Music Box 
  (AE), & Parasol (SS). 
  • Special Bonus: +3 on Bluff and Diplomacy Checks if 
  character tells a joke or acts comically.  Must make a 
  Perform (oratory) DC 20 (or DC 10 if the player makes 
  a good joke). DM’s discretion if the bonus applies, is 
  not funny enough or it is a time when levity is 
  inappropriate). 
  Equestrian: 
  • Regional & Metaregional Item Access:  Burrowers 
  Saddle, Flyer’s Saddle, Riding Straps, Riding Shield 
  (all RS), & Animal Trainer’s kit (AE). 
  • Circumstance Bonuses: +3 to Ride while doing tricks 
  on your mount such as fast dismount, fast mount, using 
  your mount for cover, and leaping, and spurring your 
  mount.   +3 to Handle Animal when riding the animal. 
  Magician: 
  • Regional & Metaregional Item Access:  Scryer’s kit, 
  Focusing candle, Restful candle, Insectbane candle, 
  and Verminbane (AE) 
  • Circumstance Bonuses: +3 on Slight of Hand while 
  performing "magic" shows. 
  Marksman: 
  • Regional & Metaregional Item Access: Desert 
  throwing Knife (SS), Elven Double bow (AE), Signal 
  Arrow (AE), Alchemists Arrow (RW), and Gnome 
  crossbow sight (AE) 
  • Circumstance 
  Bonuses: 
  +3 
  to 
  Intimidate 
  and 
  Concentration when wielding a ranged weapon. 
  Mentalist: 
  • Access to the Mindbender Prestige Class (CA).  This 
  version of the class is more focused on drama than 
  enslavement. 
  • Circumstance Bonuses:  +3 on Concentration checks 
  when using mental abilities or casting/maintaining 
  spells while performing. 
  Pit Fighter: 
  • Regional & Metaregional Item Access:  Claw Bracers 
  (AE), Great Falchion (SS), Great Scimitar (SS), 
  Tumbler’s Breastplate (RS), & Close fighting blade 
  (RW) 
  • Circumstance Bonuses: +3 on Intimidate checks when 
  using weapons to threaten someone.  +3 on Sense 
  Motive when in a fight. 
  Trapeze Artist 
  • Regional 
  & 
  Metaregional 
  Item 
  Access:  
  Ascender/Slider, Housebreaker Harness, Elven tree tent 
  (all AE), Balance Pole (CV), and Earthsilk rope (RS),    
  • Circumstance Bonuses: +3 on Climb, Jump, Tumble, 
  and Balance Checks when at least 30 feet in the air. 
  Windjammer: 
  •  Regional & Metaregional Item Access: Masterwork 
  Drum (CV), Masterwork Flute (CV), Masterwork Horn 
  (CV), Masterwork Lute (CV), Song collar (RS) 
  • Circumstance Bonuses: +3 to Concentration during a 
  performance of any kind. 
   
  The Main Attraction 
  At this level, the character has become a fixture in 
  Sudrand Gallini’s Traveling Circus and Menagerie. They 
  are known by name and face to nearly all other members 
  of the performing community, and may have achieved 
  some fame and stardom amongst the general populous as 
  well. The PC is a featured performer or ringmaster with 
  an act performed in the main tent. To achieve this rank, a 
  member must fulfill all the following requirements: 
  • 
  Have spent 24 time units performing and/or 
  traveling with the circus while under the Big Top.  
  See “Performing in the Circus” (above). 
  
   
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  • 
  Be able to pass a DC 25 Perform or DC 27 Tumble 
  or Handle Animal check by taking 10.  The Divine 
  Insight spell may not be used for this (since multiple 
  checks are required). 
  • 
  12 ranks in Perform (any) or one of the skills given a 
  bonus by a current specialty of the character (see 
  above). 
  • 
  The character must select Luxury lifestyle cost for 
  all adventures they play.  
  • 
  Spend 2 Time Units upon gaining the rank on an 
  initial tour. 
  • 
  Spend 6 time units on the first AR of each new year. 
  • 
  Main Attractions no longer get a discount from the 
  circus. 
   
  Benefits of the Main Attraction 
  In addition to the benefits of the Under the Big Top rank, 
  members at this rank receive additional benefits. 
  Fame and Fortune 
  The character no longer has a circumstance penalty when 
  dealing with members of the ruling elite.  They’re 
  Famous!  Their Fame also gives a +2 “Great Renown 
  Reputation” to their leadership scores with non-nobles. 
  Traveling Expenses 
  Those who are under the Big Top are kept in a bit more 
  style than others:  their discount when traveling (see 
  above), applies to Luxury lifestyle. 
  Center Stage – Circumstance Bonuses 
  +4 on Perform when in front of a large crowd. It is up to 
  the DM’s discretion whether or not the crowd is large 
  enough. 
  +4 to Concentration with spectators. To earn this bonus, 
  spectators must be non-combatants and there must be at 
  least a half-dozen of them. 
  +2 to Gather Information while in areas of at least Small 
  Town size (pop. 901+) or greater, provided that the 
  character spent time units performing to generate cash at 
  the end of the previous adventure (it is assumed that she 
  did so where the new adventure begins). 
  +4 to Diplomacy with other members of a circus or faire. 
  Props and Apparatus 
  Members of the Main Attraction rank gain regional and 
  meta-regional access to all of the mundane items listed 
  under the Big Top Specialties (above) 
  Sudrand’s Menagerie 
  While AR access is required to get unusual creature from 
  the 
  Menagerie, 
  the 
  commonly 
  available 
  animal 
  companions, that a Ranger or Druid gains access to, 
  could easily be attributed to Sudrand’s collection. 
  Sudrand’s Menagerie contains animals, creatures, and 
  beasts from all manner of different climes and 
  environments. 
  Suggestions for Adventure 
  Authors 
  Sudrand’s Menagerie  
  Sudrand Gallini’s circus is famous for the breadth of its 
  Menagerie and Sudrand has been known to make his 
  Menagerie available to members of his circus who have 
  done great deeds for him.   
  Any such access would be to one or more creatures that 
  could be loaned out indefinitely for a fee (with an 
  understanding that they will be available to perform 
  whenever the character is at the circus).  No character 
  can ever have more than one animal out from the 
  Menagerie at a time.  A character can return their 
  creature and rent a different one, but if the creature dies 
  or is otherwise lost it can never be replaced. 
  The creatures come already trained for one of the 
  following purposes:  Heavy Labor, Performance, or 
  Riding (see the Handle Animal skill in the PH).  The 
  character can train the creature in additional tricks on 
  their own (if slots are open). 
  Use of these creatures during an adventure must be 
  factored into the DM’s calculations to determine the 
  average party level of an adventure as normal.  
  Ideas for the Menagerie: Ape, Bear (Any), Cheetah, 
  Leopard, Lion, Lizard (Monitor), Rhinoceros. Snake 
  (Constrictor – Any, Large Viper or Bigger), Tiger, 
  Wolverine, Ankheg, Aranea, Blink Dog, Cockatrice,  
  Dire Ape, Dire Badger, Dire Bat, Dire Lion, Dire Tiger, 
  Girallon, Owlbear, Pegasus, Shocker Lizard, or Spider 
  Eater. Generally Sudrand is most likely to loan animals 
  out that are ranging in CR from 1 ½ to 5.     The price to 
  loan out a creature should be listed for each animal 
  offered.   
  
   
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  The Stalwart Pines Ranger School 
  By Brad Street 
  Version 3.0  
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (beginning of this document) and the 
  appropriate certificate. 
  Overview 
  Stalwart Pines is the only “organized” ranger school in 
  the Flanaess.  It was more than two hundred and fifty 
  years ago that the Wood Elves of the Celadon first 
  agreed to accept non-elves as Students at Stalwart Pines 
  as an attempt towards peace with the Suel of the Duchy.  
  In the current day, graduation from the Ranger School is 
  recognized as a mark of honor throughout much of the 
  civilized world.  While its allegiance remains with the 
  Celadon, Stalwart Pines has maintained close ties to the 
  Duchy of Urnst, and Duke Karll is a renowned graduate 
  of the school.   
  A select group of students spend at least a year studying 
  under their Wood Elf “Mentors” in the Celadon forest.  
  Those completing their training are sent out from the 
  Celadon to wander nature’s path, spending a year or 
  more abroad as “Runners”.  Duke Karll actively recruits 
  Runners for his Ducal Guard, but he is just one of many 
  who recognize the skills Runners emerge with.  Many 
  Runners do not maintain the dedication to continue to 
  refine their ranger skills, but those who complete their 
  time return to the school for final training, formal testing, 
  and a graduation ceremony.  Only those who pass the 
  final tests may carry the title of “Stalwart Pines Ranger.”   
  Stalwart Pines Mentors instill a powerful sense of 
  responsibility in their students and a deep love and 
  respect for nature.  A Stalwart Pines Ranger moves as 
  one with the forest, and is a friend of those who live 
  within it.   It is a rare graduate who does not seek to 
  defend the natural world and to protect those who cannot 
  defend themselves. 
  Some among the graduates are a step above the rest in 
  their dedication to the Celadon and the mastering of their 
  Ranger skills.  These “best of the best” stay on with the 
  school to serve as “Wardens”.  Wardens patrol the 
  borders of the Celadon and assist with the training of 
  new students.  In return they receive advanced training 
  and are held in the highest esteem by those who call the 
  Celadon their home. 
  General Requirements  
  Starting Out With Stalwart Pines 
  Training 
  Since the majority of Stalwart Pines’ students do their 
  initial training in the school before starting an 
  adventuring career, newly created Ranger characters may 
  be started under the assumption that they are just 
  completing their time as a Student.  To do so they must 
  meet the prerequisites for the Runner position (listed 
  below).  If the prerequisites are met, the character may 
  join as a Runner immediately after his first adventure.  
  He must do so before gaining any additional levels in 
  any class. 
  Those who previously joined as a Runner by using the 
  old “Trained at Ranger School at Stalwart Pines” 
  certified background may continue with their current 
  rank. 
  Joining Stalwart Pines 
  Prospective candidates gather once each year at Stalwart 
  Pines, where they participate in a series of challenges 
  and contests of will.  The candidates take the challenges 
  very seriously, as they know that the Mentors accept 
  only a select few applicants as students. The School’s 
  newly appointed Runners oversee the contests, a last 
  duty before they leave the Celadon for a year on their 
  own.  Seen little, but also in attendance, are those among 
  the ancient Wood Elf Rangers who have decided to 
  mentor one or two students for a time. While candidates 
  are generally convinced that winning the most contests is 
  the way to be chosen, it is not always those who are first 
  place who get picked.  The Mentors most often select 
  promising young candidates to shape to the ways of the 
  forest, but some among them have been known to take 
  on experienced adventurers. 
  Each individual player may choose when his character 
  offers himself up as a Stalwart Pines candidate.  Player 
  Characters are automatically chosen as a student if they 
  meet the following prerequisites: 
  • 
  Home region must be the Duchy of Urnst.  
  • 
  Must be able to hit an AC 14 target at 20 feet with a 
  Longbow at least 50% of the time (i.e. have a +3 
  total to hit with the longbow). A normal longbow 
  
   
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  and arrows are provided and the candidate must 
  forgo any magical or mundane aid.   
  • 
  Able to make at least a 12 DC Survival check when 
  taking 10 (i.e. have a +2 on Survival checks).  
  • 
  Must be a human, 1/2 elf, or elf (unless the character 
  was registered with the “Trained at Ranger School at 
  Stalwart Pines” background before this meta-org 
  was released). 
  Penalty for switching your home region: 
  • 
  All Time Unit costs are doubled for any members of 
  the school who do not have their home region as the 
  Duchy while paying the costs.  Wardens and 
  Mentors must maintain the Duchy of Urnst as their 
  home region or be demoted to the Ranger position 
  until such time as they return. 
  General Benefits 
  Feat Skill Bonuses 
  • 
  Bonuses to skills that come from feats may be 
  counted 
  as 
  ranks 
  for 
  any 
  position’s 
  skill 
  requirements. 
  Stalwart Pines’ Favored Enemies 
  The Stalwart Pines has traditionally emphasized the 
  following favored enemies over others:  Magical Beasts, 
  Giants, Humanoid (goblinoid, orc, reptilian, and gnoll).  
  School members who have any of these as a favored 
  enemy gain a +2 circumstance bonus to knowledge 
  checks that relate to the selected enemy.  As per the 
  rules, this bonus does not give the character the ability to 
  attempt untrained knowledge checks. 
  Friends of Stalwart Pines 
  These benefits are provided to non-members who have 
  been a great help to <organization name>.  
  Prerequisites 
  The “Friends” designation can only be provided through 
  an adventure.  It will be listed as “Friends of 
  <organization name>” on the AR 
  Benefits 
  • 
  Regional access to the following mundane items 
  (depending on the item, they can be purchased as 
  +1, masterwork, cold iron, darkwood, and/or 
  alchemical silver):   
  • Animal Call (AE) 
  • Animal Trainer’s Kit (AE & CA) 
  • Blunt Arrow (RW) 
  • Elven Tree Tent (AE) 
  • Elvencraft Bow (RW) 
  • Forester’s Cloak (AE) 
  • Forestwarden Shroud (RW) 
  • Signal Arrow (AE) 
  • Swiftwing Arrow (RW) 
  • Thunder Arrow (AE) 
  Summary of Positions 
  The following summaries are provided as an overview; 
  see the individual description of each position for 
  specific requirements and benefits. 
  Student:  “Undergraduate Students.” Students are 
  receiving the training to become Rangers. They undergo 
  at least a year of intensive training in the Celadon.  
  Meeting specific prerequisites can allow characters to 
  bypass this position (the character completed their 
  student training before she started adventuring). 
  Runner:  “Interns abroad.”  Runners spend at least a 
  year away from the school living off the wild and 
  refining their skills.  Player Character runners must have 
  either spent 52 Time Units as a Student or have bypassed 
  the Student position by meeting specific prerequisites 
  (below). 
  Ranger:  “Graduates.”  Have spent at least 52 Time 
  Units as a Runner attempting to live off the wild.  A 
  Stalwart Pines ranger is a master of the ways of the 
  forest. 
  Warden: Forest Protectors and “Assistant Professors.”  
  A Warden has returned to Stalwart Pines to aid in the 
  protection of the Celadon and assist with new students.      
  Warder of the Border Marches:  A Ducal Guard unit 
  whose members are drawn from the Stalwart Pines.  
  Once someone becomes a Warder they are no longer 
  associated with the Stalwart Pines (Note: Warders and 
  Wardens are separate positions).  See the Ducal Guard 
  meta-org for a description. 
  Mentor:  “Professors.”  Mentors are older Wood Elves 
  who have decided, for whatever reason, to teach students 
  at the Stalwart Pines.  Player characters are unlikely to 
  achieve this esteemed rank, but it is not impossible, it 
  just requires long dedication to the school and its 
  principles. 
  
   
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  Position Descriptions 
  Each position’s description is self-contained; benefits are 
  not cumulative unless specifically listed as so. 
  Student 
  Stalwart Pines’ students usually spend all of their time in 
  the depths of the Celadon.  Few speak freely of this time, 
  but it is believed that they follow their Mentor on his 
  patrols of the forest.  Some of the time is also spent in 
  larger student groups being taught by Ranger School 
  Wardens.   
  Occasionally (most often when a Mentor accepts a 
  student who is already an adventurer) students will come 
  and go from their schooling; the Wood Elf mentors have 
  little concern for time and will calmly pick up wherever 
  a student needs to be.  Each year a student must spend at 
  least two months with his mentor to continue to build 
  upon what he has learned before.  Failing to spend the 
  time required loses the student his position in the school 
  and makes it very unlikely that he will ever be 
  reconsidered as a Stalwart Pines candidate.   
  Prerequisites:   
  • 
  The candidate prerequisites above. 
  • 
  10 Initial Time Units spent with his mentor in the 
  Celadon. These Time Units are marked off the 
  character’s adventure cert when he becomes a 
  student. 
  Continuing Requirements:   
  • 
  Spend a minimum of 6 Time Units with his mentor 
  each year. Additional Time Units (to be counted 
  towards the 52 needed to become a Runner) may be 
  marked off on any adventure certificate during the 
  year.  Any left over time units may also be counted 
  (note them on the first AR of the new year) 
  Benefits: 
  • 
  +2 circumstance bonus on Survival checks made 
  while in the Celadon. 
  • 
  +4 circumstance bonus on Diplomacy & Gather 
  information checks with any member of Stalwart 
  Pines:  All of Stalwart Pines works to look after its 
  students. 
  • 
  Many students train an animal while in the Celadon.  
  When doing so, they receive a +2 circumstance 
  bonus to their Handle Animal skill check from a 
  skilled instructor.  Any time units spent on animal 
  training count towards the total time units required 
  to become a Runner (but not towards the 8 
  minimum). 
  • 
  Access to the Ehlonna’s Way feat (Dragon  # 315) 
  • 
  Free standard upkeep for any adventures that begin 
  or otherwise take place in the Celadon and for any 
  time units spent on the meta-org. 
  • 
  To start all of their students off on equal footing, 
  each new student is given a one-time gift of 100 
  gold to purchase basic equipment (from the Players 
  Handbook).  
  • 
   In addition, Students gain 20% off of the following 
  non-magic equipment: 
  • Riding Dogs   
  • Masterwork Arrows 
  • Alchemical Silver Arrows. 
  • Mighty and/or masterwork darkwood bows 
  (any bows except crossbows). 
  • Studded Leather Riding Dog Barding 
  • 
  Access to the following mundane items (depending 
  on the item, they can be purchased as +1, 
  masterwork, cold iron, darkwood, and/or alchemical 
  silver):   
  • Animal Call (AE) 
  • Animal Trainer’s Kit (AE & CA) 
  • Blunt Arrow (RW) 
  • Elven Tree Tent (AE) 
  • Elvencraft Bow (RW) 
  • Forester’s Cloak (AE) 
  • Forestwarden Shroud (RW) 
  • Signal Arrow (AE) 
  • Swiftwing Arrow (RW) 
  • Thunder Arrow (AE) 
  
   
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  Runner 
  A Runner has completed the initial training provided by 
  the Stalwart Pines and is now on her own to wander 
  nature’s path for one or more years.  It is during this time 
  that she must bring to bear what she learned at the school 
  and discover if the way of a Ranger is truly her calling.  
  During her time as a Runner, she is not welcome back to 
  Stalwart Pines. 
  Prerequisites:   
  A runner must have completed at least a year of training 
  as a student.  To show this, the character must fulfill one 
  of the following two prerequisites: 
  • 
  At least 52 Time Units spent on the student Time 
  Unit requirements.   The DM should check the 
  player’s Stalwart Pines Student Certificate and 
  confirm all entries on the character’s Adventure 
  Record. 
  • 
  Or, be a first level ranger who has completed at least 
  one adventure and has no other classes (so the 
  character has just graduated as a student as he begins 
  his adventuring career). 
  • 
  In addition, the Runner must also meet all of the 
  following requirements: 
  • 
  The candidate prerequisites (described above). 
  • 
  1 initial Time Unit spent on a gathering at Stalwart 
  Pines. 
  • 
  The Wood Elf Mentors are happy to train humans in 
  the way of the forest, but are notably unwilling to 
  release “children” from their student responsibilities.  
  As such a Runner must be at least 21 years old if 
  they are Human or Half-Elf; or at least 110 years old 
  if they are an Elf. 
  • 
  They must have the Favored Enemy class feature. At 
  least one of their favored enemies must be 
  something other than human or elf. 
  • 
  The following skills: 2 ranks Handle Animal, 1 rank 
  Knowledge (Nature), 3 ranks Spot, and 4 ranks 
  Survival.   
  Continuing Requirements:   
  • 
  Each year that a character remains a Runner he must 
  spend at least 4 Time Units helping the common 
  folk of the Duchy with mundane tasks 
  • 
  The Runner will need to spend 52 Time Units 
  attempting to “live off the wild” before he can 
  become a Warden.  Check off on the Runner 
  certificate all Time Units (scenario and meta-
  gaming) in which no gold is paid for upkeep 
  (assuming that the character attempted to “live off 
  the wild” as per the LGCS pg.12).  Make sure to 
  mark the attempts on each Adventure Record for 
  later verification.  Time Units that are not spent at 
  the end of the year may be noted on the first 
  Adventure Record of the next year as counting 
  toward the 52 needed.   
  One Time Benefits:  
  Runners gain a one-time deal on certain equipment.  This 
  equipment must be purchased on the same adventure 
  certificate that notes the gaining of runner rank.   
  • 
  20% off of the following non-magic equipment: 
  • Riding Dogs   
  • Masterwork Arrows 
  • Alchemical Silver Arrows. 
  • Mighty and/or masterwork darkwood bows 
  (any bows except crossbows). 
  • Studded Leather Riding Dog Barding  
  • 
  Access to the following mundane items (depending 
  on the item, they can be purchased as +1, 
  masterwork, cold iron, darkwood, and/or alchemical 
  silver):   
  • Animal Call (AE) 
  • Animal Trainer’s Kit (AE & CA) 
  • Blunt Arrow (RW) 
  • Elven Tree Tent (AE) 
  • Elvencraft Bow (RW) 
  • Forester’s Cloak (AE) 
  • Forestwarden Shroud (RW) 
  • Signal Arrow (AE) 
  • Swiftwing Arrow (RW) 
  • Thunder Arrow (AE) 
  Ongoing Benefits: 
  • 
  +2 circumstance bonus to each of the following:  
  • 
  Diplomacy and Gather Information checks with 
  natives of the Celadon Forest. 
  • 
  Gather 
  Information 
  checks 
  with 
  Duchy 
  “common folk” from the connections forged 
  while spending time helping them out. 
  • 
  Hide, Move Silently, Survival, and Spot checks 
  while in forests.  
  • 
  Knowledge checks related to the Celadon 
  (Knowledge (Local – Metaregion IV)).  This 
  does not give them the ability to make untrained 
  Knowledge checks.  
  • 
  A one use “Ducal Favor” (has special uses in the 
  Ducal Guard and Ducal Diplomatic Corps. 
  
   
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  Ranger 
  Those runners who survive at least a year on their own, 
  and have gained the necessary skills, may return to the 
  school to undergo the final training and testing required 
  to graduate.  Stalwart Pines graduates walk away with 
  more than a degree; they also know that the skills and 
  reputation they have earned at the school can be taken 
  with them anywhere in the Flanaess. 
  Prerequisites:   
  • 
  52 Time Units in which “living off the wild” upkeep 
  was attempted while a Stalwart Pines Runner (DM 
  signing off on this should go back and check each 
  Adventure Record). 
  • 
  2 Time Units participating in final training and 
  testing. Must be marked on the Adventure Record 
  that shows the character becoming a Stalwart Pines 
  Ranger.   
  • 
  At least a +4 favored enemy bonus on an enemy that 
  is not a Human or Elf.  The Extra Favored Enemy 
  Feat (CW) counts toward this requirement. 
  • 
  Have the animal companion class feature. 
  • 
  8 ranks in Survival.   
  • 
  6 ranks in Spot and Listen. 
  Continuing Requirements:    
  • 
  Must spend 3 Time Units on the first adventure 
  record of each year practicing their skills and 
  helping to protect the people of their home region.  
  If these are not paid, the Ranger maintains his status 
  but looses all skill bonuses until the time is spent. 
  Benefits: 
  • 
  +2 circumstance bonus to Diplomacy and Gather 
  Information checks with natives of the Celadon 
  Forest and Rangers (this becomes a +3 with rangers 
  who are natives of the Celadon Forest).  
  • 
  +3 circumstance bonus to each of the following:  
  • 
  Knowledge 
  (Local-Nyrond 
  and 
  Environs, 
  Nature, and Geography) checks relating to the 
  Celadon or to animals and plants from forests. 
  This does not give them the ability to make 
  untrained Knowledge checks. 
  • 
   Hide, Move Silently, Spot, and Survival checks 
  made while in wild areas. 
  • 
  Rangers may return to the Ranger School for 
  advanced training. For 100 gold and an additional 
  TU they can take the Natural Bond feat (CV).   
  • 
  Limited Item Access:  Rangers who spend an extra 
  TU after any Regional or Meta-regional adventure 
  (traveling to Stalwart Pines), may purchase any of 
  the following items on that AR.  Depending on the 
  item, it can be purchased as +1, masterwork, cold 
  iron, darkwood, and/or alchemical silver):   
  • Animal Call (AE) 
  • Animal Trainer’s Kit (AE & CA) 
  • Blunt Arrow (RW) 
  • Elven Tree Tent (AE) 
  • Elvencraft Bow (RW) 
  • Forester’s Cloak (AE) 
  • Forestwarden Shroud (RW) 
  • Signal Arrow (AE) 
  • Swiftwing Arrow (RW) 
  • Thunder Arrow (AE) 
  • 
  A single use Ducal favor. 
  • 
  Rangers who become Ducal Guard members are 
  encouraged to join the Warders of the Border 
  Marches unit when they meet the appropriate 
  prerequisites (see named units section of the Ducal 
  Guard meta-org). 
  
   
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  Warden 
  Some Graduate Rangers offer their fealty to the 
  protection of the Celadon and become full-fledged 
  Wardens. Wardens patrol the borders of the forest and 
  assist with the teaching of new Students.  They are 
  always welcomed at the Ranger School with hearty hugs, 
  hot stew, and a bed to sleep in.  The Wardens of Stalwart 
  Pines are looked upon favorably by the forest folk they 
  have sworn to protect and Celadon natives are quick to 
  offer assistance where possible. 
  Prerequisites:   
  • 
  Must be a Stalwart Pines Ranger. 
  • 
  5 recommendations from people that the character 
  has selflessly helped in the past (spend 5 influence 
  points judged appropriate by the signing judge).  
  The Ranger’s Ducal Favor can be used as 1 of these 
  influences if not spent elsewhere. 
  • 
  Able to cast Animal Messenger.   
  • 
  12 ranks in Survival.   
  • 
  8 ranks in Spot, Listen, Hide, and Move Silently. 
  • 
  Renunciation of any governmental allegiances 
  including resignation from all Ducal governmental 
  meta-organizations. 
  • 
  Registration with the Stalwart Pines Coordinator (a 
  simple e-mail to orcasgamer@hotmail.com will 
  suffice). 
  Requirements:    
  • 
  At least 4 Time Units spent patrolling, instructing, or 
  otherwise aiding the Ranger School each year.  
  Failure to pay this Time Unit cost reverts the 
  character to the Ranger position with no benefits 
  (unless the Ranger’s 3 Time Unit cost is paid).   
  • 
  Must have the Duchy of Urnst as their home region. 
  • 
  May not owe allegiance to any governmental 
  organization. 
  • 
  Must be a good alignment. 
  Benefits: 
  • 
  +4 circumstance bonus to the following: 
  • 
  Diplomacy and Gather Information checks with 
  Celadon natives, wood elves, rangers, and 
  members of Stalwart Pines (These do not stack 
  with each other).  
  • 
  Hide, Survival, Move Silently and Spot checks 
  made in natural settings. 
  • 
  Knowledge checks relating to the Celadon or to 
  animals and plants from forests 
  • 
  Access to the Ehlonna’s Way feat for an additional 
  TU (Dragon #315).   
  • 
   Free standard upkeep for any adventures that begin 
  or otherwise take place in the Celadon. 
  • 
  Access to the following mundane alchemical items: 
  • Blend Cream (CA) 
  • Catstink (CA) 
  • Fareye Oil (CA) 
  • Keenear Powder (CA) 
  • Nature’s Draught (CA) 
  • Softfoot (CA) 
  • 
   access to the following mundane items (depending 
  on the item, they can be purchased as +1, 
  masterwork, cold iron, darkwood, and/or alchemical 
  silver):   
  • Alchemist’s Arrow (AE) 
  • Animal Call (AE) 
  • Animal Trainer’s Kit (AE & CA) 
  • Animal Training Outfit (AE) 
  • Blunt Arrow (RW) 
  • Elven Tree Tent (AE) 
  • Elvencraft Bow (RW) 
  • Forester’s Cloak (AE) 
  • Forestwarden Shroud (RW) 
  • Signal Arrow (AE) 
  • Swiftwing Arrow (RW) 
  • Thunder Arrow (AE) 
  • 
  A standing invitation to join the Ducal Guard’s elite 
  “Warders of the Border Marches” unit as a Petty 
  Sergeant (see named units section of the Ducal 
  Guard meta-org).  The newly joining Warden must 
  maintain one of the Abbor-Alz March’s as his home 
  march.  Joining the Ducal Guard means he may no 
  longer be a Stalwart Pines Warden, but he may 
  rejoin at some later point if he drops out of the 
  Ducal Guard.   
  
   
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  Mentor 
  It is the Wood Elf Mentors who tutor each new 
  generation of Stalwart Pines students in the secrets of the 
  Celadon.  Without the Mentors dedication and sacrifice 
  Stalwart Pines would not exist.  When asked of the 
  reason behind their dedication, Mentors speak of a desire 
  to share their love of the Celadon, and then, invariably, 
  describe with deep respect the human who convinced the 
  Wood Elves to begin the school over 500 years ago.  
  Keurich provided the Wood Elves a model of the kind of 
  caring and dedication that even a Suloise human could 
  offer to the natural world; for 250 years since then, they 
  have been trying to instill something of what they saw in 
  him in each of the students that they take under wing.  
  While the majority of the Mentor’s students will only 
  tread the paths of the Celadon for a blink of a Wood 
  Elf’s eyes, each one is as an arrow fired into a pond: the 
  ripples of it’s impact reach far and wide and invariably 
  come back to the aid of the forest. 
  A Mentor is the pinnacle of the Stalwart Pines.  A typical 
  Mentor is a very high level Wood Elf ranger who has 
  spent more than sixty years patrolling the Celadon 
  against aggressors.  No non-Wood Elf has ever been a 
  Mentor, but there are no rules forbidding such from 
  happening.  It is more likely lack of dedication and 
  lifespan that has kept non-elves from mentoring than any 
  resistance from the elves.  In fact, the Wood Elves would 
  probably be delighted to find a human who could 
  measure up.  Some imagine that the Elves have stringent 
  testing for those among them who wish to take on the 
  Mentor responsibility; apply to the Triad if the situation 
  should ever arise for a character of yours. 
  The following details are not guaranteed; they are 
  provided so you have some idea of what to work towards 
  if you really want to become a Mentor some day. 
  Prerequisites:   
  • 
  200 Time Units spent on scenarios or meta-gaming 
  that takes place in the Celadon.  Extra Time Units 
  left to retired characters can be counted towards this 
  requirement. 
  • 
  18 Ranks in Survival & Spot.   
  • 
  12 ranks in Move Silently, Listen, & Hide. 
  • 
  5 ranks Animal Empathy & Animal Handling. 
  • 
  Improved Precise Shot Feat. 
  • 
  3 favored enemies that are not human or elf. 
  • 
  Have held Warden position if not a Celadon Wood 
  Elf. 
  • 
  Able to cast Commune With Nature at least once a 
  day.  
  • 
  Renunciation of any governmental allegiances 
  including dropping out of any governmental meta-
  orgs.  
  • 
  Note: 
  Becoming 
  a 
  Mentor 
  requires 
  special 
  permission of the Triad and the Ranger School 
  Coordinator. 
  Ongoing Requirements:    
  • 
  One of the following: 
  • 
  1) That the character is retired (reflecting the 
  commitment needed to take on young students),  
  • 
  or, 2) 20 Time Units on the first adventure 
  certificate of each New Year (when working 
  with less regular students). 
  • 
  May not owe allegiance to any governmental 
  organization. 
  • 
  Must be a good alignment. 
  Benefits: 
  • 
  All benefits of Warden (with the addition of 20% off 
  the discounted items instead of 10%). 
  • 
  +4 circumstance bonus in all ranger class skills 
  while in the Celadon (does not stack with other skill 
  bonuses given by this meta-org). 
  • 
  20% off of the following non-magic equipment: 
  • Riding Dogs   
  • Alchemical Silver Arrows. 
  • Mighty and/or masterwork darkwood bows 
  (any bows except crossbows). 
  • Studded Leather Riding Dog Barding  
  Suggestions for 
  Adventure Authors 
  This section is offered up for the use of Adventure 
  Authors as they write adventures that incorporate the 
  Stalwart Pines meta-org.  Here are some ideas for access 
  that could be offered on an Adventure Record to Stalwart 
  Pines members who have done outstanding deeds for the 
  School or the Celadon: 
  • 
  Access to additional animals as Animal Companions 
  and/or one time access to purchase an Elven Hound 
  “Cooshee” (MW).  150 gold untrained or 300 gold 
  fully trained. 
  • 
  Access to the Ruathar “Elf-Friend” Prestige Class 
  (RW). 
  • 
  Access to Boots of Elvenkind, Cloak of Elvenkind, 
  Eyes of the Eagle, Quiver of Ehlonna, and/or 
  Keoghtum’s Ointment (DMG), Woodwalk (RW),   
  Bane 
  (Magical 
  Beasts, 
  Giants, 
  Humanoid 
  (goblinoid, orc, reptilian, and gnoll), and/or Armor 
  of 
  the 
  Unending 
  Hunt 
  (CW)
  
   
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  The Defenders of Celadon 
  By Brad Street 
  Version 2.0 edited by Bryan Blumklotz 
   
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (beginning of this document) and the 
  appropriate certificate. 
  Overview 
  The Defenders of Celadon were formed during the 
  Greyhawk Wars (582-585 CY) when words failed to 
  dissuade Bastrayne, Baron of Woodwych (Nyrond), from 
  exploiting the eastern forest.  The Defenders favored 
  direct action and confrontation with the Nyrondese 
  interlopers to protect their home. They saw the Celadon 
  as an autonomous entity owing fealty to no other nation 
  and themselves as freedom fighters resisting any who 
  would threaten their forest. 
  Basing their operations out of the village of Copperstead 
  the Defenders waged a bloody conflict against the agents 
  of the baron. While the baron used their actions in his 
  reports to justify his own actions in reports to an aging 
  and distracted King Archbold III. It was not until the 
  newly crowned King Lynwerd discovered the treachery 
  of his baronial vassal and his subsequent replacement by 
  the Baroness Verin Talnith that things began to cool 
  down (c. 587 CY). Today the border along Nyrond is 
  still tense as the inhabitants of the Celadon and the 
  Defenders watch their neighbors with a wary eye. 
  At its creation the Defenders of Celadon were composed 
  of high elves, woodsmen, a few militaristic members of 
  the Brotherhood of Bronze, and a small contingent of 
  defectors of the Baronial Guard and Woodwych militia. 
  Since then the Defenders have recruited from both the 
  western and eastern sides of the forest to bolster its ranks 
  after the splintering of its original membership. The bulk 
  of their number still patrol the Nyrond border, but small 
  reconnaissance parties can be found in the north, south 
  and western forest. 
  Some Defenders lead small bands of troops, while others 
  patrol with a few companions or work alone. There is 
  little organization and the Defenders have no ranks or a 
  single leader, but the more powerful members are 
  deferred to. The Defenders of Celadon are willing to 
  accept almost anybody who will put in the time to patrol 
  the forest without being a liability during a fight.  
  Heartened by Duke Karll’s close connection to the forest, 
  Defenders were at the center of an attempt to petition for 
  formal alliance with the Duchy of Urnst. Unfortunately, 
  the traditionally fierce independence of the Celadon 
  disparate peoples has made it impossible get broad 
  support for such a move. Many question whether the 
  Duke would ever be willing to take sides against Nyrond 
  when Nyrond owes the Duchy such a large debt and 
  provides such a critical bulwark against potential 
  enemies to the east and south, but most Defenders 
  remain hopeful that the Duke eventually see the wisdom 
  of alliance.   
  Members who are adventuring and gaining influence in 
  the Duchy are seen as critical to an eventual alliance with 
  the Duke.  They are also appreciated for the support and 
  money they provide to their brethren working within the 
  forest.  While officially based in the eastern forest (the 
  Nyrond region’s side of the Celadon), the Nyrond triad 
  has approved this as a Duchy of Urnst region meta-org 
  because Defenders are far more likely to adventure in the 
  Duchy than in Nyrond. 
  The Defenders symbol is an upraised fist wrapped in 
  vines. 
  A History of the Defenders 
  Some history of the Celadon Forest aids in understanding 
  the Defenders of Celadon. 
  The major power in the forest are the independent wood 
  elf clans (the tribe of wild elves and a few high elf clans 
  are also present but not even close to as powerful as their 
  sylvan cousins). Allied with them are treants and 
  voadkyn (wood giants). Human woodfolk live on the 
  outer edges of the forest. 
  Although the Celadon may lie nominally within the 
  borders of both Nyrond and The Duchy of Urnst, both 
  nations have traditionally treated it as autonomous and 
  usually left it alone. The forest’s neighbors asked only 
  for levies of archers and scouts in times of war. Those 
  residents of the forest who thought about such things, 
  saw the occasional levies of troops as aid from one allied 
  kingdom to another. For many centuries relations were 
  good and the residents of the Celadon were content. 
  With the coming of the Greyhawk Wars (582CY), the 
  existence of the Kingdom of Nyrond was threatened, and 
  the peoples of the Celadon marched to its defense. A 
  series of brutal battles resulted in a tremendous loss of 
  life and the utter depletion of the Nyrond King’s 
  treasury. With crippled finances, King Archbold III 
  raised taxes throughout the land in an attempt to keep his 
  armies in the field.  
  Traditional taxes were not enough.  Desperate for more 
  funds, Nyrond’s king issued an edict commanding that 
  taxes be collected within the Celadon as well. Celadon 
  natives resisted, and Baron Bastrayne of Woodwych took 
  
   
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  the opportunity to move his troops in to collect 
  confiscatory taxes and cut down swathes of forest. The 
  King was willing to look the other way as long as his 
  taxes were paid.  
  A long-standing and peaceful organization known as the 
  Brotherhood of the Bronze made many formal protests 
  against the damage done to the Celadon but was 
  discredited by its unwillingness to directly resist the 
  Nyrondese.  Those who chose to resist force with force 
  had to fight on their own.  It did not take long, for the 
  resisters to start to look outside of the boundaries of the 
  clans and families and to see the forest as a nation in 
  itself.  It was at the small forest town of Copperstead that 
  the disparate bands of guerilla fighters came together to 
  declare themselves united as the Defenders of Celadon. 
  Outside of other Celadon natives (Wood Elves, Grugach, 
  and Voadkin), the Defenders were not successful in 
  finding allies in their resistance to Baron Bastrayne.  
  While some members of the Stalwart Pines Ranger 
  School and the Brotherhood of Bronze joined the 
  Defenders, the organizations as a whole condemned the 
  Defender’s 
  violence 
  against 
  the 
  Nyrondese 
  and 
  questioned their ties to bandits in the North. 
  The Defender’s struggle did not end with the end of the 
  Greyhawk Wars (584CY). Nyrond’s finances remained 
  dire and the taxation continued.  Skirmishes grew to 
  battles and battles came close to all-out war as 
  disillusioned veterans returned from the front. 
  War was staved off by the crowning of a new king in 
  Nyrond in 586. King Lynwerd sought to right the wrongs 
  that were perpetuated in his father’s name. He reduced 
  taxes and, in CY588, assigned a new Baroness in 
  Woodwych (Verin Talnith).  Many hoped Celadon’s 
  troubles were at an end but Nyrond was short on gold 
  and the forest was still seen as a resource.   Tensions 
  grew further when Baroness’s son Adrean Talnith 
  increased logging to build a new town.  Then Adrean 
  was murdered.  Blaming the “forest rebels” the Baroness 
  halted all negotiations and set out to make “Adrean’s 
  Landing” a monument to her son. 
  Recriminations dragged on for several years and even the 
  Defenders began to lose credibility with those who felt 
  the only answer was to expand the fight outside the 
  forest.  In CY 591, a splinter group styling itself “The 
  Celadon Resistance” took action directly against the 
  Barony with raids against Adrean’s Landing, ambushes 
  of loggers, and harassment of ships on the Duntide River.  
  War once more loomed, but a surprising turn of events 
  occurred in 592 when a band of adventurers arranged for 
  an unprecedented meeting between the Baroness and the 
  head of The Celadon Resistance.  A truce was signed 
  between the two and many hope that peace will finally 
  return to the forest.   
  As tensions eased, many Defenders stepped down their 
  vigilance and joined the Nyrond Wilderness Alliance.  
  Those who remain continued to seek a Celadon that is a 
  force in itself; no reparations had been paid and it is not 
  clear if the forest taxation edict was ever officially 
  repealed.  The recent ascension of the Nyrond Imperium 
  stands as further evidence of the importance of a strong 
  Celadon to deter the new king of Nyrond from claiming 
  the forest as his own.  Whoever rules Nyrond in the 
  future, it is clear to the Defenders that the will never be 
  as trusting again. 
  Joining the Defenders of 
  Celadon 
  Any characters that want to become a Defender of 
  Celadon must meet the following prerequisites: 
  � 
  +4 Base Attack bonus. This requirement is reduced 
  by one for each of the following: 
  • 
  An animal companion gained through the 
  class ability. 
  • 
  Each of the following feats: PB Shot, Rapid 
  Shot, Far Shot, and Tracking. 
  • 
  Per die of sneak attack damage. 
  • 
  Per spell level beyond the first (i.e. 2nd level 
  spells = +1, 3rd level spells = +2). 
  � 
  4 ranks in Survival (Feats that give a Survival bonus 
  count as ranks for the purposes of this requirement). 
  � 
  Must be able to achieve a score of 16 or higher when 
  taking 10 with Hide and Spot skill checks. The 
  ability to cast invisibility or assume a wild shape can 
  be substituted for the Hide requirement.  A 
  familiar’s spot take 10 can be used for the spot 
  requirement. 
  � 
  Must initially spend 2 time units helping the 
  Defenders guard Celadon against further Nyrondese 
  aggression. These should be marked off on the same 
  adventure cert that shows that the character has 
  joined the Defenders. 
  � 
  Register for the meta-org in the database section of 
  the Duchy of Urnst yahoo group. 
  Responsibilities 
  Members of the Defenders have the following ongoing 
  responsibilities: 
  � 
  5 time units must be marked off annually on the 
  character’s first adventure cert of each New Year. 
  Monetary support sent to the village of Copperstead 
  (the headquarters for the Defenders) may be 
  substituted at a cost of 200 gold pieces per time unit 
  for up to 3 of the 5 time units.   
  � 
  The home region of the character must be either the 
  Duchy of Urnst or the Kingdom of Nyrond.  
  Whichever region a Defender is from, the character 
  must see Celadon as their true homeland. 
  � 
  A Defender must place the plants, animals, and 
  residents of Celadon foremost, and seek to spread 
  understanding of their plight wherever they travel.  
  
