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Bandit Kingdoms

Meta-Campaign
Guidebook
Version 1.2 November 2003
Preface

Welcome to the Combination of Free geographically covers such a huge area of land,
Lords! We here on the campaign staff welcome this makes a lot of sense. Note, however, that
you to our region. Inside is a complete overview you will have to be able to display required
of all the current meta-campaign alternatives documentation to the metaorg coordinator at his
offered in our region. Please note that this is an or her request. Such documentation may be a
interim document, which will be revised once photocopy of your last AR and current character
again with the appearance of new 3.5 rules. We sheet. Details will be hammered out between
felt it important, though, that the players of our you, the player, and your metaorg coordinator.
region have access to our meta-orgs during this
period of change. Special attention has been We hope that you enjoy this document.
allotted to the history and role-playing angles of We understand that not all PC classes are
our meta-orgs, as these aspects will not change, represented in this document, but that is just an
regardless of the rules. artifact of our region. The Combination of Free
Lords is dominated by Iuz, and He is very picky
In the past, it has been the practice that about what groups of people are running free
metaorganization business only be done during about the countryside. Arcane spellcasters are
interactives. This has recently changed. It is hunted down and killed, as are clerics of any
now possible to join and upgrade membership by diety other than the Old One. Bards are
contact with individual metaorg coordinators. slaughtered if their songs do not give glory to
Most of our metaorgs require that the PC live in Old Wicked, and monks are virtually non-
the Bandit Kingdoms, but some allow for existent. If and when Iuz is booted from the
movement after joining. We feel that this is a Bandit Kingdoms, this may change. But, until
service to the player that does not have the that day arrives, we must live under His
ability to travel or do not regularly play in the oppressive rule.
convention environment. Since the BK region

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Table of Contents
Document Overview ................................................................................. 1
Introduction Meta-Campaign Game Play................................................. 1
Terms and Definitions............................................................................................................. 1
Core & Class Guidebook Reference ....................................................................................... 1
Feat, Spell & Item Availability............................................................................................... 2
Tiering..................................................................................................................................... 2
Residency Requirement ......................................................................................................... 2
Updates & Revisions............................................................................................................... 2
Skill Bonuses and Penalties .................................................................................................... 2
Leaving an Organization......................................................................................................... 3
Introduction to the Meta-Organizations ................................................... 3
Basics of Membership............................................................................................................. 3
Benefits of Membership.......................................................................................................... 3
Meta-Org Coordinators............................................................................. 5
Theocracy of Dimre .................................................................................................................... 4
Acolyte of the Ebongleam ...................................................................................................... 7
Enforcer of the Ebongleam ..................................................................................................... 8
Defender of the Ebongleam .................................................................................................... 8
Curate of the Ebongleam ........................................................................................................ 9
Brotherhood of the Sundered Ax .............................................................................................. 11
Cell Member ......................................................................................................................... 11
Senior Cell Member.............................................................................................................. 12
Dazark Orcs .............................................................................................................................. 13
Clan Member ........................................................................................................................ 14
Blooded Clan Member.......................................................................................................... 14
Inner Circle Clan Member .................................................................................................... 15
Sub Chieftain ........................................................................................................................ 15
Clan Speaker ......................................................................................................................... 16
Defenders of The Greenkeep .................................................................................................... 18
Brother of The Greenkeep .................................................................................................... 18
Red Planks ................................................................................................................................ 20
Red Plank Sympathizer......................................................................................................... 22
Red Plank Bargeman............................................................................................................. 22
Red Plank Bosun................................................................................................................... 22
Red Plank Mate..................................................................................................................... 23
Red Plank Entertainer ........................................................................................................... 24
Red Plank Farseer ................................................................................................................. 24
Red Plank Spellweaver ......................................................................................................... 25
Red Plank Healer .................................................................................................................. 26
Red Plank Keeper of Traditions............................................................................................ 26
Red Plank Wise One ............................................................................................................. 27
Red Plank Runner ................................................................................................................. 28
Red Plank Negotiator............................................................................................................ 29

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Red Plank Infiltrator ............................................................................................................. 29
The Gonagin Clan ..................................................................................................................... 32
Distant Relation of the Gonagin Clan................................................................................... 33
Cousin of the Gonagin Clan.................................................................................................. 34
Foot Brother/Sister of the Gonagin Clan .............................................................................. 34
Thorn Brother/Sister of the Gonagin Clan............................................................................ 35
Witness of the Last Step ....................................................................................................... 36
Rookroost Thieves Guild .......................................................................................................... 37
Specialist ............................................................................................................................... 37
Sharper .................................................................................................................................. 38
Guild Sharper: Arcanist ........................................................................................................ 38
Guild Sharper: Box Man....................................................................................................... 39
Guild Sharper: Cat Burglar ................................................................................................... 39
Guild Sharper: Faceman ....................................................................................................... 40
Guild Sharper: Olidammara’s Mask ..................................................................................... 40
Guild Sharper: Pickpocket .................................................................................................... 41
Guild Sharper: Snitch............................................................................................................ 41
Guild Sharper: Thug ............................................................................................................. 42
Guild Rogue .......................................................................................................................... 42
Guild Rogue: Arcanist .......................................................................................................... 43
Guild Rogue: Box Man......................................................................................................... 43
Guild Rogue: Cat Burglar ..................................................................................................... 44
Guild Rogue: Face Man ........................................................................................................ 44
Guild Rogue: Olidammara’s Mask ....................................................................................... 45
Guild Rogue: Pickpocket ...................................................................................................... 46
Guild Rogue: Snitch.............................................................................................................. 46
Guild Rogue: Thug ............................................................................................................... 47
Rogue Training Master: Arcanist.......................................................................................... 47
Moskol’s Legion ....................................................................................................................... 49
Dagger of Moskol: ................................................................................................................ 51
Blade of Moskol.................................................................................................................... 52
Forts Hendricks and Scorn........................................................................................................ 53
Fort Hendricks Garrison ....................................................................................................... 53
Fort Hendricks Sentinel ........................................................................................................ 54
Fort Hendricks Sentinel Captain........................................................................................... 54
Fort Hendricks Outrider........................................................................................................ 55
Fort Hendricks Outrider Captain .......................................................................................... 55
Fort Wizard Apprentice ........................................................................................................ 56
Fort Wizard Adept ................................................................................................................ 57
Tangles Druids .......................................................................................................................... 58
Aspirant................................................................................................................................. 58
Member of the Outer Circle.................................................................................................. 58
Fellreev Druids.......................................................................................................................... 60
Cub of The Fellreev: ............................................................................................................. 60
Beast of The Fellreev:........................................................................................................... 60
Dire Beast of The Fellreev:................................................................................................... 61

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Fanlareshen Sylvan Elves ......................................................................................................... 63
Clan Recruit .......................................................................................................................... 66
Clan Member ........................................................................................................................ 66
Arcane Blades ....................................................................................................................... 67
Clan Outrider ........................................................................................................................ 67
Acolyte of the Oaken Copse ................................................................................................. 68
Clan Guardian ....................................................................................................................... 68
Johrase Mercenaries.................................................................................................................. 70
Enlisted Member................................................................................................................... 71
Blooded Member .................................................................................................................. 72
Horseman .............................................................................................................................. 72
Knight Protector (Officer)..................................................................................................... 73
Special Groups .......................................................................................................................... 74
Death Cultist ......................................................................................................................... 74
Scion of Kyuss ...................................................................................................................... 74
Cult of the Chain................................................................................................................... 75
Protectors of Nerull’s Bane................................................................................................... 75
The Use of Influence in the Bandit Kingdoms ....................................... 77
Regional Rules ........................................................................................ 81
NPC Spell Casting .................................................................................................................... 81
Temple of Iuz........................................................................................................................ 81
Underground Faiths .............................................................................................................. 81
Prestige Class Access................................................................................................................ 83
Changing Clerical Deities ......................................................................................................... 86
Special Missions ..................................................................................... 86

The Bandit Kingdoms Triad would like to thank the following people for there assistance in developing this
document and other background material: Patrick Brown, Robert Little, Don Wolf, David Finan, Casey Brown,
Tom Brister, Jerry Blakemore, George F. Arndt, Keith Symcox, Tom Thowe, Tom Harrison, Courtney Garis, Doug
Cowell, Tim Marlin, and Jason Covits, and other past Triad members.

Michael Garis,
Bandit Kingdoms - Meta-Campaign

Britt “Fey” Frey


Bandit Kingdoms – Point of Contact

Jade Tinnerman
Bandit Kingdoms - Plots

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Document Overview
The Bandit Kingdoms Campaign Sourcebook is While the character’s membership in an organization is
designed to aid players with two tasks – understanding recorded in the BKMR, the details are located in the
the LG rules as they are interpreted in the region and document you are holding right now. This division of
developing the organizations that are a window into the information allows the rules to be updated as
machinations beneath the Bandit Kingdoms. This necessary, without requiring new paperwork to be
document is intended to be a concise, yet issued with each revision.
comprehensive guide to material that was previously
either poorly documented or distributed. Going The Bandit Kingdoms Meta-Campaign Giudebook
forward, the Bandit Kingdoms Triad looks forward to acts as Regional Documentation (see the glossary of
expanding this document with more options and the LGCS). Players will need to have both their Meta-
regional flavor to help players and judges further enjoy campaign Record and a copy of the most recent version
the setting. of this document in order to use the rules and
The single largest change introduced by this organizations within.
document is the Bandit Kingdoms Meta-campaign
Record (BKMR). The BKMR tracks the following
information:

• Organizations joined
• Promotions
• Time and Gold paid towards the organization
• Feats and Spells selected from the
organizations
• Quitting or being expelled from an
organization

Introduction Meta-Campaign Game Play


Terms and Definitions Sourcebook. Any other use is not allowed unless
Bandit Kingdoms regional module: This is any specified in a Bandit Kingdoms regional scenario or
regional module approved by the Bandit Kingdoms approved by the Bandit Kingdoms Triad.
Triad and sanctioned by the Living Greyhawk Circle
of Six. All Bandit Kingdoms regional modules have a Iuz’s Border States meta-regional scenario: This is
code which follows a set format: BDKx-yy, where x is any meta-regional scenario approved by the Living
the campaign year (eg, 3) and yy is the module number Greyhawk Circle of Six which specifically takes place
(usually between 01 and 09). in meta-region 3. This includes, but is not limited to,
the following: meta-regional modules designated
Bandit Kingdoms regional scenario: This is any IUZxx-yy (where xx is the campaign year and yy is the
regional scenario approved by the Bandit Kingdoms module number), and interactives.
Triad. This includes, but is not limited to, the
following: regional modules, interactives, mini- Year One / Two Org Cert (Old Cert): This is a
modules. Iuz’s Border States meta-regional scenarios meta-organizational certificate granted between August
which take place in the Bandit Kingdoms region (DM’s 2000 and December 31st, 2002. As of August 1st, 2003,
discretion), and special missions. all Old Certs become invalid.

Influence point (or Favor): Many of our meta- Core & Class Guidebook Reference
organizations grant influence points within the region. In this document, there are many items and feats from
The influence points can be used for any purpose many different sources. Any item not from the
outlined in the Bandit Kingdoms Campaign Dungeons Master Guide will be found in one of the

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Guidebooks. As noted in the Living Greyhawk The first deals with changing tiers in the middle of
Campaign Sourcebook, you must have the appropriate the year. When doing so, you must pay the full cost for
guidebook present with you at the table if you desire to the tier you wish to join, unless you are moving from a
use a feat, spell, or item from its pages. higher cost tier to a lower cost tier.

Feat, Spell & Item Availability The second deals with the amount of real-time spent at
a specific tier. Until September 1st, 2003 all of the time
the PC has been involved in the organization counts for
No Bandit Kingdoms Meta-Organization grants bonus
a time requirement. For instance if he has been a
feats or bonus spells. Feats listed are available to be
Sharper of the Rookroost Thieves Guild for two years,
taken by member PC’s when they would normally be
the character may become a Guild Rogue even though
able to learn a new feat. Spells listed are automatically
he has not technically been a Guild Sharper for one
added to a divine spellcaster’s class spell list. Spells
year or more. If you have not contacted your meta-
listed must be scribed into the character’s spell book
organization representative by September 1st, 2003, all
(for those that cast from a spellbook) or learned when
time spent is lost.
the PC would normally be able to learn a new spell (for
those that cast spontaneously).
Residency Requirement
Reminder: spellbooks gained in scenarios must have
their contents scribed into the characters spellbook Unless otherwise noted in the organization write-up,
before they may be memorized. only Bandit Kingdoms regional characters may join or
advance within regional meta organizations.
Unless specifically stated in the meta-organization, no
items are gifted to characters for joining an Characters that change their home region from the
organization. The character is granted access to Bandit Kingdoms will, depending on the organizations
purchase or create the items listed in accordance with they belong to, have to leave it. Characters who leave
the rules presented in the Living Greyhawk Campaign the organization will suffer the penalties as outlined for
Sourcebook. The item access granted through Bandit leaving the organization or if permitted by the group
Kingdoms meta-organizations has a frequency of they may remain a member of the organization but are
‘Regional’ and ‘Meta-regional’. This means a PC may required to pay an additional two time units as they
only purchase the items granted through his must travel to and from the region trying to maintain a
organization after playing in a Bandit Kingdoms presence in the Bandit Kingdoms.
regional scenario or Iuz’s Border States meta-regional
scenario. Updates & Revisions
This book will be updated every six months, in April
Certain organizations grant access to weapon and/or and October. If any changes are made to the text
armor enhancements. The PC must pay the difference within, the version number will be increased and the
between the existing price and the final price after the date will be changed. If there are no updates to this
enhancement and/or special ability is added. Note, text, the date will be changed, but the version number
special abilities can only be added to items that have at will remain the same.
least a +1 enhancement bonus. Spell casters with the
appropriate item creation feats should use the rules
listed in the LG Campaign Sourcebook. The upgrades
Skill Bonuses and Penalties
also carry a frequency of ‘Regional’ and ‘Meta-
regional”. This means a PC may only perform the To clarify, all skill bonuses (labeled or not) granted by
upgrades granted through his organization after playing meta organizations are competence bonuses.
in a Bandit Kingdoms regional scenario or Iuz’s Border Remember that competence bonuses from different
States meta-regional scenario. sources do not stack.

All skill penalties (labeled or not) deducted by meta


Tiering organization are circumstance penalties. Remember
As you may have noticed, some of our meta- that circumstance penalties from different sources do
organizations are tiered. Each level has various costs stack.
and requirements and a different or increasing set of
benefits. There are a few things that need to be noted
when dealing with any tiered organization.

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Leaving an Organization
Unless otherwise noted in the organization
description, the following occurs when a character
leaves a Bandit Kingdoms regional meta organization:
• She loses all benefits granted by the organization
including, but not limited to, skill bonuses, item
access, spell access, and feat access. (Feats and
spells already taken are kept. Items purchased are
kept.)
• She may never rejoin the meta organization at any
point in time for any reason.
• She no longer is required to pay the costs or suffer
the penalties associated with the organization.