   
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  Leaving the Defenders 
  If a Defender does not meet her responsibilities or 
  changes her home region to any region other than the 
  Duchy of Urnst or Nyrond, she loses all general benefits 
  and access to any additional equipment, feats, or prestige 
  classes. The Defenders will accept her back, but she must 
  still meet the prerequisites and must spend the initial six 
  time units again. 
  If a Defender leaves the organization and rejoins later, 
  time units accumulated towards additional reaction 
  modifiers (see below) start over at zero. 
  General Benefits 
  All Defenders of Celadon receive the following benefits: 
  • 
  Allied Elven clans provide the Defenders Duchy of 
  Urnst and Kingdom of Nyrond regional access to the 
  following mundane items:  Animal Call (AE), 
  Ascender/Slider (AE), Close Fighting Blade (RW), 
  Elven Tree Tent (AE), Elvencraft Bow (RW), 
  Forester’s Cloak (AE), Forestwarden Shroud (RW), 
  Leafweave Armor (RW), Signal Arrow (AE), 
  Swifttongue Arrow (RW), Swiftwing Arrow (RW), 
  Thistledown Padded Armor (RW), Thunder Arrow 
  (AE), Tree Stand (AE), Wildwood Armor (RW) 
  • 
  Sympathetic herbalists provide Duchy of Urnst and 
  Kingdom of Nyrond regional access to:, Blend 
  Cream (CA), Catstink (CA), Fareye Oil (CA), 
  Keenear Powder (CA), Nature’s Draught (CA) 
  • 
  +2 circumstance bonus to Hide, Listen, Spot, and 
  Survival checks while in forests. 
  • 
  1 Influence with the any non-lawful resident of the 
  Celadon.  Usable once per adventure. 
  Reaction Modifiers 
  Defenders also receive circumstance bonuses to 
  Diplomacy, and Gather Information skill checks as 
  described below. None of these modifiers apply if the 
  Defender or his affiliation are successfully disguised or 
  hidden, and positive modifiers do not apply during any 
  time unit in which the Defender pays Rich or Luxury 
  lifestyle costs. 
  • 
  +1 with residents of Celadon 
  • 
  +2 with Defenders of Celadon 
  • 
  –2 with Nyrond government officials 
  • 
  –1 with members of organizations that require their 
  members to be lawful 
  The positive bonuses increase by +1 after the Defender 
  has spent a total of 52 time units as a member. The 
  penalties also become more potent, increasing by a 
  further –1 after the same period of time. 
  Finally, Defenders who are members of one the 
  following prestige classes increase the aforementioned 
  reaction bonuses by an additional +1 and the 
  aforementioned penalties by an additional -1.  Multiple 
  prestige classes don’t stack. 
  Animal Lord, Arcane Archer, Bladesinger, Bloodhound, 
  Holy Liberator, Nature’s Warrior, Outcast Champion, 
  Ruathar, Wildrunner 
  Tutoring from a Defender of Celadon 
  While the Defenders have no formal training program, 
  they do have friends and members with a wide range of 
  knowledge and skills.  These allies provide the following 
  two options: 
  • 
  After a minimum of 16 TUs as a member of the 
  Defenders, a character may seek out and spend time 
  with a tutor. The character must spend 1 TU for 
  access to the Natural Bond feat (CV) 
  • 
  After a year with the Defenders, a member has the 
  option of seeking out the close-nit Nightsong Band 
  to provide access to the Nightsong Enforcer (CA) or 
  Nightsong Infiltrator (CA) prestige classes after an 
  expenditure of 5 TUs of special training.  This 
  counts as the equivalent of membership in the 
  “Nightsong Guild.” For the purposes of this meta-
  org these classes focus on forest defense instead of 
  city larceny. 
  Suggestions for Adventure 
  Authors 
  In this time of troubles with Nyrond, the Defenders are 
  unlikely to provide item access to any but those who are 
  a member of their organization.  The following items are 
  listed as likely benefits for the Defenders to offer to 
  members who have done outstanding deeds for the 
  Celadon (in an adventure). 
  • 
  Access to Purchase an Elven Hound “Cooshee” 
  (MW).  150 gold untrained or 300 gold fully trained. 
  • 
  Access to Boots of Elvenkind, Cloak of Elvenkind, 
  Eyes of the Eagle, Quiver of Ehlonna, Keoghtum’s 
  Ointment (DMG), Blood Seeking (CW), Seeking 
  (DMG), Human Bane (DMG), or Woodwalk (RW). 
  • 
  Access to Sword Bow (RW) or Armor of the 
  Unending Hunt (CW). 
  • 
  Access to the Ruathar Prestige Class (RW). 
  • 
  Access to additional animals as animal companions. 
  
   
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  The Keepers of the Vale  
  (Affiliated with the International Halfling Society) 
  by Mike Haakstad 
  Version 4.0 Edited by Brad Street 
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (beginning of this document) and the 
  appropriate certificate. 
  Overview 
  The following is the pre-invasion mandate of the 
  Keepers of the Vale, included now for reference more 
  than anything. 
  The Keepers of the Vale is a group of 
  Halflings who are dedicated to their home, 
  the Vale, in the Duchy of Urnst.  They work 
  together to protect its borders, teach its 
  children, and make it beautiful.  It is 
  considered fashionable for young Vale 
  residents to join this group for a few years 
  before settling down to raise a family.  Many 
  life-long partnerships and marriages come 
  from within the ranks of the Keepers of the 
  Vale, as both males and females are found 
  equally in membership. 
  Next is the mid-invasion situation: 
  Unfortunately, times have changed for the 
  Halflings 
  of 
  the 
  Vale. 
   
  During 
  the 
  Midsummer Festival of 592 CY, a huge army 
  of Orcs invaded the peaceful Vale.  Amberlee 
  Sunmeadow, until then the reclusive Senior 
  Keeper, was taken back into the arms of 
  Yondalla, and walks no more on the Oerth.  
  The position of Senior Keeper is currently 
  vacant, until a suitable replacement can be 
  found.  The Keepers of the Vale still love 
  their homeland, and are fiercely determined 
  to win it back. 
  Now that the invasion is over and the Halflings have 
  returned home, the situation is a bit more settled.  
  Much of the land has been severely damaged, and 
  many homes and businesses have been razed.  
  However, the optimistic Halflings and their allies 
  have already begun rebuilding.  The Keepers of the 
  Vale will never forget how close they came to losing 
  their beloved homeland, and have vowed to keep a 
  better watch on the borders and maintain better 
  communication with the rest of the Duchy of Urnst.  
  The position of Senior Keeper is still vacant, as no 
  qualified member has volunteered for the post. 
  General members of the Keepers of the Vale are 
  known as “Sisters” and “Brothers”.  Some of the 
  more powerful or dedicated members of the group 
  become Halfling Matrons (regardless of gender; there 
  are male Matrons as well).  Matrons are the soul of 
  the Vale, and are looked upon as examples of what 
  all Halflings should aspire to.  This is not freely given 
  courtesy, though, as Matrons work tirelessly to 
  further the cause of Halflings in general, and the Vale 
  in specific.  They often travel the breadth of the 
  Flanaess, collecting knowledge and resources for the 
  defense of the Vale. 
  The Keepers of the Vale is an organization allied 
  with the International Halfling Society.  The local 
  Chapter House is in the village of Splendorrill, 
  currently under reconstruction after being heavily 
  damaged in the invasion. 
  Conversion Note 
  The aid of non-Halflings during the recent invasion 
  of the Vale, has widely expanded upon those who the 
  Halflings are willing to consider a part of their 
  family: Any non-Halflings who held the Keeper of 
  the Vale title of “Friend” before the latest release of 
  this meta-org, is now referred to as a Brother or Sister 
  Keeper. 
  Home Region 
  The character must be a resident of the Duchy of 
  Urnst to be a Keeper of the Vale.  
  
   
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  Sister or Brother 
  General Members of the Keepers, the Sisters, and 
  Brothers look after the Vale but are not powerful or 
  dedicated enough to become Matrons.   
  Prerequisites 
  • 
  Must 
  fulfill 
  one 
  of 
  the 
  following 
  prerequisites:  +1 base attack bonus, 4 ranks 
  in Craft (any), 4 ranks in Profession (any), 4 
  ranks in Survival, or 4 ranks in Knowledge 
  (any). 
  • 
  Non-Halflings who are not Friends of the 
  Vale, must maintain a residence in the Vale 
  and spend one influence point relating to the 
  Vale (or any three other Duchy of Urnst 
  influence points). 
  • 
  Maintain a good alignment 
  Costs 
  • 
  Contribute 100 gold, assessed with the first 
  Time Unit of each new year, to the 
  administration of the Keepers of the Vale. 
  • 
  Assist any Halfling, of the Vale or 
  otherwise, who is in need of aid.  Note that 
  evil or criminal Halflings are best aided by 
  capture and rehabilitation. 
  • 
  Spend 3 TU per year (4 TU for characters 
  who aren't Halflings) contributing to the 
  maintenance and upkeep of the Vale, 
  according to ability and need.  Duties might 
  include guarding the frontiers, caring for 
  common gardens and parks, teaching young 
  Halflings to read, or other appropriate tasks.   
  Benefits 
  • 
  Free Adventurer's Standard upkeep when 
  playing Duchy of Urnst regional events. 
  • 
  50% discount toward Adventurer's Standard 
  upkeep when adventuring in a region with 
  an IHS Chapter House outside the Duchy of 
  Urnst. 
  • 
  An influence with the Church of Yondalla 
  usable once per year. 
  • 
  A +2 circumstance bonus to Diplomacy and 
  Gather Information checks when dealing 
  with Halflings. 
  • 
  A +2 circumstance bonus to Ride and 
  Handle Animal checks when riding or 
  handling Medium animals used as mounts.    
  This bonus does not stack with bonuses 
  given by any other Meta-Organizations. 
  • 
  Regional and Meta-regional access to the 
  skiprock and Thistledown Suit (RW). 
  • 
  Membership in the Keepers of the Vale 
  organization fulfills the Thief-Acrobat (CV) 
  requirement to be a member in good 
  standing of the local thieves' guild. 
  Halfling Matron 
  Matrons are the soul of the Vale, and are looked upon 
  as examples of what all Halflings should aspire to.  
  Those Halfling sisters or brothers who are true role 
  models to the Vale can join the second rank of the 
  group and become Halfling Matrons   
  Prerequisites 
  • 
  Halfling with a good alignment. 
  • 
  One year as a Sister or Brother Keeper. 
  • 
  One of: +8 Base Attack, 8 ranks in a Craft, 8 
  ranks in a Profession, 8 ranks in Survival, or 2 
  influence points for good deeds done. 
  Costs 
  • 
  4 TU per year contributing to the 
  maintenance and upkeep of the Vale, 
  according to ability and need.  Duties might 
  include guarding the frontiers, caring for 
  common gardens and parks, teaching young 
  Halflings to read, or other appropriate tasks.   
  • 
  In addition to the standard requirement to 
  assist fellow Halflings who are in need of 
  aid, Matrons are required to actively seek 
  out Halflings who have gone astray.  Any 
  rumor of evil Halflings must be pursued as 
  far as feasible and any evil Halflings 
  discovered must subdued and delivered to 
  appropriate law-enforcement bodies. 
  Benefits 
  • 
  An influence with the Church of Yondalla 
  usable once per year. 
  • 
  Regional and Meta-regional access to the 
  skiprock and Thistledown Suit (RW). 
  • 
  Ability to take levels of the Thief-Acrobat 
  prestige class (CA).  Membership in the 
  Keepers of the Vale organization fulfills the 
  requirement to be a member in good 
  standing of the local thieves' guild. 
  • 
  Free Rich upkeep when playing Duchy of 
  Urnst events. 
  • 
  Free Adventurer’s Standard upkeep when 
  adventuring in a region with an IHS 
  chapterhouse outside the Duchy of Urnst. 
  • 
  +2 circumstance bonus to Diplomacy and 
  Gather Information checks when dealing 
  with Halflings (+4 in the Duchy of Urnst). 
  • 
  +4 to Ride and +2 to Handle Animal checks 
  when riding or handling Medium animals 
  
   
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  used as mounts.  This bonus does not stack 
  with bonuses given by any other Meta-
  Organizations. 
  • 
  Their Great Renown gives Matrons a +2 
  Reputation bonus to their leadership score 
  when recruiting Halflings from the Vale. 
   
  Friend of the Vale 
  Those who have befriended the Keepers or otherwise 
  been of great service to the Vale might gain the 
  designation of being a “Friend of the Vale”. The 
  Friend designation only provides benefits for those 
  who are not otherwise members of the Meta-org and 
  can only be provided through an adventure. 
  Prerequisites 
  • 
  Listed as “Friend of the Vale” or a “Hero of 
  the Vale” (if still within the 2 year 
  expiration date) on an Adventure Record. 
  Benefits 
  • 
  +2 circumstance bonus to Diplomacy, and 
  Gather Information checks when dealing 
  with 
  Halflings 
  from 
  the 
  Vale 
  (not 
  cumulative with any bonuses listed on the 
  AR that grants this designation). 
  • 
  Regional and Meta-regional access to the 
  skiprock and thistledown suit (RW). 
  • 
  Friends of the Vale can skip their first gold 
  piece contribution when joining this meta-
  org as a Sister or Brother. 
   
   
  
   
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  The Rogues of Seltaren 
  By Brad Street, Denise Mauldin, and Rod Cross 
  Version 2.0 
  To count as campaign documentation, this meta-org 
  must be accompanied by the “Meta-org Overview” 
  page (at the beginning of this document) and the 
  appropriate certificate. 
  Crime in Seltaren 
  Seltaren was once the old capital of the Duchy of 
  Urnst and a city of splendor and wealth.  After the 
  capitol was moved to the port city of Leukish, 
  Seltaren 
  gradually 
  degraded 
  into 
  a 
  city 
  of 
  backstabbing politics and criminal activity.  Because 
  many Noble Houses still claimed it as their home, 
  however, they managed to keep a part of the city 
  beautiful and serene.  Further they ensured that all 
  overland trade through the Duchy would pass through 
  the walls of Seltaren.  Over the years, Seltaren 
  became a city divided. Upper Seltaren consists of the 
  well cared for manor houses of the nobility and 
  wealthy, but below the cliff that splits the city, Lower 
  Seltaren has become a den of poverty, cutthroats, and 
  despair.  [Excerpted from URD1-05.] 
  While many believed that crime was vanquished in 
  the Duchy when Duke Karll cleaned the thieves out 
  of Leukish, it didn’t take them long to find a new 
  home among the low-life cutthroats of Seltaren.  
  Very few people are aware that the chaos of Lower 
  Seltaren has become (slightly) more organized in 
  recent years.  Hidden in shadows, the “Rogues of 
  Seltaren” are responsible for most of the shady 
  activities that occur in Seltaren, and whispers say 
  their influence is spreading…   
  The Rogues Today 
  To make contact with the Rogues requires cultivating 
  connections, passing secret messages, and a certain 
  attitude.  While the Rogues have some accoutrements 
  of an organization, in truth they are loosely connected 
  bands with constantly shifting alliances.  Each Band 
  of Rogues has a different focus and their standing 
  within the overall organization is constantly in flux as 
  members join, change bands or meet the darkness.   
  At the center of the Rogues is an enigmatic Oeridien 
  who has managed to forge a tentative cooperation 
  between the different Bands for the benefit of all.  
  "Masseri's" skills in diplomacy and the finer arts of 
  the Rogues, as well as his ability to arrange reduced 
  jail sentences, make him well respected and able to 
  enforce a modicum of conformance to his rather 
  informal rules.   
  Masseri has established a code of behavior where 
  secrecy and a low profile are of the utmost 
  importance and no one person ever knows all of the 
  Rogues of Importance.  High Grade Rogues almost 
  never come to meetings without cloak and dagger 
  and these meetings often have puzzles and location 
  changes to confuse pursuers. The Rogues avoid high-
  profile robberies, undue harassment of the citizenry, 
  and other actions which would turn the populace of 
  Seltaren against them. They tend to prey on visitors, 
  and carry out low-impact crimes such as smuggling, 
  fencing, 
  money 
  laundering, 
  prostitution, 
  pick 
  pocketing, information brokering, illegal gambling, 
  and loans.  Above all, Masseri works to regulate the 
  level of thievery in Seltaren, for if crime becomes too 
  rampant; Duke Karll could very well eliminate the 
  thieves from Seltaren next. 
  Masseri has facilitated a relationship between the 
  Rogues and the Lower Seltaren Watch. In return for 
  supplemental income, the Watch looks the other way, 
  gives tips on the location of lucrative merchandise, 
  hassles out-of-town thieves, and can reduce sentences 
  of Rogues.  
  To further his influence over the Rogues, Masseri 
  runs an annual event called “The Night Where 
  Nothing Happens.”  It is a scavenger hunt with a 
  twist; no one must know of the existence of the game 
  and no one must know that any items went missing.  
  While most of the Rogues view the Night as a chance 
  to make money off the participants, newer bands 
  sometimes enter or sponsor a team in the scavenger 
  hunt for the potential gain in prestige (and the 
  rewards that go to the winners).  The most 
  established Rogues are more likely to assist Masseri 
  with distribution of secrets and monitoring from the 
  shadows.  Someone has to make sure that Nothing 
  happens and all is back in place before morning.    
  Two things are important to one’s standing in 
  Seltaren: The recognition of one's peers and the 
  prestige of one's band.  These are reflected by each 
  individual's "Grade" in the rogues, and by the 
  Prestige rating of the bands.  Both can be increased 
  over time. 
  
   
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  Enmity of the Rogues 
  Major or Minor Enmity of the Rogues of Seltaren 
  prevents joining and advancing within the Rogues.  
  Someone who is currently a member receives no 
  benefits from the Meta-org until the Enmity is 
  removed.  Influence with the Rogues can be used to 
  remove Enmity at the cost of one per Minor Enmity 
  and two per Major.   
  Influence with the Rogues of Seltaren 
  Those with Influence with the Rogues of Seltaren* 
  can spend one or more influence for the following: 
  • 
  Eliminate 3 months of required time at a specific 
  Grade. 
  • 
  Be counted as one Grade higher for the purposes 
  of joining a Band.  You may not spend multiple 
  influence to count as more than one grade higher. 
  • 
  Ignore a single skill rank requirement. 
  • 
  Substitute for 100 gold in fees. 
  • 
  Remove a single enmity with the Rogues.  Major 
  enmity requires 2 influence to remove. 
  • 
  Cut any jail sentence incurred while in the city of 
  Seltaren in half. 
  • 
  Other benefits as marked on Rogues of Selteran 
  influence gained on an AR. 
  • 
  Do one of the above for another character (or 
  cohort) at the table (with the additional cost of 1 
  TU if the adventure does not start or end in 
  Seltaren). 
  Anybody who has achieved first place in one of the  
  Night Where Nothing Happens Scavenger Hunts (as 
  marked on the appropriate Interactive AR), may 
  spend 4 influence points with the Rogues of Seltaren 
  to skip directly to Confidant Grade in the Rogues (but 
  must still pay the TU costs). 
  * Influence with a specific band or affiliated 
  organization can be used as above if the character 
  with the influence is a member of the band or 
  organization (or using it for joining it). 
  Joining the Rogues 
  Before one joins the Rogues, one has to find them.  
  This can be difficult for those who rely on rank and 
  position, but easy for those with the right 
  connections.  Any one of the following will do: 
  • 
  Have the “Raised by the Rogues” background 
  (from the backgrounds document). 
  • 
  After playing a Duchy of Urnst regional 
  adventure make a DC 20 Gather Information 
  check.  If you fail you must spend a time unit 
  and may not try again until your next Duchy 
  regional.  If successful, you must then make a 
  DC 20 Diplomacy Check. Influence with 
  organizations that could be reasonably construed 
  to have influence with the Rogues (by the judge 
  at the table) can be spent to modify the roll.  The 
  modification may be done after rolling at a cost 
  of one influence point for each +2. Failure still 
  requires expenditure of the TU. 
  • 
  Have an influence point with the Rogues of 
  Seltaren, one of their bands, or Masseri. 
  • 
  Designated a Friend of a Band on an Adventure 
  Record. 
  • 
  Play a regional module with someone who is 
  willing to introduce you to the proper people.  
  The other player must either be a member of the 
  Rogues of Seltaren or must spend an influence 
  point from the Rogues on your behalf. 
  Once you have found the Rogues of Seltaren, you 
  must still meet the prerequisites of a Street Runner 
  and join a Band (see below).  
  Home Region 
  Rogues of Seltaren must have the Duchy of Urnst as 
  their home region.  Any members who had a different 
  home region before this version came out must 
  change their region to the Duchy of Urnst on the first 
  AR of CY 596 (2006). 
  Leaving the Rogues 
  The Rogues do not take kindly to abandonment.  If 
  fees and Time Units are not paid on the first AR of 
  each New Year, the character gains no benefits from 
  the meta-org until they have been paid. No additional 
  feats can be learned and the time-dependent bonuses 
  of membership stop accumulating. (These bonuses do 
  not accumulate in a calendar year until after the 
  membership costs for that year have been paid.) If the 
  payments are not made before the first AR of the next 
  year, then the character is dropped from the 
  organization.  In addition to loss of all benefits and 
  access to feats, items, and classes that have not 
  already been attained, the character receives Minor 
  Enmity of the Rogues of Seltaren.  
  
   
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  Grades in the Rogues 
  There are four Grades within the Rogues of Seltaren.  
  Newcomers are known as Street Runners.  After they 
  have had a chance to prove themselves, they can 
  become a Confidant.  A few among the Rogues will 
  eventually progress to the Grade of Thief, but only 
  the best of the best become known as a Master Thief. 
  Grade 1 - Street Runner 
  Street Runners are those who haven’t yet earned the 
  trust of the Rogues.  They are expected to be 
  deferential and accept orders from anyone in their 
  Band that is higher Grade than they are.  Street 
  Runners are mostly beggars, pickpockets, and small-
  time thieves.  Generally they’re assigned as lookouts 
  and message carriers for their bands.   
  Requirements: 
  • 
  Can not be Lawful Good. 
  • 
  Make contact with the Rogues (see "Finding the 
  Rogues of Seltaren" above. 
  • 
  Spend an initial 3 Time Units on contacting and 
  becoming indoctrinated in the ways of the 
  Rogues. 
  • 
  Choose one of the bands to join (this requires 4 
  ranks in one of the band’s “Specialty Skills” and 
  an additional 2 TU to join). 
  • 
  Have 4 Ranks in one of your Band’s “Specialty 
  Skills.” 
  • 
  After joining, enter your character into the Meta-
  org database at the Duchy of Urnst yahoo group. 
  (this is important for the tracking of band 
  membership and corresponding Prestige). 
  Payment on the first AR of each New 
  Year:  
  • 
  2 Time Units spent annually assisting one’s band 
  with nefarious activities. 
  Benefits 
  • 
  The following Circumstance Bonuses: 
  o 
  +1 in your band’s specialty skills while in a 
  developed/urban area (e.g.: a town, building, 
  dungeon…). 
  o 
  Secret code words give a +1 to Bluff when 
  attempting delivery of a secret message to 
  another member of the Rogues of Seltaren 
  and when accused of a crime. 
  • 
  5% discount on the following PHB items: 
  thieves 
  tools, 
  masterwork 
  thieves’ 
  tools, 
  climber’s kit, disguise kit, acid, antitoxin, 
  everburning torch, smoke stick, tanglefoot bag, 
  and magnifying glass. 
  • 
  Regional access and 5% discount for the 
  following mundane items: 
  Fareye Oil (CV) 
  Hawk’s ointment (CV) 
  Keenear Powder (CV) 
  Blend Cream (CV) 
  Catstink (CV) 
  • 
  One influence with the Rogues of Seltaren.  This 
  influence replenishes on the first AR of each 
  New Year. 
  Grade 2 - Confidant 
  Rogues who become Confidants are considered full-
  fledged members of the rogues.  They perform most 
  of the everyday tasks in their bands but have almost 
  no autonomy outside of their specifically assigned 
  task. Included among the Confidants are many 
  characters with non-Rogue classes who play 
  important roles in their bands but don't have the 
  special abilities that are required to advance to a 
  higher Grade. 
  Prerequisites: 
  • 
  Have been a Street Runner with the Rogues for 
  at least 6 months.   
  • 
  8 Ranks in one of your band's specialty skills. 
  • 
  Able to consistently deliver a simple secret 
  message (by being able to make a DC 15 Bluff 
  check when taking 10). 
  • 
  One time expenditure of 200 gold in entry fees. 
  Payment on the first AR of each New 
  Year:  
  • 
  3 Time Units spent assisting one’s band with 
  nefarious activities. 
  • 
  As a Confident, the rogue is expected to start 
  bringing in income of her own to the Rogues: 
  She must come up with 200 gold per year in fees 
  to her band. 
  Benefits 
  • 
  Free Standard Upkeep for any adventure that 
  takes place at least partly in the City of Seltaren. 
  • 
  The following Circumstance Bonuses: 
  o 
  +2 in your band’s specialty skills while in a 
  developed/urban area.  
  
   
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  o 
  +2 to Bluff when attempting delivery of a 
  secret message to another member of the 
  Rogues of Seltaren and when accused of a 
  crime. 
  • 
  5% discount on the following PHB items: 
  thieves 
  tools, 
  masterwork 
  thieves’ 
  tools, 
  climber’s kit, disguise kit, acid, antitoxin, 
  everburning torch, smoke stick, tanglefoot bag, 
  and magnifying glass. 
  • 
  Regional access and 5% discount for the 
  following mundane items: 
  Fareye Oil (CV) 
  Hawk’s ointment (CV) 
  Keenear Powder (CV) 
  Blend Cream (CV) 
  Catstink (CV) 
  • 
  Prestige Class Access:  May spend 2 influence 
  with the Rogues (or 1 with Masseri) followed by 
  8 TUs of intensive training to gain access to the 
  Nightsong Enforcer or Nightsong Infiltrator 
  Prestige Classes (CV).  The influence must be 
  paid separately for each class. 
  • 
  Two influence points with the Rogues of 
  Seltaren that are replenished on the first AR of 
  each New Year. 
  Grade 3 - Thief 
  Thieves have a great deal of respect among the 
  Rogues.  They are skilled in multiple areas of the 
  Band’s operations and have limited autonomy within 
  their areas of expertise.   
  Prerequisites: 
  • 
  Must have been a Confidant for at least 6 
  months. 
  • 
  12 Ranks in two of your band's specialty skills. 
  • 
  Able to consistently deliver a complex secret 
  message (by being able to make a DC 20 Bluff 
  check when taking 10). 
  • 
  A one time expenditure of 200 gold in entry fees. 
  Payment on the first AR of each New 
  Year:  
  • 
  3 Time Units spent assisting one’s band with 
  nefarious activities. 
  • 
  Thieves are expected to bring in a lot of 
  independent revenue to their band.  As such, they 
  must pay 300 gold on the first AR of each year. 
  Benefits 
  • 
  Free Standard Upkeep for any adventure that 
  takes place at least partly in the City of Seltaren. 
  • 
  The following Circumstance Bonuses: 
  o 
  +3 in your Band’s specialty skills while in a 
  developed/urban area. 
  o 
  +3 to Bluff when attempting delivery of a 
  secret message to another member of the 
  Rogues of Seltaren and when accused of a 
  crime. 
  • 
  The great respect of the Rogues gives the Thief a 
  +1 to his Leadership Reputation Score with 
  cohorts and followers who are members of his 
  band. 
  • 
  Regional access for the following mundane 
  items: 
  Fareye Oil (CV) 
  Hawk’s ointment (CV) 
  Keenear Powder (CV) 
  Blend Cream (CV) 
  Catstink (CV) 
  • 
  Prestige Class Access:  May spend 2 influence 
  with the Rogues (or 1 with Masseri) followed by 
  6 TUs of intensive training to gain access to the 
  Nightsong Enforcer or Nightsong Infiltrator 
  Prestige Classes (CV).  The influence must be 
  paid separately for each class. 
  • 
  Influence with the Rogues of Seltaren: 
  • 
  One that is replenished on the first AR of 
  each New Year. 
  • 
  One that renews (does not accumulate) after 
  each regional adventure or interactive 
  played. 
  Grade 4 - Master Thief 
  The highest Grade is reserved for only the crème de 
  la crème of the Rogues.  Master Thieves are the cat 
  burglars of the nobility, the Spies that move through 
  the Court as if it was their home, and the well-
  organized smugglers that have fingers in every pie. 
  Prerequisites: 
  • 
  12 Ranks in two of your band's specialty skills. 
  • 
  One of the Rogue Classes Special Abilities (from 
  PH 51) or Trap Sense +4.  
  • 
  Must have been a Thief for at least 6 months. 
  • 
  Give Masseri a one-time gift of an item worth at 
  least 300 gold that a character does not get 
  access to from the LGCS. This item may not be 
  an item normally available for character 
  
   
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  purchase nor one gained through the Rogues. 
  Record the gift of the item on the AR in which 
  the character becomes a Master Thief. 
  • 
  Spend two influence points with the Rogues of 
  Seltaren. 
  Payment on the first AR of each New 
  Year:  
  • 
  4 Time Units spent assisting one’s band with 
  nefarious activities. 
  • 
  Master Thieves are expected to run their own 
  independent operations and contribute from these 
  operations.  As such, they must pay 600 gold on 
  the first AR of each year. 
  Benefits 
  • 
  The following Circumstance Bonuses: 
  o 
  +4 in your Band’s specialty skills while in a 
  developed/urban area. 
  o 
  Secret code words give a +4 to Bluff when 
  attempting delivery of a secret message to 
  another member of the Rogues of Seltaren 
  and when accused of a crime. 
  • 
  Great renown among the Rogues gives the 
  Master Thief a +2 to his Leadership Reputation 
  Score if his cohort is a member of his band. 
  • 
  A Master Thief has the keys to safe houses 
  throughout the Duchy.  These provide free 
  Standard Upkeep in the Duchy of Urnst. 
  • 
  Influence with the Rogues of Seltaren: 
  � One influence that renews (does not 
  accumulate) after each regional adventure or 
  interactive played. 
  � An in with Masseri provides one influence 
  point with him that is usable once per year.  
  Influence with Masseri can be used as an 
  Influence with the Rogues of Seltaren if 
  desired. 
  • 
  10% discount on the following PHB items: 
  thieves 
  tools, 
  masterwork 
  thieves’ 
  tools, 
  climber’s kit, disguise kit, acid, antitoxin, 
  everburning torch, smoke stick, tanglefoot bag, 
  and magnifying glass. 
  • 
  Regional access for the following mundane 
  items: 
  Fareye Oil (CV) 
  Hawk’s ointment (CV) 
  Keenear Powder (CV) 
  Blend Cream (CV) 
  Catstink (CV) 
  • 
  May spend 6 TUs on intensive training and tests 
  to gain access to the Nightsong Enforcer, or 
  Nightsong Infiltrator Prestige Classes (CV).  The 
  TUs must be paid separately for each class.  
   
  Bands in the Rogues 
  Joining a Band 
  Members of the Rogues are recognized through their 
  affiliation with a Band.  The Rogues run most of the 
  shady-side activities that happen in Seltaren, such as 
  smuggling, burglary, gambling, chicanery, and 
  information brokering.  Each Band has one or more 
  specialties at which they excel and has carved out a 
  territory amongst the buildings of Seltaren – 
  trespassing often results in squabbles amongst the 
  Bands that is subtly discouraged by Masseri.    
  When joining the Rogues, you must select a starting 
  band to be a part of.  Rogues without a band gain no 
  benefits from the Rogues until they join one.  You 
  can never have more than one of your characters in 
  the same band (cohorts are okay).   
  Prerequisites to Join a Band: 
  • 
  When you join a Band, your Grade must be 
  equal to its prestige.  A single influence with the 
  Rogues can be substituted to count as one grade 
  higher.  [For example, a newly joined Grade 1 
  Street Runner could spend her annually renewed 
  influence to join a Prestige 2 band.]   
  • 
  Meet any special requirements of the band. 
  • 
  Have a number of ranks in the band’s specialty 
  skills that are appropriate to your Grade in the 
  Rogues. 
  • 
  Spend 2 Time Units hanging out with the band 
  and becoming accustomed to their ways. 
  Changing Bands 
  While there is no open warfare between the various 
  bands of Rogues, they are constantly competing for 
  members and are seldom happy when someone 
  leaves them for another band. Leaving one Band to 
  join another gives a permanent minus to Diplomacy 
  and Gather Information checks with all members of 
  the former Band equal to the Grade you are when you 
  leave it.   Specific bands may have exceptions to this 
  rule.  Joining a new band requires that one meet the 
  requirements of that band and spend 2 Time Units on 
  your next AR. 
  
   
  Common Folk Meta-Organizations 
            12/17/05 
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  Bands Currently Accepting 
  Members: 
  Black n’Blue – Prestige 1 
  The BBs are straight as they come – give us money 
  or we’ll crack your head.  Composed mostly of 1/2 
  Orcs and others with long sloping foreheads; the BBs 
  extort money from shopkeepers and citizens near the 
  Lower Seltaren Market.  Traditionally, no one has 
  controlled the often vicious members of the BBs, but   
  Storg, an ex-member of the Lower Seltaren Guard 
  has recently gained some notoriety among them.  
  Storg has been working hard to increase their prestige 
  among the Rogues. 
  Specialty Skills: 
  • 
  Profession: Thug 
  • 
  Intimidate 
  • 
  Search 
  Mundane Item Access: 
  • 
  Sheath, Boot (AE36) 
  • 
  Softfoot (CV119) 
  • 
  Spring Loaded Gauntlet (AE8) 
  Additional Benefit: 
  • 
  +1 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  The Snake Eyes - Prestige 1 
  The Snake Eyes reformed after a bloody setback a 
  number of years ago.  Their new leader is One Eyed 
  Jork; a two bit rogue who likes to think that he is on 
  the way up.  His eye is set on expanding into loan 
  sharking, but his band's operations are currently 
  limited to various games of chance.  He is always on 
  the lookout for new members for his band. 
   
  Specialty Skills: 
  • 
  Profession: Gambler 
  • 
  Sense Motive 
  • 
  Bluff 
  Mundane Item Access: 
  • 
  Boots, Smugglers (AE30)  
  • 
  False Book (AE21) 
  • 
  Sheath, Wrist (AE36) 
  Additional Benefit: 
  • 
  +1 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  The Seven Bells - Prestige 1 
  No one is quite sure who heads the Seven Bells – 
  someone always shows up when there are meetings 
  of the leaders and the words passed to them are 
  always followed.  The Seven Bells are a rather 
  exclusive 
  organization 
  for 
  the 
  training 
  of 
  pickpockets.  They only accept new promising 
  Rogues who will agree to stay and train at least two 
  new Rogues after they have passed the Test of the 
  Seven Bells.  Those who have passed the Test have 
  priority for several higher prestige bands who keep 
  careful watch over trainees. 
  Since they have agreed to stick around, members of 
  the Seven Bells who leave their band before having 
  spent 6 months with the band as a Confidant gain 
  minor enmity of the Rogues. 
  Specialty Skills: 
  • 
  Profession: Pickpocket 
  • 
  Sleight of Hand 
  • 
  Move Silently 
  Mundane Item Access: 
  • 
  Money Belt (AE24) 
  • 
  Shoes, Silent (AE24) 
  • 
  Freeglide (CV118) 
  Additional Benefits: 
  • 
  +1 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  The Eyes of the Great 
  Observo – Prestige 1 
  Superb at ferreting out information, noticing events 
  and learning secrets, very little escapes the notice of 
  the Eyes.  In addition to hiring themselves out as 
  intelligence advisors, the Eyes occasionally dabble in 
  information brokering and indirect blackmail, selling 
  their knowledge to interested patrons.  
  Additional Requirements to join: 
  • 
  Members must own one of:  Eyes of the Eagle, 
  Gem of Seeing, Goggles of Minute Seeing, 
  Goggles of Night, or Lens of Detection. 
  
   
  Common Folk Meta-Organizations 
            12/17/05 
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  • 
  The Eyes of the Great Observo is a player led 
  band:  When you join you must notify Shay 
  Rockman at shaygod@hotmail.com. 
  Specialty Skills: 
  • 
  Craft: Ocular Device 
  • 
  Search 
  • 
  Spot 
  Mundane Item Access: 
  • 
  Shoes, Silent (AE24) 
  • 
  Listening Cone (CV123) 
  • 
  Grappling Hook, Collapsible (AE23) 
  Additional Benefit: 
  • 
  +1 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  The Spectral Hands - 
  Prestige 2 
  Booted out of the College of Sages and Sorcery for 
  evil summonings, Nerrisor found his niche within the 
  Rogues of Seltaren.  Feeling that the leaders of other 
  bands didn't give him the recognition he was due, he 
  formed his own band and attracted many spell casters 
  to it.  They make their money by hiring out to other 
  bands on a job by job basis.  While the Spectral 
  Hands has many powerful spell casters, most of them 
  aren't high enough Grade in the rogues to make the 
  group truly prestigious.  
  Additional Requirements to join: 
  • 
  Ability to cast 1st level spells. 
  Specialty Skills: 
  • 
  Craft: Alchemy 
  • 
  Hide 
  • 
  Knowledge (arcane) 
  • 
  Spellcraft 
  Mundane Item Access: 
  • 
  False Book (AE21) 
  • 
  Money Belt (AE24) 
  • 
  Focusing Candle (CV118) 
  • 
  Bodysuit, Black (AE30) 
  Additional Benefit: 
  • 
  +2 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  Sue’s Surly Sores – 
  Prestige 2 
  Sue is one of the mainstays of the Rogues and one of 
  the few that are easily accessible.  She often wanders 
  the streets in the guise of an old beggar woman to 
  keep in contact with the far flung members of her 
  Band. 
  The Sore's prestige is based upon their numbers; they 
  will accept almost anyone, and have many common 
  folk with no idea of the inner workings of the 
  Rogues.  While most of their members are beggars 
  and common pickpockets, there are many higher 
  Grade rogues who got their start among the Sores. 
  Special Rules for the Sores: 
  • 
  Grade 1 Rogues can join the sores without the 
  expenditure of an influence point. 
  • 
  The Sores are a band that does not resent its 
  members moving on; ex-sores receive no minus 
  to interactions with current members.  (This is an 
  exception to the rules for Changing Bands). 
  • 
  Sores are required to choose none as their 
  upkeep while in the Duchy of Urnst. 
  Specialty Skills: 
  • 
  Profession: Beggar 
  • 
  Disguise 
  • 
  Sleight of Hand 
  • 
  Bluff 
  Mundane Item Access: 
  • 
  Boots, Smugglers (AE30) 
  • 
  Money Belt (AE24) 
  • 
  Freeglide (CV118) 
  • 
  Sheath, Boot (AE46) 
  Additional Benefit: 
  • 
  +1 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  Tears of the Laughing 
  Rogues - Prestige 2 
  The Tears of the Laughing Rogue blend religious 
  zeal and burglary in a fashion unique among the 
  Rogues of Seltaren. Their patron god, Olidammara, 
  loves nothing more than loot gained from some other 
  god’s temple.  The Tears of the Laughing Rogues got 
  their start plundering temples in Lower Seltaren that 
  were left abandoned after the Temple Coalition 
  
   
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            12/17/05 
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  Revolt of 571 CY.  The Tears suffered a recent loss 
  of prestige when their members left the Temple of 
  Lydia untouched during the last Night When Nothing 
  Happened but have been working hard to prove their 
  abilities by expanding their operations to additional 
  temples outside of Seltaren. 
  Membership in this band fulfills the Temple Raider 
  of Olidammara requirement that one must be invited 
  to join the Temple Raiders by at least 3 current 
  members. 
   
  Additional Requirements to join: 
  • 
  Must worship Olidammara.   
  • 
  Any Rogue who does not have at least one level 
  of the Temple Raider of Olidammara prestige 
  class (CD) within 6 months of joining is booted 
  from the band (and must join some other band to 
  stay in the Rogues). 
  Specialty Skills: 
  • 
  Craft: traps 
  • 
  Disable Device 
  • 
  Search 
  • 
  Open Locks 
  Mundane Item Access: 
  • 
  Glass Cutter (AE23) 
  • 
  Housebreaker Harness (AE23) 
  • 
  Longspoon Thieves Tools (CV123) 
  • 
  Thieving Helmet (AE26) 
  Additional Benefit: 
  • 
  +2 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  Shadow Cats - Prestige 3 
  The leader of this band has never been seen in the 
  daylight.  Assorted rumors claim she is a Shade or a 
  Vampire.  The Shadow Cats specialize in second 
  story work.  They focus their burglaries on Upper 
  Seltaren estates, but their trademark switching of 
  counterfeits for the real thing means that the majority 
  of their work goes unnoticed. 
  Special joining modifier: 
  Confidants in the Seven Bells Band are counted as 
  Thieves for the purposes of joining the Shadow Cats. 
  Specialty Skills: 
  • 
  Craft: art 
  • 
  Hide 
  • 
  Climb 
  • 
  Balance 
  • 
  Move Silently 
  Mundane Item Access: 
  • 
  Balance Pole (CV122) 
  • 
  Bodysuit, Black (AE30) 
  • 
  Grappling Hook, Collapsible (AE23) 
  • 
  Housebreaker Harness (AE23) 
  • 
  Shoes, Silent (AE24) 
  Additional Benefit: 
  • 
  +3 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  Gray Mists - Prestige 3 
  The Gray Mists are run by S'voren, a Rhennee that 
  was cast out by his clan.  His band focuses its efforts 
  on smuggling goods to and from the Lower Lukala 
  River.  Rumor says that they have access to secret 
  subterranean passages that allow them to bypass the 
  Draw (a road carved into the cliffs between Upper 
  and Lower Seltaren).  Expert counterfeiters in their 
  band make sure that smuggled goods have the proper 
  papers. The Mists have many connections among the 
  shadier riverboat captains. 
  Special joining modifier: 
  Any character who has won the Great Lukala River 
  Race is counted as one Grade higher for the purposes 
  of joining this band. 
  Specialty Skills 
  • 
  Profession: Boater 
  • 
  Forgery 
  • 
  Hide 
  • 
  Listen 
  • 
  Use Rope 
  Mundane Item Access: 
  • 
  Boots, Smugglers (AE30) 
  • 
  Forgery Kit (AE & CV123) 
  • 
  False Book (AE21) 
  • 
  Lantern, Fog-cutter (AE24) 
  • 
  Sheath, Boot (AE36) 
  
   
  Common Folk Meta-Organizations 
            12/17/05 
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  Additional Benefit: 
  • 
  +3 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  Masseri's Men - Prestige 4 
  Masseri's Men work directly for Masseri.  Many of 
  them run various front operations for him while 
  others assist him with information brokering and 
  gathering of information. 
  Additional Requirements to join: 
  • 
  Must spend 1 Masseri Influence point. 
  • 
  Masseri's Men are not allowed to be on teams in 
  the yearly Night Where Nothing Happens 
  interactive.  [But if they contact the interactive 
  coordinator ahead of time, there could be another 
  role for them…] 
  Specialty Skills: 
  • 
  Profession (pick one that could be a mundane 
  front operation) 
  • 
  Intimidate 
  • 
  Listen 
  • 
  Spot 
  • 
  Disguise 
  • 
  Knowledge (local-Nyrond metaregion) 
  Mundane Item Access: 
  • 
  Listening Cone (CV123) 
  • 
  Money Belt (AE24) 
  • 
  Focusing Candle (CV118) 
  • 
  Sheath, Boot (AE36) 
  • 
  Sheath, Wrist (AE) 
  Additional Benefit: 
  • 
  +4 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  • 
  Access to the Spymaster Prestige Class 
  Player Character Run 
  Bands 
  It is possible that you could join a PC created band. 
  Check the Rogues database on DuchyofUrnst.com if 
  you are interested.  See below for the rules to create a 
  band of your own. 
  A Band of Your Own 
  The various bands of Rogues are in constant flux as 
  new members are recruited and old members break 
  off to form bands of their own.  This appendix goes 
  into the rules for creating and advancing a band of 
  your own. 
  Much as members of the Rogues have Grades, the 
  bands of rogues have levels of Prestige.  A PC band's 
  prestige score (used to calculate the Prestige level of 
  the band) is determined by squaring the Grade of 
  each of its members and adding them all together.  A 
  band’s prestige score can also be boosted if they field 
  (or sponsor) a team that places well in the Night 
  Where Nothing Happens.  The Prestige Level of a 
  band can never be higher than the Grade of its leader.  
  Prestige levels are officially recalculated 2 times per 
  year with any change in prestige levels posted to the 
  DuchyofUrnst yahoo group.   
  Succession 
  A Leader of a PC run Band can name an "Heir 
  Apparent".  The Heir Apparent must be a Player 
  Character band member played by someone other 
  than the player of the Band Leader.  The Heir must 
  be of a Grade at least equal to the Prestige of the 
  Band.  If the Leader dies permanently or otherwise 
  stops being the Leader of the band, the Heir steps in 
  as the new leader.  A Band without a designated heir 
  that looses its leader immediately disbands.  Any 
  such occurrence should be updated on the Rogue 
  database and posted to the DuchyofUrnst yahoo 
  group so that members can join a new band.   
  Leadership Feat 
  While Leadership is not required for a Leader of a 
  band it can be a big benefit. 
  A leader can enroll his followers as members of his 
  band.  New followers can be started as Street 
  Runners in the Rogues of Seltaren (and should be 
  designed to accommodate the band's specialties).  
  These followers can not be used during adventures or 
  interactives 
  (except 
  under 
  specific 
  special 
  circumstances).  
  A cohort of a leader who is in the Rogues must join 
  the same band as the leader.  A leader may recruit a 
  cohort that is already a member of the Rogues of 
  Seltaren: The cohort can start at a Grade up to one 
  below the leaders as long as he meets the skill 
  prerequisites of the Grade, but the newly recruited 
  cohort must join the leader’s band on its first AR. 
  
   
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            12/17/05 
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  Leader of a Band  
  While being the leader of a Band has inherent 
  bragging rights, it also has its own costs and benefits.  
  A Leader should fill out the “Leader of a Band” 
  certificate upon starting the band. 
  Requirements: 
  • 
  The leader must spend 400 gold to get their band 
  started. 
  • 
  The leader must spend 1 extra time unit 
  managing their band.  The time unit must be 
  marked off when the band is first formed and on 
  the first AR of each New Year. 
  Benefits: 
  • 
  A base of operations in the city of Seltaren.  The 
  base can be described for role-playing purposes 
  but will not typically have an affect on play.  
  Typical prestige 1 bases are an abandoned house.  
  Prestige 2 bases might be an abandoned 
  tenement building or warehouse.  Prestige 3 
  Bands often have several bases.  Note that the 
  base gives a +2 follower modifier if the leader 
  has the leadership feat. 
  • 
  Reduced Fees:  The leader of a prestige 2 band 
  pays only ½ the usual annual fee for their grade.  
  Leaders of bands with prestige of 3 or 4 pay no 
  annual fees. 
  • 
  Leaders of bands with prestige of 4 gain a 100 
  gold salary (paid on the first AR of each year). 
  • 
  Being the leader of a band of Rogues provides 
  the leader with widespread connections.  The 
  Band Leader gets +1 circumstance bonus per 
  prestige of the Band to Gather Information 
  checks in the Duchy of Urnst.  This bonus is not 
  cumulative with the more specific Gather 
  Information bonus given for being a member of a 
  prestigious band. 
  Band Prestige Levels: 
  Prestige 1 - Rabble 
  New bands automatically start at Prestige 1. 
  Prestige 1 bands are seldom recognized by other 
  bands of Rogues and are generally overlooked by 
  Masseri.  The small size of these bands usually keeps 
  them focused on doing a single thing. 
  To start a Band: 
  • 
  Your character must be a Confidant or higher. 
  • 
  Write a description of the band that explains who 
  you are and what it focuses on.  If the triad feels 
  that the description is inappropriate for a band in 
  the Rogues, they may ask you to rewrite it and/or 
  disqualify your band. 
  • 
  Pick one profession or craft and two other skills 
  (not Diplomacy, or Gather Information) as the 
  Specialty Skills for the band.  Your character 
  must have at least 6 ranks in two of these skills.  
  • 
  Pick up to 3 mundane items from the following 
  for your band to provide access to: 
  Balance Pole (CV122) 
  Bodysuit, Black (AE30) 
  Boots, Smugglers (AE30) 
  False Book (AE21) 
  Focusing Candle (CV118) 
  Forgery Kit (AE28 & CV122) 
  Freeglide (CV118) 
  Glass Cutter (AE23) 
  Grappling Hook, Collapsible (AE23) 
  Housebreaker Harness (AE23) 
  Jesters Kit (AE28) 
  Knife Vest (AE30) 
  Lantern, Fog-cutter (AE24) 
  Listening Cone (CV123) 
  Lockslip Grease (CV119) 
  Longspoon Thieves Tools (CV123) 
  Money Belt (AE24) 
  Sheath, Wrist (AE36) 
  Sheath, Boot (AE36) 
  Shoes, Silent (AE24) 
  Softfoot (CV119) 
  Spring Loaded Gauntlet (AE8) 
  Suregrip (CV119) 
  Thieving Helmet (AE26) 
  Vest Knife (AE30) 
  • 
  Decide if you have any special requirements for 
  members to join the band.   
  • 
  Enter 
  the 
  band’s 
  information 
  on 
  the 
  DuchyofUrnst.com Rogues of Seltaren database. 
  Rabble Benefits for Members: 
  • 
  Three Specialty Skills as chosen above. 
  • 
  Regional Access to 3 mundane items (chosen 
  above). 
  • 
  +1 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  
   
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            12/17/05 
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  Prestige 2 - Hooligans 
  Most of the Bands in the Rogues are Prestige 2.  
  Hooligan bands usually do the backbone work of the 
  rogues, such as smuggling, burglary, and gambling.  
  With larger numbers of members, these bands usually 
  start to diversify their operations. 
  Requirements for a PC band to increase 
  to Prestige 2: 
  • 
  25 prestige points. 
  • 
  Leader must be a Confidant or higher. 
  • 
  Leader picks a fourth skill (not Diplomacy, or 
  Gather Information) to be a Specialty Skill for 
  the Band. 
  • 
  Leader adds access to a fourth mundane item 
  from the list (above). 
  • 
  Leader may add rules that make it easier for 
  lower grade Rogues to join the band.  Doing so 
  subtracts 5 from the band’s prestige point total if 
  the rule applies to just some Rogues and 10 it 
  applies to all. 
  Hooligan Benefits for Members: 
  • 
  Four Specialty Skills. 
  • 
  Regional Access to 4 mundane items (chosen 
  above). 
  • 
  +2 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  Prestige 3 - Villains 
  Villainous Bands are looked up to by most rogues.  
  They usually carry out some of the more daring or 
  profitable enterprises.  They tend to operate at least 
  partially in Upper Seltaren and often have ties to 
  some various officials.  More lucrative smuggling 
  through the Draw and burglary from lower ranking 
  nobles and trading houses are the key enterprises. 
  Requirements for a PC band to increase 
  to Prestige 3: 
  • 
  Must have been Prestige 2 previously. 
  • 
  50 prestige points. 
  • 
  Leader must be a Thief or Master Thief. 
  • 
  Leader picks a fifth skill (not Diplomacy, or 
  Gather Information) to be a Specialty Skill for 
  the Band.  
  • 
  Leader adds access to a fifth mundane item from 
  the list (above). 
  Villains Benefits for Members: 
  • 
  Five Specialty Skills. 
  • 
  Regional Access to 5 mundane items (chosen 
  above). 
  • 
  +3 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
  Prestige 4 - Crew 
  Bands of Prestige 4 are known more for their high 
  Grade members than for their numbers.  Crews are 
  usually elite groups of Master Thieves who use their 
  lesser followers to assist in the setup for the next big 
  score. 
  Requirements for a band to increase to 
  Prestige 4: 
  • 
  Must have been Prestige 3 previously. 
  • 
  100 prestige points. 
  • 
  Leader must be a Master Thief. 
  • 
  Leader picks a sixth skill (not Diplomacy, or 
  Gather Information) to be a Specialty Skill for 
  the Band. 
  Crew Benefits for Members: 
  • 
  Six Specialty Skills. 
  • 
  Regional Access to 5 mundane items (chosen 
  above). 
  • 
  +4 to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren and 
  Rogues of Seltaren. 
   
  
   
  Common Folk Meta-Organizations 
            12/17/05 
  Page 66 of 126 
   
   AR Benefits 
  Suggestions for Adventure Authors 
  Influence with the Rogues of Seltaren should be 
  given out on an AR any time characters assist the 
  rogues or do something that would impress them.  If 
  characters are of particular benefit to a specific band, 
  you could give them “Friend of Band ____ Access” 
  (see below).  In addition, the following items could 
  be offered on an AR in exchange for influence points 
  with the Rogues of Seltaren: 
  From the DMG:  Ring of Chameleon Power, Shadow 
  upgrade to armor, Silent Moves upgrade to armor, 
  Immovable Rod, Lens of Detection, Goggles of 
  Night, Gloves of Dexterity +4 and/or Rope of 
  Climbing. 
  From CV:  Access to Ring of Filcher’s Friend, Ring 
  of Lock picking, Papyrus of Deception, and/or 
  Possum Pouch. 
  Access to the Nightsong Enforcer or Nightsong 
  Infiltrator prestige class for an immediate expenditure 
  of 6 TUs. 
  Friend of a Band  
  The rogues appreciate those who help them out.  The 
  friendship is generally with a specific rogue band.  
  This benefit is changed to an influence point with the 
  band named if the character joins the Rogues. 
  Prerequisites 
  • 
  Must be listed as “Friend of _______ band” on 
  an AR. 
  Benefits 
  • 
  Regional Access to Fareye Oil (CV), Hawk’s 
  ointment (CV), Keenear Powder (CV), Blend 
  Cream (CV), & Catstink (CV) 
  • 
  Regional Access to the mundane items provided 
  to members by the band that was befriended. 
  • 
  A circumstance bonus to Diplomacy and Gather 
  Information checks with Residents of Lower 
  Seltaren and Rogues of Seltaren equal to the 
  prestige of the band befriended. 
  
   
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  Organizations Affiliated with the Rogues of Seltaren 
  Cover Organizations 
  The Rogues run a variety of cover organizations for their 
  activities.  Membership in a cover organizations has its 
  own TU and gold requirements, but grants benefits 
  related to the cover organization as well as a bonus to 
  Bluff checks when denying membership within the 
  Rogues when it is plausible for the cover organization to 
  be involved in that activity. 
  The Rogues use cover organizations to pursue legal 
  business opportunities in Seltaren and elsewhere.  Thus, 
  these organizations are open for anyone to join and are 
  generally accessible from the cover organization's home 
  city. 
  Creating a Cover Organization 
  Any Rogue of Seltaren who is a Master Thief may create 
  a cover organization that she runs.  These cover 
  organizations are often useful to the Master Thief's Band, 
  but also require additional time on the part of the Master 
  Thief. 
  Requirements: 
  • 
  Gain approval for the Cover Organization from the 
  Meta-org Coordinator and Triad.   
  • 
  1 extra time unit per year managing the cover 
  organization.  This does not mean that you must join 
  your cover organization since you are recognized as 
  the leader; however, you may join it in addition to 
  being leader.   
  • 
  Cover organizations usually give bonuses to Bluff 
  checks when members are denying membership in 
  the Rogues of Seltaren. 
  Benefits: 
  • 
  The Cover Organization leader gets a +4 to Bluff 
  checks in the Duchy of Urnst when denying 
  membership in the Rogues of Seltaren.  This bonus 
  is cumulative with more specific Bluff bonuses but 
  the total bonus can never exceed +4. 
  Enmity with the Rogues of Seltaren 
  If a member of an organization that is affiliated with the 
  Rogues receives an Enmity of the Rogues of Seltaren, 
  there are two possible effects: 
  1. If the member is also a member of the Rogues of 
  Seltaren, she receives no benefits from the affiliated 
  organization(s) until she repays her Enmity with 
  Favors from the Rogues of Seltaren.  As soon as her 
  Enmity has been dealt with, she receives all benefits 
  from the affiliated organization.  Time continues to 
  accrue on her time dependant bonuses. 
  2. If the member of the affiliated organization is not a 
  member of the Rogues of Seltaren, she immediately 
  loses membership in the organization without 
  explanation.  All time dependent benefits cease to 
  accrue and she may no longer qualify for any of the 
  other benefits of the organization.  In order to rejoin, 
  she must deal with the Enmity of the Rogues of 
  Seltaren and then must pay 500 gold Dukes to 
  receive her previous status within the school.  Time 
  accrual starts again from the point when she 
  removed her Enmity of the Rogues of Seltaren. 
   
  List of Affiliated Organizations 
  The Lamplighters Guild  
  The Seltaren Performers Guild 
  The Black Blade School of Fencing 
  The School of Security 
  
   
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  Lamplighters 
  Guild 
  Created by Denise Mauldin & updated by 
  Brad Street  
  To count as campaign documentation, this meta-org 
  must be accompanied by the “Meta-org Overview” page 
  (beginning of this document), Rogues Appendix 3, and 
  the appropriate certificate. 
  The Lamplighters Guild keeps the streets of Seltaren lit 
  at night.  While there are occasional rumors that the 
  Lamplighter’s Guild is made up mostly of the Rogues, 
  few put much credence in them.  The Lamplighters Guild 
  accepts any who are willing to do the hard task of 
  lighting Lower Seltaren’s lamps.  There is a strict 
  hierarchy among those who get to light the lamps of 
  Upper Seltaren and it is a tooth and nail climb to the top.  
  The ranks seem to dwindle in the winter months, but the 
  lamps are always lit.    
  Increasing Status in the Guild 
  New members start with a Status of zero.  To gain status 
  within the Guild, one may attempt a Profession 
  (lamplighter) or Charisma check after each 6 months 
  (from the date of joining) in the guild.  Members of the 
  Rogues gain a +2 per Grade in the Rogues.  Influence 
  with the Rogues of Seltaren and/or 100 gold bribes may 
  be used to reduce the time requirement by 2 months or 
  for a +2 to their roll per influence spent. 
   
  Guild 
  Status 
    
  DC 
  Lamp lighting  
  Location 
  0 
  - 
  Lower Slums 
  1 
  15 
  Lower Market/Docks 
  2 
  20 
  The Draw 
  3 
  25 
  Upper Seltaren 
  Those guild members who gained status under the 
  previous version of this organization retain it under this 
  version. 
  Prerequisites 
  • 
  There 
  are 
  no 
  prerequisites 
  for 
  joining 
  the 
  Lamplighters Guild 
  Ongoing Costs 
  • 
  2 TU on the first AR of each year. 
  • 
  Must spend at least 2 TUs per year attempting a 
  Profession 
  (Lamplighter) 
  check 
  as 
  a 
  Non-
  adventuring Activity (see LGCS).  
  Benefits 
  • 
  Equipment:  Each member of the Guild receives the 
  following equipment upon joining.  This equipment 
  is replaced any time the character is in Seltaren (for 
  an adventure or non-adventuring activity) but can 
  not be sold or traded. 
  8 flasks of Oil 
  A flint and steel 
  A 10 foot pole with a blob of wax covered linen 
  at the top for use as a wick. 
  A hooded lantern 
  Enough wax and linen for a weeks work. 
  • 
  A circumstance bonus on the following skills  
  equal to the Lamplighter’s Status in the Guild: 
  o 
  Profession (lamplighter)  
  o 
  Knowledge (architecture, local &/or geography) 
  checks about the city of Seltaren. 
  o 
  Bluff checks when denying membership in the 
  Rogues to members of the Ducal Government, 
  and Seltaren Residents. 
  o 
  Hide checks when outside in urban areas. 
  These bonuses do not stack with bonuses given by 
  the Rogues of Seltaren. 
  • 
  Influence:  Guild members with a status of one or 
  more have the option of providing assistance to the 
  Rogues in return for influence with a specific band.   
  To do so they must spend a TU to benefit from non-
  adventuring activity with a Profession (lamplighter) 
  or Sleight of Hand check (see the LGCS).   If the 
  lamplighter is a member of a band, the influence 
  gained must be with that band.  At any one time, 
  they may not accumulate more influence then their 
  current status in the Guild. 
  Failure to Pay Costs 
  Those who don’t follow through on the Lamplighters 
  Guild’s ongoing costs lose all benefits and status.  Later, 
  they may rejoin at the bottom (with no time accrued) if 
  they wish. 
  
   
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  Seltaren Performers 
  Guild 
  Introduced by Mike Dezotall & Mike Haakstad.   
  Written by Brad Street    Version 1.0  
  To count as campaign documentation, 
  this meta-org must be accompanied by 
  the 
  “Meta-org 
  Overview” 
  page 
  (beginning of this document) Rogues 
  Appendix 3, and the appropriate 
  certificate. 
  Most of those non-nobles who regularly perform in and 
  around the city of Seltaren are part of the Performer’s 
  Guild.  The better performers of the Guild are among the 
  first to be contacted when entertainment is needed at an 
  event in Upper Seltaren.  Other members can be found 
  performing on street corners and in taverns (depending 
  on their reputation).   
  Very few are aware that the guild is really a cover 
  organization for the Rogues.  Its members use their 
  performances as an opportunity to keep watch, gather 
  information, and case out estates for their bands. 
  Gaining Reputation in the Guild 
  One can build reputation in Seltaren by successful 
  performances in front of important audiences.  If an 
  adventure begins or ends in Seltaren, then a single check 
  may be made for free (judges are encouraged to give an 
  opportunity to do this during the adventure when 
  appropriate).  Otherwise the check requires a Perform 
  check after a Duchy adventure (this includes the requisite 
  TU cost and gold benefits as described in the LGCS 
  under 
  “Benefits 
  from 
  Non-adventuring 
  Activity).  
  Characters may not gain more than one reputation level 
  per adventure.  If members of Reputation 2 or 3 get a 10 
  or less on their perform check they immediately drop to 
  the next lower reputation score. 
    
  Reputation 
  Score 
   
  DC 
  Success of 
  Performance 
  Common 
  Venues 
  1 
  15 
  Enjoyable 
  Street corners 
  2 
  25 
  Memorable 
  Taverns 
  3 
  30 
  Extraordinary 
  Noble Estates 
  Prerequisites 
  • 
  Either 200gp in entry fees or membership in the 
  Rogues of Seltaren. 
  • 
  May not be a member of a Noble House unless 
  successfully disguised while performing in Seltaren.  
  The Disguise check while performing is DC 10 x the 
  member’s reputation score.  If failed, the character is 
  kicked out of the guild (but can rejoin under a new 
  disguise if desired). 
  • 
  Make a DC 15 Perform check as described under 
  gaining reputation (below) 
  • 
  1 TU when first join the Performers Guild. 
  Ongoing Costs 
  • 
  1 TU + 1 per level of Reputation on the first AR of 
  each New Year.  Those members who are Rogues of 
  Seltaren may subtract their current grade from this 
  requirement (but never GAIN TUs). 
  • 
  Must spend at least 2 TUs per year attempting to 
  Perform as a Non-adventuring Activity (see LGCS). 
  • 
  Guild Members must tithe 20% of any money they 
  make while performing in the City of Seltaren. 
  Benefits 
  • 
  Regional 
  access 
  to: 
  Masterwork 
  Drums, 
  Masterwork 
  Lap 
  Harp, 
  Masterwork 
  Harp, 
  Masterwork Lute, Masterwork Fiddle, Masterwork 
  Pan Pipes, Jester’s Kit, and Listening Cone (all from 
  CV). 
  • 
  Reduced Upkeep on adventures that start or end in 
  Seltaren: 
   
  Reputation 
  2 
  members 
  get 
  free 
  adventurers standard upkeep (an Inn provides room 
  and board in return for performances).  Reputation 3 
  members get free rich upkeep (a Noble patron 
  provides a room at her noble estate in return for 
  private performances).  
  • 
  A circumstance bonus equal to the member’s 
  reputation score with: 
  o 
  Perform & Tumbling skills 
  o 
  Diplomacy and Gather information checks with 
  Residents of Seltaren. 
  o 
  Bluff checks when denying membership in the 
  Rogues to members of the Ducal Government, 
  Duchy of Urnst Nobles, and other lawful 
  organizations or entities. 
  These bonuses do not stack with bonuses given by 
  the Rogues of Seltaren and/or Sudrand Gallini’s 
  Traveling Circus. 
  Failure to Pay Costs 
  Those who don’t pay the requirements in the Performers 
  Guild lose all benefits and status.  They may rejoin at the 
  bottom when they wish. 
  
   
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  School of Security 
  Created by Denise Abbott and updated by Brad Street 
  Version 3.0  
  To count as campaign documentation, this meta-org 
  must be accompanied by the “Meta-org Overview” page 
  (beginning of this document Rogues Appendix 3,) and the 
  appropriate certificate. 
  Established in CY580 in 
  Seltaren and Leukish, the 
  School of Security teaches 
  the art of security to anyone 
  who 
  is 
  interested.  
  Members of the School 
  learn the best ways to 
  protect 
  valuable 
  objects 
  from thieves.  They have 
  not yet been employed to 
  guard the homes of the very 
  wealthy, but moderately 
  wealthy merchants often 
  hire them to create traps to protect their storerooms or to 
  troubleshoot the traps already in place.   
  Security Students 
  Prerequisites 
  • 
  2 ranks in Disable Device 
  • 
  2 ranks in Search 
  • 
  Entrance fee of 100gp.  
  Annual Student Costs 
  • 
  Spend 2 Time Units each year on training 
  • 
  Pay 100 gold per year on tuition. 
  Student Benefits 
  • 
  A free set of Masterwork Thieves Tools.  They may 
  not be sold, but are replaced if destroyed or 
  damaged. 
  • 
  +1 plus an additional +1 circumstance bonus per full 
  year of study to: Concentration (when searching for 
  or disabling traps), Craft (Trap making), Disable 
  Device, Escape Artist, Forgery, and Search. These 
  bonuses do not stack with any given by the Rogues 
  of Seltaren and may not exceed +3. 
  Security Graduates 
  Those who have mastered the skills taught at the School 
  of Security can go through testing to Graduate.  
  Graduates are in high demand as to install and check 
  security systems. 
  Prerequisites 
  • 
  8 ranks in three of these skills: Bluff, Craft (Trap 
  making), Disable Device, Escape Artist, Forgery, 
  and/or Search. 
  Feats that give bonuses to a skill count as ranks in that 
  skill. 
  Ongoing Costs: 
  The Graduate no longer has to pay tuition but still must 
  spend 3 TU per year being employed in the skills learned 
  while in the school. 
  Benefits: 
  • 
  Whatever skill benefits they accumulated as a 
  student. 
  • 
  An influence point with the Rogues of Seltaren if 
  they are willing to share the details of their 
  consulting work.  This influence point renews at the 
  beginning of each year. 
  • 
  100 gold in consulting fees per year (gained on the 
  first AR of the year). 
  • 
  +2 to Diplomacy and Gather Information checks 
  with Duchy of Urnst business owners. 
  Security Instructors 
  Those who excel at the techniques taught by the Black 
  Blade can become instructors at the school.  
  Requirements: 
  • 
  12 ranks in Disable Device, Search, and one of: 
  Craft (Trap making), Escape Artist, or Forgery. 
  • 
  Must be either a School of Security Graduate or 
  spend 2 influence points with the Rogues of 
  Seltaren. 
  Ongoing Instructor Costs 
  • 
  3 time units teaching new students spent on the first 
  AR of each year.  
  Instructor Benefits: 
  • 
  An additional plus one to whatever skill bonus they 
  received as a student.  These bonuses have a 
  maximum of plus four and do not stack with 
  bonuses given by the Rogues of Seltaren. 
  • 
  Free Standard Upkeep while in the Duchy of Urnst. 
  • 
  100gp salary. 
  • 
  An influence point with the Rogues of Seltaren.  
  This influence point renews at the beginning of each 
  year. 
  
   
  Common Folk Meta-Organizations 
            12/17/05 
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  • 
  +3 to Diplomacy and Gather Information checks 
  with Rogues of Seltaren, and Duchy of Urnst 
  business owners. 
  Leaving the School of Security 
  If a student of the School does not pay his tuition on the 
  first AR of the year he is no longer a student until the 
  tuition is paid.  Consequences: 
  • 
  His masterwork thieves’ tools are not replaced 
  if damaged. 
  • 
  He stops accruing time towards additional skill 
  benefits until his tuition is paid. 
  Members of the School of Security who do not pay their 
  current Time Unit requirements on the first AR of the 
  year (whether they are considered training, consulting, or 
  teaching) lose all benefits of the organization and may 
  not return to the School. 
  Membership in the Rogues of Seltaren 
  The Rogues of Seltaren infiltrated the School of Security 
  for obvious reasons.  In addition to using it as a cover 
  organization, the Rogues have limited the number of 
  burglaries allowed on those merchants who have used 
  this school's services in the past to increase its popularity 
  with the nobles and wealthy merchants.   
  Rogues who are using the School of Security as their 
  cover organization receive the same bonus as they get on 
  their band’s specialty skills to their Bluff checks when 
  denying their membership in the Rogues of Seltaren to 
  Duchy merchants, members of the Ducal Government, 
  and other lawful organizations and entities. 
  Suggestions for Adventure Authors 
  School of Security graduates are most likely to show up 
  in adventures as a security expert in charge of protecting 
  a place of business.  Interfering with that place of 
  business should gain a minor enmity with the Rogues of 
  Seltaren.  Assisting a School of Security member in 
  protecting a business could gain special item access or 
  Diplomacy and Gather Information bonuses with other 
  members of the school.   
   
  Player Character members of the school might be asked 
  by some Rogues of Seltaren to get information on a site 
  or to assist in a heist in return for special access and/or 
  influence with the Rogues.  Members of the school who 
  help out an instructor might receive a waiver on a 
  graduation requirement or a reduction in their next year’s 
  fees or TU cost. 
  
   
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  Black Blade School of 
  Fencing 
  Created by Mike Dowd & updated by Brad Street 
  Version 3.0 
  To count as campaign documentation, this meta-org 
  must be accompanied by the “Meta-org Overview” page 
  (at the beginning of this document Rogues Appendix 3,) 
  and the appropriate certificate. 
  Rarely spoken of in anything louder than a hushed 
  whisper, the Black Blade is a fairly secretive school for 
  the Fencing Arts.  A master of the blade who quickly 
  dispatches his opponents in a violent and efficient 
  manner punctuates the mystery. For those with the right 
  connections, a heavy purse, and sufficient promise, a 
  world of secrecy could open up. 
  Rumors abound about who is funding this school. 
  Rumored sponsors include the Temple of Rudd, the 
  Rogues of Seltaren, House Burlondin, and the remnants 
  of the fallen House Teranor. There are even some who 
  will swear by all that is holy that there is a temple of 
  Olidamarra behind some of the money. 
  One thing is certain – the skills taught here are as 
  brutally efficient as possible. Flash and show have no 
  place in a student’s repertoire. Intimidation and bluff 
  have equal weight as skill with the blade – often a battle 
  can be won before blood is even spilled, but once the 
  blade is drawn death is sure to follow. 
  Black Blade Students 
  Prerequisites 
  • 
  +1 Base Attack Bonus. 
  • 
  Proficient with the rapier. 
  • 
  Does not have the Enmity of the Rogues of 
  Seltaren. 
  • 
  Spend an influence with the Rogues of Seltaren 
  or 100gp registration fee with the school. 
  • 
  An initial 2 TU training at the School. 
  Annual Student Costs 
  To continue their studies, students must spend additional 
  time units (two plus one per full year in the school up to 
  five) and 100gp tuition. These expenditures must be 
  made on the first AR of each new year. 
  Student Benefits 
  • 
  A 5% discount off of the following items: 
  Dagger, Rapier, Whip, MW Dagger, MW Rapier, 
  MW Whip, Leather Armor, Studded Leather Armor, 
  MW Leather Armor, MW Studded Leather Armor, 
  Disguise Kit, MW Disguise Kit, Tanglefoot Bag, 
  Smokestick 
  • 
  Regional access (including masterwork, silvered, 
  and cold iron versions as appropriate) to the 
  following mundane items: Close Fighting Blade 
  (RW166), Flash Pellet (CV118), Quickblade Rapier 
  (CV116), Spring Loaded Gauntlet (AE9), Thinblade, 
  Elven (CW154) 
  • 
  +1 circumstance bonus plus 1 per additional year to 
  the following skills when facing opponents in 
  combat: Bluff, Intimidate, Hide, Move Silently, 
  Sense Motive, and Tumble. These bonuses do not 
  stack with any given by the Rogues of Seltaren and 
  may not exceed +3. 
  Black Blade Graduates 
  Those who have mastered the skills taught at the Black 
  Blade School can go through testing to Graduate.  
  Graduates are in high demand as hired killers and 
  bodyguards. 
  Prerequisites 
  • 
  +6 base attack bonus 
  • 
  Dodge and Mobility feats 
  • 
  7 ranks in Tumble 
  • 
  7 ranks in any two of these skills, plus five 
  ranks in a third skill: Bluff, Intimidate, Hide, 
  Move Silently, and Sense Motive 
  Feats that give bonuses to a skill count as ranks in that 
  skill. 
  Annual Graduate Costs: 
  The Graduate no longer has to pay tuition but still must 
  spend 2 TU per year practicing the skills learned while in 
  the school. 
  Graduate Benefits: 
  • 
  Graduates retain whatever skill bonuses they gained 
  as a student. 
  • 
  The right to purchase and wear a special “Black 
  Blade” (a black and slightly curved masterwork 
  dagger), that marks the owner as a Black Blade 
  Graduate.   Any non-graduate wearing one of the 
  daggers gets major enmity of the Black Blades and 
  the Rogues of Seltaren if identified by a member of 
  one of those organizations. 
  • 
  +2 circumstance bonus to Intimidate and Gather 
  Information with Criminals, Mercenaries, and 
  Bounty Hunters in the Duchy of Urnst if they see the 
  Graduate’s Black Blade. 
  • 
  One influence with the Rogues of Seltaren and one 
  influence with the Black Blades.  These influence do 
  not renew.  
  
   
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  Black Blade Teachers 
  Those who excel at the techniques taught by the Black 
  Blade can become teachers at the school. 
  Prerequisites: 
  • 
  +7 base attack bonus 
  • 
  Dodge and Mobility feats 
  • 
  12 ranks in Tumble 
  • 
  8 ranks in any three of these skills: Bluff, 
  Intimidate, Hide, Move Silently, and Sense 
  Motive 
  • 
  2 influence with the Rogues of Seltaren and/or 
  Black Blades. 
  Ongoing Teacher Costs 
  • 
  Four time units teaching new students spent on 
  the first AR of each year.  
  Teacher Benefits: 
  • 
  An additional plus one to whatever skill bonus 
  they received as a student.  This bonuses have a 
  maximum of plus four and do not stack with 
  bonuses given by the Rogues of Seltaren. 
  • 
  The school pays for free Rich Upkeep while in 
  the Duchy of Urnst. 
  • 
  100gp salary. 
  • 
  An influence point with the Rogues of Seltaren.  
  This influence point renews at the beginning of 
  each year. 
  • 
  Regional 
  access 
  (including 
  masterwork, 
  silvered, and cold iron versions as appropriate) 
  to the following mundane items: Close Fighting 
  Blade 
  (RW166), 
  Flash 
  Pellet 
  (CV118), 
  Quickblade Rapier (CV116), Spring Loaded 
  Gauntlet (AE9), Thinblade, Elven (CW154) 
  • 
  +2 Diplomacy and Gather Information with 
  members of the Black Blades and the Rogues of 
  Seltaren. 
  Leaving the Black Blade School 
  If a student of the Black Blade does not pay his tuition 
  on the first AR of the year he is no longer a student until 
  the tuition is paid.  Consequences: 
  • 
  He does not receive the discount and special 
  access to items. 
  • 
  He stops accruing time towards additional skill 
  benefits until his tuition is paid. 
  Members of the Black Blade School of the Rapier who 
  do not pay their current Time Unit requirements on the 
  first AR of the year (whether they are considered 
  training, practice, or teaching) lose all benefits of the 
  organization and may not return to the Black Blade. 
  They are warned that speaking openly of the Black Blade 
  is likely to have deadly consequences. Few leave the 
  Black Blade, but no one betrays its secrets. 
   Suggestions for Adventure Authors 
  The Black Blades are most likely to be encountered in 
  adventures as bounty hunters.  Somebody with enmity of 
  the Rogues could easily have a Black Blade sent after 
  them.  Don’t forget to account for their requirements and 
  benefits if you use them. 
  Killing a Black Blade student or instructor should gain 
  the enmity of the School.  Consequences might include 
  random crossbow bolts out of the shadows or even a 
  chance that a bounty hunter shows up in pursuit. 
  Members who help out instructors might be given access 
  to a Blade of Deception (CV) or appropriate weapon 
  upgrade.   
   