Introduction to the Meta-Organizations


Once the applicant receives a response then at the next
Basics of Membership BK scenario played they should show the judge the
email confirming the requirements. The Judge should
then check that the requirements are met and the
To join a meta-group you will first need a copy of a
membership costs are included on the AR for the
blank Meta-Campaign Log Sheet (MCL). Next is to
adventure. If everything is in order then the judge
have a Triad member or the group coordinator for that
should have the player fill out the entry in the MCL
group, sign your first entry, indicating the costs for
and the judge should sign off on it. This should only
entry have been annotated on a log sheet.
be done at the end of a scenario so it does not interfere
with starting a round.
Additionally, players may also send an application to:
bk-metagroups@yahoogroups.com.
Last when a PC wishes to advance in a meta-org the
This application should contain the player’s name,
player should submit a new application for the new
RPGA number, and preferred email address.
membership level, or have the appropriate meta-group
Additionally, the character’s name, race, gender and
coordinator or a Triad member review the character at
current class levels should be included. The player
a convention.
must also include a statement to the effect that they
understand the requirements for the meta-group
membership and their PC meets or exceeds those Benefits of Membership
requirements. In the case where members must be
invited, the requestor must supply a player name, Meta-orgs may grant access to magic items, feats,
RPGA number, and character name for the member(s) spells, or other special items. Once a player is member
who invited them. of a group the PC will have access to these benefits.
Any spell that is learned, Feat taken, or magic item
Next a meta-group coordinator (or a Triad member) purchased or modified should be recorder on the Log
will send the applicant an email confirming the current Sheet and signed off by the judge who ran the game.
requirements for membership. In some cases the
referring member(s) may be contacted to confirm the Note: changes will be made as the new books are
invitation. released and the Circle gives the Triads guidance on
what will be changing.

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Meta-Org Coordinators
Meta-Org Coordinator
Theocracy of Dimre Don Wolf
Dazark Orcs Patrick Brown
Brotherhood of the Sundered Ax Triad
Death Cultist Triad
Defenders of the Greenkeep David Finan
Fanlareshen Elf (Fellreev Sylvan Elves) Casey Brown
Initiate of the Fellreev (Fellreev Druids) Triad
Initiate of the Tangles (Cult of Beory, Old Faith) Triad
Johrase Mercenary Tom Brister
Rookroost Thieves Guild Jerry Blakemore
Moskol’s Legionnaires George F. Arndt
Red Planks Keith Symcox
The Gonagin Clan Robert Little
Forts Hendricks and Scorn Triad
Scion of Kyuss Triad
Cult of the Chain Triad
Protectors of Nerull’s Bane Triad

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Theocracy of Dimre
Proper Name: Theocracy of Dimre
Population:
Ruler: High Canon Szek Winuid
Government: Theocracy
Capital: Marsekeer
Other Settlements:
Resources:
Population: 95% Human, 5% all other
races.
Religions: Pholtus, witness to the
Ebongleam
Law: LN(LE)
Few people would count a religious order of Pholtus
when speaking of the notorious Bandit Kingdoms. The
Theocracy of Dimre is perhaps one of the oddest
domains within the Combination of Free Lords. It
claims the lands to the far east of the Combination,
wedged against the Artonsamay and the Phostwood. It
is a flat, ugly landscape, with little appealing to it save Lords. Dimre has one principle export: fashioned
for a short span during the early spring months when phostwood. People are often willing to pay exorbitant
the plains are aflame with wildflowers of wondrous prices for the glowing fixtures and artifacts.
variety. These blooms are among the few things that
grow with any regularity in this place. The land is In a place as fiercely independent as the Bandit
pocked with stony outgrowths, making it difficult to Kingdoms, one might question why men would subject
till. While the Phostwood sits hauntingly beautiful on themselves to life in Dimre. Absolute obedience and
its sunrise face, the other trees which grow here are adherence to the doctrine of Pholtus is required. Those
stunted and thorny, and burn with a greasy black who do not observe the laws of the Masak are swiftly
smoke. This is the hold of the cult of Ebongleam. punished, and heresy in any form is intolerable.
“Pholtus demands your unwavering obedience,” the
The Theocracy is currently ruled by the High Canon High Canon once told a crowd gathered outside the
Szek Winuid, priest of Pholtus and witness to the alabaster walls of the Masak, “but in return he will
Ebongleam, the fourth book in the holy text of The keep you free.” This odd paradox holds the key to life
Blinding Light. He is the ninth of that line. The in Dimre. Freedom in the Theocracy means not having
disciples of the Ebongleam witness the cold face of to worry about your wife or daughters being raped at
Pholtus, full of discipline, punishment and unwavering knife point, or your sons killed in a senseless brawl.
loyalty. Their dogma: one who does not bleed cannot Murderers from a dozen lands prowl the Bandit
know life. To understand the glory of Light, one must Kingdoms. It is no wonder so many would bow to
first walk hand-in-hand with Darkness. Life among the religious tyranny for the security it offers.
Ebongleam is not one of comforts, but rather embraces
hardships. Theirs’ is to suffer, and to find the blessings
in that suffering. For if they do not, then the Light will
History
dim, and the Glory that is Pholtus will fade. The history of the Theocracy dates back to the severing
of ties between Aerdi and Nyrond. Then, the Earldom
Life in the Theocracy is hard. The ground yields little of Dimre was a far western province tied to a larger
more than beets and potatoes. Goats seem to be the body of states whose populations were religious in the
livestock best fitted for the place, and poultry are extreme. When Nyrond gained its sovereignty, these
abundant. Taxation is relatively light, though farmers states also declared their autonomy, establishing the
are expected to surrender a portion of their crops to the Theocracy of the Pale. The southern kingdoms did not
priests at the Masak. On the border between Dimre support this split and soon the two countries were at
and the Duchy of Artonsamay rests the town of war. The warriors of Dimre conducted most of their
Krostenburg, the main outlet for trade between the battles within the confines of the Phostwood, and
Theocracy and the rest of the Combination of Free managed to hold the invading host at that border. The
rest of the new nation was not so fortunate, however.