    
   
   
  
   
  Upper Class Organizations 
            12/17/05 
  Page 74 of 126 
  CHAPTER 3:  UPPER CLASS ORGS 
   
  The Duchy of Urnst is a land dominated by the Suel and 
  the House System they brought with them from the old 
  Suel Imperium.  The Suel nobility of the Duchy enjoy 
  privileges that are not permitted to the common folk.  
  Use the House Connections racial backgrounds to 
  designate your character as a member of the Upper 
  Class. 
  Most of the meta-orgs described in this document give 
  preference to the Suel and Members of the Houses.  
  Other races can work their way through many of them, 
  but will find that influence and/or bribes are needed to 
  progress to the uppermost ranks. 
  The Leukish School of the Rapier and the Maure School 
  of Horsemanship are almost exclusively attended by 
  members of the Upper Class.  The Loyal Brotherhood of 
  the Lizard is a part of the Upper Class “old boys 
  network”, but will accept other races if they are invited 
  in by a current member.  The Order of the White Bear, in 
  the Ducal Diplomatic Corps is Suel dominated, but the 
  other Orders (of spies and saboteurs) will take any race.  
  In addition to the organizations described below, the 
  Officer ranks in the Ducal Guard and Ducal Navy 
  (Military doc) are also dominated by the Upper Classes.  
  All of these Meta-Organizations offer characters both in 
  game benefits and a role-playing connection to the 
  Duchy of Urnst in return for meeting certain 
  prerequisites and paying certain costs. 
   
  
   
   
  The Diplomatic Corps of the Duchy of Urnst 
  Written by the Duchy of Urnst Triad and updated by Brad Street 
  Version 4.0, edited by Denise Mauldin 
   
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (beginning of this document) and the 
  appropriate certificate. 
  Overview 
  The White Bears of the Ducal Diplomatic Corps played a 
  significant role near the end of the Greyhawk wars as it 
  helped find peaceful solutions to the many disputes that 
  remained to be resolved.  It can be guessed that the 
  Stealthy Shadow Bears helped Duke Karl run the thieves 
  and corrupt officials out of Leukish.  More recently, with 
  the rising threat of Rary in the Bright Desert, the Scarlet 
  Bears were formed to combat threats from the shadows.  
  Modern day members of the Ducal Diplomatic Corps can 
  be found as diplomats to foreign nations, spies for the 
  Duke and saboteurs of the Duchy’s enemies.  
  The Elite Orders 
  Corps members must either start as a Messenger or have 
  the “Page for the Diplomatic Corps” background. 
  Messengers aspire to enter one of the Corps three elite 
  branches (called “Orders”).  The White Bears are 
  responsible for diplomatic affairs, the Shadow Bears 
  focus on infiltration and the Crimson Bears undertake 
  covert operations. Each Order has a specific rank 
  structure with a progression through a series of 
  “Echelons”.  Entry into one of the elite Orders always 
  starts at the Order’s bottommost echelon. 
  Shadow Bears can simultaneously progress as White 
  Bears (assuming they meet the Prerequisites and pay all 
  the costs).  Shadow Bears doing so are essentially spies 
  masquerading as diplomats.  The circumstance bonuses 
  given by each Order do not stack.   
  Crimson Bears may not be a member of another Order 
  while a Crimson Bear.  A Crimson Bear may return to an 
  Order that she was previously a member in (at whatever 
  Echelon she last held in that order). 
  Echelon 2 – Acolyte 
   � 
  Echelon 3 – Speaker 
   � 
  Echelon 4 – Aide 
   � 
  Echelon 5 – Ambassador 
   � 
  Echelon 6 – Consul 
  Order of the 
  Shadow Bear 
  Order of the 
  White Bear 
  � 
  Echelon 2 – Operative 
   �   
  Echelon 3 – Spy 
   � 
  Echelon 4 – Master Spy 
   � 
  Echelon 5 – Unknown 
   � 
  Echelon 6 – Unknown 
  � 
  Order of the 
  Crimson Bear 
   
   
  Echelon 3 – Saboteur 
   � 
  Echelon 4 – Elite Saboteur 
   � 
  Echelon 5 – Unknown 
   � 
  Echelon 6 – Unknown 
  Structure of the Corps 
  Page in the Diplomatic Corps or  
  Echelon 1 – Messenger  
  � 
  
   
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  Pre-596 CY Members of the Corps 
  Recent frustrations with the performance of the DDC 
  during the rise and fall of the Nyrond Imperium  led 
  Duke Karll to order a restructuring of the Corps.  He has 
  charged the Ducal Diplomatic Corps with streamlining 
  its command structure and reducing bureaucracy.  Those 
  who were members before the release of this version 
  may find their position no longer exists.  Those who 
  were at least Echelon 2 before the beginning of 596 CY 
  (pre-2006) can immediately join whatever Echelon they 
  qualify for within any one of the Orders (they can not use 
  Ducal Favors for this).  They do not have to meet the 
  time prerequisites but must still pay the other costs if 
  they haven’t yet held a position with that name.   This 
  must be done on their first AR of 596 CY. 
  Leaving the Diplomatic Corps 
  Failure to pay the required annual costs for the 
  organization results in suspension of all benefits 
  provided by the Corps.  Characters who skip payments 
  for a second year are dropped from the Corps and lose all 
  benefits besides levels already gained and gear already 
  purchased. 
  Prerequisites 
  Home Region Requirement 
  Members of the Diplomatic Corps must have the Duchy 
  of Urnst as their home region.  If they change regions 
  they lose all benefits of the Corps. 
  Skill Prerequisites 
  All Echelons have specific Skill Prerequisites.  Certain 
  things can help characters meet these requirements: 
  1. Skill bonuses from feats count as additional ranks 
  in a skill [e.g. somebody with 5 ranks in 
  Diplomacy and Skill Focus (Diplomacy) would 
  count as having 8 ranks in Diplomacy].   
  2. Bardic Knowledge can be substituted for 
  Knowledge skill requirements if the Bardic 
  Knowledge bonus is 4 higher than the required 
  ranks for the skill.   
  3. Some spells and abilities can be substituted for 
  specific skills.  Acceptable substitutions are noted 
  in each case. 
  4. A Ducal Favor can be spent to suspend a single 
  prerequisite at a specific Echelon. 
  Diplomatic Corps Influence Points 
  Influence points with the Ducal Diplomatic Corp can be 
  used in the following ways: 
  • 
  Reduce an Echelon time requirement by 4 months. 
  • 
  Spend a single banked time unit (see below) on 
  something other than a reason allowed by one’s 
  order. 
  • 
  Help extricate the character from embarrassing or 
  damaging legal situations while in the Duchy of 
  Urnst (and in other countries if deemed appropriate 
  by the judge).  It takes 1d4 days after a Corps office 
  is contacted for the aid to arrive from Leukish (this 
  may be modified by the GM to account for how 
  close to Leukish you are, but it will never take more 
  than 4 days) for someone to arrive on site and begin 
  their work.  Their efforts can result in one of the 
  following: 
  o 
  Increase NPC attitude towards you by one step 
  after 1d6 hours (this may be modified by the 
  GM to account for current NPC attitude). 
  o 
  Add +4 to one Diplomacy check with legal 
  officials. 
  o 
  Or, attain the casting of spells on the character 
  to prove his or her innocence. 
  A character may only seek extrication once per 
  adventure, and must have some way to contact one 
  of a Corps office (in all towns and cities in the 
  Duchy) or Embassy (in the capitols of most 
  countries). 
  Ducal Favors 
  Ducal Favors can be used by members of the Ducal 
  Diplomatic Corps to substitute for the following: 
  • 
  Immediately restore a Diplomatic Corps Influence 
  that has been used. 
  • 
  Substitute for a single prerequisite at a certain 
  Echelon (but can not override the requirement that 
  the character has been in the previous Echelon). 
  • 
  Substitute for an Echelon’s Testing Fees. 
  • 
  Count as two Influence Points for the purposes of 
  promotion Costs. 
  Banked Time Units 
  Members of the Diplomatic Corps who are Echelon 3 
  and above must spend an additional 4 Time Units on the 
  first AR of each year.  These Time Units are considered 
  “Banked” and may be used during that year for specific 
  purposes.  The use of Banked Time Units must be 
  recorded on the “Diplomatic Corps Banked Time Units 
  Log.”  Permitted use of Banked Time Units varies 
  depending on the Order: 
  White Bears spend their banked time units on 
  diplomatic missions.  They may spend the time units on 
  any adventures that take place in (or pass through) the 
  Country to which they are assigned (as chosen on the 
  first AR of each year).  If assigned to the Duchy, the 
  adventure must be specifically listed as appropriate for 
  this Order’s requirement. 
  
   
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  Shadow Bear’s banked time units are spent while 
  undercover (disguised with an assumed persona).  These 
  Time Units can be spent on other Meta-organizations 
  (including costs of White Bear membership) or on 
  adventures specifically listed as counting towards this 
  Order’s requirement.   
  A Shadow Bear can declare himself under “Deep Cover” 
  on the first AR of the year.  If they do so, their TU cost 
  for the Corps is reduced by two, but their Banked Time 
  Units are increased to 8.  While under Deep Cover, the 
  Shadow Bear gains only skill bonuses from their echelon 
  for the year, but still accrues time towards the next 
  echelon.   
  Crimson Bears spend their banked time units on 
  sabotage missions.  They may use their banked Time 
  Units on adventures that take place at least partly in the 
  Bright Lands, The Land of Iuz, any country the Duke has 
  declared war upon, and any other adventures specifically 
  listed as appropriate for this Order’s requirement. 
  Entry Positions 
  The Entry Positions of the Diplomatic Corps are a 
  stepping-stone for many young Suel nobles. They offer a 
  less rigorous regime than the Ducal Guard, while 
  garnering the same respect among social circles. Many 
  eventually leave the Order to perform other duties, but 
  those who remain aspire to advance to one of the elite 
  orders in the Corps. 
   
  Page for the Ducal Diplomatic 
  Corps 
  This is a background position that members of a Duchy 
  Noble House may have held in their youth.  See the 
  Character Backgrounds document for more information. 
   
  Messenger (Echelon 1) 
  Those who weren’t a Page in their youth start out 
  relaying messages for the Corps. Messengers often visit 
  the far corners of the Duchy and sometimes travel to 
  foreign lands. When not fulfilling their duties as 
  messengers they are expected to care for their mounts 
  and those of the other officials in the Corps. 
  Prerequisites 
  • 
  4 ranks in Ride. 
  • 
  1 rank in Diplomacy. 
  • 
  Must own a mount. 
  Costs 
  • 
  100 gp in testing Fees & 2 TUs on initial 
  training. 
  • 
  Must spend 2 TUs on the first AR of each year. 
  Benefits 
  • 
  The following circumstance bonuses: 
  +1 to Diplomacy and Bluff when dealing with 
  Duchy of Urnst Nobles. 
  +1 to Gather Information & Sense Motive skill 
  checks while in the Duchy of Urnst. 
  • 
  100 gp Salary on the first AR of the year. 
  • 
  Mundane Item Access to: 
  o 
  Boots, Smugglers (AE) 
  o 
  Lantern, Fog-Cutter (AE) 
  o 
  Masterwork Military Saddle (CA 123) 
  o 
  Riding Straps (RS157) 
  o 
  Signal Arrow (AE) 
  o 
  Signal Torch (AE) 
  • 
  The 
  following 
  items: 
  Military 
  Saddle, 
  Saddlebags, Bit and Bridle, Leather Barding, 
  Traveler's Outfit, and a Belt Pouch.  These 
  items may not be sold and must be returned 
  upon leaving the Echelon.  They all have 
  prominent symbols on them that identify the 
  wearer as a Messenger with the Diplomatic 
  Corps: Knowledge (Local) DC 10.    
  
   
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  Order of the White Bear 
  The Order of the White Bear is dedicated to the 
  preservation and creation of peace. Many 
  White Bears forgo weapons entirely.  
  All White Bears gain the following: 
  The mundane items provided free by this order 
  (listed by Echelon below) all have prominent 
  White Bear symbols that readily identify the carrier as a 
  member of the Diplomatic Corps: Knowledge (Local-
  Nyrond & Environs) DC10.  The items may not be sold 
  and must be returned upon leaving each Echelon, but are 
  replaced if damaged.   
  White Bears also gain regional mundane item access: 
  o 
  Antitoxin Capsule (CA 121) 
  o 
  Boots, Smugglers (AE) 
  o 
  Candle, Restful (AE) 
  o 
  Game Board, Portable (AE) 
  o 
  Insect Netting (AE) 
  o 
  Listening Cone (AE) 
  o 
  Money Belt (AE) 
  o 
  Sheath, Boot (AE) 
  o 
  Swiftstride Capsule (CA 121) 
  o 
  Tent, Pavilion (AE) 
  Acolyte (Echelon 2) 
  Young diplomats carry the rank of acolyte and perform 
  the more menial functions of diplomacy. They are often 
  charged with making sure that every detail of a 
  scheduled meeting location is immaculately clean and 
  well prepared. They transcribe notes of conversations 
  and serve as filing clerks, personal secretaries, and 
  translators. The more exceptional among them assist 
  Speakers in the Ducal Courts or on occasional diplomatic 
  missions.  This prepares them for their role as future 
  diplomats, although many acolytes never advance 
  beyond this point. The life of an acolyte is comfortable. 
  Prerequisites 
  • 
  Messenger for six months or the “Page to the 
  Ducal Diplomatic Corp” background. 
  • 
  6 ranks in Diplomacy 
  • 
  4 ranks in Gather Information or able to Detect 
  Thoughts at least once/day. 
  • 
  Speak and write three languages other than 
  Common or able to cast Tongues at least 
  once/day. 
  Costs 
  • 
  1 regional influence point from a Duchy Noble 
  House, governmental organization, or any other 
  deemed reasonable by the judge. 
  • 
  200 gp in testing fees and 4 TU of initial 
  training. 
  • 
  Must spend 4 TUs on the first AR of each year. 
  Benefits 
  • 
  The following circumstance bonuses: 
  +2 to Diplomacy, Bluff, & Perform (oratory) 
  when dealing with Nobles. 
  +2 to Gather Information & Sense Motive skill 
  checks 
  while 
  in 
  social 
  (non-combat) 
  situations. 
  +2 to Search & Knowledge checks made in 
  Duchy of Urnst libraries. 
  +2 to Knowledge (Local – Metaregion IV). 
  • 
  One influence with the Diplomatic Corps (see 
  above for possible uses).  This influence renews 
  on the first AR of each New Year. 
  • 
  Free Adventurer’s Standard upkeep while in the 
  Duchy of Urnst. 
  • 
  A 200 gp salary paid on the first AR of each 
  year. 
  • 
  The following items: White Scholar's Outfit, 
  Belt Pouch, 20 sheets of paper, 20 sheets of 
  parchment, Ink vial, and pen.   
  Speaker (Echelon 3) 
  A Speaker is an official representative of the Duke and 
  Honorable Chamber in the Ducal Courts and those of 
  foreign 
  nations. 
  They 
  are 
  usually 
  involved 
  in 
  negotiations as advisors on Ducal Law.  A typical 
  Speaker is a 5th level Aristocrat, Expert, or Bard. 
  Prerequisites 
  • 
  Acolyte for six months. 
  • 
  8 ranks in Diplomacy 
  • 
  4 ranks in  Knowledge (Local – Metaregion IV) 
  • 
  4 ranks in Perform (Oratory) 
  • 
  2 ranks in Knowledge (nobility and royalty) 
  • 
  At least 50% Suel. 
  • 
  Choose a country that your character is assigned 
  to (and fill it in on your Echelon certificate).  
  The country can be the Duchy of Urnst or a 
  country from any Metaregion that the character 
  has at least four Knowledge ranks in. 
  Costs 
  • 
  2 regional influence points from a Duchy Noble 
  House, 
  governmental 
  organization, 
  or 
  as 
  otherwise deemed reasonable by the judge. 
  • 
  300 gp in testing fees and 2 TUs of initial 
  training. 
  
   
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            12/17/05 
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  • 
  4 TUs on the first AR of each year. 
  • 
  4 Banked Time Units (see above). 
  Benefits 
  • 
  The following circumstance bonuses: 
  +3 to Diplomacy, Bluff, & Perform when 
  dealing with Nobles. 
  +3 to Gather Information, Intimidate, Sense 
  Motive, and Spot skill checks while in social 
  (not combat) situations. 
  +2 to Search & Knowledge checks made in 
  Duchy of Urnst libraries. 
  +2 to Knowledge (Nobility and Royalty) and 
  Knowledge (Local – Metaregion IV). 
  • 
  One influence with the Diplomatic Corps (see 
  above).  This influence renews on the first AR 
  of each New Year. 
  • 
  A 300 gp salary paid on the first AR of each 
  year. 
  • 
  A 50% discount off the price of Rich lifestyle 
  while in the Duchy of Urnst and 50% off of 
  Luxury lifestyle in one’s assigned country. 
  • 
  The following items: White Courtier's Outfit  
  (not including jewelry), Belt Pouch, and Signet 
  Ring. 
  Aide (Echelon 4) 
  An aide to an ambassador is a direct representative of the 
  Duchy of Urnst to a foreign nation. They are required to 
  act as negotiators and lawyers for the Duchy. If required 
  they can assume the full duties of an ambassador without 
  appointment. This only occurs during times when the 
  current ambassador is unable to perform his/her duties.  
  A typical Aide is a 9th level Aristocrat or Bard (or 7th 
  with Skill Focus (Diplomacy). 
  Prerequisites 
  • 
  Speaker for one year 
  • 
  100% Suel 
  • 
  12 ranks in Diplomacy 
  • 
  10 ranks in Perform (Oratory) 
  • 
  4 ranks in  Knowledge (Local) 
  • 
  2 ranks in Knowledge (nobility and royalty) 
  • 
  Able to make a 20 Bluff while taking 10 (spells 
  and items count). 
  • 
  Choose the country you are assigned to and fill 
  it in on your Echelon certificate.  The country 
  can not be the Duchy of Urnst but can be from 
  any Metaregion that the character has at least 
  four Knowledge ranks in. 
  Costs 
  • 
  4 regional influence points from a Duchy Noble 
  House, 
  governmental 
  organization, 
  or 
  as 
  otherwise deemed reasonable by the judge. 
  • 
  400 gp in testing fees and 2 TU on initial 
  training. 
  • 
  5 TUs on the first AR of each year. 
  • 
  4 Banked Time Units (see above). 
  Benefits 
  • 
  The following circumstance bonuses: 
  +4 to Diplomacy, Bluff, & Perform (oratory) 
  when dealing with Nobles and governmental 
  officials in any country. 
  +4 to Gather Information, Intimidate, Sense 
  Motive, and Spot skill checks while in social 
  (non-combat) situations. 
  +3 to Knowledge (Nobility and Royalty) & 
  Knowledge (Local – Metaregion IV). 
  • 
  Two influence with the Diplomatic Corps (see 
  above for details).  These influence renew on 
  the first AR of each New Year. 
  • 
  A 400 gp salary paid on the first AR of each 
  year 
  • 
  Free Rich lifestyle while in the Duchy of Urnst 
  • 
  Free Luxury lifestyle in one’s assigned country. 
  • 
  Access to the Spymaster Prestige Class (CA).  
  • 
  The following items: White Noble's Outfit (not 
  including jewelry), Belt Pouch, Signet Ring.) 
  • 
  Their Great Renown gives them a +2 to their 
  Leadership score. 
  Ambassador (Echelon 5) 
  Ambassador’s are in full charge of a delegation to a 
  foreign country.  Being an Ambassador requires an 
  expenditure of 44 Time Units on the first AR of each 
  year (in addition to banked units).  Ambassadors are 
  provided with a Carriage  and diplomatic mansion in 
  their assigned country.  Ambassadors are appointed by 
  the Duke and confirmed by the Honorable Chamber: 
  inform the triad if your character is putting out feelers for 
  open ambassadorships.   
   
  Consul (Echelon 6) 
  Consuls are direct representatives of the Duke in the 
  Honorable Chamber and are appointed by him to a seat 
  in the chamber.  They are provided with a Carriage and 
  Town House in Leukish.  Any character that is appointed 
  as a Consul will only have 4 Time Units available each 
  year.  Consuls are appointed by the Duke: inform the 
  triad if your character is interested (but don’t hold your 
  breath). 
   
  
   
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  Order of the Shadow 
  Bear 
  The Order of the Shadow Bear is dedicated to 
  the collection of sensitive information. 
  All Shadow Bears receive: 
  A Disguise Kit and Tanglefoot Bag.  These items may 
  not be sold.  They are replaced on the first AR of each 
  year. 
  Regional mundane item access to: 
  o 
  Alchemical Tooth (CA) 
  o 
  Boots, Smugglers (AE) 
  o 
  Forger's Kit (CA/AE) 
  o 
  Grappling Hook, Collapsible (AE) 
  o 
  Instant Rope (AE) 
  o 
  Jester's Kit (AE) 
  o 
  Listening Cone (CA/AE) 
  o 
  Sheath, Boot (AE) 
  o 
  Signal Arrow (AE) 
  o 
  Swiftstride Capsule (CA) 
  Operative (Echelon 2) 
  Operatives enter the field at times to perform data 
  collection, but usually serve as field contacts for 
  Informants and Spies.  A typical Operative is a 3rd level 
  Rogue or a 4th level wizard with a Hat of Disguise. 
  Prerequisites 
  • 
  Messenger for six months or the “Page to the 
  Ducal Diplomatic Corp” background. 
  • 
  6 ranks in Hide, or able to change into a tiny 
  animal, or able to turn invisible at least 
  once/day. 
  • 
  6 ranks in Gather Information, or able to Detect 
  Thoughts at least twice/day (several hours 
  apart). 
  • 
  Able to make a 16 Disguise check while taking 
  10 (spells and items count). 
  • 
  Speak two languages other than common or 
  able to cast Tongues at least once/day. 
  Costs 
  • 
  1 regional influence point from a Duchy Noble 
  House, 
  governmental 
  organization, 
  or 
  as 
  otherwise deemed reasonable by the judge. 
  • 
  200 gp in testing fees and 4 TU of initial 
  training. 
  • 
  Must spend 4 TU on the first AR of each year. 
   
  Benefits 
  • 
  The following circumstance modifiers: 
  +1 to Hide, Listen, & Spot in urban areas. 
  +2 to Bluff and Sense Motive when trying to 
  communicate or interpret a secret message 
  with another member of the Corps. 
  +2 to Disguise. 
  +2 to Gather Information and Sense Motive 
  when able to call on the resources of the 
  Corps (judge’s call). 
  -2 to Diplomacy and Gather Information with 
  anybody who is not working for the Corps, 
  but has heard that this character is a member 
  of the Order of the Shadow Bear. 
  • 
  1 Influence with the Diplomatic Corps (see 
  above for possible uses). This influence is 
  renewed on the first AR of each year. 
  • 
  Free Adventurer’s Standard Upkeep while in the 
  Duchy of Urnst. 
  • 
  200 gp salary received on the first AR of the 
  year. 
  Spy (Echelon 3) 
  Spies go undercover in many varied and dangerous ways. 
  Some spies are contacts in the criminal underworld of the 
  Duchy while others operate out of Duchy embassies or 
  serve as observers inside the noble houses of the Duchy.   
  A typical Spy is a 5th level Rogue, a 7th level Cleric with 
  the Trickery Domain, or a 7th level Wizard with a Hat of 
  Disguise and a Circlet of Persuasion. 
  Prerequisites 
  • 
  Operative for six months 
  • 
  8 ranks in Gather Information, or able to Detect 
  Thoughts at least twice/day (several hours 
  apart). 
  • 
  8 ranks in Hide, or able to change into a tiny 
  animal, or able to turn invisible at least 
  once/day. 
  • 
  4 ranks in Move Silently, or able to change into 
  a tiny animal, or able to cast one of: Sculpt 
  Sound, or Silence, or Zone of Silence at least 
  once/day. 
  • 
  Able to make a 16 Bluff check while taking 10 
  (spells and items count). 
  • 
  Able to make a 20 Disguise check while taking 
  10 (spells and items count).  
  Costs 
  • 
  2 regional influence points from a Duchy Noble 
  House, 
  governmental 
  organization, 
  or 
  as 
  otherwise deemed reasonable by the judge. 
  • 
  300 gp in testing fees. 
  • 
  4 TUs on the first AR of each year. 
  • 
  4 Banked Time Units (see above). 
  
   
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  Benefits 
  • 
  The following circumstance modifiers: 
  +3 to Hide, Listen, Move Silently, Search, & 
  Spot in urban areas. 
  +2 to Bluff and Sense Motive when trying to 
  communicate or interpret a secret message 
  with another member of the Corps. 
  +3 to Disguise. 
  +2 to Gather Information and Sense Motive 
  when able to call on the resources of the 
  Corps (judge’s call). 
  -2 to Diplomacy skill checks with anybody who 
  is not working for the Corps, but has heard 
  that this character is a member of the Order 
  of the Shadow Bear. 
  • 
  An Influence with the Diplomatic Corps (see 
  above). This influence is renewed on the first 
  AR of each year. 
  • 
  Free Adventurer’s Standard Upkeep or 50% off 
  Rich Lifestyle while in the Duchy of Urnst. 
  • 
  Access to the Spymaster Prestige Class (CA). 
  • 
  A 300 gp salary paid on the first AR of each 
  year. 
   
  Master Spy  
  (Echelon 4) 
  Master spies are sent as infiltrators into politically 
  unstable areas, into war zones and into magically 
  dangerous areas. A master spy must be able to survive 
  without support and must be prepared to accept the 
  possibility of death in hostile hands. They are also 
  required to be able to resist many types of mind control.  
  Because of the danger of the position they are given 
  luxury treatment while at home. A typical Master Spy is 
  a 7th level Rogue with Iron Will or a 7th level Wizard 
  with a Hat of Disguise, Circlet of Persuasion, and Skill 
  Focus (Bluff). 
  Prerequisites 
  • 
  Spy for one year 
  • 
  8 ranks in Gather Information or able to Detect 
  Thoughts at least twice/day (several hours 
  apart). 
  • 
  10 ranks in Hide, or able to change into a tiny 
  animal, or able to turn invisible at least 
  twice/day. 
  • 
  10 ranks in Move Silently, or able to change 
  into a tiny animal, or able to cast one of: Sculpt 
  Sound, or Silence, or Zone of Silence at least 
  twice/day. 
  • 
  Able to make a 24 Disguise check while taking 
  10 (spells and items count).  
  • 
  Able to make an 18 Bluff check while taking 10 
  (spells and items count). 
  • 
  One of:  Evasion (class feature or ring), or 8 
  ranks in tumble, or able to Dimension Door, or 
  Teleport, or Teleport without Error at least 
  once/day. 
  • 
  Will Save of +4 without magic items (attribute 
  bonus only). 
  Costs 
  • 
  4 regional influence points from a Duchy Noble 
  House, 
  governmental 
  organization, 
  or 
  as 
  otherwise deemed reasonable by the judge. 
  • 
  400 gp in testing fees and 2 TU on training. 
  • 
  5 TUs on the first AR of each year. 
  • 
  4 Banked Time Units (see above). 
  Benefits 
  • 
  The following circumstance modifiers: 
  +4 to Hide, Listen, Move Silently, Search, & 
  Spot in urban areas. 
  +4 to Disguise. 
  +4 to Gather Information and Sense Motive 
  when  seeking specific information.   
  +2 to Bluff and Sense Motive when trying to 
  communicate or interpret a secret message. 
  -2 to Diplomacy skill checks with anybody who 
  is not working for the Corps, but has heard 
  that this character is a member of the Order 
  of the Shadow Bear. 
  • 
  Access to the Spymaster Prestige Class (CA). 
  • 
  The character may choose to spend 4 additional 
  time units on intensive training to gain access to 
  the Nightsong Infiltrator Prestige Class (CA). 
  • 
  Two Influence with the Diplomatic Corps (see 
  above). This influence is renewed on the first 
  AR of each year. 
  • 
  Free Luxury Lifestyle while in the Duchy of 
  Urnst. 
  • 
  400 gp Salary paid on the first AR of each year. 
  Unknown (Echelon 5 & 6) 
  Knowledge of these two Echelons is severely limited; 
  their existence cannot be confirmed by anyone outside of 
  the Order of the Shadow Bear, and those in the Order 
  refuse to speak on the matter.  If you have a character 
  interested in promotions beyond Master Spy, contact the 
  meta-org coordinator and triad. 
  
   
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  Order of the Crimson 
  Bear 
  The Order of the Crimson Bear is dedicated to disrupting 
  the forces, communications, and political stability of the 
  Duchies enemies. 
  All Crimson Bears receive: 
  Three flasks of Alchemical Fire, one smoke stick, and 
  two flasks of acid.  These items may not be sold.  The 
  items are replaced on the first AR of each year. 
  Mundane Item Access to: 
  o 
  Alchemists Arrow (AE) 
  o 
  Bodysuit, Black (AE) 
  o 
  Bullet, Acid (AE) 
  o 
  Bullet, Flame (AE) 
  o 
  Camouflage Kit (CA 122) 
  o 
  Desert Outfit (SS) 
  o 
  Quickflame Capsule (CA 122) 
  o 
  Sun Lenses (SS) 
  o 
  Swimmer's Kit (AE) 
  o 
  Weapon Capsule Retainer (CA121) 
  Saboteur (Echelon 3) 
  Saboteurs lead lives of excitement and danger. They 
  travel to remote locations and perform daring acts of 
  sabotage. A saboteur may be called to serve as a member 
  of an elite strike force for the Ducal Guard during times 
  of war.  
  Prerequisites 
  • 
  Operative for six months 
  • 
  8 ranks in Hide, or able to change into a tiny 
  animal, or able to turn invisible at least 
  once/day. 
  • 
  8 ranks in Tumble, or Mobility feat, or able to 
  Dimension Door, or Teleport, or Teleport 
  without Error at least once/day. 
  • 
  8 ranks in Move Silently, or able to change into 
  a tiny animal, or able to cast Sculpt Sound, or 
  Silence, or Zone of Silence at least once/day. 
  • 
  Able to make an 16 Bluff check while taking 10 
  (spells and items count). 
  • 
  Able to make a 20 Disguise check while taking 
  10 (spells and items count).  
  • 
  Able to do an average of 15 points of damage 
  with a single attack or spell against a flat-footed 
  opponent without power attacking. 
  Costs 
  • 
  2 regional influence points from a Duchy Noble 
  House, 
  governmental 
  organization, 
  or 
  as 
  otherwise deemed reasonable by the judge. 
  • 
  300 gp in testing fees. 
  • 
  4 TUs on the first AR of each year. 
  • 
  4 Banked Time Units (see above). 
  Benefits 
  • 
  The following circumstance modifiers: 
  +2 to Disguise. 
  +3 to Disable Device, Hide, Listen, Move 
  Silently, Search, & Spot when sneaking into 
  or out of an area. 
  +3 to any skill checks that involve mundane or 
  magical explosives. 
  +2 to Bluff and Sense Motive when trying to 
  communicate or interpret a secret message 
  with another member of the Corps. 
  • 
  Free Adventurers Standard Upkeep or 50% off 
  Rich Lifestyle while in the Duchy of Urnst. 
  • 
  300 gp salary on the first AR of each year. 
  • 
  An Influence with the Diplomatic Corps. This 
  influence is renewed on the first AR of each 
  year. 
  Elite Saboteur (Echelon 4) 
  Elite saboteurs frequently serve as individual strike 
  forces. They may be sent to such dangerous areas as the 
  Bright Desert or the Plague Hold of Iuz to sow 
  destruction. They may also be assigned to look into and 
  remove potential threats to the security of the Duchy as a 
  whole. Such involvement is usually covert although 
  some are well known. 
  Prerequisites 
  • 
  Saboteur for one year 
  • 
  8 ranks in Gather Information or able to Detect 
  Thoughts at least twice/day. 
  • 
  Evasion (class feature or ring), or able to 
  Dimension Door, or Teleport, or Teleport 
  without Error at least once/day. 
  • 
  10 ranks in Hide, or able to change into a tiny 
  animal, or able to turn invisible at least 
  twice/day. 
  • 
  10 ranks in Move Silently, or able to change 
  into a tiny sized animal, or able to cast Sculpt 
  Sound, or Silence, or Zone of Silence at least 
  once/day. 
  Costs 
  • 
  4 regional influence point from a Duchy Noble 
  House, 
  governmental 
  organization, 
  or 
  as 
  otherwise deemed reasonable by the judge. 
  • 
  400 gp in testing fees and 2 TU of initial 
  training. 
  
   
  Upper Class Organizations 
            12/17/05 
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  • 
  Must spend 5 TU on the first AR of each year. 
  • 
  4 Banked Time Units (see above). 
  Benefits 
  • 
  The character may choose to spend 4 additional 
  time units on intensive training to gain access to 
  the Nightsong Enforcer Prestige Class (CA). 
  • 
  The following circumstance modifiers: 
  +2 to Disguise. 
  +4 to Disable Device, Hide, Listen, Move 
  Silently, Search, & Spot when sneaking into 
  or out of an area. 
  +4 to any skill checks that involve mundane or 
  magical explosives. 
  +2 to Bluff and Sense Motive when trying to 
  communicate or interpret a secret message. 
  • 
  400 gp salary on the first AR of each year. 
  • 
  Two Influence with the Diplomatic Corps. 
  These influence are renewed on the first AR of 
  each year. 
  Unknown (Echelon 5 & 6) 
  Knowledge of these two Echelons is severely limited; 
  their existence cannot be confirmed by anyone outside of 
  the Order of the Crimson Bear, and those in the Order 
  refuse to speak on the matter.  If you have a character 
  interested in promotions beyond Elite Saboteur, contact 
  the meta-org coordinator and triad. 
  
   
  Upper Class Organizations 
            12/17/05 
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  The Leukish School of the Rapier 
  Created by Mike Dowd & updated by Rick Bagnall. Version 2.0, edited by Brad Street  
   
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (beginning of this document) and the 
  appropriate certificate. 
  Founded in CY 443, the Leukish School of Rapier was 
  initially a chapter of the Maure School of Defense until 
  its Suris-Master took great exception when he was told 
  that an exceptional student would have to be ejected 
  because of a questionable heritage.  From this 
  philosophical difference emerged a more liberal school 
  and a long-lasting enmity with the Maure School. 
  The Leukish School of Rapier was initially open to any 
  who could prove that they were in service to a noble 
  house, but in CY 534 that policy was expanded to allow 
  servants of merchant houses to study as well.  Several 
  noble 
  and 
  merchant 
  houses 
  provide 
  monetary 
  sponsorship to the school, including House Xiotha, 
  House Baercol, House Holomaer, House Dr’oda, and 
  House Baerglund. 
  Training here emphasizes quick reactions and fluid 
  movements as well as teamwork.  Considerable time is 
  spent in classrooms teaching the finer points of how to 
  interact with members of different houses and the 
  nobility, as well as in the gymnasium learning ducks, 
  rolls, and other physical techniques. 
  Home Region 
  Students of the Leukish School of Rapier must have a 
  home region of the Duchy of Urnst.  If the student’s 
  home region is not the Duchy of Urnst at the beginning 
  of the game year, it is assumed that the student’s 
  allegiance to the sponsoring house has ended and the 
  student’s studies are at an end. 
  Leaving the School 
  If Tuition is not paid, nobility see the character while he 
  is not paying upkeep, or the student loses their 
  relationship with the sponsoring house, the student is 
  expelled from the school and will not be accepted back.  
  The time based bonuses of the school stop accruing and 
  access to the feat and mundane items is lost. 
  Those not in the school can still maintain their skills 
  through practice (2 TUs on the first AR of each year).  If 
  the TUs are not spent on the first AR of the year, all skill 
  bonuses are lost until such time as the TUs are paid. 
  Student  
  Prerequisites: 
  • 
  The student must be in the Houses of the Duchy 
  meta-org, or have a background that makes them a 
  member of a noble or merchant house in the Duchy 
  of Urnst. 
  • 
  Spend one influence point with the house that they 
  represent. 
  • 
  Base attack bonus +1. 
  • 
  Proficient with the rapier. 
  • 
  Must not have been, currently be, or have graduated 
  from, the Maure School of the Art and Science of 
  Defense (no longer available as a meta-org). 
  • 
  Must spend two time units on initial training. 
  Continuing Study 
  • 
  May not choose none or wild for upkeep while 
  adventuring in the Duchy of Urnst. 
  • 
  Spend 2 Time Units at the school on the first AR of 
  each year. 
  • 
  Tuition of 100 gp on the first AR of each year. 
  Benefits 
  • 
  The fine setting of the school and special deals from 
  sponsoring houses provides students 50% off of 
  Rich Lifestyle while in the Duchy of Urnst. 
  • 
  +1 circumstance bonus to the skill checks listed 
  below.  This bonus and increases by 1 for each full 
  year of study (max +3): 
  • 
  Diplomacy when dealing with nobles (and 
  servants to noble and merchant houses) in the 
  Duchy of Urnst who are not enemies of the 
  school. 
  • 
  Knowledge (nobility and royalty) as pertains to 
  the Duchy of Urnst. 
  • 
  Perform (dance) when dancing with a partner or 
  wielding a rapier. 
  • 
  Balance and Jump when wielding a rapier. 
  • 
  Tumble while threatened and wielding a rapier. 
  • 
  Access to the Distracting Attack feat (MH):  
  students at the school receive training that allows 
  them to learn unusual combat tactics. 
  • 
  The Leukish School of Rapier also has an extensive 
  armory, allowing students regional and metaregional 
  access to: Capsule Retainer, Weapon Capsule 
  
   
  Upper Class Organizations 
            12/17/05 
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  Retainer, flashpellet, stability capsule, quickblade 
  rapier, ghostblight capsule, quickflame capsule, 
  quickfrost 
  capsule, 
  quickspark 
  capsule, 
  and 
  quicksilver capsule (all from CV). 
  • 
  One influence point with the School:  students may 
  call upon their teachers for assistance once per year.   
  Graduate 
  Those who have mastered the skills taught by the school 
  receive the crossed rapiers badge that marks them as a 
  Graduate. 
  Prerequisites: 
  • 
  At least 1 year as a student in the school 
  • 
  Base attack bonus +6 
  • 
  At least three of: Combat Reflexes, Dodge, 
  Mobility, and/or Weapon Finesse feats 
  • 
  Tumble, 7 ranks 
  • 
  7 ranks in two of these skills and 5 ranks in two 
  others:  Balance, Diplomacy, Jump, Knowledge 
  (Local - Metaregion IV), Knowledge (Nobility and 
  Royalty) 
  Costs 
  • 
  Send 2 Time Units per year practicing the skills 
  learned.  The precise techniques of the school fade 
  away without practice. 
  Benefits 
  • 
  Whatever skill bonuses were attained while in the 
  school. 
  • 
  May wear the Crossed Rapiers badge of the school 
  (in silver): the Graduate gains a +2 on Intimidate 
  checks against those who recognize the badge.  
  Recognized by all Duchy nobility, and members of 
  other fencing schools. DC 15 Knowledge (local 
  meta IV or nobility) for others. 
  • 
  -3 circumstance penalty to Diplomacy and Gather 
  Information skill checks when dealing with students 
  or graduates of the Maure School of Defense or the 
  Black Blade School of Fencing. 
  • 
  A one use influence with the School. 
  • 
  A one use influence with the house the character 
  originally spent an influence from.  This influence is 
  only gained if the character is currently a member or 
  has a position in that house (as per the Meta-org). 
  Instructor 
  Every year, some of the most dedicated students are 
  asked to join the ranks of the instructors at the School. 
  These people are among the most deadly swordsmen 
  (and women) in the Duchy. 
  To be chosen as an instructor, a student (or graduate) 
  must meet all of the following requirements: 
  Prerequisites 
  • 
  Base attack bonus +8 
  • 
  Combat Reflexes, Dodge, Mobility, and Weapon 
  Finesse feats 
  • 
  Tumble, 13 ranks 
  • 
  9 ranks in two of these skills and 6 ranks in two 
  others:  Balance, Diplomacy, Jump, Knowledge 
  (Local - Metaregion IV), Knowledge (Nobility and 
  Royalty) 
  • 
  In addition, the candidate must have been affiliated 
  with the Leukish School for a minimum of 2 
  calendar years. 
  • 
  Instructors must spend 3 time units per year teaching 
  at the Leukish School of Rapier. 
  Benefits 
  • 
  Free Rich lifestyle 
  • 
  A 200 gp annual stipend. 
  • 
  A reputation of Great Renown gives them a +2 
  bonus to their Leadership score if their cohort has a 
  connection to their house. 
  • 
  An additional +1 to whatever skill bonuses were 
  attained as a student in the school (max +4). 
  • 
  -4 circumstance penalty to Diplomacy and Gather 
  Information skill checks when dealing with students 
  or graduates of the Maure School of Defense or the 
  Black Blade School of Fencing. 
  • 
  The right to wear the golden Crossed Rapiers badge 
  of the school. +4 on Intimidate checks against those 
  who recognize the badge (Recognized as for 
  Graduate). 
  • 
  The 
  school’s 
  armory 
  provides 
  regional 
  and 
  metaregional access to: Capsule Retainer, Weapon 
  Capsule Retainer, flashpellet, stability capsule, 
  quickblade rapier, ghostblight capsule, quickflame 
  capsule, quickfrost capsule, quickspark capsule, and 
  quicksilver capsule (all from CV). 
  • 
  An influence with the School usable once per year. 
  Friends of the Leukish School 
  of Rapier 
  These benefits are provided to non-members who have 
  been a great help to the Leukish School of Rapier. 
  Prerequisites 
  • 
  Must be listed as Friends of the Leukish School of 
  Rapier on the AR 
  Benefits 
  • 
  Access to quickblade rapier (CV) 
  • 
  +1 circumstance bonus to Diplomacy and Gather 
  Information checks with members of the Leukish 
  School of Rapier. 
  