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with Aerdi and the upstart Pale, the Nyrondese King
It was during this period that the area around Rift weighed his options. If Dimre had retained control of
Canyon had become embroiled in numerous petty its silver mines in Rift Canyon, his choice might have
disputes. The area had always been a hot bed of bandit been different. Instead, while Dimre’s independence
activity, confined and controlled by Aerdi. Given the was never recognized by the crown, it was left to its
aggressive raiding by its neighbors, the province of own fate. Perhaps the King of Nyrond felt it would be
Dimre had always maintained a strong, regimented swallowed by the growing tide of banditry in that
standing militia, capable of turning these bandit region. He could not have been more wrong.
incursions when necessary. While Dimre’s efforts
were turned eastward, the petty lords of these renegade In 350CY, the province of Dimre became a full
camps struck against a nearly undefended border. A Theocracy. Work began almost immediately on a
war of two fronts proved almost more than the Earldom temple in the new capital, Marsekeer. The Masak was
could stand, but then these aggressors made a critical a massive construct of stone and mortar. It was unlike
error that would shake Dimre to its core. any of the temples built before it. Unlike many of the
beautifully furnished cathedrals of the Pale, the Masak
The murder of the Canon marked a change in the was spartan. Many of the priests snorted and claimed it
province’s demeanor. His successor, a regal and unfit for proper worship of one as glorious as Pholtus.
charismatic priest named Frau Tsagemred, spoke to the This was but another sign of the shift of power within
heart of its wounded pride, its honor, and most of all to Dimre.
its devotion to the Church of Pholtus. Earl
Wendelaine, who now commanded the province in Relations between the Pale and Dimre are not what
name only, became uncomfortable with the rhetoric of they once were. During the occupation by Nyrond, the
this man. He ignited the people in a way he had never church of the Blinding Light it never publically
seen before, but there was a cold unbending quality to supported the existence of this evil place. In hushed
him. Wendelaine set his most trusted allies to the task tones in fact, many priests voiced their concerns.
of learning the man’s secrets, only to discover Canon When King Dustan I granted the Pale its autonomy in
Tsagemred was a devout student in what many 450 *CY, the Prelate invited the church of Dimre to
considered the blackest of the sacred texts of Pholtus: swear allegiance to him and to rejoin the flock. Once
the Ebongleam. When Wendelaine attempted to warn again in its history, the High Canon did the unexpected,
Dimre of the character of its new Canon, Tsagemred refusing to bow to the “pretender” of the church.
accused him of heresy and had him burned alive in the Thereafter, the church of the Blinding Light has
public square of the capital, Sorgard. And while like- continually condemned the Theocracy of Dimre. Many
minded priests were promoted to the highest stations Prelates have sought to have the High Canon removed
throughout Dimre, Tsagemred enraptured the citizens and promote one more loyal to the Pale in his place.
with an aggressive campaign to stem the bleeding of Loyal young templars were sent out to this end, but
Dimre’s western territory to the hordes of bandits none has ever succeeded in those efforts. More often
which hid in Rift Canyon. Dimre had lost nearly two than not, their sacred rings, received upon taking their
thirds of its western territory, areas which would oaths, were sent back to the Prelate as a mocking
eventually consolidate into the Duchy of Artonsamay gesture. How the Canons of Dimre have successfully
and the Free City-State of Stoink. The withdraw from avoided this fate is unknown.
the eastern front was in effort to quell this bleeding off
of Dimre’s resources. By the time its western The invasion of Iuz in 583CY caught many of the
boundaries had been refortified, the war between bandit kings unprepared. When the demigod’s armies
Nyrond and the Pale was at an end. reached the borders of the Theocracy, however, they
found a well armed militia and a wall of hard-eyed
Victorious in their campaign against the fanatics of the priests. The battle against the humanoid and demon
northern provinces, Nyrond claimed rights to all the laden hordes were bloody, but it was the priests of the
lands and resources possessed by the Pale and began Masak that brought real fear to Iuz’s forces. Hardened
stationing garrisons throughout the various provinces. by years of painful rites and ritual scarring, the priests
The lords of these were made to swear allegiance to seemed impervious to pain, nor did they hesitate to
Nyrond and denounce the church of Pholtus, who had suffer alongside common soldiers. Their exploits
been the instigator of the uprising. It was unthinkable during these early battles brought a newfound respect
to defy the orders of the king, but Dimre, which was (and fear) among the commoners as well as the other
already wholly controlled by the Church of Pholtus, did Free Lords, and the borders of the Theocracy soon
just that. By then, word of Earl Wendelaine’s swelled with homeless bandits eager to take the fight to
execution had reached Rel Mord. Weary from battles Dorakaa. Winuid’s demands of them were no less than

5 11/22/2003
those he placed on the common men of the Theocracy. church to have reached the station of canon and is in
When many of the newcomers balked at these charge on the Marsekeer District. She is ambitious
conditions and instead chose to ignore them, Iuz’s priestess, and has currently established herself as High
troops were treated to a great pyre of one hundred Canon Winuid’s most likely successor. She is a
burning men. The bandits of the Combination had to handsome woman; unlike most of her peers, Canon
decide which was the more hated foe, and soon fell in Keylian does not practice ritual scaring. Thus has she
line with the commandments of the Masak. maintained her beauty, plain as it is.

Iuz eventually sent an envoy to seek a treaty of non- Canon Berristan Tarth, Priest of the Ebongleam: In
aggression with the Theocracy. The eventual terms of charge of the Steyr District, Canon Tarth has a rough
such an agreement would not be much to the job. Continuous raids from the elves and ether
demigod’s liking. Indeed, no one is sure what spell creatures across the river make living dangerous here.
Canon Winuid worked on the attending priest, but from Tarth hopes one day the forest district will be peaceful
the time he left the Masak to the moment Iuz had his and swell with inhabitants, but even with the help of
head neatly severed as punishment, the man never the lizardmen his dream seems far off. In fact, it is
uttered a sound; not even to scream. rumored that Tarth is looking into unconventional ways
with the Ministry of Internal Affairs to help bolster the
After securing peace for a time Canon Winuid looked defenses, some might question their methods, but if
forward and saw that if he wished to have Dimre they stay within the tenants of Dimre and are
flourish and continue as an independent nation, he successful, who is to say its is wrong to fight outsiders
would have to make some changes. He has decreed with outsiders.
that slavery of certain humanoids legal (Goblins,
Hobgoblins, and Kobolds), thus freeing many of the Lord Aegon Santagar, High General of the Armies
citizenry of lesser tasks, so they may focus on the of Dimre: Aegon has been the High General for over
security of the country. To help buffer against the Pale 20 years and is a steadfast believer in the current High
backed elven raids from across the Artsomanay River, Canon. Some of his most notable accomplishments
Canon Winuid has had all the Lizardman tribes in the since he has been in charge of the army are; Forming a
Phostwood “Converted”. Creating a large contingent of formal training school for his top officers in the art of
water and forest trained militia. Canon Winuid has war and leadership, Staving off the forces of Iuz, The
also tossed aside the traditional contempt for arcane Pale, Nyrond, and most recently the Ether threat,
spell casters. He has integrated them closely into the Incorporating an aerial division to the army, consisting
government to help bolster Dimre’s military strength of griffon riders to help with reconnaissance and long
and keep Dimre safe from internal heresy. range bombardments, but most recently by successfully
integrating the lizardmen into the army, and now
Life continues in the Theocracy of Dimre, under the having a strong core of forest snipers and trackers,
terms of their treaty, Iuz has a small contingent of helping secure the north-eastern border.
troops stationed in Krostenburg. An envoy and his
guards have also taken residence at the Masak, in Lord Inquisitor Varys Harlaw, Head of Internal
Marsekeer. But there is no question in the minds of its Affairs: If one name strikes fear in the hearts of all
people Canon Winuid dominates these relationships. Dimreites, it is Varys. Part of High Canon Winuid’s
reforms was to create a Ministry of Internal Affairs and
use arcane casters to help weed out traitors, the
Prominent Figures unlawful, and spies. The Ministry has been a great
High Canon Szek Winuid, Priest of the Ebongleam: success under Varys’s leadership, collecting a large
High Canon Winuid has only recently passed his contingent of vigilant members working with the army
sixtieth year. A handsome man by birth, his appearance or on solo missions. They seem to be able to hear
has been spoiled from years of self-induced torture and everyone’s thoughts and know where to be to find any
ritual scaring. Now his left eye has grown milky from a illegal activity before it happens.
cataract. He has stood as High Canon of Dimre for
more than twenty years, making his tenure the longest Lord Inquisitor Cersai Wylde, Head of Intellegence:
in the history of the Theocracy. Age is beginning to Not much is publicly known about Lord Inquisitor
take its toll on the charismatic priest, and he is eager to Wylde, other than that Cersai is a woman. High Canon
groom his successor. Winuid decided information is key to keeping Dimre
safe and prosperous. The Ministry trains agents to go
Canon Morja Keylian, Priestess of the Ebongleam: out, spy, infiltrate, and gather whatever information
Canon Keylian is one of the few women of the Dimre