   
  Upper Class Organizations 
            12/17/05 
  Page 86 of 126 
   
  The Loyal Brotherhood of the Lizard 
  by Mike Haakstad 
  Version 2.0 edited by Brad Street 
  The Loyal Brotherhood of the Lizard is the last remnants 
  of an ancient fraternity for noble wizards that extends its 
  roots back into the old Suel Imperium.  It is a group that 
  otherwise boring, stuffy old men can belong to and let 
  down some of their social guards.  From the few 
  remaining written records, it is apparent that in ancient 
  times the group had a more active political and social 
  agenda, and had a great deal of magical resources at its 
  disposal.  Now, however, other than the mascot shocker 
  lizard, the Brotherhood has little magical might, and only 
  a small amount of political and social might.  The basis 
  for the current incarnation of the Brotherhood is 
  mentorship.  A more experienced Brother will mentor a 
  less experienced member.  Sometimes these relationships 
  will continue for years, other times they last for an 
  afternoon. 
  Meetings of the Loyal Brotherhood of the Lizard are held 
  monthly in Nellix, in secret headquarters owned by a 
  group of Second Circle Brothers.  The Brotherhood has a 
  secret handshake and a secret sign.  The handshake is a 
  slapping back and forth of the left hand (palm to palm, 
  then back to back) while clasping right hands, followed 
  by touching left fists together.  The secret sign is like a 
  "hang ten" sign (thumb and pinky extended, middle three 
  fingers folded in a fist), with the hand held steady 
  horizontally.  This sign is said to represent the ears of a 
  shocker lizard, although any possible other meaning is 
  lost to the ages. 
  Most meetings are merely excuses to drink too much ale, 
  but sometimes one Brother will pull social strings for 
  another back in the "real world." 
  Joining the Loyal Brotherhood of the 
  Lizard 
  Characters do not ask to join the Loyal Brotherhood of 
  the Lizard, they are invited to join.  Only male Suel 
  humans who are legitimate children of a Noble House 
  are invited, although there isn't a rule per se against 
  others joining.  While legitimate nobles can be "invited" 
  automatically by an NPC "off camera", other PCs must 
  have actual in-character invitations. 
  Home Region 
  The character's home region must be the Duchy of Urnst.  
  See the section "Leaving the Loyal Brotherhood of the 
  Lizard" if the character's home region ever changes. 
  Leaving the Loyal Brotherhood of the 
  Lizard 
  There are a few ways in which a character can leave the 
  Loyal Brotherhood of the Lizard.  A Brother can be 
  asked to leave by three or more ranking Brothers, a 
  Brother can change home regions away from the Duchy 
  of Urnst, or a Brother can leave voluntarily.  In all these 
  cases, any familiar or spells granted by this org that have 
  already been taken can be kept, but no further access is 
  granted.  Any other bonuses or modifiers are lost. 
   
  First Circle 
  This is the introductory rank.  Most members of the 
  Duchy of Urnst nobility who dabble in magic are First 
  Circle members of the Loyal Brotherhood of the Lizard, 
  although many of them don't attend actual functions. 
  Prerequisites 
  • 
  Must either, be a male Suel human, with the 
  “Legitimate Child of a Noble House" background, 
  OR be invited by an existing member (a player 
  character or on an AR).  This invitation must be 
  made during the course of play, and must be noted 
  on an AR. 
  • 
  Must be able to cast 1st level arcane spells. 
  Ongoing Responsibilities 
  • 
  Spend 2 TU on the first AR of each year in service 
  to the Brotherhood. 
  • 
  Always help out any Brother in need. 
  • 
  Keep the inner workings of the Brotherhood secret. 
  Benefits 
  • 
  Ability to acquire a shocker lizard familiar via the 
  Improved Familiar feat. 
  • 
  A +2 circumstance bonus to Diplomacy when 
  dealing with nobles in the Duchy of Urnst.  The 
  Loyal Brotherhood of the Lizard has little influence 
  these days; this is about all that is left of their former 
  social might. 
  
   
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            12/17/05 
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  Second Circle 
  This rank is held by more powerful spell casters who are 
  the leaders in the Brotherhood. 
  Prerequisites 
  • 
  Must meet all prerequisites for membership in the 
  First Circle. 
  • 
  Be able to cast 3rd level arcane spells 
  • 
  Contribute a one time fee of 200 gp to the 
  Brotherhood coffers. 
  • 
  Have the Leadership feat. 
  Ongoing Responsibilities 
  • 
  Spend 3 TU on the first AR of each year in service 
  to the Brotherhood. 
  • 
  Always help out any Brother in need. 
  • 
  Keep the innermost workings of the Brotherhood 
  secret. 
  Benefits 
  • 
  Ability to acquire a shocker lizard familiar via the 
  Improved Familiar feat. 
  • 
  +4 circumstance bonus to Diplomacy when dealing 
  with nobles in the Duchy of Urnst. 
   
   
  
   
  Upper Class Organizations 
            12/17/05 
  Page 88 of 126 
   
  The Maure School of Horsemanship 
  by Jonathan Ingram and Denise Abbott, updated by Chris Pederson and Brad Street 
  Version 2.0 edited by Brad Street 
   
  First organized to teach young nobles the finer aspects of 
  riding, the Maure School of Horsemanship has seen 
  many young nobles come and go in over two centuries. 
  The curriculum at the school covers a much wider 
  variety of material than riding skills, however; students 
  learn the art of selecting and breeding horses, training 
  horses, and the ins and outs of the horse trade.  
  Located approximately 15 miles west of Molk in the Old 
  March, the school is situated in an area of rolling hills 
  and lush grasslands that is perfectly suited for horses. 
  Here House Naleara maintains a vast herd of horses on 
  its expansive estate that easily covers 1000 square miles. 
  Students coming to the school are already expected to be 
  competent riders, but they leave the school as full-
  fledged horsemen. Most of the students at the school are 
  nobles, but occasionally a noble house sponsors students 
  from lower stations; also, officers of the Ducal Guard 
  sometimes choose to enroll in the school as part of their 
  training. 
  House Naleara sponsors the school in large part, 
  although other noble houses also provide annual 
  donations in sizable amounts. Graduates of the school 
  often purchase horses through the school, and part of the 
  proceeds for these sales funds the continued operations 
  of the school. 
  Cohorts 
  Cohorts can not start as Instructors at the School. 
  Leaving the School 
  If a member of the school is convicted of a crime in the 
  Duchy of Urnst, fails to pay the annual tuition, or fails to 
  properly care for her horses (by paying the enhanced 
  lifestyle cost), she will be expelled/disowned/fired by the 
  school.  Expelled students lose all non-skill benefits and 
  no longer accrue time towards increased skill bonuses. 
  Their status can be restored with an expenditure of 3 
  influence from their sponsoring house. 
  A member of the school who does not pay the annual TU 
  cost gains no skill bonuses for the year until the cost is 
  paid.  Expelled students can continue to pay the TUs to 
  maintain their skills. 
  Student  
  Prerequisites: 
  • 
  The student must either be a member of a Noble 
  House (as represented by being a member of the 
  Houses of the Duchy meta-org, or by having the  
  Legitimate Child or Adopted Child Background with 
  a Noble House), OR have a total of four influence 
  points with a single Noble House. 
  • 
  Spend one influence point with the house that they 
  represent. 
  • 
  Ride, 4 ranks. 
  • 
  Must own a horse in good condition 
  • 
  Must spend two time units on initial training at the 
  school. 
  Continuing Study 
  • 
  May not choose none or wild for upkeep while 
  adventuring in the Duchy of Urnst. 
  • 
  Spend 2 Time Units at the school on the first AR of 
  each year. 
  • 
  Tuition of 200 gp on the first AR of each year.   
  • 
  While most students attend the school just once per 
  year, those students who want to build their skills 
  more quickly can attend the school bi-annually.  
  They spend an extra 2 TU and 200 gp mid year (6 
  months after their first AR of the year).  Each time 
  that they do this, they gain an additional +1 to their 
  skill bonuses (still +4 max).  A dedicated student 
  could master the skills of the school in two years 
  instead of four. 
  Benefits 
  • 
  The fine setting of the school and special deals from 
  sponsoring houses provides students 50% off of 
  Rich Lifestyle while in the Duchy of Urnst. 
  • 
  +1 circumstance bonus to the skill checks listed 
  below.  This bonus increases by 1 (max+4) after 
  either each full year as a student.  
  • 
  Wild 
  Empathy, 
  Handle 
  Animal, 
  Heal, 
  Knowledge, Profession, and Ride skill checks 
  pertaining to horses. 
  • 
  Knowledge (Geography) skill checks relating to 
  the Old March of the Duchy of Urnst. Students 
  spend extensive time riding the Old March as 
  part of their studies and become familiar with 
  the terrain and people of the area. 
  • 
  Knowledge (nobility and royalty) skill checks 
  regarding Duchy of Urnst nobility. The student 
  is exposed to many young nobles at the school 
  and picks up many useful pieces of information 
  while on long training rides. 
  
   
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            12/17/05 
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  • 
  Sense Motive skill checks made to determine 
  the intended movement and maneuvering of 
  anyone on a horse. 
  • 
  Jump checks made by a horse the character is 
  riding. 
  • 
  The Maure School of Horsemanship also has a 
  variety of special equipment for their equestrian’s.  
  The school provides regional and metaregional 
  access to:  Animal Training Kits & Poles, (AE), 
  Riding straps (RS), Riders Shields (RS), Earth Silk 
  Jerseys (personal and mount) (RS), Leap Capsule 
  (CV), and Swiftstride Capsule (CV). 
  • 
  One influence point with the School:  students may 
  call upon their teachers for assistance once per year.   
  Graduate 
  Graduating from the Maure School of Horsemanship 
  requires that the student be an excellent horseman and 
  have extensive knowledge of horses. To achieve the 
  distinguished status of graduate, a student must fulfill all 
  these requirements: 
  • 
  Handle Animal, 5 ranks OR Skill Focus (Ride) feat 
  • 
  Ride, 10 ranks 
  • 
  Mounted Combat feat 
  • 
  has completed at least two calendar years of study at 
  the school 
  • 
  Spend two TU and 400 gp on a final trail ride. 
  • 
  Make a ride check of 25 three out of four tries.  The 
  character may take 10 on these rolls but may not use 
  the aid of any spells.  If the test is failed, the student 
  forfeits the TU and cost and may not take it again 
  for a year. 
  Costs 
  • 
  Send 2 Time Units per year practicing the skills 
  learned.  The precise techniques of the school fade 
  away without practice. 
  • 
  If the graduate wants to take additional lessons at the 
  school (and those continue to accrue skill bonuses), 
  they may do so by paying the 200 gp Tuition each 
  year. 
  Benefits 
  Graduates of the school are entitled to the following 
  benefits: 
  • 
  A 10% discount off the price of all horses purchased 
  through House Naleara.  
  • 
  A 10% discount off the price of mundane and 
  masterwork barding and tack for horses. 
  • 
  A +2 competence bonus to Diplomacy and Gather 
  Information skill checks when dealing with officers 
  of the Ducal Guard and graduates of the Maure 
  School of Horsemanship. 
  • 
  Whatever skill bonuses were attained while in the 
  school.   
  • 
  A one use influence with the School. 
  • 
  A one use influence with the house the character 
  originally spent an influence from.  This influence is 
  only gained if the character is currently a member or 
  has a position in that house (as per the Meta-org). 
  Instructor 
  Every year, some of the most skilled Graduates of the 
  school are asked to join the ranks of the instructors at the 
  School. These people are among the best riders in the 
  Duchy of Urnst. 
  To be chosen as an instructor, a student (or graduate) 
  must meet all of the following requirements: 
  Prerequisites 
  • 
  Ride, 12 ranks. 
  • 
  Either 8 ranks in two of the following skills:  Handle 
  Animal, Heal, Knowledge (nature), or Knowledge 
  (geography), OR 8 ranks in one of the skills and 8 
  levels in a class that gives wild empathy. 
  • 
  In addition, the candidate must have been a member 
  of the School for at least three years and be a 
  Graduate of the school.  This time requirement can 
  be reduced by two months per Noble House 
  influence spent.  Influence with House Naleara or 
  the School counts double. 
  Costs 
  • 
  Instructors must spend 4 time units per year teaching 
  at the Maure School of Horsemanship. 
  Benefits 
  • 
  Free Rich lifestyle 
  • 
  A 200 gp annual stipend. 
  • 
  A reputation of Great Renown gives them a +2 
  bonus to their Leadership score if their cohort has a 
  connection to their house or is a member of the 
  school. 
  • 
  +4 circumstance bonus to all the skill bonuses given 
  to students in the school. 
  • 
  +4 competence bonus to Diplomacy and Gather 
  Information skill checks when dealing with officers 
  of the Ducal Guard, members of House Naleara, and 
  graduates of the Maure School of Horsemanship. 
  • 
  The school provides regional and metaregional 
  access to:  Animal Training Kits & Poles, (AE), 
  Riding straps (RS), Riders Shields (RS), Earth Silk 
  Jerseys (personal and mount) (RS), Leap Capsule 
  (CV), and Swiftstride Capsule (CV). 
  • 
  An influence with the School usable once per year. 
  
   
  Upper Class Organizations 
            12/17/05 
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  Friend of the Maure School of 
  Horsemanship 
  These benefits are provided to non-members who have 
  been a great help to the Maure School of Horsemanship. 
  Prerequisites 
  • 
  Must be listed as a “Friend of the Maure School of 
  Horsemanship” on an AR. 
  Benefits 
  • 
  A 10% discount off the price of all horses purchased 
  through House Naleara.  
  • 
  A 10% discount off the price of mundane and 
  masterwork barding and tack for horses. 
  • 
  +1 circumstance bonus to Diplomacy and Gather 
  Information checks with members of the Maure 
  School of Horsemanship. 
  
   
  Military Organizations 
  12/17/05 
  Page 91 of 133 
   CHAPTER 4:  MILITARY ORGS 
   
  The Duchy of Urnst has a variety of military 
  organizations.  A few of them can currently be joined as 
  a meta-organization or training background by player 
  characters.  Meta-Organizations and backgrounds offer 
  your character(s) both in game benefits and a role-
  playing connection to the Duchy of Urnst in return for 
  meeting certain prerequisites and paying certain costs.  
  Militaries of the Duchy 
  The Ducal Guard 
  The Ducal Guard is the standing army of the Duchy and 
  answers directly to the Duke of Urnst.  It has a strength 
  on paper of some 6800 men in fighting condition, broken 
  down into 32 units, and assigned to Marches throughout 
  the Duchy.  The units are dispersed across the length and 
  breadth of the Duchy.  This meta-organization is 
  available to player characters and fully described in the 
  Ducal Guard Book.  The “Kitchen Boy in the Ducal 
  Guard” and “Graduate of the Maure Academy of 
  War” training backgrounds represent pre-adventuring 
  years in the Guard. 
  The Ducal Navy 
  The Ducal Navy is tasked with ensuring the safety of 
  The Duchy of Urnst and protecting the ships of its 
  Merchant Houses.  It has 3,000 sailors, marines, and 
  officers on its rolls. The navy is plagued with corruption: 
  ranks are frequently purchased outright, and many ships 
  are undermanned and undersupplied.  Its 20 ships are 
  divided into two fleets and based out of Nyrstran and 
  Leukish with approximately two thirds at sea at any one 
  time.  This meta-organization will soon be available to 
  characters. The “Cabin Boy in the Ducal Navy” and 
  “Graduate 
  of 
  the 
  Naval 
  Academy” 
  training 
  backgrounds represent pre-adventuring years in the 
  Navy. 
  Battle Aides 
  Both the Ducal Guard and the Ducal Navy have arcane 
  and divine battle aides who provide support to their units 
  and ships.  See each meta-org for details on their ranks.   
  The Roughriders 
  The Sete Roughriders are a group of lightly armored 
  horsemen who patrol the Southern portion of the Duchy 
  of Urnst.  They are independent of the Ducal Guard and 
  the two forces have a certain contempt for each other.  A 
  typical Roughrider Patroller tends toward rowdy 
  behavior, 
  coarse 
  language, 
  and 
  seedy 
  drinking 
  establishments.   This is a meta-organization available to 
  player characters and is described below. 
  The Bar Rampant 
  Duke Karll’s elite heavy cavalry.  Based in Seltaren.  
  This organization is not currently open to player 
  characters. 
  The Honorable Arcane Defenders of Leukish 
  An organization of arcane spell casters dedicated to the 
  defense of Leukish and Duke Karll. This highly secretive 
  organization is known to exist, but those who have 
  openly sought to join it in the past have met with little 
  success.  This organization is not currently open to 
  player characters. 
  House Guards 
  Every house has a sizable contingent of guards to protect 
  its interests.  Taken together, there are more House 
  Guards in the Duchy then there are members of the 
  Ducal Guard.  The Guards are most often assigned to one 
  of their house’s estates but also protect its caravans and 
  warehouses.  In times of war the Honorable Chamber has 
  the power to call them into service.  Joining a House 
  Guard will soon be available as an option in a new 
  “Houses of the Duchy” meta-organization (Ruling Class 
  doc). 
  Local Militias 
  The town and village militias of the Duchy are generally 
  under trained, under equipped, and overlooked.  They are 
  a village’s first line of defense against wandering 
  monsters, and can be called up by the Governor of their 
  Low Province in times of war.  Characters can take the 
  “Served in a Village Militia” training background to 
  represent pre-adventuring years in a militia. 
  
   
  Military Organizations 
  12/17/05 
  Page 92 of 133 
  Sete Roughriders  
  By Mike Haakstad, 
  Version 2.0 Edited by Brad Street 
   
  To count as campaign documentation, this meta-org 
  must be accompanied by the “Meta-org Overview” page 
  (beginning of this document) and the appropriate 
  certificate. 
  Overview 
  The Sete Roughriders are a group of lightly armored 
  warriors who specialize in horsemanship and mounted 
  combat.  They patrol the southern part of the Duchy of 
  Urnst and combat the marauding bandits and humanoids 
  that thrive in the Abbor-Alz hills and even venture into 
  the fringes of the Bright Desert to watch for the return of 
  Rary the Traitor. 
  The Roughriders are led by Lord Furel Grek and his 
  lieutenant Lady Ondreh Nelaera.  They are funded 
  largely by House Grek, with supplemental income and 
  supplies provided by taxing local villages and noble 
  estates (with the blessing of the Duke and Honorable 
  Chamber). 
  Most members of the Sete Roughriders are permanent 
  residents of the Sete region.  Some, however, are granted 
  partial commissions and are free to travel for much of the 
  year while not on duty.  This degree of freedom could 
  change if Sete ever faced a serious ongoing threat.  PCs 
  are assumed to have partial commissions. 
  The Sete Roughriders are completely independent from 
  the Ducal Guard.  In fact, the two groups have a certain 
  amount of contempt for each other.  The Roughriders 
  refer to Guardsmen as “clod hoppers” while Guardsmen 
  call Roughriders “horse wives.”  There are strict standing 
  orders for both groups to keep the peace, but still bar 
  clearing brawls are not unheard of.  That said, when the 
  Duchy is in danger the two groups battle effectively side 
  by side, as they did in the recent Battle of Tolann. 
  A typical Roughrider Patroller tends toward rowdy 
  behavior, 
  coarse 
  language, 
  and 
  seedy 
  drinking 
  establishments during off-duty hours.  Luckily, Sete is 
  filled to the brim with alehouses, gambling dens, and 
  various houses of ill-repute.  Patrol Leaders usually turn 
  a blind eye to such behavior as long as it doesn’t affect a 
  patroller’s performance of duty, but will act swiftly to 
  discipline any Patroller who takes the wild life too far. 
  Home Region 
  Members of the Sete Roughriders must maintain the 
  Duchy of Urnst as their home region. 
  Roughrider Qualifying Feats 
  The following feats are valued by the Roughriders and 
  can be used as “Qualifying Feats” at each rank:  Cavalry 
  Charger (CW), Mounted Combat, Mounted Archery, 
  Ride-By Attack, Spirited Charge, Trample, Animal 
  Affinity, Skill focus (Ride), Weapon Focus (lance), 
  Weapon Specialization (lance), Greater Weapon Focus 
  (lance), 
  Greater 
  Weapon 
  Specialization 
  (lance), 
  Improved Critical (lance). 
  Patroller 
  Patrollers of the Sete Roughriders are a generally an 
  unruly lot.  In peacetime, discipline is lax at best.  
  Personal hygiene is practically nonexistent, and orders 
  are routinely ignored, or followed in a lackadaisical 
  manner. 
  In times of conflict, however, Patrollers come together in 
  a remarkable fashion, and operate cohesively as a unit. 
  Prerequisites 
  • 
  Ride 4 ranks. 
  • 
  Handle Animal 2 ranks. 
  • 
  Be human, half-elf, or half-orc, or else must spend a 
  House Grek influence. 
  • 
  Have one qualifying feat (see above). 
  • 
  2 TU on initial training among the Roughriders. 
  Costs 
  • 
  3 TU on the first AR of each year.   
  Benefits 
  • 
  10% discount when purchasing any of the following 
  items:  light warhorse, military saddle, bit and 
  bridle, 
  leather 
  barding, 
  chain 
  shirt 
  barding, 
  saddlebags, and explorer's outfit. 
  • 
  Free Adventurer's Standard upkeep while in the 
  Duchy of Urnst. 
  • 
  Basic pay of 100 gp per year. 
  • 
  +1 on Ride Checks with using the Ride skill to fast 
  mount or dismount. 
  • 
  +1 to Diplomacy with residents of Sete and other 
  Roughriders. 
  • 
  -1 to Diplomacy and Gather Information with 
  members of the Ducal Guard. 
  • 
  A single influence point with House Grek.  This 
  does not renew once used. 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
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  Patrol Leader 
  Patrol Leaders usually enjoy a close, informal 
  relationship with their Patrollers.  While they nominally 
  hold the lives of their squad in their hands, they are more 
  often seen as brother figures than authority figures. 
  However, when the chips are down, the Patrol Leaders 
  can coax supernatural efforts from their Patrollers. 
  Patrol Leaders lead the day-to-day activities of the 
  Roughriders, including rural patrols and occasional 
  police work. 
  Prerequisites 
  • 
  Must have spent 6 months (26 TU) as a Patroller. 
  • 
  Ride 8 ranks. 
  • 
  Handle Animal 4 ranks. 
  • 
  Be human, or else must spend a House Grek 
  influence (in addition to any past expenditures). 
  • 
  Must have three qualifying feats (see above). 
  • 
  200 gp and 2 TU on a celebration of the gain in 
  Rank. 
  Costs 
  • 
  4 TU on the first AR of each year. 
   Benefits 
  • 
  10% discount when purchasing any of the following 
  items:  light warhorse, heavy warhorse, military 
  saddle, bit and bridle, leather barding, chain shirt 
  barding, breastplate 
  barding, 
  saddlebags, 
  and 
  explorer's outfit. 
  • 
  Free Adventurer's Standard upkeep while in the 
  Duchy of Urnst. 
  • 
  Salary of 200 gp per year. 
  • 
  +2 circumstance bonus to Ride checks when using 
  the Mounted Combat feat to deflect an attack on a 
  mount and when performing the Fast Mount or Fast 
  Dismount action. 
  • 
  +2 Circumstance bonus to Handle Animal checks 
  with ones mount. 
  • 
  +2 Circumstance bonus to Diplomacy with residents 
  of Sete and other Roughriders. 
  • 
  -2 to Diplomacy and Gather Information with 
  members of the Ducal Guard. 
  Master of Horse 
  A Sete Roughrider Master of Horse is a horseman of 
  nearly unparalleled skill.  While Patrol Leaders have a 
  fraternal relationship with their squads, each Master of 
  Horse is held in awe, as a figure worthy of respect and 
  admiration. 
  A Master of Horse often takes on individual scouting and 
  infiltration missions, as well as leading massed groups of 
  Roughriders in battle. 
  Prerequisites 
  • 
  Have spent one year (52 TU) as a Patrol Leader. 
  • 
  Ride 12 ranks. 
  • 
  Handle Animal 6 ranks. 
  • 
  Must have five qualifying feats (see above). 
  • 
  Be Suel human, or spend a House Grek influence (in 
  addition to any past expenditures).  
  • 
  400 gp and 2 TU on a celebration of rank gained. 
  • 
  Spend one House Grek influence (separate from any 
  influence spent to fulfill the race requirement). 
  Costs 
  • 
  6 TU on the first AR of each year. 
  Benefits 
  • 
  10% discount when purchasing any of the following 
  items:  light warhorse, heavy warhorse, military 
  saddle, bit and bridle, leather barding, chain shirt 
  barding, breastplate barding, full plate barding, 
  saddlebags, and explorer's outfit. 
  • 
  Free Rich lifestyle while in the Duchy of Urnst. 
  • 
  Salary of 200 gp per year. 
  • 
  +4 circumstance bonus to Ride checks when using 
  the Mounted Combat feat to deflect an attack on a 
  mount and also when performing the Fast Mount or 
  Fast Dismount action. 
  • 
  +4 to Circumstance bonus to Handle Animal checks 
  with ones mount. 
  • 
  +2 Circumstance bonus to Diplomacy with residents 
  of Sete. 
  • 
  +4 Circumstance bonus to Diplomacy with members 
  of House Reede and other Roughriders (not 
  cumulative with above). 
  • 
  One influence point with House Grek usable once 
  per year. 
  • 
  -4 to Diplomacy and Gather Information with 
  members of the Ducal Guard when the Duchy is not 
  at risk. 
  Suggestion for Authors 
  Members of the Sete Roughriders who do exceptional 
  deeds for House Grek or the Sete Region are sometimes 
  given a fully trained light warhorse of exceptional 
  hardiness (higher Hit points and a full complement of 
  tricks). 
  
   
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            12/17/05 
  Page 94 of 133 
  CHAPTER 5:  RELIGIOUS ORGS 
  Overview 
  This document contains meta-organizations for many of 
  the most prominent religions in the Duchy of Urnst.  It 
  also has the healing focused Order of the Sovereign 
  Remedy and it’s demon-hunting Order of the Chalice.  
  Religious characters may also want to check out the 
  religious training backgrounds (Character Backgrounds 
  Doc), the House Priest position in the Houses of the 
  Duchy meta-org (Upper Class Doc), and the Battle Aide 
  ranks in the Ducal Guard and Ducal Navy (Military doc). 
  These meta-organizations offer your character(s) both in 
  game benefits and a role-playing connection to the 
  Duchy of Urnst in return for meeting certain 
  prerequisites and paying certain costs. 
  A Brief History 
  Religion amongst the Suel peoples has always been 
  strong, although it has seen better days in the Duchy 
  itself.  Some time ago, during the reign of Duke Justinian 
  Lorinar, the teachings of Elbain Hothchilde, amongst 
  others, became popular with some groups of nobility.  
  These teachings, known collectively as Skeptic Thought, 
  prompted Justinian, one such student, to enact various 
  laws.  These laws included heavy taxes on the organized 
  religions of the Duchy of Urnst and led to the Temple 
  Coalition Revolt.  This event resulted in a mass exodus 
  of churches from within the Duchy of Urnst.  Religion 
  continued in the Duchy, but the presence of organized 
  religion was vastly diminished.  Sometime later Justinian 
  was wounded on a battlefield, and no cleric would heal 
  him.  Thus, the Coalition Revolt was ended when Karll, 
  Justinian’s brother and successor to the Ducal Throne, 
  revoked the laws that had led to the Revolt. 
  Religion Today 
  Religion has slowly been returning to prominence in the 
  peace that Duke Karll’s reign has brought.  Most 
  organized religions have returned, although some have 
  not.  What follow is a list of the major deities present in 
  the Duchy of Urnst, and the location (and relative 
  prominence) of their shrines and temples.  A Major 
  presence indicates a large and affluent temple; a 
  moderate presence indicates a large shrine or modest 
  temple, while a minor presence indicates a small shrine. 
  For more information on specific deities, see the Living 
  Greyhawk Gazetteer. 
   Popularity of Deities 
  Suel: 
  Bralm (Minor, rural only) 
  Jascar (Moderate, Cairn Hills & Abbor-Alz) 
  Kord (Moderate, Leukish; Minor, everywhere) 
  Lendor (Major, Leukish; Moderate, everywhere – Based 
  in Leukish) 
  Llerg (Minor, wild areas only) 
  Lydia (Major, everywhere) 
  Norebo (Moderate, Seltaren; Minor, other urban areas) 
  Osprem & Xerbo (Moderate, everywhere) 
  Phaulkon (Minor, Nobility) 
  Phyton (Moderate, rural areas; Minor, urban areas) 
  Temple of the Suel Pantheon (Minor, Leukish – Based 
  near Leukish) 
  Wee Jas (Major, everywhere) 
  Non-Suel Humans: 
  Ehlonna 
  (Moderate, 
  Leukish 
  & 
  Nellix; 
  Minor 
  elsewhere) 
  Myrhiss (Minor, urban areas) 
  Pelor (Major, everywhere – Based in Pontyrel)  
  St. Cuthbert (Major, everywhere – Based in Goldplain ) 
  Zuoken (Minor, monasteries) 
  Elves 
  Seldarine Pantheon (Moderate, everywhere) 
  Ehlonnestra (Moderate, Celadon) 
  Halflings 
  Yondalla (Major, Vale) 
  Dwarves 
  Berronar Truesilver (Moderate, Clan Dumadan)  
  Clangeddin Silverbeard (Major, Clan Karakast) 
  Fortubo (Minor, Clan Dumadan)  
  Moradin (Major, Clan Dumadan)  
  Muamman Duathal (Moderate, Clan Dumadan)  
  Ulaa (Minor, Clan Dumadan)  
  Vergadain (Minor, Clan Dumadan)  
  Gnomes 
  Gnomish Pantheon (Major, everywhere) 
  Ehlonna (Minor, Leukish) 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 95 of 133 
  Band of Ehlonna’s Faithful 
  By Glyn Dewey 
  Version 2.0 Edited by Brad Street 
   
  To count as campaign documentation, the appropriate 
  pages from this Meta-Org must be accompanied by the 
  “Meta-Organization Overview” page (beginning of this 
  document) and the appropriate certificate(s). 
  Ehlonna, or Ehlenestra as she is known among the elves, 
  is an ancient goddess.  She combats those who would 
  harm or despoil the resources and beauty of the forest.  
  Ehlonna can take the form of a human or elven female.  
  As a human, she has either chestnut or black hair and 
  wears the attire of a forester.  As an elf (in which form 
  she is known as Ehlenestra), she will have hair of pale or 
  coppery gold and dress as an elven princess.  She has a 
  hostile rivalry with Obad-Hai, but is friendly with the 
  elven gods and most good-aligned deities. 
  Most of Ehlonna’s clergy are female, whether human, 
  elven, or fey.  They live in forests, are friendly with 
  ranger and druids, and watch for encroaching humanoids, 
  hunters, and loggers.  They educate those who wish to 
  live in harmony with the forest, just as the animals do.  
  They travel to spread their teaching and to protect forests 
  in danger. 
  Ehlonna’s followers 
  Not all of the Duchy’s clergy vacated the land during the 
  temple revolt. B’amsaxier Leven, a 17th level cleric of 
  Ehlonna and member of Ehlonna’s Band of the Faithful 
  remained in the Duchy.  She roams the Celadon 
  Marches, Leukish, and Nellix helping the people of the 
  Duchy live in harmony with nature and defending them 
  against evil. 
  Since the rescinding of the temple tax, B’amsaxier 
  repaired and rebuilt a core of clergy to care for the 
  groves in Leukish and Nellix before moving south into 
  the Celadon marches to be closer to the nature that she 
  and her goddess love. The Band of the Faithful that she 
  established to care for the Nellix and Leukish groves has 
  prospered and their teachings have found some root in 
  those regions. B’amsaxier remains in contact with the 
  Band through animal messengers and is pleased by the 
  developments in the cities and the surrounding regions. 
  It is not enough to maintain the groves and to teach idle 
  theories, however. Rampaging monsters still destroy 
  what is good and beautiful in nature and the growing 
  unrest in Nyrond has produced vagrants, deserters, and 
  other masterless men who often turn to brigandry or 
  poaching. B’amsaxier taught that followers of Ehlonna 
  can not simply hear the goddess’s teachings in the 
  comfort of their home and wait for others to deal with 
  these evils; instead they must act. In order to facilitate 
  this, she established the Guardians of the Forest, a group 
  of good-hearted men and women who serve as her eyes 
  and ears in the lands of the Celadon and the vicinities of 
  Leukish and Nellix. Sometimes they act on their own to 
  eliminate threats to the forests and the people of the 
  Duchy, but more often they inform others who deal with 
  the problems. They often use Arrow’s Guides to transfer 
  these messages as well as animal messengers. 
  B’amsaxier and the high-ranking members of the Band 
  constantly communicate with the Guides who receive the 
  Guardians’ reports. B’amsaxier’s information often finds 
  itself in the hands of others as well. It is not unusual for 
  her messengers and sendings to come to the leaders of 
  the Stalwart Pines ranger school. The leaders of the 
  area’s Ducal Guard are also grateful for the information 
  provided by the Guardians—and, sometimes, for the 
  magical assistance of the Band. More than one officer of 
  the Guard has been returned to life by the power of the 
  Lady of the Forests. 
  Conversion Note 
  Former members of the Church of Ehlonna gain the same 
  rank in the Band of Ehlonna (as long as they still 
  qualify).  Those who were “Friends of the Forest” are 
  now known as “Brothers or Sisters of the Forest.” 
  Home Region 
  Friends and Guardians of the Forest must maintain the 
  Duchy of Urnst as their Home Region.  Arrows of the 
  Faithful must be residents of the Duchy when they join 
  but can change their home region at other times. 
  Joining the Band of the Faithful: 
  Ehlonna’s faithful must live up to her teachings. All of 
  them follow these principles in their words, thoughts, 
  and deeds.  A member of the band may hold positions in 
  each of the different areas of the band as long as they 
  fulfill the requirements. 
  Ehlonna's Code of Conduct: 
  • 
  Give aid freely to any who cannot afford it and 
  conduct themselves in a kind and generous manner 
  in accordance with the teachings of Ehlonna. 
  • 
  Act to defend the creatures of the forest and the 
  forest itself from evil and wanton greed. 
  • 
  Ehlonna must be thy patron deity and you may never 
  sway from good. (Alignment must be LG, NG, or 
  CG) 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
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  Roles in the Band 
  Brother or Sister of the Forest 
  A Brother or Sister of the Forest largely lives his or her 
  life in the midst of the city.  They care for all wildlife 
  within the city parks and attempt to establish more of 
  these parks to bring others in contact with nature.  They 
  also seek to influence the leaders of the Duchy to 
  preserve forests and encourage commerce and friendly 
  relations with the elves of the Celadon.  The “Flower of 
  the Burlondin’s” is a well known gnome Sister of the 
  Forest. 
  Prerequisites 
  • 
  Must fulfill one of the following prerequisites:  4 
  ranks in Knowledge (Nature), 4 ranks in Knowledge 
  (Religion), 4 ranks in Survival.  
  Costs 
  • 
  Spend 2 TU per year contributing to the 
  maintenance and upkeep of the parks in the city they 
  live in or lobbying leaders for favorable positions 
  with respect to the forest. 
  • 
  Contribute 200 gp each year towards the ongoing 
  costs of maintaining a city park.  
  Benefits 
  • 
  A +2 circumstance bonus to diplomacy with 
  followers of Ehlonna, residents of the Celadon 
  March, non-evil elves, and Good aligned citizens of 
  the Duchy of Urnst 
  • 
  +2 circumstance bonus to Survival and Knowledge: 
  Nature when within the Nyrond metaregion 
  • 
  Access to the Natural Bond  (CV). 
  • 
  Access to the following items from Races of the 
  Wild: blunt arrow, swiftwing arrow, elvencraft bow, 
  forestwarden 
  shroud, 
  thistledown 
  Suit 
  (any), 
  serpentstongue arrow and Leafweave (any). 
  • 
  Access to the following items from Arms and 
  Equipment Guide: signal arrow, flight arrow,  
  animal trainer’s kit 
  Arrow’s Guide 
  Arrow's Guides are travelers that spend most of their 
  time taking messages between members of the Band.  
  Occasionally they act as scouts or trackers on special 
  missions and they are generally expert archers.   
  Prerequisites 
  • 
  +5 base attack bonus or ability to cast 3rd level 
  divine spells through the worship of Ehlonna. 
  • 
  Fulfill one of the following additional prerequisites:  
  7 ranks in Knowledge (nature), 7 ranks in 
  Knowledge (Religion), or 7 ranks in Survival. 
  Costs 
  • 
  Spend 2 TU in training and meditation upon 
  becoming an Arrow's Guide. 
  • 
  Contribute 200 gp per year to help the aims of the 
  Band. 
  • 
  Spend 2 TU per year carrying official messages for 
  the Band.  
  Benefits: 
  • 
  A +3 competence bonus to Survival and Knowledge 
  (nature) when in the Nyrond Metaregion. 
  • 
  A +3 circumstance bonus to diplomacy with 
  followers of Ehlonna, residents of the Celadon 
  March, non-evil elves, and Good aligned citizens of 
  the Duchy of Urnst. 
  • 
  A +2 circumstance bonus to Knowledge: Geography 
  skill checks. 
  • 
  Access to the Natural Bond  (CV). 
  • 
  Access to the following items from Races of the 
  Wild: blunt arrow, swiftwing arrow, elvencraft bow, 
  forestwarden shroud, Thistledown Suit (any), 
  serpentstongue arrow, Leafweave (any). 
  • 
  Access to the following items from Arms and 
  Equipment Guide: signal arrow, flight arrow, animal 
  trainer’s kit 
  • 
  A one use influence with any member of the Band of 
  the Faithful. 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 97 of 133 
  Guardian of the Forest 
  Guardians of the Forest spend much of their time in the 
  Celadon forest and in other forests needful of protection.  
  They are constantly in contact with the animals of the 
  forest and with Arrow's Guides as they send messages to 
  other high-ranking members of the Band.  The Guardians 
  tend to see B’amsaxier more frequently than any of the 
  other members of the band and tend to be closer to her.  
  Prerequisites 
  • 
  Spend 52 TU or 1 calendar year as a Friend of the 
  Forest or as an Arrow's Guide.  The prospective 
  Guardian may choose to instead build up reputation 
  in the Band by spending 3 additional initial training 
  TUs traveling with B’amsaxier Leven or other high-
  ranking Band members while the PC's faithfulness 
  to the teachings of Ehlonna is evaluated. 
  • 
  Must have +9 base attack bonus or ability to cast 5th 
  level divine spells through the worship of Ehlonna. 
  • 
  Must fulfill one of the following prerequisites: 10 
  ranks 
  in 
  Knowledge (nature), 10 
  ranks 
  in 
  Knowledge (religion), or 10 ranks in Survival.   
  Costs 
  • 
  Spend 1 TU in a holy ceremony elevating the 
  character to the rank of Guardian. 
  • 
  Spend 3 TU per year patrolling the forests and 
  eliminating threats to the forest and people of the 
  Duchy. 
  Benefits:  
  • 
  A +4 competence bonus to Survival and Knowledge 
  (Nature) while in the Nyrond Metaregion. 
  • 
  A +4 bonus to diplomacy with followers of Ehlonna, 
  residents of the Celadon March, non-evil elves, and 
  Good aligned citizens of the Duchy of Urnst. 
  • 
  A +2 circumstance bonus to Knowledge: Religion 
  checks about deities. 
  • 
  Access to the Natural Bond feat (CV). 
  • 
  Access to the following items from Races of the 
  Wild: blunt arrow, swiftwing arrow, elvencraft bow, 
  forestwarden shroud, Thistledown Suit (any), 
  serpentstongue arrow, Leafweave (any). 
  • 
  Access to the following items from Arms and 
  Equipment Guide: signal arrow, flight arrow,  
  animal trainer’s kit 
  • 
  Their Great Renown gives them a +2 bonus to their 
  leadership score—provided their cohort is a Good 
  aligned follower of Ehlonna. 
  • 
  One influence usable with any member of the Band 
  of the Faithful once per year. 
  The Sacred Vows of 
  Ehlonna 
  All of Ehlonna’s followers strive to follow her teachings 
  and to serve her with their words and deeds. Some 
  members of the band of Ehlonna, however, choose to go 
  further and vow to abstain from certain otherwise good 
  activities in order to devote themselves more fully to 
  their goddess’s cause, and to avoid distractions from 
  their spiritual development. 
  Generally, members of the Band of Ehlonna look upon 
  those who take the oaths with great respect, but have 
  been known to become concerned that taking too many 
  oaths may as easily be a sign of fanaticism or an insecure 
  faith as of saintly devotion to their goddess. 
  To take a Sacred Vow, the character must be a member 
  of the Band of Ehlonna in good standing as a Friend of 
  the Forest, Arrow’s Guide, or Guardian.  A character 
  may not undertake more than one of the fasts 
  simultaneously.  
  Green Fast 
  A character undertaking the green fast refuses to eat the 
  meat of any animal. Characters who undertake the Green 
  Fast usually do so for either one year or their life. Those 
  who take this oath for life will often wear a green 
  unicorn head on their clothing as a sign of their sacrifice. 
  Requirements: 
  • 
  Member of the Band of the Faithful. 
  • 
  Must spend an initial TU fasting in the forest this 
  TU must be respent each time the Fast is renewed. 
  • 
   May not eat meat.  
  Effects: 
  • 
  Characters undertaking the Green Fast gain a +2 
  circumstance bonus to Wild Empathy checks to 
  influence animals and augmented animals as 
  Ehlonna provides them insight into the hearts and 
  minds of beasts.  
  • 
  Refusing food offered freely is sometimes seen as 
  rude. –2 circumstance penalty to Diplomacy in any 
  situation where the character would be expected to 
  eat meat.  
  