6 11/22/2003
that might be useful. With potential enemies on all • Must spend at least 2 TU’s attending to
sides, paranoia is a way of life. mandatory civic duties.
• 100gp tithe to the church annually.
Quarzknot, Emissary of Iuz: Quarzknot is an ugly,
profane, hunchbacked man whom Iuz hand picked for Limitations
his natural aptitude of infuriating the religious folk of • Must be Lawful Neutral or Neutral
Dimre. The man is offensive even to the most tolerant • Must worship Pholtus
souls and his continued presence in the Masak is only • Acolytes must reside in The Bandit Kingdoms
slightly bearable to the priests of the Ebongleam. For Region.
his safety, Quarzknot is surrounded by a body of • Law of Servitude: At times the Acolyte may
sixteen half-ogre bodyguards. Though misshapen, the be called to serve the country. At these times
man has a gift for intrigue and his volatile tongue can they will hold the rank and authority of
grow sweet when he finds it convenient. He takes great Corporal in the Army of The Theocracy of
delight in reminding Canon Winuid how his untimely Dimre.
death would ruin the peace between the Theocracy and • Doctrine of Darkness: The Acolyte has
Iuz. A glutton, Quarzknot has no appreciation for “fine
forsaken The One True Way by following the
Dimre cuisine” and has most of his meals imported.
heretical teachings of The Ebongleam, thereby
While the priests of the Masak dine on stew and
standing as an excommunicated apostate in
potatoes, Quarzknot gorges on suckling pig and all
the eyes of all other churches and
manner of delicacies he can arrange. He has even
organizations of Pholtus.
brought his own chef to the Masak to prepare his
• Infamy: -4 circumstance penalty to all
meals. Yet the foul priest never imbibes a drop of
diplomacy checks with anyone from the
liquor or alcohol.
Theocracy of the Pale and a -2 circumstance
Forms of Address penalty to all others not allied with Iuz or The
The internal hierarchy of the Church of Pholtus in Theocracy of Dimre.
Dimre still mirrors that of the Theocracy of the Pale.
Tradition is not something to be cast aside by the Benefits:
Ebongleam. Still, there is one fundamental change in
that the highest post of the church is the position of Access Benefits
High Canon. A few priests in its history have • Acolytes may acquire the feats Persistent
contemplated naming themselves Prelate of Dimre. Spell, Persuasive, and Remain Conscious. All
These heretics were all done away with. The high other requirements must still be met.
positions within the church are as follows: • Acolytes may prepare the divine spells
Brambles, Briar Web, Indifference, and
Rank Address Number Negative Energy Ray. PC’s must still meet
High Canon Venerable Sir One class requirements.
Canon Very Reverend Sir Nine
• Acolytes may also purchase the following
Rector Reverend Father Unknown
items after any regional scenario: Eyes of the
Curate Father Unknown
Eagle, Stone of Alarm, and Wand of Cure
Light Wounds

Orgazational Benefits
• Law of Divine Succor. The Acolyte may
Acolyte of the Ebongleam purchase divine spells from the Theocracy of
The Acolytes are those talking their first steps down Dimre, the highest-level NPC caster readily
the true path of the Ebongleam. All members of the available is 13th level. All influence point
Dimre leadership started as Acolytes. costs must still be paid.
• Acolytes have a permanent influence point
Requirements: with Dimre that they may redeem once per
scenario
Entry • The Law of Temporal Hospitality: The
• Must have 2+ ranks in Knowledge(Religion) Acolyte is entitled to a 100% discount on a
Standard Lifestyle for every scenario played
Yearly Cost in the Bandit Kingdoms region.

7 11/22/2003
Enforcer of the Ebongleam Access Benefits
You have heeded the call to join either the Ministry of • Enforcers may acquire two of the following
Internal Affairs or the Ministry of Intelligence. feats: Alluring, Charlatan, Energy
Internal Affairs is always somewhere in the country Substitution, Eschew Materials, Jack of all
and never where one expects. They are always Trades, Persuasive, Persistent, Quicker Than
seeking, never trusting anyone, looking for traitors, the the Eye, Shadow, and Trustworthy. All other
unlawful, and spies. The Ministry of Intelligence on requirements must still be met.
the other hand looks beyond the boarders of Dimre and • Enforcers may learn the following arcane
seeks out to infiltrate, spy, and negotiate with outside spells: Arcane Sight, Energy Buffer, Fox’s
organizations and countries, to gain any information Cunning, Ghostform, Indifference,
that maybe helpful to the country. Mordenkainen’s Private Sanctum, and
Negative Energy Ray.
Requirements: • Enforcers may also purchase the following
items: Bracers of Armor +4, Gloves of
Entry Dexterity +4, Headband of Intellect +4, Vest
• Must have the Endurance feat. of Resistance +2, Hat of Disguise, Belt of
Many Pockets, Possum Pouch, and Vest of
• Must have been an Acolyte of the Ebongleam
Escape.
for at least one year.
• Enforcers may pay for the Silent Moves
• Must be able to cast 5th level arcane or arcane
and/or the Shadow enchantment to be placed
spells or have 11+ ranks in Bluff.
on an existing set of magical armor or shield.
• Must have 5+ ranks in Knowledge(Religion)
• Enforcers may take levels in Mindbender,
and 5+ ranks in Sense Motive.
Spymaster, and Watch Detective.

Orgazational Benefits
Yearly Cost
• Law of Divine Succor. The Enforcer may
• Must spend at least 5 TU’s attending to
purchase divine spells from the Theocracy of
mandatory civic duties.
Dimre, the highest-level NPC caster readily
• Must contribute 1000gp annually to the
available is 13th level. All influence point
Church of the Ebongleam.
costs must still be paid.
• Righteous Paranoia: The PC gains a +2
Limitations
circumstance bonus on all sense motive
• Lawful Neutral Alignment
checks made in Dimre. A little paranoia is
• Must worship Pholtus. always useful when defending the homeland.
• Doctrine of Darkness: The Enforcer has • Enforcers are considered to have three
forsaken The One True Way by following the permanent influence points with the
heretical teachings of The Ebongleam, thereby Theocracy of Dimre. These renew at the
standing as an excommunicated apostate in beginning of each scenario.
the eyes of all other churches and
• The Law of Temporal Hospitality: The
organizations of Pholtus.
character is entitled to a 100% discount on a
• Law of Servitude: At times the Enforcer may High Lifestyle for every scenario played in the
be called to serve the country. At these times Bandit Kingdoms region.
they will hold the rank and authority of
Lieutenant in the Army of The Theocracy of
Dimre.
• Infamy: -4 circumstance penalty to all Defender of the Ebongleam
diplomacy checks with anyone from the This militant arm of the clergy of the Ebongleam is
Theocracy of the Pale and a -2 circumstance tasked with keeping the peace within the Theocracy,
penalty to all others not allied with Iuz or The and also providing protection with those that are
Theocracy of Dimre. spreading the word of the dark light. Ferocious in
battle, these stoic adventurers are feared throughout the
Bandit Kingdoms.
Benefits:
Requirements:
Entry

8 11/22/2003
• Must have the Endurance and Leadership • The Defender may pay for the Fearsome
feats. enchantment to be placed on an existing set of
• Must have been an Acolyte of the Ebongleam magical armor or shield.
for at least one year. • The member may pay for the Keen and/or the
• Base Attack Bonus +8 Lawful enchantment to be placed on an
existing magical weapon.
Yearly Cost
• Must spend at least 6 TU’s attending to Orgazational Benefits
mandatory civic duties. • Law of Divine Succor. The Defender may
• Must contribute 1000gp annually to the purchase divine spells from the Theocracy of
Church of the Ebongleam Dimre, the highest-level NPC caster readily
Limitations available is 13th level. All influence point
• Lawful Neutral Alignment costs must still be paid.
• Must worship Pholtus. • Defenders are considered to have three
• Doctrine of Darkness: Defenders have permanent influence points with the
forsaken The One True Way by following the Theocracy of Dimre. These renew at the
heretical teachings of The Ebongleam, thereby beginning of each scenario.
standing as an excommunicated apostate in • Ritual Scaring. Defenders may get a +2
the eyes of all other churches and Competence bonus to Intimidate checks due to
organizations of Pholtus. the ritual scaring of their face and body (DMs
• Law of Servitude: At times the Defender may decision as to whether this helps intimidate
be called to serve the country. At these times the NPC).
they will hold the rank and authority of • Holy Vigilance. The PC gains a +2
Lieutenant in the Army of The Theocracy of circumstance bonus to all spot checks while in
Dimre. the Theocracy of Dimre. They are always on
• Infamy: -4 circumstance penalty to all watch to defend their homeland.
diplomacy checks with anyone from the • The Law of Temporal Hospitality: The
Theocracy of the Pale and a -2 circumstance Defender is entitled to a 100% discount on a
penalty to all others not allied with Iuz or The High Lifestyle for every scenario played in the
Theocracy of Dimre. Bandit Kingdoms region.