   
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            12/17/05 
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  Hunter’s Fast 
  A character undertaking the hunter’s fast refuses to eat 
  the meat of any animal she does not kill herself. 
  Characters who undertake the Green Fast usually do so 
  for either one year or their life. Those who take this oath 
  for life will often add a spear crossing a pair of arrows  
  beneath the unicorn symbol of Ehlonna to signify their 
  vow. 
  Requirements: 
  • 
  Member of the Band of the Faithful. 
  • 
  May not eat the meat of any animal she does not kill 
  herself. 
  • 
  Must spend an initial TU on a great hunt with other 
  members of the Band of the Faithful. This TU must 
  be respent each time the Fast is renewed. 
  • 
  Must select the “Live off the Land” upkeep in all 
  scenarios.  
  Effects: 
  • 
  Refusing food offered freely is sometimes seen as 
  rude. –2 circumstance penalty to diplomacy in any 
  situation where the character would be expected to 
  eat meat.  
  • 
  Characters undertaking the Hunter’s Fast gain a +2 
  circumstance bonus to Knowledge Nature and 
  Survival checks, and a +2 circumstance bonus to 
  diplomacy with hunters and followers of Ehlonna. 
  (These stack with other circumstance bonuses 
  granted by the Band of Ehlonna to a maximum of 
  +4).  
  Solemn Fast 
  A character undertaking a solemn fast sacrifices food 
  entirely for the duration of the fast in an effort to receive 
  wisdom and insight into the ways of his goddess. 
  Usually, the duration does not exceed three days but 
  some devotees have gone longer—see Starvation rules in 
  the DMG. 
  Requirements: 
  • 
  Member of the Band of the Faithful. 
  • 
  May not eat (but may drink) 
  • 
  Must be able to cast 4th level spells through the 
  worship of Ehlonna. 
  • 
  Must spend an initial 2 TU on a ritual of purification 
  in order to prepare their souls.  
  • 
  Must spend an additional 1 TUs on the first AR of 
  each new year on a special fast in the forest. 
  • 
  May not wear a ring of sustenance or otherwise 
  eliminate the need for food during the fast (that 
  would be cheating). 
  Effects: 
  • 
  Special: After spending the initial TU cost for the 
  ritual of purification, a character may engage in a 
  solemn fast and gain the bonuses associated with it 
  as often as she desires.  This option only lapses if the 
  annual TU cost is not paid.  The bonuses (other than 
  access to the contemplative class) are only active 
  while the character is actually fasting. 
  • 
  Ehlonna honors the characters’ sacrifice with a +4 
  circumstance bonus to Knowledge (Religion) checks 
  during the time of the fast and any subsequent fasts 
  for one calendar year. 
  • 
  Though not all NPCs who undertake the solemn fast 
  receive a visitation from one of Ehlonna’s servants, 
  a Neutral Good PC who meets the requirements for 
  this meta-org will be visited by a celestial servant of 
  Ehlonna and will thereby meet the prerequisites for 
  the Contemplative prestige class. 
  • 
  Refusing food offered freely is sometimes seen as 
  rude. –2 circumstance penalty to diplomacy in any 
  situation where the character would be expected to 
  share a meal with a host.  
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
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  The Unicorn Vow: 
  A character who takes the unicorn vow, vows to abstain 
  from all sexual activity so as to have fewer emotional 
  entanglements and more time to serve the will of her 
  goddess.  
  A character who takes and then breaks this vow must 
  atone (as per the PHB spell) before she may use any of 
  its benefits. 
  Requirements: 
  • 
  Must have gained access to this vow on an AR. 
  • 
  Member of the Band of the Faithful. 
  • 
  The character must be female 
  • 
  Abstain from all sexual and romantic activity. 
  • 
  Engage in a one-time ceremonial purification and 
  dedication ritual costing 2 TUs and 100gp. 
  Effects: 
  • 
  May call a Unicorn as a paladin mount or as a 
  cohort.  If the Vow is ever broken, the unicorn 
  leaves and access to the vow is lost. 
  Appendix: AR Benefits 
  Friend of the Band of 
  Ehlonna’s Faithful  
  These benefits are provided to non-members who have 
  been a great help to the Faithful. 
  Prerequisite 
  • 
  Listed as a “Friend of the Band of Ehlonna’s 
  Faithful” on an AR.   
  Benefits 
  • 
  A +2 competence bonus on Diplomacy and Gather 
  Information, when dealing with worshippers of 
  Ehlonna. 
  • 
  10% off the cost of the casting of spells performed 
  by a member of Ehlonna’s clergy 
   
  Suggestions for Adventure Authors 
  Characters who prove themselves in great deeds or 
  directly aid a unicorn, could be granted the right to take 
  the Unicorn Vow. 
  Influence with the Church of Ehlonna should be given 
  out on an AR any time characters assist the church or any 
  of its members.  The following items could be offered on 
  an AR in exchange for influence points with the Church 
  of Ehlonna: 
  From the DMG:  Holy upgrade to weapons, bracers of 
  archery (lesser and greater), Cloak of Resistance 
  +2/+3/+4, Periapt of Wisdom +4/+6, quiver of Ehlonna, 
  scroll of restoration, sleep arrow, sylvan scimitar, wand 
  of barkskin. 
  From Dragon 214: Access to the Ehlonna’s Way feat. 
   
  
   
  Religions in the Duchy of Urnst 
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  Page 100 of 134 
  Church of Pelor in Pontyrel 
  By Jonathan Ingram, updated by Jacob Wood 
  Version 2.0,  edited by Brad Street  
   
   
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (beginning of this document) and the 
  appropriate certificate. 
  Pelor, the Sun Father, is one of the most well-known 
  deities in the entire Flanaess.  Commonly depicted as an 
  old Flan man dressed in white with wild hair and a beard 
  of shining gold, Pelor was until recently a peaceful god 
  concerned with the welfare of others.  The Greyhawk 
  wars forced him into a more martial role, however, 
  bringing his wrath upon darkness and evil. 
  While Pelor himself has taken a more martial role, he 
  still believes in aiding those in need; tending to the sick, 
  helping the poor, and providing shelter for those without.  
  Clerics of Pelor often choose between the two lifestyles – 
  while some choose to focus on helping those less 
  fortunate, others crusade against evil and darkness, 
  driving it back to the ends of the oerth. 
  The largest temple of Pelor in the Duchy of Urnst is in 
  Pontyrel, a small city in the southern region of the Cairn 
  Hills near the dwarven city of Dumadan.  It is in this 
  town that the temples of both Pelor and Lydia, with the 
  sponsorship of House Grek, run an orphanage to house 
  children whose parents were lost in the Greyhawk Wars.  
  The two faiths have set aside their differences and agreed 
  not to proselytize among the children, ensuring an 
  environment in which the children can be well-fed and 
  educated without pretenses of leading a cloistered life or 
  paying a debt of servitude to either church.  In addition 
  to the orphanage, the two temples have also come 
  together to form a hospital to aid commoners in the area. 
  One of Pelor's many principles is to travel the lands to 
  bring his teachings to others, and the temple in Pontyrel 
  accommodates this.  They often send forth emissaries to 
  spread the teachings of Pelor, to aid those in need, and to 
  bring back orphans to Pontyrel so that they may be cared 
  for. 
  Prelate Last Malon, a 13th level cleric, runs the temple in 
  Pontyrel.  He sees it as his duty to spread the worship of 
  Pelor within the Duchy of Urnst, but he knows well the 
  politics and history of religion within the area.  With 
  those in mind, he makes efforts to slowly integrate the 
  followers of Pelor in to Duchy society, keeping in mind 
  that it can be a delicate process. 
  Followers of Mayaheine 
  Mayaheine is a newly ascended goddess who came from 
  another world to help serve Pelor and the people of 
  Oerth.  She is a Paladin of Pelor and, as such, her 
  followers also pay tribute to, and worship, the Sun 
  Father.  Followers of Mayaheine attend Pelorite churches 
  and perform many duties similar to those of other 
  Pelorites, in addition to their other duties. 
  Because of their close ties to the Church of Pelor, 
  followers of Mayaheine may participate in the Church.  
  Excepting Prelate, followers of Mayaheine may gain any 
  rank in the Church of Pelor that a follower of Pelor may 
  attain, provided they meet all of the prerequisites. 
  Home Region 
  Member of the Church of Pelor in Pontyrel must have a 
  home region of Duchy of Urnst.  If they change their 
  region they must leave this church. 
  Responsibilities and Obligations 
  Members of the Church are required to act in a certain 
  manner.  Members must: 
  • 
  Freely provide aid for commoners who ask it 
  • 
  Treat commoners and nobles alike with the same 
  respect 
  • 
  Make a concerted effort to heal the sick and afflicted 
  if it is within your means, or escort the sick to 
  hospitals if helping them is beyond your ability 
  • 
  Destroy undead to remove their taint from the world 
  Friends of the Church of Pelor 
  These benefits are provided to non-members who have 
  been a great help to the Church of Pelor.  
  Prerequisites 
  The “Friends” designation can only be provided through 
  an adventure.  It will be listed as “Friends of the Church 
  of Pelor” on the AR 
  Benefits 
  � 
  Regional access to the following mundane items 
  from Libris Mortis: Holy Water Sprinkler, Priest's 
  Bullets 
  � 
  +2 bonus on Diplomacy and Gather Information 
  checks when dealing with worshipers of Pelor or 
  Mayaheine 
  � 
  10% discount on spell casting by the Church of 
  Pelor (this does not provide a discount on the 
  material, focus, or XP costs) 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 101 of 134 
  Orders Within the Church 
  There are several groups within the Church of Pelor.  
  Each of these groups contains dedicated individuals who 
  have pledged their time and service to Pelor for the 
  greater good.  PCs wishing to join one of these factions 
  may do so provided they meet the prerequisites. 
  Lay Member 
  Lay Members of the Church of Pelor are those followers 
  who worship the Sun Father but are not necessarily 
  clergy.  Lay Members may attend church services and 
  help out in the orphanage or hospital.  Because the 
  temple in Pontyrel contains a small shrine to Rao, his 
  followers may also join the Church as Lay Members. 
  Prerequisites 
  • 
  Lay Members must worship Pelor, Mayaheine, or 
  Rao 
  • 
  Must be within one step of your deity's alignment 
  Costs 
  • 
  Spend 2 TUs on the first AR of each new year 
  attending church services and helping in the 
  orphanage or hospital 
  • 
  Spend 100gp per year in donations to the Church 
  Benefits 
  • 
  A +1 circumstance bonus on Knowledge (Religion) 
  checks when dealing with good-aligned religions 
  • 
  A +1 circumstance bonus on Diplomacy and Gather 
  Information checks with followers of Pelor, 
  Mayaheine, and Rao and good-aligned residents of 
  the Duchy of Urnst 
  • 
  A +1 circumstances bonus on Heal checks made to 
  stabilize unconscious allies, treat injuries, or 
  establish long-term care; spending time helping in 
  the hospital has helped develop your abilities as a 
  healer 
  • 
  100gp to spend on the following items in the 
  Player's Handbook: Antitoxin, Healer's Kit, Holy 
  Water, Silver Holy Symbol, Sunrod 
  • 
  One favor with the Church of Pelor, usable one time 
  • 
  Regional access to the following mundane items: 
  Armorbright (Ss), Distillation Kit (Ss), Healer's 
  Balm (CV), Ghostblight Capsule (CV), Quickflame 
  Capsule (CV), Quicksilver Capsule (CV), Triple 
  Weapon Capsule Retainer (CV), Weapon Capsule 
  Retainer (CV), Holy Water Sprinkler (LM), Priest's 
  Bullets (LM) 
  Clergy 
  The Church of Pelor has many priests – clergymen who 
  have devoted their lives to serving the Sun Father and/or 
  the Shield Maiden.  Those who are especially devoted to 
  either Pelor or Mayaheine may gain the title of Clergy in 
  the Church. 
  Prerequisites 
  • 
  Must worship either Pelor or Mayaheine 
  • 
  Must meet the alignment restrictions of a Cleric of 
  your deity (must be within 1 step of your deity's 
  alignment) 
  • 
  Must be able to cast 2nd level Divine spells 
  • 
  Must have at least 4 ranks in Knowledge (Religion) 
  • 
  Must have been a Lay Member in the Church of 
  Pelor for at least 6 months. 
  Costs 
  • 
  Initial cost of 1 TU to undergo initiation ceremonies 
  • 
  Spend 3 TUs on the first AR of each new year 
  attending church services and helping in the 
  orphanage or hospital 
  Benefits 
  • 
  A +2 circumstance bonus on Knowledge (Religion) 
  checks when dealing with good-aligned religions 
  • 
  A +2 circumstance bonus on Diplomacy and Gather 
  Information checks with followers of Pelor, 
  Mayaheine, and Rao and good-aligned residents of 
  the Duchy of Urnst 
  • 
  A +2 circumstances bonus on Heal checks made to 
  stabilize unconscious allies, treat injuries, or 
  establish long-term care; spending time helping in 
  the hospital has helped develop your abilities as a 
  healer 
  • 
  One favor with the Church of Pelor, usable once per 
  year 
  • 
  50% off of Standard Upkeep when on a Duchy of 
  Urnst Adventure. 
  • 
  Regional access to the following mundane items: 
  Healer's Balm (CV), Ghostblight Capsule (CV), 
  Quickflame Capsule (CV), Quicksilver Capsule 
  (CV), Triple Weapon Capsule Retainer (CV), 
  Weapon Capsule Retainer (CV), Holy Water 
  Sprinkler (LM), Priest's Bullets (LM), Holy Text 
  (AEG) 
  Penalties 
  • 
  -2 circumstance penalty to Diplomacy, Gather 
  Information, and Sense Motive checks with 
  Skeptics, followers of Pholtus, Telchur, Vatun, 
  Wastri, and evil-aligned deities. 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 102 of 134 
  Shining Order 
  The Shining Order is a relatively new martial branch of 
  the Church, consisting mostly of Paladins, Favored 
  Souls, and Clerics of Mayaheine (though any who meet 
  the prerequisites may join).  These brave individuals are 
  charged with taking the fight to the enemy and pushing 
  back the shadows with the Light of Pelor. 
  Prerequisites 
  • 
  Must worship either Pelor or Mayaheine 
  • 
  Must meet the alignment restrictions of a Cleric of 
  your deity (must be within 1 step of your deity's 
  alignment) 
  • 
  Base Attack Bonus +3 or higher 
  • 
  Must be able to cast 1st level Divine spells 
  • 
  Must either have the Turn Undead class ability or 
  have the Weapon Focus (Heavy Mace) or Weapon 
  Focus (Bastard Sword) feat 
  • 
  Must have at least 3 ranks in Knowledge (Religion) 
  • 
  Must slay or Turn (destroy) a dozen Undead and/or 
  Evil Outsiders each year; you do not need to have 
  the final blow, but you must contribute to your 
  party's success in these matters to satisfy this 
  prerequisite.  If this prerequisite is not met through 
  game play by the end of the year, the Path of Zeal 
  (see below) may be substituted by spending the TUs 
  and gold for it on the first AR of the new year. 
  Costs 
  • 
  Initial expenditure of 1 TU to undergo initiation 
  ceremonies 
  • 
  Spend 3 TUs on the first AR of each new year 
  attending church services and carrying out missions 
  for the Church 
  • 
  Spend 250gp per year in donations to the Church 
  Benefits 
  • 
  A +2 circumstance bonus on Knowledge (Religion) 
  checks regarding good-aligned religions 
  • 
  A +2 circumstance bonus on Diplomacy and Gather 
  Information checks with followers of Pelor, 
  Mayaheine, and Rao and good-aligned residents of 
  the Duchy of Urnst 
  • 
  One favor with the Church of Pelor, usable once per 
  year 
  • 
  Regional access to the following mundane items: 
  Extreme steel/wooden Shield (RS), Fast Donning 
  Straps (RS), Heavy Plate (RS), Riding Straps (RS), 
  Rider's Shield (RS), Shield Gauntlet (RS), Steel 
  Tower Shield (RS), Healer's Balm (CV), Ghostblight 
  Capsule 
  (CV), 
  Quickflame 
  Capsule 
  (CV), 
  Quicksilver Capsule (CV), Triple Weapon Capsule 
  Retainer (CV), Weapon Capsule Retainer (CV), 
  Quick Release Enhancement (AEG), Holy Water 
  Sprinkler (LM), Priest's Bullets (LM), Warmace 
  (CW), Composite Greatbow (CW), Heavy Poleaxe 
  (CW), Broadblade Shortsword (CW) 
  Circle of the Radiant Sun 
  As the faithful grow in power, their influence and 
  accomplishments bring them closer to the church 
  hierarchy.  Priests of good standing may be invited to 
  join the Circle of the Radiant Sun, a group that helps to 
  sculpt the Church's policies and allocate resources to 
  accomplish the church's goals. 
  The Circle is also the group that will choose the next 
  Prelate in the event that Prelate Last Malon should die or 
  otherwise become unavailable for service. 
  Current Members 
  The current members of the Circle are: 
  • 
  Prelate Last Malon, Cleric 13 
  • 
  Senior Curate Willem Smythe, Clr 9 
  • 
  Curate Arnon Torh, Pal 11 
  • 
  Curate Albann Dvical, Clr 9 
  • 
  Curate Mirva Shykar, Clr 10 
  Ranks Within the Circle 
  The highest ranking member of the Circle is the Prelate, 
  the ostensible head of the Church of Pelor within the 
  Duchy of Urnst.  The Prelate must be a cleric of Pelor. 
  Next is the Senior Curate who assists the Prelate with his 
  duties and is privy to the most secret matters within the 
  church.  In theory, the Senior Curate is the most likely 
  candidate to succeed the Prelate, but in practice this is 
  rarely the case. 
  All other members of the Circle bear the title of Curate 
  and are presumed to be of equal rank. 
  Becoming a member of the Circle of the Radiant Sun is 
  more involved than joining any of the other orders within 
  the Church.  Prospective members should meet the 
  following prerequisites before applying for a position 
  within the Circle (see below for instructions on how to 
  apply). 
  Minimum Prerequisites 
  • 
  Must worship either Pelor or Mayaheine 
  • 
  Must be of good alignment 
  • 
  Must have at least 12 ranks in Knowledge (Religion) 
  • 
  Must have been a member of the Clergy or the 
  Shining Order in the Church of Pelor for at least 12 
  months 
  • 
  Must complete a Pilgrimage to the Jade Chapel 
  through this meta-org (see below) or have completed 
  a pilgrimage to the Jade Chapel in the Quest for the 
  Jade Chapel mini-mission. 
  • 
  An invitation:  If your character meets the minimum 
  prerequisites for becoming a member of the Circle 
  of the Radiant Sun and you would like to join, 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 103 of 134 
  please send an e-mail to the Duchy of Urnst Triad 
  (doutriad@yahoogroups.com) outlining why your 
  character qualifies and why your character should 
  become a member of the Circle.  The triad will let 
  you know if you receive an invitation. 
  Costs 
  • 
  Initial cost of 1 TU to undergo initiation ceremonies 
  • 
  Spend 5 TUs on the first AR of each new year 
  leading church services, attending meetings, and 
  directing activities within the orphanage and hospital 
  Benefits 
  • 
  +2 bonus to your Leadership score for having a 
  reputation of Great Renown 
  • 
  A +4 circumstance bonus on Knowledge (Religion) 
  checks when dealing with good-aligned religions 
  • 
  A +4 circumstance bonus on Diplomacy and Gather 
  Information checks with followers of Pelor, 
  Mayaheine, Rao and good-aligned residents of the 
  Duchy of Urnst 
  • 
  A +4 circumstances bonus on Heal checks made to 
  stabilize unconscious allies, treat injuries, or 
  establish long-term care; spending time helping in 
  the hospital has helped develop your abilities as a 
  healer 
  • 
  Free Standard Upkeep within the Duchy of Urnst 
  • 
  Regional access to the following mundane items: 
  Healer's Balm (CV), Ghostblight Capsule (CV), 
  Quickflame Capsule (CV), Quicksilver Capsule 
  (CV), Triple Weapon Capsule Retainer (CV), 
  Weapon Capsule Retainer (CV), Holy Water 
  Sprinkler (LM), Priest's Bullets (LM), Holy Text 
  (AEG) 
  • 
  One influence with the Church of Pelor, usable once 
  per adventure, in gratitude of your service to the 
  Church. 
  • 
  One influence with House Grek usable once per 
  year. 
  Penalties 
  • 
  -4 circumstance penalty to Diplomacy, Gather 
  Information, and Sense Motive checks with 
  Skeptics, followers of Pholtus, Telchur, Vatun, 
  Wastri, and evil-aligned deities. 
  Paths of Enlightenment 
  Many Pelorites choose to show their devotion to their 
  faith by bettering their understanding of it.  By doing 
  something as simple as devoting extra time and money to 
  the orphanage or hospital to something as trying as 
  completing a pilgrimage to the Jade Chapel, followers of 
  Pelor and Mayaheine may gain greater insight to the 
  ways of their deity. 
  Choosing to participate in one or more of the following 
  activities is optional, and the benefits last for as long as 
  the player chooses to continue participating. 
  Path of Benevolence 
  Members of the Church of Pelor are required to donate 
  some of their time and money to the orphanage and 
  hospital, but some particularly kind-hearted individuals 
  go above and beyond the call of duty to ensure that those 
  in need are well cared for. 
  Those who are on the Path of Benevolence grow closer 
  to their deity by learning the values of caring and 
  compassion, something that Pelor and Mayaheine are 
  both concerned with. 
  Prerequisites 
  • 
  Member of the Church of Pelor 
  Costs 
  • 
  Spend 2 additional TUs per year at the orphanage or 
  hospital, providing care for the needy 
  • 
  Donate an extra 200gp per year to the orphanage or 
  hospital to ensure that the chosen facility is properly 
  funded 
  Benefits 
  • 
  +2 circumstance bonus on Diplomacy and Gather 
  Information checks when dealing with children as 
  well as adults who are sympathetic to the cause of 
  needy children 
  • 
  +2 circumstance bonus on Heal checks to stabilize 
  unconscious allies, treat injuries, and provide long-
  term care 
  • 
  +1 bonus to your Leadership score for having a 
  reputation of kindness and generosity 
  Path of Zeal 
  Pelor has recently gained a more martial focus, and 
  Mayaheine is a martial deity by nature.  Members of the 
  Church of Pelor who pursue this more straightforward 
  method of dealing with matters are likely – though not 
  required – to take the Path of Zeal. 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
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  Those who are on the Path of Zeal grow closer to their 
  deity by seeking out and eliminating evil – carrying out 
  their god's works with a zealous attitude.  
  Prerequisites 
  • 
  Member of the Church of Pelor 
  Costs 
  • 
  Spend 2 additional TUs per year in the pursuit of 
  undead abominations and evil creatures 
  • 
  Donate an extra 200gp per year to the Church to 
  restock arms and armor 
  Benefits 
  • 
  +2 circumstance bonus on Knowledge (Religion) 
  and Knowledge (The Planes) checks regarding 
  undead and evil outsiders 
  • 
  Players on the Path of Zeal meet the special 
  requirements for the Sacred Exorcist prestige class; 
  because Church members on the Path of Zeal have 
  gone above and beyond the call of duty to help 
  eliminate evil, the Church gives its blessing to those 
  who wish to become Sacred Exorcists 
  Pilgrimage to the Jade Chapel 
  Many of the truly pious servants of Pelor make their way 
  each year to the Jade Chapel, a pilgrimage which takes 
  some time, but greatly rewards those who complete the 
  journey (see appendix).  At the Jade Chapel, church 
  members spend several days in meditation so that they 
  may bring themselves closer to their deity, and they often 
  receive visions – and even visits – from their god's extra 
  planar servants. 
  Members of the Church of Pelor who make the 
  Pilgrimage to the Jade Chapel each year are rewarded by 
  their deity, be it Pelor or Mayaheine, for their piety and 
  service. 
  Prerequisites 
  • 
  Member of the Church of Pelor 
  • 
  Must be of good alignment 
  Costs 
  • 
  Spend 2 TUs per year to make a pilgrimage to the 
  Jade Chapel 
  • 
  Spend 200gp on the first AR of each new year on 
  supplies needed to make the journey 
  Benefits 
  • 
  +2 circumstance bonus on Knowledge (Religion) 
  and Knowledge (The Planes) checks regarding 
  Pelor, Mayaheine and good outsiders 
  • 
  Players who make the pilgrimage meet the special 
  requirements for the Contemplative prestige class 
  Appendix: Jade Chapel 
  and Author Suggestions 
  The Jade Chapel 
  A legendary temple, the Jade Chapel was rumored to be 
  a place where Celestia touched the oerth.  This holy 
  temple of Pelor was spoken of in many ballads, but with 
  each new conflicting tale of epic quests to find the 
  chapel, people became more and more skeptical of its 
  actual existence. 
  One day, however, a young priest from the temple of 
  Pelor in Pontyrel returned from his adventures bearing a 
  holy symbol of Pelor crafted out of the purest jade – one 
  of the items that was rumored to have been found by 
  those whose quests to find the chapel had seen some 
  success.  With this discovery, many started questioning 
  the chapel's existence once again. 
  After Prelate Last Malon communed with Pelor, he made 
  a decision to extend Pelor's invitation for brave and pious 
  souls to seek out the Jade Chapel as a test of their faith 
  and purity. 
  Several brave adventurers and pilgrims went on a 
  journey to find the Jade Chapel and, after overcoming 
  several trials along the way, managed to open the way to 
  the Jade Chapel for others to follow.  Now the Jade 
  Chapel stands once again as a holy shrine to Pelor, and 
  many pilgrims travel there every year to prove their 
  devotion and to gain a better understanding of the Sun 
  Father. 
  Suggestions for Adventure Authors 
  Pelor shows his gratitude to his church members and 
  friends in many ways.  Authors should consider granting 
  the following rewards in adventures where the Church of 
  Pelor is involved and the PCs help the Church in some 
  manner.  
  From the DMG: Bane (Undead), Bane (Evil Outsiders), 
  Defending, Disrupting, Flaming, and Holy weapon 
  upgrades, Blinding shield upgrade, Circlet of Persuasion, 
  Belt of Giant's Strength +4/+6, Periapt of Wisdom 
  +4/+6, Phylactery of Undead Turning, Phylactery of 
  Faithfulness, Ring of Friend Shield, Scroll of Restoration 
  Special Mounts: Paladins could be given access to a 
  Giant Eagle mount. 
   
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 105 of 138 
  Church of St. Cuthbert in the Duchy of Urnst 
  By Warren Banks 
  Version 2.0  Edited by Brad Street  
   
   
   
   
   
  God of Common Sense, Zeal, Wisdom, 
  Honesty, Truth, and Discipline  
  Domains: Destruction, Good, Law, Protection, Strength, 
  Domination, Inquisition  
  Favored Weapon: club  
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (beginning of this document) and the 
  appropriate certificate. 
  Background 
  On the road northwest from Seltaren to the City of 
  Greyhawk, near the foot of the Cairn Hills, lays the town 
  of Goldplain, home of the largest temple of St. Cuthbert 
  in the Duchy. Like most of the early Duchy construction, 
  the temple lies on the banks of the River Staven near the 
  center of town. It is run by a 12th level priestess of St. 
  Cuthbert, Miliam Deruu a human female of mixed race.  
  Deruu has overseen the day to day operations of St. 
  Cuthbert’s largest church in the Duchy with a focus on 
  lending aid to the common folk while upholding the laws 
  of the land and of the church.  High Priestess Deruu has 
  made it known on several occasions that she wishes to 
  return to more active duties within the church and rumors 
  have been circulating as to who her possible successor 
  might be. 
  The Church of St. Cuthbert has a long history in the 
  Duchy of Urnst.  The Church’s abidance to the laws of 
  the land meant it was one of the few churches to honor 
  Justinian’s decree of high taxes imposed on churches in 
  the Duchy.  The Church of St. Cuthbert remained behind 
  after the majority of religions pulled out during the 
  ensuing Temple Coalition Revolt.   
  Saint Cuthbert is not a Suel god, and as such worship of 
  St. Cuthbert is overshadowed by the Suel pantheon in 
  most major centers. However, the Church of St. Cuthbert 
  is very popular throughout the Duchy of Urnst's rural 
  areas and can be found in many areas where one might 
  not expect it.   
  Teachings of St. Cuthbert 
  The Way of St. Cuthbert is one of law and expects 
  absolute discipline and faith from its followers. Anyone 
  guilty of neglecting duties is punished with strict 
  penance and quite possibly physical punishment in the 
  form of caning. Extreme acts against the church doctrine 
  (knowingly breaking any major law, for example) will 
  result in expulsion from membership and painful 
  rehabilitation as well as punishment for any penalty 
  incurred under local law.  
  The Church of St. Cuthbert expects its members be 
  physically fit and trained in the arts of war. They require 
  their members to attend annual training programs held at 
  the various major churches to improve skills and to 
  ascertain each member’s level of adherence to the ways 
  of St. Cuthbert. 
  Home Region  
  Members of the Church of Saint Cuthbert must be 
  residents of the Duchy of Urnst at all times. Should the 
  home region change to any other region, membership in 
  the organization is voided.  
  Donations 
  While few worshippers of St. Cuthbert are wealthy in the 
  Duchy, those who are often donate money towards the 
  improvement of a temple or spreading the faith to new 
  areas.  Large donations are a result of devotion, but also 
  result in certain benefits: 
  • 
  Laymen who donate at least 1000gp gain 1 
  permanent influence point with the church, usable 
  every adventure. 
  • 
  Clergy who donate at least 1000gp do not have to 
  tithe to the church for the remainder of the year. 
  • 
  Clergy who donate at least 2000gp are absolved 
  from all future tithes to the church. 
  Any such donation should be marked off on the current 
  AR, noted on the meta-org cert, and posted in character 
  to: DuchyofUrnst@yahoogroups.com .  It is possible that 
  such donations could be taken into account by the triad. 
  Laymen 
  Anyone wishing to join the church that has not been 
  touched by the blessing of Cuthbert (able to access 
  divine spells) will be assigned to aid the church in a 
  lesser capacity.  
  Prerequisites  
  • 
  Lawful in alignment  
  • 
  Worship St. Cuthbert (primary god of worship on 
  character sheet)  
  • 
  1 rank in Knowledge (religion)  
  • 
  Proficient with and carry a bludgeoning weapon  
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 106 of 134 
  Obligations:  
  • 
  Must uphold the law when and where ever possible, 
  including assisting the ducal guard or city guards 
  when requested to do so.  
  • 
  Must spend 2 TU annually, to undergo proper 
  military and religious training performed by the 
  church. Any other military training a lay member 
  receives (i.e. Ducal Guard, etc) is counted on top of 
  these time units as the church requires all members 
  to undergo the full training regimen regardless of 
  skill.  
  Benefits:  
  Lay members of the Church of St. Cuthbert in the Duchy 
  receive the following benefits:  
  • 
  One influence point with the Church of St. Cuthbert. 
  Usable once per year. 
  • 
  +1 circumstance bonus on gather information, 
  diplomacy, intimidate and sense motive checks 
  when dealing with worshippers of St. Cuthbert 
  and/or the residents of Goldplain  
  • 
  50% discount toward Adventurer’s Standard upkeep 
  when playing Duchy of Urnst Regional events in a 
  town, village, or city where there are followers of St. 
  Cuthbert. 
  • 
  Access to warmace (CW). 
  Clergy  
  Those of higher calling and willing hearts may give 
  themselves to the greater service of the church. Clerics 
  and Paladins of St. Cuthbert may choose to dedicate their 
  lives in a more meaningful way. It is through one of the 
  three branches (Billets, Chapeaux and Stars) of the 
  Church of St. Cuthbert that they may do so. Clerics and 
  Paladins are monitored and supervised by superiors of 
  the Billet branch when they enter the Church.  The 
  superiors assess the potential usefulness of each 
  candidate to each branch of the Church while at the same 
  time attempting to maintain sufficient membership levels 
  amongst the three groups. Paladins are generally 
  encouraged to join the Star Branch of the Church due to 
  their unique abilities, but are able to seek membership in 
  the other branches. Acolytes are expected to join the 
  branch assigned to them. They may argue to be 
  reassigned; however, the argument had better be good as 
  church powers do not take challenges to the laws and 
  rules of the church lightly.  
  Billets  
  Mission: Minister to and protect the faithful. 
  Symbol: Oaken or bronzewood billet. 
  Those who prove themselves able in combat and true of 
  faith may decide to advance amongst the ranks of the 
  Billets. The Billet branch is the most militant of the 
  three, and this is reflected by its member’s abilities and 
  skills.   Pious Templars are common members of this 
  branch. 
  Prerequisites  
  • 
  Lawful in alignment  
  • 
  Worship St. Cuthbert (primary god of worship on 
  character sheet)  
  • 
  Proficient with and carry a bludgeoning weapon  
  • 
  Fulfill the following prerequisites: 2 ranks in 
  Knowledge (Religion), & 2 ranks in Knowledge 
  (Local: Metaregion IV).  
  Billet obligations:  
  • 
  Tithe 5% of earnings (per adventure) to church.   
  • 
  Uphold the law when and where-ever possible  
  • 
  Assist the military or law enforcement whenever 
  requested  
  • 
  3 TU annually, undergoing proper military and 
  religious training performed by the church as well as 
  volunteering for church sponsored guard detail and 
  tracking of criminals. Any other military training a 
  full member receives (i.e. Ducal Guard, etc) is 
  counted on top of these TU as the church requires all 
  members undergo the full training regiment 
  regardless of skill.  
  Billet Benefits:  
  Members of the Billet branch receive the following 
  benefits:  
  • 
  +2 circumstance bonus on Diplomacy, Gather 
  Information, and Intimidate checks when dealing 
  with worshippers of St. Cuthbert and/or the residents 
  of Goldplain.  
  • 
  +2 circumstance bonus on Diplomacy, Intimidate 
  and Gather Information when dealing with situations 
  involving the law.  (Not cumulative with above). 
  • 
  Free Adventurer’s Standard upkeep when playing 
  Duchy of Urnst Regional events in a town, village, 
  or city where there are followers of St. Cuthbert. 
  • 
  Free: 2 vials of Holy Water and a pair of masterwork 
  manacles (PH)  
  • 
  1 influence point with Duchy law enforcement 
  officials, usable once per year. 
  • 
  1 influence point with the church of St. Cuthbert, 
  usable once per adventure. 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 107 of 134 
  • 
  Greater access to the Church’s Armory gives access 
  to: Warmace (CW), Maul (CW), Double Hammer 
  (CW), Double Mace (AE), Great Crossbow (RS), 
  Heavy Plate (RS), Fast Donning Straps (RS), 
  Gauntlet Shield (RS), Steel Tower Shield (RS). 
  • 
  Access to the feat Law Inviolate (RD). 
  Chapeaux  
  Mission: Convert people to the faith. 
  Symbol: Crumpled Hat 
  All priests of St. Cuthbert are required to continually 
  teach the Law of St. Cuthbert, but the Chapeaux branch 
  of the Church is dedicates solely to that purpose. This is 
  the largest branch of the church, both in number of 
  priests and paladins. Members travel the countryside 
  attempting to sway as many non-believers to the way of 
  the cudgel as they can. Typically new members to the 
  church that have received his blessing (can cast divine 
  spells) that aren’t able combatants or older, more devoted 
  members are placed in the Chapeaux branch.  
  Prerequisites  
  • 
  Lawful in alignment  
  • 
  Worship St. Cuthbert (primary god of worship on 
  character sheet)  
  • 
  Proficient with and carry a bludgeoning weapon  
  • 
  Fulfill the following prerequisites: 2 ranks of 
  Diplomacy and 2 ranks in Knowledge (Religion).  
  • 
  Able to heal wounds (use curative magic as a spell 
  or spell-like ability) 
  Chapeaux obligations:  
  • 
  Tithe 5% of earnings (per adventure) to church.  
  • 
  Uphold the law when and wherever possible.  
  • 
  Spend 2 TU annually, undergoing proper military 
  and religious training performed by the church as 
  well as time spent on recruitment pilgrimages for the 
  church. Any other military training a full member 
  receives (i.e. Ducal Guard, etc) is counted on top of 
  these TU as the church requires all members 
  undergo the full training regiment regardless of skill. 
  • 
  Spend at least 2 TU a year traveling the region in 
  search of converts.  Any regional or meta-regional 
  adventure in which the Chapeaux successfully 
  converts somebody counts towards this requirement.  
  Have the judge note it on the AR.  If none are 
  successfully converted, these TU must be spent on 
  the first AR of the next year. 
  • 
  Must aid any worthy person requesting assistance  
  • 
  Attempt to recruit followers to the Church of St. 
  Cuthbert when appropriate (remember, he is the god 
  of common sense) 
  Chapeaux benefits:  
  Members of the Chapeaux branch receive the following 
  benefits:  
  • 
  +2 circumstance bonus on Diplomacy, Gather 
  Information, and Intimidate checks when dealing 
  with worshippers of St. Cuthbert and/or the residents 
  of Goldplain.  
  • 
  +2 circumstance bonus on Diplomacy when dealing 
  with non-religious individuals 
  • 
  +2 circumstance bonus on Knowledge (geography) 
  in settled areas  
  • 
  Free Adventurer’s Standard upkeep when playing 
  Duchy of Urnst Regional events in a town, village, 
  or city where there are followers of St. Cuthbert.  
  • 
  Free: 2 vials of Holy Water and a pair of masterwork 
  manacles (PH)  
  • 
  1 influence point with the church of St. Cuthbert, 
  usable once per adventure. 
  • 
  Greater access to the Church’s Armory provides 
  access to: Warmace (CW), Double Mace (AE), Great 
  Crossbow (RS), Donning Straps (RS), Gauntlet 
  Shield (RS) 
  • 
  Access to Holy Water Sprinkler (Libre Mortis) 
  • 
  Access to the Law Inviolate feat (RD) 
  Stars 
  Mission: Retain doctrinal purity among the faithful.  
  Symbol:  Starburst insignia of copper, gold or platinum 
  Those truly devoted to the ways of St. Cuthbert may 
  choose to join the Star branch of the Church of St. 
  Cuthbert. Their job is to maintain the purity of the 
  followers of St. Cuthbert and they are given access to the 
  means to do so. Many of them are Church Inquisitors, 
  while some among them become Sacred Exorcists, 
  focused on the dangers of demonic possession. 
  Prerequisites  
  • 
  Lawful alignment  
  • 
  Worship St. Cuthbert (primary god of worship on 
  character sheet)  
  • 
  Proficient with and carry a bludgeoning weapon  
  • 
  4 ranks in Knowledge (Religion) 
  • 
  2 ranks in Sense Motive.  
  • 
  Able to detect evil (through spell or innate ability).  
  Star obligations: 
  • 
  Tithe 5% of earnings (per adventure) to church  
  • 
  Uphold the law when and where ever possible  
  • 
  3 TU annually, undergoing proper military and 
  religious training performed by the church as well as 
  special Star training involving meditation, magical 
  and specialized martial training. Any other military 
  training a full member receives (i.e. Ducal Guard, 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 108 of 134 
  etc) is counted on top of these TU as the church 
  requires all members undergo the full training 
  regiment regardless of skill.  
  • 
  Uphold the teachings of St. Cuthbert at all times. 
  • 
  Remain vigilant for those who are false in their faith. 
  Star benefits: 
  • 
  +2 circumstance bonus on Diplomacy, Gather 
  Information, and Intimidate checks when dealing 
  with worshippers of St. Cuthbert and/or the residents 
  of Goldplain.  
  • 
  +2 circumstance bonus on Sense Motive to detect 
  lies. 
  • 
  +2 circumstance bonus on Knowledge (religion) to 
  recall information about other deities 
  • 
  Free Adventurer’s Standard upkeep when playing 
  Duchy of Urnst Regional events in a town, village, 
  or city where there are followers of St. Cuthbert. 
  • 
  Free: 2 vials of Holy Water and a pair of masterwork 
  manacles (PH)  
  • 
  1 influence point with a worshipper of St. Cuthbert 
  usable once per year.  The Star must question the 
  worshipper’s faith and challenge him to prove it for 
  this influence to be used.   
  • 
  1 influence point with the church of St. Cuthbert, 
  usable once per adventure. 
  • 
  Greater access to the Church’s Armory provides 
  access to: Warmace (CW), Double Mace (AE), Great 
  Crossbow (RS), Heavy Plate (RS), Donning Straps 
  (RS), Gauntlet Shield (RS) 
  • 
  Access to Priest’s Bullet (Libre Mortis) 
  • 
  Access to the Law Inviolate feat (RD) 
  • 
  Fulfills the in game requirements for the Prestige 
  Classes – Sacred Exorcist (CD) 
  • 
  This is an ideal order to seek a Church Inquisitor 
  (CD) mission from the Triad. 
  Changing Branches 
  The Church of St. Cuthbert has a very strict hierarchy.  
  Once a character joins one of its branches, they are 
  expected to serve in that branch for at least one year (or 
  52 TUs) from the date of registration before being able to 
  request a transfer. Characters who wish to change 
  branches before that time must go before church officials 
  and present their request. The character is required to 
  make a Diplomacy check (DC 20) to sway the church. If 
  the character has at least 5 ranks in Knowledge 
  (Religion), s/he will receive a +2 circumstance bonus to 
  the roll. If the character has at least 5 ranks in Profession 
  (Law) or Knowledge (Law), he will receive a +2 
  circumstance bonus to the roll. The two bonuses are 
  cumulative. Thus, if a character has 5 or more ranks in 
  Knowledge (Religion) and Profession (Law), he will 
  receive a +4 on the roll. The character may not take ten 
  on the Diplomacy check.  
  If the roll is successful, the character may now move to 
  another branch of the church and should be so noted. A 
  character may use a favor of the Church of St. Cuthbert 
  to completely avoid the Diplomacy check to freely move 
  to another branch of the church. A character may use any 
  favor of the common people to give character a +5 to the 
  Diplomacy roll. The commoner will come before the 
  church and testify on the character's behalf. For each 
  favor of commoners the character uses, he receives an 
  additional +5. The player may not use more than three 
  favors in this way. The Church of St. Cuthbert does not 
  look highly upon the noble houses of the Duchy, and 
  favors of the noble houses hold no influence in the 
  church unless otherwise noted.  
  Breaking the Law  
  No follower of St. Cuthbert should break good and 
  proper laws, for breaking those laws is going against the 
  Word of the Cudgel! If a Clergy of the Church of St. 
  Cuthbert knowingly and flagrantly breaks the laws of the 
  Duchy of Urnst (Judge’s discretion), at the end of that 
  adventure the offending member must immediately head 
  to a Temple of St. Cuthbert to confess their 
  transgressions and pay penance at the cost of 1 TU. The 
  GM marks the transgression on the Adventure Record 
  sheet in which the crime was committed. If the player 
  does not immediately pay the 1 TU cost to confess at a 
  temple at adventures end, the character is reduced to 
  Laity status in the church. Should the character commit a 
  second infraction without confession, the character is 
  expelled from the church and immediately loses all 
  benefits of the Church of St. Cuthbert. The character 
  must petition church officials for reentry to the clergy. 
  (See Regaining Church Favor)  
  If a member of the Church of St. Cuthbert is ever 
  convicted of a crime and forced to serve prison time, that 
  member is immediately expelled from the church on top 
  of spending the allotted TU for time spent in prison. 
  They immediately lose access to the benefits of the 
  Church of St. Cuthbert. In addition, that character will 
  receive –2 to all Diplomacy and Gather Information 
  checks when dealing with followers of St. Cuthbert and 
  the people of Goldplain for one year from the date of 
  infraction (Real time or 52 TU -which ever comes first).  
  Regaining Church Favor  
  An offending member of the church wishing to regain 
  the favor of the Church must have an Atonement spell 
  cast on himself (5th level cleric spell) and pay 8 TU. If 
  the crime was intentional then the total cost of the 
  Atonement is 2950gp. If the crime was unintentional, 
  then the cost of the Atonement is 450 GP. These 8 time 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 109 of 134 
  units include a quest for the church as well as extensively 
  grueling and painful rehabilitation. 
  Appendix: Friends and 
  Author Suggestions 
  Friend of the Church of St. 
  Cuthbert  
  These benefits are provided to non-members who have 
  been a great help by the Church of St. Cuthbert. 
  Prerequisite: 
  • 
  Listed as “Friend of the Church of St. Cuthbert 
  <name of branch>” on an AR.   
  Benefits 
  • 
  Regional Access to the mundane items provided to 
  members of a specific branch of the church.  If a 
  church branch is not specified in game, the PC gains 
  no item access. 
  • 
  A +2 circumstance bonus on Diplomacy, Gather 
  Information, and Intimidate checks when dealing 
  with worshippers of St. Cuthbert and/or the residents 
  of Goldplain. 
  • 
  10% off the cost of the casting of spells performed at 
  a church of St. Cuthbert 
   