Benefits: Curate of the Ebongleam


Referred by the public as Father or Mother, the Curate
Access Benefits is on track as part of the leadership of the government.
• The Defender may acquire two of the During their 5 weeks each of government work, they
following feats: Dwarf’s Toughness, Expert learn how the inner workings of the country run, so
Tactician, Faster Healing, Hold the Line, they might one day help control them. When not doing
Greater Resiliency, Power Critical, Power their public service Curate are founding preaching the
Lunge, Remain Conscious, Sharp Shooting, virtues of Pholtus around the country and world or
Zen Archery. All other requirements must helping the army secure its borders.
still be met.
• Defenders may always start a regional module Requirements:
with a Light Warhorse at no cost (gear is not
supplied). Entry
• Defenders may also purchase the following • Must have the Endurance feat.
items after any regional scenario: +1 • Must have been an Acolyte of the Ebongleam
Darkwood Longbow Mighty Composite (+4 for at least one year.
Str bonus), Belt of Giant Strength +4, Boots • Must have 8+ ranks in Knowledge (Religion).
of Striding and Springing, Bracers of Archery, • Must be able to cast 4th level divine spells.
Gloves of Dexterity +4, Headband of
Ferocity, Ioun Stone (Dark Blue), Ring of Yearly Cost
Feather Falling, Ring of Blinking, and Vest of • Must spend at least 5 TU’s attending to
False Life. mandatory civic duties.
• The Defender may take levels in Order of the
Bow Initiate and Windrider.

9 11/22/2003
• Must contribute 1000gp annually to the • A Curate may also purchase the following
Church of the Ebongleam items after any regional scenario: Cloak of
Limitations Charisma +4, Greater Holy
• Lawful Neutral Alignment Symbol(Ebongleam/Pholtus), Periapt of
• Must worship Pholtus. Wisdom +4, Rod of Authority, Wand of Cure
• Doctrine of Darkness: Curates have forsaken Light Wounds, and Vest of Resistance +3.
The One True Way by following the heretical • The Curate may pay for the Sacred
teachings of The Ebongleam, thereby standing enchantment to be placed on an existing set of
as an excommunicated apostate in the eyes of magical armor or shield.
all other churches and organizations of • The member may pay for Disrupting
Pholtus. enchantment to be placed on an existing
• Law of Servitude: At times the Curate may be magical weapon.
called to serve the country. At these times
they will hold the rank and authority of Orgazational Benefits
Lieutenant in the Army of The Theocracy of • Law of Divine Succor. The Defender may
Dimre. purchase divine spells from the Theocracy of
• Infamy: -4 circumstance penalty to all Dimre, the highest-level NPC caster readily
diplomacy checks with anyone from the available is 13th level. All influence point
Theocracy of the Pale and a -2 circumstance costs must still be paid.
penalty to all others not allied with Iuz or The • Defenders are considered to have three
Theocracy of Dimre. permanent influence points with the
Theocracy of Dimre. These renew at the
beginning of each scenario.
Benefits:
• Ritual Scaring. Defenders may get a +2
Access Benefits Competence bonus to Intimidate checks due to
the ritual scaring of their face and body (DMs
• The Curate may acquire two of the following
decision as to whether this helps intimidate
feats: Delay Spell, Divine Might, Energy
the NPC).
Substitution, Extra Slot, Faster Healing,
Persuasive, Persistent, Reach Spell, Sacred • Righteous Casting. The PC gains a +2
Spell, and Sculpt Spell. All other circumstance bonus to all concentrate checks
requirements must still be met. while in the Theocracy of Dimre. Their
A Curate may prepare the following divine purpose is clearly in mind when defending
spells: Bear’s Heart, Blight, Brambles, Briar their homeland.
Web, Castigate, Curse of the Brute, Divine • The Law of Temporal Hospitality: The
Agility, Eagle’s Splendor, Energy Immunity, Defender is entitled to a 100% discount on a
Harrier, Mass Resist Elements, Lesser High Lifestyle for every scenario played in the
Telepathic Bond, Owl’s Wisdom, Recitation, Bandit Kingdoms region.
Spikes, Sweet Water, and Weapon of the Deity

10 11/22/2003
Brotherhood of the Sundered Ax
The Brotherhood began as a group of disposed nobles • A Cell Member must have at least 5 ranks in
and kinsmen from the Redhand area. All of them one of the following skills: Bluff, Diplomacy,
worshiped Heironeous as priests, paladins or lay Disguise, Forgery, and Gather Information.
worshipers. The core leadership is still believed to be
followers of Heironeous, and his worship is Yearly Cost:
encouraged. The Brotherhood consists of small • Must donate 4 TU worth of time to support
resistance cells with most members only having contact the Brotherhood.
with those in their cell. Orders are received from the • Must make a donation of at least 200gp to the
cell leader and it is not uncommon for orders to be group to support the cause.
given without reasons. Each cell numbers from 10-12
members and there are believed to be at least two Limitations:
levels of leadership above. The leadership includes a • A Good Alignment.
high level priest of Heironeous, but his identity is well • A Cell Member must profess to worship at
hidden. Access to him is a closely guarded secret and least one of the following gods: Heironeous,
often under conditions that hide his true identity. St. Cuthbert, Mayaheine, Pholtus, or
History Trithereon.
Redhand holds a section of the north coast of the Nyr
Failure to comply with any of these limitations results
Dyv, from the old Shield Lands to the mouth of the
in an infamy point with the Brotherhood of the
Artonsamay. “Prince" Zeech, an effete renegade Shield
Sundered Axe for each instance. Any character that
Lands lord who broke with his nation in 577, swiftly
obtains four or more infamy points with the
allied himself and his forces with luz in 583. The
Brotherhood of the Sundered Axe is considered an
alliance saved his realm from destruction, though the
enemy of the Brotherhood.
old lords and soldiers of the realm chafed at taking
orders from half-orcs and worse. Those who refused • Pact of Brotherhood: The character must
where dealt with. However, not all who resisted swear fealty to the Brotherhood of the
Sundered Ax, never swearing fealty to another
perished at the hands of Zeech. Many fled back to the
lord.
Shield Lands and a few went into hiding. Those in
hiding have formed a resistance group with one goal, • Strength of Purpose: The character must take
ridding Redhand of both Zeech and Iuz. Most of these every opportunity to support the political
were priests, paladins, and worshipers of Heironeous. return of the Principality of Redhand back to
With the coming of Zeech, the Ax was broken, and the the Shield Lands
Brotherhood would see it reforged. Thus the • Mission of Secrecy: The character must never
Brotherhood of the Sundered Ax was born. reveal the existence of the Brotherhood of the
Sundered Ax to enemies of the Brotherhood.
Many believe Zeech and his men are set for a rebellion.
The Brotherhood can see this and are preparing to fight Benefits:
to. In preparation, they have been mobilizing their
forces and forming new cells. Perhaps you can help Access Benefits:
them. • A Cell Member may acquire the following
feats: Divine Cleansing, Empower Turning,
Extra Smiting, Heighten Turning, Quicken
Cell Member
Turning, Reach Spell, Sacred Spell, and
This is the lowest level of membership. The Trustworthy. All other requirements must still
Brotherhood is organized into cells of up 12 people. be met.
The cell members may know each other, but often all
• A Cell Member may receive training as a
members are urged to keep their identities hidden.
Church Inquisitor.
Each cell reports to a single leader who also keeps their
• May prepare the divine spells: blessed aim,
identity a secret.
burial blessing, curse of the brute, divine
sacrifice, weapon of the deity, zeal, regenerate
Requirements: light wounds, and regenerate moderate
wounds.
Entry

11 11/22/2003
• A Cell Member may purchase the following Sundered Ax, never swearing fealty to another
items after any regional scenario: Wand of lord.
Cure Light Wounds, Periapt of Wisdom +2, • Strength of Purpose: The character must take
Ring of Mind Shielding, and Cloak of every opportunity to support the political
Charisma +2. return of the Principality of Redhand back to
• The member may pay for the Called the Shield Lands
enchantment to be placed on an existing set of • Mission of Secrecy: The character must never
magical armor or shield. reveal the existence of the Brotherhood of the
Sundered Ax to enemies of the Brotherhood.
Organization Benefits:
• The character may purchase divine spells from Benefits:
the Brotherhood of the Sundered Axe, whose
highest level NPC caster is 9th level. All Access Benefits:
influence point costs must still be paid. • A Senior Cell Member may acquire the
following feats: Alluring, Charlatan, Divine
Senior Cell Member Cleansing, Divine Vigor, Divine Vengeance,
This is a seasoned member of the organization. The Empower Turning, Extra Smiting, Heighten
Brotherhood is organized into cells of up 12 people. Turning, Quicken Turning, Reach Spell,
The cell members may know each other, but often all Sacred Spell, and Trustworthy. All other
members are urged to keep their identities hidden. requirements must still be met.
Each cell reports to a single leader who also keeps their • A Senior Cell Member may receive training as
identity a secret. These senior members often are a Church Inquisitor, Knight of the Chalice
groomed to become cell leaders. and/or Spymaster. All requirements must still
be met.
Requirements: • May prepare the divine spells: blessed aim,
burial blessing, chain of eyes, curse of the
Entry brute, divine sacrifice, weapon of the deity,
zeal, sword stream, regenerate light wounds,
• A Cell Member must have at least 8 ranks in
and regenerate moderate wounds.
one of the following skills: Bluff, Diplomacy,
Disguise, Forgery, and Gather Information. • A Cell Member may purchase the following
items after any regional scenario: Equerry’s
Yearly Cost: Armor, Wand of Cure Light Wounds, Hat of
Disguise, Periapt of Wisdom +2, Ring of
• Must donate 6 TU worth of time to support
Mind Shielding, Sacred Scabbard, and Cloak
the Brotherhood.
of Charisma +2.
• Must make a donation of at least 250gp and a
• The member may pay for the Called
5% tithe for all scenarios played to the group
enchantment to be placed on an existing set of
to support the cause.
magical armor or shield.
Limitations: • The member may pay for the Holy and/or the
Axiomatic enchantment to be placed on an
• A Good Alignment.
existing magical weapon.
• A Cell Member must profess to worship at
least one of the following gods: Heironeous,
Organization Benefits:
St. Cuthbert, Mayaheine, Pholtus, or
• The character may purchase divine spells from
Trithereon. the Brotherhood of the Sundered Axe, whose
highest level NPC caster is 9th level. All
Failure to comply with any of these limitations results influence point costs must still be paid.
in an infamy point with the Brotherhood of the
Sundered Axe for each instance. Any character that
obtains four or more infamy points with the
Brotherhood of the Sundered Axe is considered an
enemy of the Brotherhood.
• Pact of Brotherhood: The character must
swear fealty to the Brotherhood of the

12 11/22/2003
Dazark Orcs
Proper Name: Dazark Tribe participate in a clan rite known as “blooding.” The
Population: 1,500 in roaming clans clan gathers together and celebrates with the slaughter
Ruler: Hurg-Gak (Clan Cheiftan) of a wild pig or other forest creature, and the clan
Government: Loose Monarchy member that is being promoted is anointed with the
Capital: None blood of the freshly slaughtered animal and gets to
Other Settlements: None drink the first cup of its blood.
Resources: None
Population: 90% Orcs, 10% half-Orcs The next rank up is the subchieftan. The subchieftan is
Religions: Gruumsh, Luthic, Grolantor usually in charge of a group from 15 to 50 orcs. This is
Alignment: CN or CE traditionally a male dominated position, but there have
been instances in the past where a female has played
History and Facts the role. The subchieftan is given almost supreme
authority over his clan, and is answerable only to the
clan speaker and the chieftan himself.
The Dazark are certainly not numerous, nor do they
have specific lands of their own. These nomadic, The clan speaker is technically above the sub-chieftan,
scavenging orcs roam almost all of the lands north of but usually only participates in the political aspects of
the Artonsamay that border the Fellreev and the forest governance. He is not concerned with the day-to-day
proper. These bands typically consist of fifty to two hunting and gathering routines, but only with
hundred orcs and half-orcs. They hate other humanoid interactions between clans within the tribes. It is the
tribes and will attack them, but otherwise they avoid clan speaker that is responsible for reporting to the
encounters unless they outnumber their opponents or Chieftan of the tribe as to the general status of the clan.
they are cornered, in which case they fight savagely.

Fundamentally, the Dazark are survivors. Less Important People


aggressive than most orcs despite the many clerics of
Gruumsh among them, they are nevertheless a fighting
force to be reckoned with. The Dazarks also have The most important person in the tribe today is the
several clerics and adepts of Luthic, the closest orcs current chieftan Hurg-Gak. He is a huge orc that is
have to a Power of healing and protection. well known for his prowess with the traditional weapon
of his people. Hurg-Gak’s skill with his greataxe is
legend among the tribes, and it is rumored that he once
Living in gullies, caves, copses, or whatever offers took down thirty hobgoblins in one mighty blow. He
shelter for the night, the Dazark often wear animal-skin
has been the leader of the tribe now since the invasion
armors and have a distinctive appearance. They always
of Iuz. The people have prospered under his leadership
have dark brown-green skin and very long black hair
and are very happy with his rule.
greased with animal fat, tightly bound with leather
thongs into a single heavy plait hanging down their
backs. About half their numbers are skilled rangers Hurg-Gak is advised by his brother Hurg-Gluk, who is
and woodsmen, and most use javelins or short bows in renowned to be one of the most powerful shaman to
combat. The remainder prefers to wield the traditional have lived in tribal history. He assists his brother
greataxes of their kind, or even scythes. regularly, and clan members come to him regularly for
advice and healing. Do not let his smooth demeanor
fool you, however, for he is almost as deadly as his
Organization brother in combat. It is rumored that his shield moves
on its own, allowing him to use both hands on his huge
staff, which is reportedly still green and full of thorns.
The Dazark orcs are a nomadic peoples that scavange
the land in search of food to keep them alive. They are
structured around various ranks of clan membership. Recent Events
The average Joe of the clan is simply a clan member.
Those that have proven themselves in battle or are
particularly adept at hunting or gathering are referred Although the Dazarks would prefer to be left alone,
to as blooded clan members, for they have to some among the clan members have begun to voice the