  Suggestions for Adventure 
  Authors 
  Influence with the Church of St. Cuthbert should be 
  given out on an AR any time characters assist the church 
  or any of its members.  The following items could be 
  offered on an AR in exchange for influence points with 
  the Church of St. Cuthbert: 
  From the DMG:  Axiomatic upgrades to weapons, Cloak 
  of Resistance +2/+3/+4, Gauntlets of Strength +4/+6, 
  Periapt of Wisdom +4/+6, Wand of Bull’s Strength, 
  Wand of Cure Moderate Wounds, Wand of Order’s 
  Wrath, Wand of Owl’s Wisdom. 
  From RD: Access to the Law Inviolate feat. 
   
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 110 of 134 
  Church of Wee Jas in the Duchy of Urnst 
  By Michael Dezotell and F. Martin Knoff.   
  Version 2.0 Edited by Brad Street 
   
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (beginning of this document) and the 
  appropriate certificate. 
  Traditions of the Church  
  In the recently restored Elder Mausoleum of Wee Jas in 
  Upper Seltaren there is an ancient icon, a religious 
  painting preserved by magical means, which is believed 
  to be over two thousand years old. It was brought to the 
  Duchy by the original Suloise settlers, and was donated 
  to the Church of Wee Jas by House Grek.  
  The icon depicts the Emperor Inzhilem II in communion 
  with the Goddess Wee Jas Herself, apparently seeking 
  the knowledge needed to create the original Orbs of 
  Dragonkind. It is believed that the sacred icon was 
  created after the Emperor's death and is considered a 
  Holy Relic by the followers of Wee Jas. Many strange 
  powers and events have been attributed to the relic and 
  those who have put their hand near it say that it radiates 
  cold, calm energy. Any attempts at scrying or magical 
  detection on the icon have met with failure.  
  The presence of this icon is seen by many within the 
  Church as evidence that the Duchy of Urnst is 
  particularly blessed by the Goddess, and its recent return 
  after having been removed during the Temple Coalition 
  Revolt was hailed as a sign that the Church would regain 
  the power and prestige it had in the ancient days of the 
  Suloise Imperium, though such recognition has never 
  been known in the Duchy of Urnst. 
  There are subtle differences in the philosophies and 
  practices of the Church of Wee Jas in the Duchy, as 
  compared with Her worship in other parts of the 
  Flanaess.   There are more followers of Wee Jas who are 
  of Lawful Good alignment here than anywhere else.  
  This would explain the high number of Duchy Paladins 
  in the Church, although there are those who marvel that 
  there are any at all.  Since the fall of the House of 
  Teranor, the number of Lawful Evil members has 
  dwindled considerably.  
  Other changes include the attitude toward the walking 
  dead.  In certain other places where Wee Jas is 
  worshipped, the creation and control of undead are 
  sometimes permitted, if such undead are of Lawful or 
  Neutral alignment.  The creation or control of Chaotic 
  undead has never been allowed by any Church of Wee 
  Jas.  In the Duchy, it is believed that Wee Jas is 
  responsible for seeing the souls of the dead safely to the 
  afterworld.  Undead are therefore an abomination and 
  should be destroyed, so that their souls may be freed.  
  Creating or controlling such monsters is considered 
  abuse of the dead, and strictly forbidden.    
  The Church Today 
  With the growth of the Skeptic Movement, the Church of 
  Wee Jas’s membership in the Duchy has declined to less 
  than half of what it was before the Temple Coalition 
  Revolt. Yet, the demand for followers is still high.  
  Funerals must be arranged and ceremonies must be 
  conducted.  Students of Magic still need to be taught the 
  old Suel traditions of spellcraft.  The courts are jammed 
  to the rafters with cases, and there are never enough 
  advocates or judges.   It is the desire of the Church of 
  Wee Jas that these positions be filled with members of 
  the Church, rather than those who may be less than equal 
  to such tasks. 
  In response to such need, the Church has recently relaxed 
  its requirements for membership - albeit only very 
  slightly.  It is now possible for those who are not pure 
  Suel to become members of the Outer Circle, or even the 
  Third Circle.  Respect for the Law is still required, as is 
  knowledge of the magical arts.  The standards of testing 
  new petitioners are still high, but the testing fees have 
  been reduced.  Great wealth is no longer as much a 
  requirement, but devotion is and always will be 
  paramount.  
  Though blood sacrifice had been common in the Church 
  in the earliest days, it has since fallen from favor and is 
  not a current practice.  There are, no doubt, places in the 
  less civilized parts of the Duchy where isolated 
  worshippers still cut themselves and give their blood in 
  sacrifice to the Stern Lady in hopes of gaining her favor, 
  but 
  current 
  Church 
  doctrine 
  discourages 
  this.  
  Worshippers may no longer substitute a pint of their own 
  blood for gold as a means of gaining membership to the 
  Church.  
  However, even today it is still customary among 
  traditional Suel to cut their left hand and drip blood into 
  the open casket when paying respect to the dead at a 
  funeral.  Traditional Suel will also cut their palms and 
  drip blood on a grave of a loved one as a sign of respect.  
  Those who respect Her rarely invoke Her name in public.  
  In the Duchy of Urnst, She is called the Stern Lady, the 
  Lady of Book and Bone, Death's Guardian, or the Dark-
  Eyed Goddess.  Those not of the Church of Wee Jas in 
  the Duchy of Urnst, who do not respect Her as piously, 
  
   
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  call Her the Witch Goddess, the Ruby Sorceress, or 
  simply the Taker. But even then, they hesitate before 
  speaking Her true name.  Few are foolish enough to 
  openly insult Her.  
  Wee Jas is a vain Goddess and very demanding of Her 
  worshippers.  Clerical vestments must be of the finest 
  materials.  Her shrines, cemeteries, temples, mausoleums 
  and cathedrals must be richly decorated and awesome to 
  behold.  Even the holy symbols carried by Her lowliest 
  priests must be pure gold.  She will accept sacrifices of 
  precious gems and jewelry, if accompanied by sufficient 
  praises and flattery, but will not tolerate the destruction 
  of magical items in her name, unless they are of a chaotic 
  nature.  (See the Oath of Wee Jas, item one.)  Instead, it 
  is written that the creation of powerful magical items and 
  artifacts in the name of Wee Jas, and then given to the 
  Church as a donation or used in the performance of 
  Church duties, is the highest praise of all.  
  Most importantly, those who follow the Stern Lady must 
  obey Her Laws to the letter.  She has no tolerance for the 
  weak-willed or cowardly.  Those who are faithful to the 
  Law and the Church, then give their lives in Her service, 
  will find the path to the afterworld to be clear and Her 
  smile warm as She walks alongside.  
  Typical garb is either of black, white or gray.  Though it 
  is widely considered that these colors represent the 
  general attitude and disposition of the priest, this is 
  largely a myth.  The one exception is that worshippers 
  who are members of the Scarlet Brotherhood almost 
  exclusively wear gray and black.  The followers of the 
  Scarlet Sign have strong ties in the Church of Wee Jas, 
  sadly to say.   The Church of Wee Jas in the Duchy of 
  Urnst has officially disconnected all ties with the Scarlet 
  Brotherhood but in the minds of some there is still an 
  association; a belief that the Church tries hard to 
  discourage.  
  There is additional information on Wee Jas’s place in the 
  Duchy on the Duchy Wiki pages:   DuchyUrnst.org/wiki. 
  Structure of the Church  
  The Church of Wee Jas in the Duchy of Urnst consists of 
  two major divisions:  The Lay Membership and the 
  Formal Church.  
  The Lay Members consist mostly of typical Suel citizens 
  of the Duchy of Urnst.  These are people who remember 
  that it was Wee Jas who led them out of oblivion after 
  the Rain of Colorless Fire.  They focus mostly on the 
  Death aspects of Wee Jas and tend to pay deference to 
  Her rather than delving into the more mystical and 
  esoteric aspects of Her.  Wee Jas, to them, is a protector, 
  guide and keeper of knowledge.  She is external to them, 
  a benevolent and occasionally frightening force that has 
  protected them in the past and will continue to in the 
  future if Her rules are followed and She is paid proper 
  respect.  Most Lay Members do not consider Wee Jas an 
  integral part of their lives, but rather a distant power that 
  is part of their history and tradition.  
  The Formal Church consists mostly of people who take 
  the worship of Wee Jas very seriously.  They are seekers 
  of knowledge and law, delving into all aspects of magic 
  with the discipline that it takes to never repeat past 
  mistakes.  They are serious, stern, passionate, and often 
  fanatical in their devotion to the Ruby Goddess and Her 
  ways.  The Formal Church itself is very structured and 
  has specific rules which are strictly adhered to.  Breaking 
  of the laws of the Stern Lady is a serious offense, and 
  expulsion is not uncommon for violations of rule and 
  form.   Occasionally the Dark-Eyed Goddess will take 
  matters into Her own hands, drawing offenders into Her 
  embrace and judging them personally, often with dire 
  consequences.    
  The Formal Church organization is further divided into a 
  hierarchy with four levels, or circles.  The Outer Circle is 
  the first step, and the place where all new members are 
  accepted.  Third Circle members have more status, 
  authority and responsibility than members of the Outer 
  Circle, with the Second and First Circles being even 
  further up the chain of command.  It takes time and 
  devotion to work one’s way up the ranks of the Church, 
  and not everyone who petitions for advancement is 
  accepted.  The Stern Lady sets high standards for the 
  pious.  
  Cohorts in the Church 
  Cohorts who qualify can start as high as the Third Circle 
  (as per the cohort rules on the Meta-organization 
  Overview page).  They may not enter one of the Third 
  Circle Sects until a year has passed. 
  Leaving the Church: 
  Any member who does not pay their annual GP or TU 
  costs is suspended from the church until they are paid.  
  All benefits of membership are suspended until 
  membership is reinstated.  Time in rank does not 
  accumulate while dues remain unpaid, and if not paid 
  within one year members must start again at the bottom. 
  If any member of the church joins the Temple of the Suel 
  Pantheon meta-or, OR is convicted of a crime in the 
  Duchy of Urnst, their membership is immediately 
  suspended and all benefits cease until they can prove that 
  they have learned the error of their ways.   
  The rules and vows of formal church members are not to 
  be taken lightly, and until they have proven they are 
  again worthy (see above), they will have a -4 penalty to 
  all Charisma based skills when interacting with any 
  member of the Church of Wee Jas. 
  
   
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  Rejoining the Lay Church 
  Lay Members can prove their faith in either or two 
  methods:  
  • 
  Spend 1 influence point from a Suel Noble House of 
  the Duchy.  
  • 
  Sacrifice of either 10 TUs or 1000 GP worth of gold 
  or magic items.  
  Rejoining the Formal Church 
  Member of the Formal Church can prove their faith in 
  either of two ways 
  • 
  Spend 4 influence points from a Suel Noble House 
  of the Duchy.  
  • 
  Sacrifice of 10 TUs or 10,000 GP worth of gold or 
  magic items.  
  Unless proven falsely accused, all time served starts over 
  for purposes of advancing in this meta-org. 
  Raise Dead Benefit 
  If a member of the church is slain, they may agree to pay 
  off the debt through service to the Church and the Duchy 
  in general.   
  1. The characters agreement must be confirmed 
  through the use of Speak with Dead (the 150 GP fee 
  unless there is a PC cleric of Wee Jas available to 
  cast it) and must be paid immediately.   
  2. A Commune spell must be cast with an additional 
  fee of 500 GP which must be paid in cash before the 
  spell is cast.  The results of this Commune spell are 
  fairly consistent:  If the worshipper is at least a lay 
  member of the church and was murdered or killed 
  by un-natural causes, then The Stern Lady will 
  restore them, but if they died of natural causes or by 
  a chance accident, She will not restore them.   
  3. For each 100 GP credit given towards the casting of 
  the spell, the member must provide 2 TU of service 
  to the Church and Duchy.  If the character runs out 
  of TUs they may be used from the following year 
  (and are marked off as a negative on the current AR 
  and again on the first AR of the next year).  This 
  service may be used to either completely pay for the 
  Raise Dead or to pay the balance after cash has been 
  paid. 
  • 
  Example 1:  A character is slain by nefarious and 
  doubtlessly unfair means.  They are members of the 
  church of Wee Jas and taken to be raised.  The 
  character only has 2500 GP.  The church casts Speak 
  with Dead and Commune.  The character decides to 
  apply all 2000 GP of cash they have towards the 
  Raise Dead.  The amount due is 5,450 GP for the 
  Raise Dead, 150 GP for the Speak with Dead (if 
  applicable), and 500 GP for the Commune.  The 
  total due is 6,100 GP.  This leaves a balance of 
  3,600 GP, which must be paid off with 52 TUs of 
  service.  This is due immediately after the character 
  is raised.  
  • 
  Example 2:  A character is slain by the ineptness and 
  base stupidity of companions not carefully chosen.  
  He is a member of the Church of Wee Jas and is 
  catapulted into the courtyard of the Church in 
  Leukish where the clergy there assume that he 
  wishes to be brought back.  This is confirmed by a 
  Speak with Dead spell.  The character has saved 
  much of his wealth and is willing to pay 4,500 GP of 
  the fee.  This leaves a balance of 1,100 GP, which 
  must be paid off with 22 TUs of service.  This is due 
  immediately after the character is raised.  
  The Lay Membership  
  Most non-skeptic Suel citizens of the Duchy of Urnst pay 
  their respects to the Stern Lady by service to the church 
  and community in general.  This is mostly due to a desire 
  to see themselves ferried into the afterlife when they die, 
  and not out of actual religious zealotry or admiration.  
   Requirements:  
  The requirements to join the Church of Wee Jas as a Lay 
  Member are few but strictly adhered to:  
  • 
  At least partially Suel.  Prospective members who 
  can not trace their lineage through pure Suel 
  bloodlines or are not pure Suel (including half-elf 
  and half-orcs that are part Suel) are required to 
  provide proof of Suel ancestry.  This involves a one-
  time cost of 100 GP and 1 TU spent at the Temple of 
  Lendor doing research, standing in line, filling out 
  forms, and getting the proper paperwork filled out 
  with the proper signatures.  
  • 
  2 TU on being accepted into the church to either 
  spend time learning the proper funeral rites, ways of 
  lawfulness, and duties to goddess and country, or to 
  show that this education has been provided by tutors 
  at home.  This is in addition to any costs incurred for 
  citizens who can not easily prove their Suel heritage.  
  Obligations:  
  • 
  2 TU on the first AR of each new year.  This time 
  and money is usually spent either within the Church 
  itself or in service to one of the other Suel churches 
  in the Duchy.  
  • 
  All members must uphold the laws and ideals of the 
  Duchy of Urnst and the nobles that rule and protect 
  them.  They must respect the mores and ideals of the 
  Suel people to continue their traditions and culture.  
  Benefits:  
  • 
  1 influence point with the Church, usable once per 
  year, for the purposes of getting Divine or Arcane 
  spells cast in the Duchy.  
  
   
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  • 
  Automatically able to get a priest or priestess of 
  Wee Jas to preside over their funeral, allowing them 
  to painlessly and smoothly drift into the arms of the 
  Ruby Goddess.  
  The Formal Church  
  The Formal Church has a small membership compared 
  with the more popular religions in the Duchy, and its 
  primary social function is as funerary administrator.  The 
  majority of its cultural power is a bit incestuous, residing 
  mostly with other churches of the Suel pantheon and not 
  in the hearts and minds of the general populace.  Most 
  citizens’ attitudes are ones of peripheral interest, and 
  probably deference or fear.  
  The Outer Circle  
  Those who wish to follow the Stern Lady must be 
  willing to devote body, mind and soul to Her.  They must 
  petition to the Council of Judgment to be tested and, if 
  found wanting, will not be allowed to retest for a full 
  year.  The test requires the following:  
  • 
  500 GP testing fee.  This is not refundable and must 
  be paid each time the test is taken.  
  • 
  Lawful alignment.  
  • 
  This is a Suloise Church and there must be good 
  cause to accept those not of the Suel.  Half-Suel is 
  acceptable for the Outer Circle, including those with 
  an orcish parent.  Half-elves are more suspect, since 
  the elves are known for their chaotic tendencies, and 
  thus must apply as non-Suel. For non-Suel to apply, 
  they will need to present two favors from a Suloise 
  Nobel House.  Favors from two separate Houses are 
  acceptable. Those of Baklunish descent will never 
  be accepted, regardless of circumstances.  The Dark-
  Eyed Lady has a long memory and tends to carry a 
  grudge against those who destroyed what She 
  considered to be Her empire.  She is not known for 
  forgiveness.  
  • 
  The test itself is quite simple.  To pass it one must 
  be able to roll a DC of 18 or better for each of these 
  skills:  Knowledge (Religion), Knowledge (Arcana), 
  and Spellcraft.  The petitioner may take 10 in order 
  to pass, if he or she is able to.   Magic can be used to 
  assist with these rolls. 
  • 
  Passing the test also requires that one must be able 
  to cast 2nd level spells or have the monk class 
  ability “Flurry of Blows”.  The spells can be of 
  divine or arcane nature.  One exception to this rule is 
  made for applicants specifically joining the 
  Guardians of the Ruby Skull in the future.  In lieu of 
  spell casting or the Diamond Body ability, they must 
  have a BAB of at least +2 AND own a magical 
  dagger. 
  • 
  The petitioner must swear an oath if accepted.  
  Membership in the Church of Wee Jas will be 
  terminated if the oath is broken for any reason. 
  Oath of Wee Jas:  
  1. I swear to respect magic and those who use it, unless 
  they are working against the ideals of Law and the 
  Church of Wee Jas.  
  2. I swear to honor the dead and protect them from 
  harm or abuse.  
  3. I swear to obey the Laws of Wee Jas and those of 
  the land in which I dwell.  
  4. I further swear to obey the commands of those 
  members of the Church of Wee Jas who have 
  achieved positions in the circles above mine.  
  5. I swear to never take the name of Wee Jas in vain or 
  speak of Her in a manner that is less than respectful.  
  6. I swear to respect the ceremonies and duties of the 
  Church of Wee Jas, and to maintain my personal 
  religious articles with the care they deserve.  
  7. I swear never to restore the life of a weak or chaotic 
  being, without first gaining permission from my 
  superiors.  
  8. I swear to remain watchful of the invasive infection 
  that is the Scarlet Brotherhood, and to fight against 
  them to my last breath.  
  9. I renounce any and all previous commitments to 
  organizations that do not serve Wee Jas.  I will 
  remain faithful to Wee Jas and the Church that 
  serves Her unto death.  
  10. May Wee Jas take me…  (Note:  This is how all 
  prayers and oaths to Wee Jas are completed.)  
  Responsibilities of the Outer Circle:  
  • 
  Magic must be respected.  Magic items and spell 
  books must be cherished and protected, and must not 
  be destroyed unless they have been proven to be 
  Chaotic in nature.  Chaotic magic items may be 
  sacrificed to Wee Jas in order to gain Her favor.  
  • 
  The dead must be honored.  The remains of any 
  human with even a trace of Suel blood must be 
  buried with the proper ceremonies and prayers; even 
  if they were enemies or unbelievers of the Suloise 
  religion.  This applies to half-orcs with Suel lineage, 
  as Wee Jas remembers the support these humanoids 
  gave to Her people in the lost days of Empire, but 
  not to half-elves.  Those of elven blood have their 
  own deities to look after them, and the Lady of Book 
  and Bone has naught but disdain for their Chaotic 
  ways.  
  • 
  The laws must be obeyed.  No criminal act will be 
  tolerated, even if done for the greater good.  Good 
  and Evil, as such, are not as important as the Law.  
  Even though local law enforcement may be 
  oblivious to the crime, or the punishment is waved 
  
   
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  due to extenuating circumstances, the Stern Goddess 
  sees all and is less forgiving than mortals.  
  • 
  Commands from one's superiors must be obeyed, 
  regardless of the difficulty or the inconvenience they 
  may cause.  There are no excuses for failure.  
  • 
  Spend 3 TU on the first AR of each year in service 
  to the Church.  Typical duties include, but are not 
  limited to:  grave digging and maintaining 
  graveyards in the Duchy, sweeping the halls at the 
  College of Sages and Sorcery in Nellix, assisting the 
  court clerks at the Ducal Court of Law in Leukish, 
  or simply comforting the bereaved members of the 
  Suel religion wherever they may be found 
  throughout the Duchy.  
  Failure to fulfill any of these responsibilities will result 
  in the termination of membership  
  Benefits of the Outer Circle:  
  • 
  +1 circumstance bonus to Diplomacy, Intimidate 
  and Gather Information checks when dealing with 
  followers of the Suel religion in the Duchy of Urnst.  
  An additional +1 applies to Diplomacy when dealing 
  with members of the Church of Lendor. 
  • 
  Free Rich Lifestyle while adventuring in the Duchy 
  of Urnst.  
  • 
  1 influence with the Church of Wee Jas.  Usable 
  once only. 
  • 
  Clerics of Wee Jas gain access to the limited feat: 
  Undying Fate (RD). 
  • 
  For an additional 4 time units spent scribing spells in 
  the Church’s libraries (or 800 gp to hire someone 
  else to do it), a member of the Outer Circle gains the 
  right to freely copy any core spells of levels 1-3 into 
  their spell book.  The scribing must be paid for as 
  normal and notated fully as to its source, cost and 
  spell level.  This cost must be paid each year the 
  access is desired. 
  The Third Circle  
  The Third Circle comprises the core of the Church of 
  Wee Jas in the Duchy of Urnst.  They are members who 
  have proven their devotion for at least a year and can live 
  within the restrictions and rules of the church proper.  
  Many members stay in the Third Circle forever, never 
  being invited into the seldom seen Second Circle and 
  never joining any of the smaller, more specialized sects 
  that exist within the church.  
  Testing for the Third Circle  
  After a full year of working within the Outer Circle with 
  one's oath intact, membership to the Third Circle may be 
  petitioned.  Petitions are reviewed by the Council of 
  Judgment. If the requirements are met, the petitioner may 
  be requested to appear on a given day, and at a specified 
  time, to take the test.  If the petitioner is late by so much 
  as a heartbeat’s passing, he or she is turned away and is 
  not given a second chance for another year.  Those who 
  fail the test must spend an influence with the Church of 
  Wee Jas for a new appointment after a full year has 
  passed.  
  If all the requirements are met and the test is passed, the 
  petitioner will be accepted into the Third Circle. 
  • 
  The petitioner for the Third Circle must pay a testing 
  fee of 1000 GP.  This is not refundable.    
  • 
  The petitioner must have been a member of the 
  Outer Circle for 1 year.  
  • 
  Only those of pure Suel descent are allowed to test 
  for the Third Circle.  This is not an organization that 
  likes to make exceptions, but a determined petitioner 
  of less-than-pure Suel origins who has served 
  faithfully within the Outer Circle may submit four 
  favors from four different Suloise Noble Houses of 
  the Duchy to be considered for testing.    
  • 
  Passing the test requires that one must be able to cast 
  4th level spells or have the Diamond Body class 
  ability of the monk.  The spells can be of a divine or 
  arcane nature.  One exception to this rule is made for 
  applicants specifically joining the Guardians of the 
  Ruby Skull in the future.  In lieu of spell casting or 
  the Diamond Body ability, they must have a BAB of 
  at least +7 AND own a magical dagger. 
  • 
  The test also requires rolling a DC of 24 or higher in 
  each 
  of 
  these 
  skills: 
  Knowledge: 
  Religion, 
  Knowledge: Arcana, and Spellcraft.  As with the test 
  for the Outer Circle, the petitioner may take 10 to 
  pass the test.  One exception to this rule is made for 
  applicants specifically joining the Guardians of the 
  Ruby Skull in the future.  In lieu of the Knowledge: 
  Arcana and Spellcraft checks, they may make a 
  donation to the church of 10,000 GP or donate 10 
  TUs of their time in service to the church.  They 
  must still be able to pass the Knowledge:  Religion 
  test. 
  Responsibilities:  
  • 
  The Responsibilities and Oaths of the Outer Circle 
  must be upheld.  (Except the TU costs are replaced 
  by the requirement below). 
  • 
  Spend 4 TUs on the first AR of each year in service 
  to the Church.  Typical duties include, but are not 
  limited to: overseeing Suloise funerals, advising 
  worshippers, researching magic, protecting the 
  churches 
  mausoleums 
  and 
  comforting 
  noble 
  members of the Suel religion wherever they may be 
  found throughout the Duchy.  The members of the 
  Third Circle must attend an annual meeting during 
  Needfest.  
  Benefits of the Third Circle:  
  • 
  Free Luxury Lifestyle while adventuring in the 
  Duchy of Urnst.  
  
   
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  • 
  One influence point, useable once per year, with a 
  Church of the Suel Pantheon or a non-skeptic Duchy 
  meta-org that obeys the laws of the land. 
  • 
  Clerics of Wee Jas gain access to the limited feat: 
  Undying Fate (RD) 
  • 
  Third Circle members are guaranteed to be buried 
  either at the temple or at the family burial plots of 
  their noble family (if applicable).  They are also 
  guaranteed to have their funeral presided over by a 
  member of the Second Circle if desired. 
  • 
  Members of the 3rd Circle can be ordained as Sacred 
  Exorcists as long as they take Undead as their 3rd 
  level “Chosen Foe.” Before being ordained they 
  must spend an influence from a non-skeptic member 
  of a Noble House who can attest to their faith and 
  devotion. 
  • 
  For an additional 4 time units spent scribing spells in 
  the Churches libraries, a member of the Outer Circle 
  gains the right to freely copy any core spells of 
  levels 4-5 into their spell book.  The scribing must 
  be paid for as normal and notated fully as to its 
  source, cost and spell level.  This cost must be paid 
  each year the access is desired. 
  Spell casting benefits 
  Every member of the Third Circle has the right to request 
  spells cast on their behalf a certain number of times per 
  year (note the “Limits on Spell Casting Benefits” section 
  below).  
  1. 5 times a year: can request the free@ casting of any 
  one core spell by a 5th level cleric or wizard of the 
  outer circle (up to a 3rd level spell). 
  2. 1 time per year can gain one of: 
  • 
  The free@ casting of any one core spell from a 
  9th level cleric or wizard of the Third Circle (up 
  to a 5th level spell) upon the themselves* before 
  or after an adventure.  
  • 
  Or, with the expenditure of a 2 time units in 
  supplication to Wee Jas* and a church influence 
  point, the character can request the free@ casting 
  of any one core spell from a 12th level cleric or 
  wizard of the Second Circle (up to a 6th level 
  spell)  
  • 
  Or, with the expenditure of 8 time units in 
  supplication to Wee Jas*, 1 church influence 
  point, and 500 gold (the cost of a commune 
  spell to check that Wee Jas approves) the 
  character can request the free@ casting of any 
  one core spell from a 17th level cleric or wizard 
  of the First Circle (up to a 9th level spell). 
  Limits on Spell Casting Benefits 
  • 
  The caster will only cast the spell on the Third 
  Circle member unless an additional influence with 
  the church is spent by the character or the person to 
  be cast on.  
  • 
  These spells can be gained before or after the 
  adventure (or during if allowed by the judge). 
  • 
  @ The normal fees are waived, but the member must 
  still pay for any material components.  In addition, 
  they must pay an additional 5 GP for every XP that 
  the spell requires.  
  • 
  An extra time unit must be spent if the adventure is 
  out 
  of 
  region 
  (and 
  instant 
  teleportation 
  is 
  unavailable). 
  • 
  All spells cast must be marked on the 3rd Circle 
  Meta-Org cert and the AR. 
  • 
  * Supplication Time Units costs must be spent by 
  the recipient of the spell.  They can be reduced by 
  half if the character being cast on donates a magic 
  item to the church worth at least 200 gold per time 
  unit reduced. 
  Sects of the Third Circle  
  After a year, members of the Third Circle may petition to 
  join one of the four major sects of the church of Wee Jas 
  (see below). 
  Testing for each of these sects is done by the Second 
  Circle and very rarely by the First Circle (this may be the 
  first time a member has actually seen a member of this 
  exclusive and reclusive minority of the Church).  The 
  positions are assigned based on the aptitude of the 
  member and the needs of the Church and each sect has 
  their own restrictions and requirements.  
  The Arcane Order of Wee Jas  
  The most ancient order of the Church, these former Third 
  Circle members are the librarians and archivists for the 
  Grand Arcanium, a vast library of arcane lore located 
  beneath the Mausoleum of Wee Jas in Leukish.  The 
  Grand Arcanium is the largest collection of arcane lore in 
  the Duchy of Urnst outside the College of Sages and 
  Sorcery.   
  The Arcane Order was established in the earliest days of 
  the Maure Pact.  It is said that some of the traditions of 
  this Order date back to the time before the Twin 
  Cataclysms.  This has been debated, as much of the 
  documentation 
  from 
  that 
  time 
  has 
  been 
  lost.  
  Nonetheless, the Arcane Order of Wee Jas holds 
  supremacy within the Church and its members are given 
  priority when choosing those for advancement to the 
  Second Circle.  
  Common greeting among those of the Arcane Order:  
  “Blessed be Her magic.”  Also:  “May the Lady’s fire 
  light your way.”  
  
   
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  Requirements:  
  • 
  The applicant must have been a member of the Third 
  Circle for one calendar year.  
  • 
  The applicant must be Pure Suel with no exceptions 
  granted.  
  • 
  The applicant must be capable of casting 6th level 
  Arcane Spells.   
  • 
  The character must be able to make a skill check of 
  DC 33 in Spellcraft and Knowledge:  Arcana.  They 
  may take 10 for this check.  Magical aide is allowed.  
  If they fail the skill check, they must wait one 
  calendar month before trying again.  
  • 
  100 gold piece testing fee. 
  Oath of the Arcane Order of Wee Jas:  
  1. I swear to continue to uphold the Oath of Wee Jas 
  that I swore in the Outer Circle.  
  2. I swear to keep my mind free from distractions and 
  imperfections of thought, that I may focus my 
  attention on the Word and Will of Wee Jas.  
  3. I swear to keep the Secrets of the Arcane Order from 
  the eyes, ears and minds of those not of the Order, 
  and to protect these Secrets unto death.  
  4. I swear to use my knowledge and powers to promote 
  the ideals of Law and never work to the detriment of 
  the Order or the Church of Wee Jas.  
  5. I swear to give my life in the service of Wee Jas, 
  should She require it.  
  6. May Wee Jas take me…  
  Responsibilities:  
  • 
  Must maintain membership in the Third Circle. 
  • 
  Work in the library requires that the member spend 
  an additional 3 TUs on the first AR of each year.  
  Benefits of the Arcane Order 
  • 
  One Influence Point with the College of Sages and 
  Sorcery.  This influence is usable once per year. 
  • 
  Access to the following items: book, false (AE); 
  bullet, acid (AE); bullet, flame (AE); candle, 
  focusing (AE); candle, restful (AE); darkvision 
  powder (AE); distillation kit (SS); farflame oil (AE); 
  filter mask (SS); fog-cutter lantern (AE); scryer’s kit 
  (AE); sun lenses (SS). 
  • 
  Permitted to freely copy any core spells of levels 6-8 
  into their spell book.  The scribing must be paid for 
  as normal and notated fully as to its source, cost and 
  spell level.  
   
  The Secret Order of the Red 
  Flame  
  After 
  the 
  Greyhawk 
  Wars, 
  when 
  the 
  Scarlet 
  Brotherhood’s operatives were being purged from the 
  Church of Wee Jas in the Duchy, a Grand Master 
  monk/wizard Brother was found in their ranks. He had 
  been living for years in deep cover as a member of the 
  Arcane Order of Wee Jas, working as a librarian in the 
  Grand Arcanium.  Church Inquisitors of the Second 
  Circle obtained his confession after many days, and steps 
  were taken to prevent his suicide while it was decided 
  what to do with him.  In time, he was convinced to 
  renounce his loyalty to the Scarlet Sign and advised to 
  seek redemption for his crimes.  He agreed to teach his 
  skills to selected members of the Church on the condition 
  that his identity never is revealed publicly.  
  The unique martial art form the Grand Master taught is 
  unlike anything seen outside the Tilvanot Peninsula.  
  Those who belong to the Order are different from other 
  monks in the way they view their tradition.  As followers 
  of Wee Jas, they see their regimen of meditation and 
  rigorous physical training as a means to cultivating what 
  they call the “Magic of the Body”.  While other martial 
  arts traditions speak of using “Ki”, the monks and Sacred 
  Fists (CD) of the Secret Order of the Red Flame refer to 
  using “Inner Fire”. They infuse their bodies with magical 
  power - channeling their “Inner Fire” - enabling them to 
  perform remarkable feats of physical prowess.  They 
  believe that this “Inner Fire” is the source of all magic, 
  and a blessing from Wee Jas.    
  Common greeting among those of the Secret Order:  “I 
  burn for the Lady.”  Response:  “Burn brightly, my 
  brother/sister.”  
  More than any other, this Order has led the fight against 
  the Scarlet Brotherhood, who are their sworn enemies.  
  This is mostly out of self-defense, since the Brotherhood 
  is bound to protect its secrets by destroying the Order, if 
  they knew of it.    
  Their fighting abilities are renowned within the Church, 
  and their loyalty unquestionable.  The monastery is never 
  open to the public, the training is kept in strictest 
  secrecy, and the monks are sworn never to reveal their 
  secrets to outsiders.  The Church itself frequently denies 
  the existence of a monastery:  “Monks of Wee Jas?  Are 
  you mad?  That’s ridiculous!”  
  Requirements:  
  • 
  The applicant must have been a member of the Third 
  Circle for one year.  
  • 
  The applicant must have the monk special ability 
  “Wholeness of Body” or at least one level of the 
  Sacred Fist Prestige Class (CD).   
  
   
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  • 
  Though they are opposed to the Scarlet Brotherhood 
  and their dogma of racial purity, tradition is 
  important still and any non-Suel must pay an 
  additional 1000 GP to join this order.  
  • 
  The applicant must be Lawful Neutral.  
  Oath of the Red Flame:  
  1. I swear to continue to uphold the Oath of Wee Jas 
  that I swore in the Outer Circle.  
  2. I swear to keep my body, heart and mind pure and 
  strong, that I may better serve Her.  
  3. I swear to fight against the forces of Chaos and 
  corruption, including the armies and assassins of the 
  Scarlet Brotherhood.  All who serve the Scarlet Sign 
  are my enemies, as they are the enemies of the Order 
  and the Church of Wee Jas in the Duchy of Urnst.  
  4. I swear to keep the Secrets of the Order of the Red 
  Flame, and never speak of it with those outside the 
  Order.  Such persons who gain access to our secrets 
  must not be allowed to pass them on to others.  
  5. I swear to give my life in the service of Wee Jas, 
  should She require it.  
  6. May Wee Jas take me…  
  Responsibilities  
  • 
  Must maintain membership in the Third Circle. 
  • 
  1 TU of initial training in the secrets of the order. 
  • 
  Rigorous training requires that the member spend an 
  additional 2 TUs on the first AR of each year.  
  Benefits of the Secret Order 
  • 
  +2 circumstance bonus to the following skills if they 
  successfully make a concentration check to focus 
  their “inner fire”*: balance, climb, concentration, 
  jump, swim, and tumble. This bonus increases to +4 
  after the character has been in the sect for a full year.   
  * The concentration check does not provoke and has 
  the same DC as casting a spell (10 minimum). 
  • 
  Access is granted to the following items: bodysuit, 
  black (AE); butterfly sword (AE); chain and dagger 
  (AE); chakram (AE); claw bracers (AE); darkvision 
  powder (AE); fingerblade (SS); instant rope (AE); 
  longbreath (AE); sai (AE); tiger claws (AE); tonfa 
  (AE); war fan (AE).  
  • 
  Access to the Powerful Charge feat (MH). 
  • 
  One influence with the Church of Wee Jas usable 
  once per year.  This influence can not be used with a 
  member lower than the 2nd circle. 
  Guardians of the Ruby Skull   
  The warrior arm of the Church of Wee Jas, this order 
  was founded in the early days of the Maure Compact by 
  members of the Church concerned about preserving the 
  sanctity of Suloise graveyards against corruption and the 
  deprivations of undead and necromancers.  
  These are traditionally Pious Templars, Fighter/Clerics 
  or Fighter/Wizards, but since the Greyhawk Wars the 
  Guardians have expanded their requirements to allow 
  Paladins and Rangers in order to increase their numbers.  
  If there is any place in the Church of Wee Jas that can be 
  said to be friendly to non-Suel, this order is the closest.  
  Half-orcs have a long tradition as front-line fighters in 
  the Suloise military, and they still hold a prominent place 
  in the ranks of the Guardians.  Even elves have been 
  known to be accepted among them, though it is a rare 
  thing.  
  This is not to say that the Guardians of the Ruby Skull 
  are mercenary rabble.  The strength of their discipline is 
  legendary, and their faithfulness and piety are second to 
  none.  
  Common greeting among Guardians:  “Is the Lady 
  safe?”   Response:  “Safe within my heart, as She is 
  within yours.”  
  Requirements:  
  • 
  Have been a member of the Third Circle for at least 
  one year.  
  • 
  Able to make a Knowledge (Religion) check DC 25. 
  They may take 10 for this check.  Magical aide is 
  allowed. 
  • 
  Base Attack of at least +9. 
  • 
  Contribute 100 gold Dukes to the betterment of the 
  defense of the Guardians  
   Oath of the Guardians of the Ruby Skull:  
  1. I swear to continue to uphold the Oath of Wee Jas 
  that I swore in the Outer Circle.  
  2. I swear to keep my body, mind, weapons, and armor 
  clean and pure of all imperfections.  
  3. I swear to guard and defend the lands and properties 
  of the Church of Wee Jas from those who would 
  defile or steal from it.  
  4. I swear to destroy all undead beings where and when 
  I find them, that Wee Jas may take their souls to 
  their proper place, as She deems fit.  
  5. I swear to give my life in the service of Wee Jas, 
  should She require it.  
  6. May Wee Jas take me…  
   Responsibilities:  
  • 
  Must maintain membership in the Third Circle. 
  • 
  General duties, guarding and civic duties require that 
  the member spend an additional 2 TUs on the first 
  AR of each year.  
  
   
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  Benefits of the Guardians:  
  • 
  Αccess is granted to the following items: arrow, 
  alchemist’s (AE); arrow, flight (AE); arrow, signal 
  (AE); arrow, thunder (AE); brigandine armor (AE); 
  bullet, acid (AE); bullet, flame (AE); ear plugs (AE); 
  lamellar armor (AE); shield stiletto (AE); triple 
  dagger (AE); vest, knife (AE) 
  • 
  +1 circumstance bonus to Intimidate, Listen, and 
  Spot when defending a mausoleum, in a graveyard, 
  and/or against undead. This bonus increases by +1 
  for each year the Guardian remains in the sect (max 
  +4). 
  • 
  +2 circumstance bonus to Knowledge (Religion) 
  when identifying undead. 
  • 
  5% off Holy Water and Weapons (including 
  masterwork, alchemical silver, and cold iron) from 
  the PH 
  • 
  Due to the special training all Guardians of the Ruby 
  Skull receive, access is granted to the Limited 
  Prestige Class Suel Archanamach.  
  The Keepers  
  of the Sacred Fires  
  These are the caretakers of the graveyards and shrines, 
  those who preside over all Suloise funerals, and the 
  exorcists of undead filth and corruption.  The Keepers 
  are the mainstay of the Church, and their number make 
  up the majority of the Third Circle sects.  Though any 
  Outer or Third Circle member is capable of attending to 
  a funeral, there is special prestige when a Keeper of the 
  Sacred Fire gives special attention to a citizen’s passing.  
  Every hamlet and village in the Duchy has a shrine or 
  chapel to Wee Jas, usually associated with a cemetery or 
  mausoleum (Note - there are no cathedrals of Wee Jas in 
  the Duchy, though some of the grander mausoleums are 
  every bit as impressive as the largest cathedrals).  
  Overseeing them is typically the responsibility of Clerics 
  and Outer Circle members, but occasionally a Keeper 
  will be found in even the smallest of towns.    
  Sacred Exorcists in the Church of Wee Jas usually join 
  the Keepers, but focus on the hunting down of the 
  Undead and the burials of those slain by them. 
  Common blessings:  “May the fires of the Lady burn 
  within you” and “May your fire never fade”.  
  Requirements:  
  • 
  Member of the Third Circle for one year.  
  • 
  Must make a Knowledge (Religion) check DC 30.  
  They may take 10 on this check.  The Sacred 
  Exorcist “Chosen Foe (Undead)” bonus counts 
  double towards this check.  Magical aide is allowed. 
  • 
  Have presided over at least 50 funerals.  A dedicated 
  character could complete this only with membership 
  of at least a year as a member of the Third Circle.  
  Oath of the Keepers of the Sacred Fires:  
  1. I swear to continue to uphold the Oath of Wee Jas 
  that I swore in the Outer Circle.  
  2. I swear to keep my heart, mind and body clean and 
  free of imperfections.  
  3. I swear to care for the remains of the dead and the 
  places where they are interred.   
  4. I swear to destroy all undead beings where and when 
  I find them, that Wee Jas may take their souls to 
  their proper place, as She deems fit.  If there are 
  oerthly remains that persist after the Undeath has 
  been removed, they must be appropriately cared for.  
  5. I swear to give my life in the service of Wee Jas, 
  should She require it.  
  6. May Wee Jas take me…  
  Responsibilities:  
  • 
  Must maintain membership in the Third Circle. 
  • 
  An additional 2 TUs on the first AR of each year 
  presiding over funerals (or seeking out Undead in 
  the case of Sacred Exorcists). 
  Benefits of the Keepers:  
  • 
  Αccess is granted to the following items:  heavy 
  plate armor (RS); bullet, acid (AE); bullet, flame 
  (AE); bullet, priest’s (LM); candle, focusing (AE); 
  candle, restful (AE); fast donning straps (RS); holy 
  water sprinkler (LM); gauntlet shield (RS); ghost oil 
  (AE); gravebane (AE); shield sheath (RS). 
  • 
  +2 circumstance bonus to Knowledge checks about 
  Undead and the burial customs of any people. 
  • 
  +2 circumstance bonus to Perform (oratory) when 
  speaking about the dead. 
  • 
  On the first AR of each year, the character gains an 
  influence with a non-skeptic Duchy of Urnst Noble 
  House of their choice (for funeral services 
  provided). 
   
  The Second and First Circles  
  Access to the Second and First Circles is by invitation 
  only, and typically open only to noble women of pure 
  Suel ancestry.  If a player character was to be invited to 
  join the Second Circle, she would have to devote her 
  entire time to the Church and would be removed from 
  play.  Contact the triad if your character would be 
  interested. 
   
   
  
   
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            12/17/05 
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  Coalition of the Gnomish Pantheon  
  By Dan Taylor,  
  Version 3.0 edited by Brad Street 
   
  The Cairn Hills and Abbor-Alz are home to thousands of 
  gnomes and many of their enemies.  The clerics of the 
  gnomish gods formed the Coalition to better protect and 
  nurture the gnomes of these hills.  In the current day, the 
  Coalition is a group of churches, shrines and other holy 
  sites that work together to help meet the spiritual needs 
  of their gnome worshippers. 
   
  All Members of the Coalition must obey the following 
  tenants. 
  • 
  Come to the aid of any non-evil gnome or gnomish 
  community that resides in the Cairn Hills or the 
  Abbor-Alz. 
  • 
  Acknowledge the divinity of the gnomish pantheon, 
  and have a patron deity who has Gnomes either as 
  Core worshipers or Common worshipers as per the 
  latest version of the LG Deities document. 
  • 
  Have the Duchy of Urnst as their home region.  The 
  must consider either the Cairn Hills or the Abbor-
  Alz as their home.  If the character changes home 
  region for any reason, she loses any benefits from 
  the organization. 
  Parishioner  
  Those who attend, and pray at the churches and shrines 
  of the Coalition have certain responsibilities, related to 
  their specific patron god. 
  Costs 
  • 
  2 time units upon joining and on the first AR of each 
  new year performing acts to further their deity’s 
  cause.  They do not need to spend upkeep for the 
  time units, and they do not receive any gold for their 
  activities.  Examples of such acts for some of the 
  deities are: 
  Garl Glittergold:  Teaching young Gnomes, 
  working in mines, working as a smith for a Gnomish 
  village, gem crafting, and protecting a Gnomish 
  village. 
  Baervan Wildwanderer:  Nature beautification 
  projects and protecting natural areas from evil. 
  Baravar Cloakshadow:  Researching illusion 
  magic and protecting Gnomish villages. 
  Flandal Steelskin:  Mining or working as a smith 
  for a Gnomish village. 
  Gaerdal Ironhand:  Protecting Gnomish villages. 
  Segojan Earthcaller:  Mining and protecting mines. 
   
  • 
  Tithe 100 Gold Dukes on the first AR of each New 
  Year.  
  Benefits 
  • 
  Access to divine spells from members of the 
  coalition does not require using an influence point.  
  This is a permanent influence for as long as the 
  Parishioner is a member of the organization. 
  • 
   A +1 circumstance bonus to Bluff, Diplomacy, and 
  Gather Information checks with gnomes from the 
  Cairn Hills or the Abbor-Alz. 
  • 
  Regional access to Gnome Tortoise Blade (CW), 
  Dire Pick (CW), Gnome Sword Catcher (RS), 
  Gnome Battle cloak (RS), and Gnome Battlepick 
  (AE).  They can be purchased as masterwork, silver, 
  or cold iron (if applicable). 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
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  Shrine Keeper. 
  The Shrine Keepers are the people who actually spend 
  time at the shrines and see to the needs of those who 
  come to worship.  They are also responsible for 
  protecting their specific shrine.  
  Requirements 
  Shrine Keepers must be able to cast divine spells. 
  Costs 
  • 
  3 Time Units upon joining and on the first AR of 
  each year.  They do not need to spend upkeep for the 
  time units, and they do not receive any gold for their 
  activities. Of the 3 time units, 1 is spent performing 
  acts to further their deity’s cause and 2 are at their 
  shrine or church. 
  • 
  200 gold Dukes tithed on the first AR of each year. 
  Benefits 
  • 
  All benefits provided to Parishioners if the Shrine 
  Keeper was one for at least 6 months. 
  • 
  Free Standard Upkeep for any adventurers that take 
  place in a Duchy of Urnst Regional Adventure. 
  • 
  +3 circumstance bonus to Bluff, Diplomacy and 
  Gather Information checks with gnomes from the 
  Cairn Hills or the Abbor-Alz. 
  • 
  +2 circumstance bonus to Intimidate, Spot, & Listen 
  when defending a holy place. 
  • 
  Regional access to Healers Balm (CV).  
   
  Follower of the Cloth. 
  The Followers of the Cloth are the actual clergy of the 
  coalition.   
  Requirements 
  Followers of the Cloth must satisfy one of the following 
  criteria: 
  • 
  Be able to cast 4th level divine spells.   
  • 
  Be able to cast 3rd level divine spells and inspire 
  courage (typically as part of a Divine Trickster’s 
  comedic performance).  
  • 
  Be able to cast 3rd level divine spells and have 1 
  favored enemy. 
  • 
  Be able to cast 2nd level divine spells and have 2 
  favored enemies. 
  • 
  Be able to cast 2nd level divine spells and a 2nd 
  level or higher arcane spell from the illusion school. 
  • 
  Be able to cast 3rd level divine spells and have +5 
  BAB. 
  • 
  Be able to cast 2nd level divine spells and have +6 
  BAB. 
  Costs 
  • 
  5 time units upon joining and on the first AR of the 
  year.  They do not need to spend upkeep for the time 
  units, and they do not receive any gold for their 
  activities. Of the 5 time units, 2 are at a shrine or 
  church of the coalition and 3 are preaching in 
  Gnomish communities throughout the Abbor-Alz 
  and Cairn Hills.  
  • 
  200 gold Dukes tithed on the first AR of each new 
  year. 
  Benefits:  
  • 
  All benefits provided to Parishioners if the Follower 
  of the Cloth was one for at least 6 months. 
  • 
  All benefits provided to Shrine Keeper if the 
  Follower of the Cloth was one for at least 6 months. 
  • 
  +4 circumstance bonus to Perform, and Knowledge 
  (Religion) when they involve deities that are a part 
  of The Gnomish Coalition 
  • 
  Regional access to Gnome Golden Light (AE). 
  • 
  2 free vials of holy water and a tanglefoot bag (PH) 
  upon joining.  
  
   
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  Order of the Sovereign Remedy 
  By Rod Cross 
  Version 2.0,  edited by Brad Street  
   
   
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (beginning of this document) and the 
  appropriate certificate. 
  Overview 
  In the wake of the Temple Coalition Revolt, a series of 
  events occurred that changed the face of the Duchy for 
  decades. Following the razing and dismantling of 
  temples throughout the Duchy, priests and healers had 
  very few places to call home. Complicating matters was 
  the complete disdain of the clergy by Duke Justinian and 
  his ruling government. The final straw (and some say 
  this singular event proved the Duke’s claims) was the 
  failure of any healers to come to the aid of Duke as he 
  lay dying.  Even before the Duke’s untimely demise, 
  there was a “restructuring” of the Honorable Chamber of 
  those that were more loyal to the temples than to the 
  Duke. One of those Houses that “voluntarily” gave up 
  their seats was House Kruske.   
  Early in Fireseek 572, a young noble of House Kruske 
  approached the new Duke, Karll, about a possible “olive 
  branch” that could lead to the cessation of the enmity and 
  distrust between the Temples and the Nobility. This 
  noble, Maeltan Kruske, proposed allowing what 
  remained of the honorable healers in the Duchy to 
  establish a “hospital” in the City of Seltaren. House 
  Kruske would lease them the land in Lower Seltaren for 
  a pittance, in return for certain strictures of conduct. 
  Duke Karll, although young and inexperienced, saw 
  wisdom in Maelton’s proposal, and so the Order of the 
  Sovereign Remedy was born. Since it was an Order 
  dedicated to the healing arts for the good of all citizens, 
  there was no need seen for a martial component within.   
  In the CY 591, Duke Karll, after the Teranor Tragedy, 
  entrusted a secondary mission to the Order. The new 
  “Order of the Chalice” was allowed to offer those martial 
  enhancements that would aid them in the swift defeat of 
  the evil outsiders and their minions. To aid the Order in 
  this cause, a Marshal or Commander of the Knights of 
  the Chalice is always in residence to oversee applications 
  and to assist in training. 
  Following the events of  NMR4-06a, Syrul’s Slander, 
  House Kruske leased a large storehouse and associated 
  buildings  in Upper Seltaren to the Order.  In a way, the 
  disaster in Lower Seltaren was a boon for the Order.  The 
  new facility was renovated into a full-fledged hospital, 
  complete with training facilities and quarters for 
  members.  Order of the Chalice members also saw their 
  facilities upgraded, with space for a full library, 
  dedicated to the destruction of evil outsiders.  
  Order of the Sovereign 
  Remedy 
  Prerequisites 
  • 
  Be able to heal 15 points of damage by the Paladin 
  ability “Lay on Hands” or be able to cast the Divine 
  spell “Cure Serious Wounds.”  
  • 
  Be of Lawful Good alignment. 
  • 
  Spend an initial 2 TU becoming acquainted with the 
  city of Seltaren and its environs . 
  • 
  Give 500gp upon entry as an offering to the ongoing 
  health of the Order. 
  • 
  Spend one influence point from a Suel Noble house 
  of the Duchy of Urnst. 
  Ongoing Requirements 
  • 
  Spend 2 TU annually (on your first AR of the year) 
  healing and helping the needy in and around 
  Seltaren. 
  • 
  Have the Duchy of Urnst as their home region. 
  • 
  Heal any person of the following alignments if they 
  are asked to: LG, LN, CN, CG, NG, or N  
  Benefits 
  • 
  At the time they join, a PC is given a Healer’s Kit.  
  • 
  Free Standard Upkeep for any adventure that begins 
  or ends in Seltaren, 
  • 
  Access to the following mundane items: Frostbite 
  salve(FB), Polar Skin (FB), Deep Draught (SS), 
  Keepcool Salve (SS), Sunshade Lotion (SS), Holy 
  Text (AE), Hand Mill (AE), Pestle and Mortar (AE), 
  and Holy Water Sprinkler (LM). 
  • 
  +1 circumstance bonus to heal checks made on non-
  human humanoids  
  • 
  +2 circumstance bonus to heal checks made on 
  humans.  
  • 
  +2 circumstance bonus to Gather Information checks 
  made in Seltaren. 
  • 
  All of the above skill bonuses increase by +1 per 
  year that the character remains in the Order (max 
  +4). 
  • 
  One influence point with the Rogues of Seltaren, 
  usable once per year  While the rogues appreciate 
  the work done by the Order, this influence can not 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
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  be used  for advancement within the Rogues of 
  Seltaren meta-org. 
  Order of the Chalice 
  Those who join the Order of the Chalice dedicate their 
  energies towards fighting demons and other evil 
  outsiders that might try to infiltrate the Duchy.  In 
  addition to Knights of the Chalice, they train Sacred 
  Exorcists in the process of casting out the demons from 
  those who have been possessed.  
  Prerequisites 
  • 
  Members of the Order of the Chalice need not be a 
  Knight of the Chalice, but if a Knight of the Chalice 
  requests their assistance, they can not refuse the 
  request. 
  • 
  Be a member in good standing of the Order of the 
  Sovereign Remedy for 1 year. 
  • 
  Maintain their membership in the Order of the 
  Sovereign Remedy. 
  Costs 
  • 
  Spend 2 TU upon acceptance to the Order to 
  undergo special training.  
  • 
  An additional 1 TU per year (on the first AR of the 
  year) to hone one’s skills and knowledge in the 
  slaying of Demons. 
  Benefits 
  • 
  +4 circumstance bonus to Knowledge (The Planes) 
  checks in reference to demons and evil outsiders. 
  • 
  +4 circumstance bonus to Sense Motive when 
  dealing with demons and evil outsiders. 
  • 
  This order’s training and sanctioning of Sacred 
  Exorcists fulfills the special requirement for the 
  Sacred Exorcist prestige class (CD).However, for a 
  PC to choose this PrC, he must intend to reach at 
  least 3rd level and must choose Evil Outsiders as 
  their Chosen Foe when they do so.  Taking levels in 
  any other classes first is cause for dismissal from the 
  order. 
  • 
  Regional and Metaregional Access to the following 
  weapons (including alchemical silver and cold iron), 
  armor, and mundane items: Great Scimitar (SS), 
  Great Falchion (SS), Great Crossbow (RS), 
  Fullblade (AE), Clearbreath (AE), Darkvision 
  Powder (RS), Heavy Plate (RS), Fast-Donning 
  Straps (RS), Shield Sheath (RS)  and Extreme 
  Steel/Wooden Shields (RS). 
  Leaving the Orders 
  Any character that willfully disobeys any edict of the 
  Order they belong to or fails to comply with the TU or 
  tithe 
  requirements, 
  immediately 
  forfeits 
  their 
  membership in the Order(s). The act should be notated 
  on their AR by the Judge,   A character removed from 
  the Order in this way is never again allowed to join the 
  Order (without permission of the Triad).   
  All ongoing and access benefits are lost. Any items 
  purchased may be retained.  
  Friend of the Order of the 
  Sovereign Remedy 
  These benefits are provided to non-members who have 
  been a great help to the Order of the Sovereign Remedy.  
  Prerequisites 
  • 
  The “Friends” designation can only be provided 
  through an adventure.  It will be listed as “Friends of 
  the Order of the Sovereign Remedy” on the AR 
  Benefits 
  • 
  +2 circumstance bonus to Diplomacy and Gather 
  information checks when dealing with members of 
  the Order of the Sovereign Remedy. 
  • 
  Regional and Meta-regional access to the items 
  specifically provided to the Order of the Sovereign 
  Remedy. 
  Friend of the Order of the 
  Chalice 
  These benefits are provided to non-members who have 
  been a great help to the Order of the Chalice.  
  Prerequisites 
  • 
  The “Friends” designation can only be provided 
  through an adventure.  It will be listed as “Friend of 
  the Order of the Sovereign Remedy” on the AR 
  Benefits 
  • 
  +2 circumstance bonus to Diplomacy and Gather 
  Information checks when dealing with members of 
  the Order of the Sovereign Remedy. 
  • 
  Regional and Meta-regional access to the items 
  specifically provided to the Order of the Chalice. 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 123 of 134 
  Suggestions for Adventure 
  Authors 
  The Order of the Sovereign Remedy could be used in 
  any adventure set in Seltaren, or any that are a “mission 
  of mercy”.  Adventure access could include wands of 
  curing, or any other curative magics.  Spell access could 
  be Aid, Legions (MH); Close Wounds (MH); Delay 
  Death (MH), etc. 
  The Order of the Chalice was created in response to the 
  threat that the Teranor bloodline presents to the Duchy.  
  In any DoU adventure where the Teranors or Evil 
  Outsiders are known to be afoot, the Order of the Chalice 
  is likely to be involved.  They might offer up special 
  items for use during the adventure and would be likely to 
  provide special access to members who proved 
  themselves as evil outsider hunters.  Adventure access 
  could include Axiomatic, Binding, Holy, or Bane (Evil 
  Outsiders) weapon enhancements;  Bane Blind (Demons, 
  Devils), or Command armor enhancements (AE); 
  Celestial Blade or Mace (AE), Knight’s Sword (AE), 
  Lance of Bravery (AE), Spell Shield Falchion (AE), 
  Sword of Retribution (AE), Sword of Zeal (AE), Staff of 
  Righteousness (AE), and Banner of Valor (AE). Spells 
  could include Align Weapon, Legions (MH); Bless 
  weapon, Swift (MH); Divine Protection (MH); Holy 
  Spurs (MH); Lionheart (MH); Righteous Aura (MH); 
  Righteous Fury (MH); Shield of Faith, Legions (MH). 
   
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 124 of 134 
  The Temple of the Suel Pantheon 
  Created by Andrew Blatchford & revised by Brad Street 
  Version 2.0 
   
  Before Lendor, there was Chaos.  Out of Chaos 
  Lendor was created, and with him the ordering of the 
  world.  Time was created.  Eventually his gaze fell upon 
  a disordered Oerth.  Desiring Order, he looked upon the 
  skies filled with birds and beautiful clouds. It was here 
  he saw his son Phaulkon, who immediately came into 
  being to create orderly flocks. Then Lendor looked to the 
  teeming creatures of the sea and saw Osprem.  She too 
  came into being and the fish swam in schools. He then 
  looked to the mountains and saw Fortubo, and fire to 
  find Ranet.  Gazing upon the beasts of the land and saw 
  Llerg, to the flying and crawling insects and saw Bralm, 
  to the wild creatures of the forest and saw Phyton, to the 
  ways of magic and saw Wee Jas, and finally to the dark 
  places, pits, and caves and there he saw Beltar.  
  All came to be as his children.  With the world placed in 
  order he forth a new tribe to people it: the Suloise. As 
  these people quickly developed into a civilization of 
  great complexity Lendor saw more of his children within. 
  First, there was their human need for daylight, their love 
  of music, and their hungry pursuit of knowledge. Here 
  Lendor saw his daughter Lydia. As they began their 
  ardent 
  expansion 
  and 
  increased 
  their 
  economic 
  complexity, he saw Xerbo. All appeared to be organized 
  and ran as orderly as Lendor's hourglass. That is when 
  Lendor began to notice other children, children he did 
  not want to come into being.  
  First, he realized there was something he missed in 
  Beltar. She was filled with wicked malice. He was 
  concerned and studied carefully the creeping of chaos 
  into his lawful world. Could this oversight be an 
  oversized grain in his perfect hourglass? Sadly, it was.  
  He looked to his Suloise and found the haphazard 
  Norebo encouraging gambling and risk taking. Then he 
  looked to the hearts of other Suloise. In some, he found 
  deceit, false promises, and lies, here he saw Syrul. In 
  others, there were even darker children about. Lendor 
  saw poison and murder in the darkest corners of their 
  hearts. It was here he saw Pyremius. Not wanting to 
  "see" more of these spurned children Lendor looked back 
  to his first children.  
  With great sadness, he realized only Bralm, Fortubo, 
  Jascar, Osprem, and his beloved Wee Jas had 
  maintained their orderly precepts. The rest had been 
  tainted by Beltar's hidden malice, some worse than 
  others. Faced with failure, Lendor stepped back.  He 
  would no longer look upon the world until he could 
  figure out what went wrong.  The whole picture must be 
  studied.  With this act, he could no longer "see" his 
  children into being and his family was completed. The 
  only god not born of Lendor's sight is Kord.  
  -Suel Creation Mythology 
  The fall-from-grace of the Suel people is one of the sad 
  truths that the regular clergy of Lendor preach to an 
  unreceptive audience.  Despite the fact that Lendor is the 
  head of the Pantheon, his influence is meager due to the 
  ridged, unimaginative clergy, their dogmatic teachings, 
  and the independence of the individual Suel deities.  The 
  regular Church of Lendor in Leukish is an illustrative 
  example of slow response and a dying church. 
   Fearing that Lendor’s influence would vanish from the 
  Urnst lands in the next several generations, the 
  charismatic and idealistic Anton Kruske of Leukish in 
  565 CY sought to bring the Lawful deities of the 
  pantheon together with Lendor at its head.  His claim 
  was that long ago Lendor was Lawful Good in alignment 
  before he turned his sight away from the world.  With all 
  the good and lawful deities united and worshipped by the 
  Suel, Lendor’s people will redeem themselves by 
  restoring Lendor’s sight and pride in his work.  In the 
  case of Lendor’s beloved grandson, Kord, it is taught that 
  his gaining of self control will be the final step in 
  returning Lendor to the world and the Suel to a path of 
  righteousness. 
  The popularity of his ideals lasted only a couple of years.  
  The Temple Coalition Revolt forced Anton Kruske to 
  flee abroad for economic and safety reasons.  He set up 
  his temple in Irongate, but the Lendorian clerics there 
  were unresponsive to his ideology and he died in 
  obscurity a year later.   
  Recently, some younger clerics of Lendor got hold of 
  Anton Kruske's writings and rebuilt the ancient 
  Lendorian temple outside Leukish.  Within a year, the 
  temple’s message had been cast far and wide.  Many 
  idealist Lendorians as well as members of other Suel 
  faiths set up shrines in the Temple.  Those who have 
  been converted to the new view seek to legitimize their 
  temple and have spent a great deal of wealth on a library 
  and research center.   
  Returning priests of the lesser Suel deities who had lost 
  their wealth and flock in the temple revolt were attracted 
  to the new energy of the Temple of the Suel Pantheon.  
  With their support many in the Duchy who had missed a 
  chance for faith swelled the ranks even further.  While 
  Anton Kruske’s original idea was subservience of the 
  other gods to Lendor, it has been updated to place more 
  emphasis on the value of the other deities and their 
  importance in the world of the Suel. 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 125 of 134 
  The reaction to the Pantheon is varied.  Many 
  traditionalist houses in the Duchy have always worshiped 
  the pantheon, but not all of them distinguished between 
  just and unjust gods.  The Church of Lendor in the 
  temple district has seen its flock shrink even more, and 
  may, eventually, move against the temple.  The Leaders 
  of the Church of Kord are somewhat confused by the 
  whole affair, but have been put off by the lectures of the 
  new priests and have stuck by the side of the old Lendor 
  Church.  The Church of Lydia never left during the 
  revolt and has no need of a new Coalition.  The Inner 
  Circles of Wee Jas, on the other hand, sees the temple as 
  a heretical threat to their power.   
  The Temple of the Suel Pantheon is a grand domed 
  structure much like those of the Ancient Suel Imperium. 
  Inside the temple is a great alter to Lendor, encircled by 
  nine smaller alters to Wee Jas, Osprem, Phaulkon, 
  Fortubo, Bralm, Lydia, Xerbo, Jascar, and Kord.  The 
  right wing is dedicated to the libraries and collection of 
  archaic artifacts while the left wing is the dormitories.  
  Frescos of the gods of the Pantheon line the walls of the 
  main room and show Anton Kruske's vision of a utopian 
  divine order.     
   Holy symbols of this temple are different than normal.  
  Instead of a symbol of a scepter and a half-moon 
  superimposed on a full moon surrounded by 14 stars, the 
  temples clerics of Lendor have only 9 stars for the nine 
  faiths of the Temple.  The other faiths retain their deity’s 
  holy symbol but add a superimposed half moon on the 
  bottom half pointing upwards.  Raiment is the same for 
  each deity except for a silver headband or bracers, to 
  show their connection to Lendor.   
  Joining the Temple of the Suel Pantheon 
  Worship of the new view remains centered upon the 
  Temple of the Suel Pantheon near Leukish.  The 
  Temples places obligations and responsibilities on its 
  members: 
  • 
  All members must tithe a percent of their income to 
  the Temple.  This money keeps the elaborate temple 
  and library in immaculate order and pays wages to 
  senor clergy busied by research and meditation.     
  • 
  Spend a certain amount of time each year on the 
  needs of the Temple. 
  • 
  All members must give their aid freely to any lawful 
  member of the government of the Duchy of Urnst 
  and any non-evil and non-chaotic cleric of one of the 
  temple’s deities.   
  • 
  Any ancient relics, manuscripts, or tomes that 
  pertain to Suel culture or religion that can be 
  salvaged must be brought to the Great Library at the 
  temple whenever possible.  For game terms, this 
  means any written relic of a significant nature must 
  be brought to the temple.  The temple will pay for 
  these relics.  This costs the PC one extra time unit in 
  travel time whenever such relics are present in a 
  scenario that can be transported to the Library.  (If 
  necessary, a member of the order may “go negative” 
  in time units in order to fulfill this obligation.) 
  • 
  Members of the temple must always have the Duchy 
  of Urnst as their home region.   
  Leaving the Temple of the Suel Pantheon 
  Failure to meet ones obligations to the Temple results in 
  expulsion.  Expelled members loose all benefits of the 
  church, but gain one influence point towards joining any 
  other Suel religious meta-org in the Duchy if the 
  immediately make a 1 TU pilgrimage to the headquarters 
  of the organization.  Expelled members can rejoin the 
  temple but loose all time accrued in the church. 
  Influence and Favors 
  Influence points with the Temple of the Suel Pantheon 
  can not be used in any way with any other Church meta-
  organization.  Similarly, influence from the Church of 
  Wee Jas, the Church of Kord, or the Skeptic Movement 
  can never be used to influence the Temple of the Suel 
  Pantheon. 
  Home Region 
  Lay Member 
  Lay Members help tend to the everyday tasks of the 
  Temple.  They also explain the philosophy of the Suel 
  Pantheon whenever the opportunity permits. 
  Prerequisites 
  • 
  Any follower of Lendor, Wee Jas, Osprem, Kord, 
  Phaulkon, Fortubo, Bralm, Lydia, Xerbo, or Jascar 
  who is neither evil, nor chaotic may join the temple 
  of Lendor as a lay member.   
  • 
  Chaotic Good alignment is overlooked in the case of 
  Followers of Kord. 
  Obligations 
  • 
  Tithe 1% of earnings (per adventure) to church.   
  • 
  Spend two time units on the first AR of each year 
  helping to keep the temple in running order and 
  spending time in meditation, and prayer to the 
  Pantheon.   
  Benefits 
  • 
  +2 circumstance bonus to Diplomacy and Gather 
  Information skill checks when dealing with 
  members of the Temple of the Suel Pantheon. 
  • 
  One influence point with the Temple of the Suel 
  Pantheon. Usable once per year. 
  
   
  Religions in the Duchy of Urnst 
            12/17/05 
  Page 126 of 134 
  Clergy 
  Most of the Clergy are the clerics and scholars who study 
  the religious texts of the Suel deities and interpret them 
  for Laymen.  Clerics of Kord on the other hand, tend to 
  bring more energy than philosophy to the position. 
  Prerequisites 
  • 
  Must be Lawful Neutral, Lawful Good, or Neutral 
  Good, and dedicate themselves to one or more of 
  Kord, Lendor, Wee Jas, Osprem, Phaulkon, Fortubo, 
  Bralm, Lydia, Xerbo, and/or Jascar. 
  • 
  Chaotic Good alignment is overlooked in Clerics of 
  Kord. 
  • 
  8 ranks in Knowledge (religion) or 2 ranks and 3rd  
  level divine spells granted by one of the above 
  deities. 
  • 
  At least 6 months as a member of the Temple of the 
  Suel Pantheon or a church of one of the allied 
  deities. 
  • 
  One initial time unit being ordained. 
  Obligations 
  • 
  Tithe 1% of earnings (per adventure) to church.   
  • 
  Four time units on the first AR of each year carrying 
  out the duties of the Temple. 
  Benefits 
  • 
  Free Rich Lifestyle while in the Duchy of Urnst. 
  • 
  Free silver holy symbol for the deity worshipped, 
  Cleric’s vestments, Scroll case, and 2 vials of Holy 
  Water. 
  • 
  100 gold piece Salary on the first AR of each year. 
  • 
  +1 to Knowledge (religion) checks about the Suel 
  Pantheon. 
  • 
  +2 to Knowledge checks that relate to the Suel when 
  given the opportunity to consult the Temple’s 
  Library (cumulative with above). 
  • 
  +1 circumstance bonus to Diplomacy, Gather 
  Information, and Sense Motive with those who 
  worship Lendor, Wee Jas, Osprem, Phaulkon, 
  Fortubo, Bralm, Lydia, Xerbo, and/or Jascar. 
  • 
  An additional +2 (+3 total) circumstance bonus to 
  Diplomacy, Gather Information, & Sense Motive 
  skill checks with members of the Temple of the Suel 
  Pantheon. 
  • 
  +3 to Perform (oratory and sing) checks that relate 
  to Suel Deities. 
  • 
  -2 circumstance penalty to Diplomacy and Gather 
  Information with members of the Skeptic Movement 
  and the Church of Wee Jas. 
  • 
  Clerics of Wee Jas gain access to the limited feat: 
  Undying Fate (RD). 
  • 
  Clerics of Kord gain access to the limited feat: 
  Eternal Strength (RD). 
  • 
  One influence point with the Temple of the Suel 
  Pantheon. Usable once per adventure. 
  Bringers of Sight 
  Some among the faithful dedicate their lives to the 
  restoration of Order and Justice.  They seek to bring 
  order back to the Suel so that Lendor might one day be 
  convinced the world is worth saving.  The Bringers of 
  Sight are the militant arm of the church.  They are made 
  up mostly of paladins, but include Pious Templars and 
  some clerics. 
  Prerequisites 
  • 
  Must be Lawful Good. 
  • 
  Must be dedicated to one or more of Lendor, Wee 
  Jas, Osprem, Fortubo, Bralm, Lydia, Xerbo, and/or 
  Jascar. 
  • 
  2 ranks in Knowledge (religion). 
  • 
  Base attack +5 
  • 
  One of:  Ability to Smite, Smite Evil, cast Holy 
  Smite, cast Order’s Wrath, cast Dispel Evil, or cast 
  Dispel Chaos. 
  • 
  Weapon Focus with one of:  greatsword, dagger, 
  trident, longbow, warhammer, quarterstaff, or spear 
  (the weapons of the allied deities).  
  • 
  At least 6 months as a member of the Temple of the 
  Suel Pantheon or a church of one of the allied 
  deities. 
  • 
  Spend 1influence with a Duchy of Urnst 
  organization. 
  Obligations 
  • 
  Tithe 1% of earnings (per adventure) to church.   
  • 
  Three time units per game year carrying out the 
  duties of the Temple. 
  Benefits 
  • 
  Free Adventurers Standard Upkeep while in the 
  Duchy of Urnst. 
  • 
  100 gold piece to spend on armor or weapons from 
  the PH. 
  • 
  Free silver holy symbol for the deity worshipped, 
  Scroll case, and 2 vials of Holy Water. 
  • 
  +2 circumstance bonus to Intimidate and Sense 
  Motive versus Suel who are not Lawful Good. 
  • 
  +1 on Knowledge checks in regards to Laws of the 
  Duchy of Urnst. 
  • 
  +1 to Knowledge checks that relate to the Suel when 
  given the opportunity to consult the Temple’s 
  Library (cumulative with above). 
  • 
  +2 circumstance bonus to Diplomacy, Gather 
  Information and Sense Motive skill checks with 
  members of the Temple of the Suel Pantheon. 
  • 
  One influence point with the Temple of the Suel 
  Pantheon. Usable once per adventure. 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Duchy of Urnst/Duchy of Urnst Meta-Org Book 2006.pdf