13 11/22/2003
opinion that the clan should unite and strike back at all • May prepare the divine spells brambles, curse
those that are seeking to drive them off their traditional of the brute, spikes, weather eye.
homeland. Elves, Men, Iuzians, and other humanoid • May pay to have Fearsome added to an
tribes are potential targets for their raids. The leader of existing magical suit of armor or a shield.
this violent faction within the clan is rumored to be • May purchase the following items after any
named Grog. From what tales have told, he is a regional scenario: Wand of Cure Light
fearsome half-orc that wears the hide of a strange gray Wounds, Gauntlets of Ogre Power, and Boots
beast and wields a huge scythe. He is augmented by a of Striding and Springing.
Hexer that is frightful to behold and tells tales of the Organization Benefits:
day when blood will run in rivers in the Fellreev. • Receives a +4 Competence bonus to Survival
checks when rolling to “live off the wild.”
If Grog and his backers seize control of the tribe, there
could be hell to pay in the forest… Blooded Clan Member
Basic Clan member who has proven their value to the
Relationships with Other Groups tribe the Tribe

The Dazark are not particularly interested in the Requirements:


goings-on in the Bandit Kingdoms, unless it impinges
upon their clan. They are not particularly fond of the Entry
elves, nor do they care for Skannar Hendricks and his • 4 ranks in Survival.
men, but they are smart enough to form alliances when
it protects their interests. Yearly Cost:
• Must pay 5 TU on the 1st AR of every
Clan Member calendar year.
Basic Clan member, often the unproven or non-
combative members of the Tribe Upgrade Cost:
• If a PC is promoted to Blooded Clan Member
Requirements: in the midst of the calendar year, he must
spend 2 TU with the tribe during the transition
to prove his worth.
Entry
• 4 ranks in Survival.
Limitations:
• Must be Half-Orc, or Orc
Yearly Cost:
• May not be Lawful
• Must pay 3 TU on the 1st AR of every
calendar year. • Must reside in the Bandit Kingdoms
• Orcish Disposition: The character suffers a –
Limitations: 2 circumstance penalty to Diplomacy and
• Must be Half-Orc, or Orc Gather Information checks.
• May not be Lawful
• Must reside in the Bandit Kingdoms Benefits:
• Orcish Disposition: The character suffers a –
2 circumstance penalty to Diplomacy and Access Benefits:
Gather Information checks. • May learn Knock-down and Monkey Grip.
Additionally they may learn one more from
the following list: Extended Rage, Extra Rage,
Benefits: Instantaneous Rage, Destructive Rage,
Intimidating Rage, Animal Defiance, Plant
Access Benefits:
Defiance, Resist Disease, Resist Poison,
• May learn two from the following list:
Shadow. All other requirements must still be
Extended Rage, Extra Rage, Instantaneous
met.
Rage, Destructive Rage, Intimidating Rage,
Animal Defiance, Plant Defiance, Resist • May prepare the divine spells brambles, briar
Disease, Resist Poison, Shadow. All other web, curse of the brute, false bravado, spikes,
requirements must still be met. weather eye.

14 11/22/2003
• May pay to have Fearsome added to an Defiance, Resist Disease, Resist Poison,
existing magical suit of armor or a shield. Shadow. All other requirements must still be
• May purchase the following items after any met.
regional scenario: Wand of Cure Light • PC may take levels in the prestige class
Wounds, Gauntlets of Ogre Power, Amulet of King/Queen of the wild.
Natural Armor +2, and Boots of Striding and • May prepare the divine spells brambles, briar
Springing. web, curse of the brute, false bravado, spikes,
weather eye, regenerate circle, embrace the
Organization Benefits: wild.
• Receives a +4 Competence bonus to Survival • May pay to have Fearsome added to an
checks when rolling to “live off the wild.” existing magical suit of armor or a shield.
• Blooded Members also become more attuned • May pay to have the Animated special ability
to their surroundings and gain a +1 added to a shield.
Competence bonus to Spot and Listen Checks • May pay to have the Exhausting special
when in the Fellreev Forest. ability added to a weapon.
• May purchase the following items after any
Inner Circle Clan Member regional scenario: Wand of Cure Light
Blooded Clan member that has shown leadership Wounds, Gauntlets of Ogre Power, Amulet of
capability and has earned the trust of the clan. Natural Armor +2, Collar of Cleverness +3,
Torc of Animal Speech, Goggles of Following
(MOTW) and Cloak of the Forest (DOTF).
Requirements:
and Boots of Striding and Springing.
Entry
Organization Benefits:
• 8 ranks in Survival.
• Receives a +4 Competence bonus to Survival
checks when rolling to “live off the wild.”
Yearly Cost:
• Blooded Members also become more attuned
• Must pay 7 TU on the 1st AR of every
to their surroundings and gain a +1
calendar year.
Competence bonus to Spot and Listen Checks
when in the Fellreev Forest
Upgrade Cost:
• If a PC is promoted to Inner Circle Clan
Member in the midst of the calendar year, he Sub Chieftain
must spend 2 TU with the tribe during the Inner Circle Clan member that has shown leadership
transition to prove his worth. capability and has earned the trust of the clan.
One Time Cost:
• During the initiation ritual, the PC must host a Requirements:
feast for the clan costing no less than 400 gps.
Limitations: Entry
• Must be Half-Orc, or Orc • 10 ranks in Survival, 2 ranks in Diplomacy.
• May not be Lawful
• Must reside in the Bandit Kingdoms Yearly Cost:
• Orcish Disposition: The character suffers a – • Must pay 9 TU on the 1st AR of every
2 circumstance penalty to Diplomacy and calendar year.
Gather Information checks.
Upgrade Cost:
Benefits: • If a PC is promoted to Sub Chieftain in the
midst of the calendar year, he must spend 2
Access Benefits: TU with the tribe during the transition to
• May learn the feats Knock-down, Monkey prove his worth.
Grip, Power Critical, and Create Infusion.
Additionally they may learn one more from Limitations:
the following list: Extended Rage, Extra Rage, • Must be Half-Orc, or Orc
Instantaneous Rage, Destructive Rage, • May not be Lawful
Intimidating Rage, Animal Defiance, Plant • Must reside in the Bandit Kingdoms

15 11/22/2003
• Orcish Disposition: The character suffers a – Requirements:
2 circumstance penalty to Diplomacy and
Gather Information checks. Entry
• 12 ranks in Survival, 4 ranks in Diplomacy.
Benefits:
Yearly Cost:
Access Benefits: • Must pay 11 TU on the 1st AR of every
• May learn the feats Knock-down, Monkey calendar year.
Grip, Power Critical, and Create Infusion.
Additionally they may know a total of three Upgrade Cost:
from the following list: Extended Rage, Extra • If a PC is promoted to Clan Speaker in the
Rage, Instantaneous Rage, Destructive Rage, midst of the calendar year, he must spend 2
Intimidating Rage, Animal Defiance, Plant TU with the tribe during the transition to
Defiance, Resist Disease, Resist Poison, prove his worth.
Shadow. All other requirements must still be
met. Limitations:
• In addition, PC’s may choose two feats from a • Must be Half-Orc, or Orc
list of the following: Animal Control, Plant • May not be Lawful
Control, Dwarf’s Toughness, Expert • Must reside in the Bandit Kingdoms
Tactician, Chain Spell, Blindsight, Reach • Orcish Disposition: The character suffers a –
Spell, Extra favored enemy, Multiattack, 2 circumstance penalty to Diplomacy and
Flyby Attack. Gather Information checks.
• May prepare the divine spells brambles, briar
web, curse of the brute, false bravado, spikes, Benefits:
weather eye, regenerate circle, embrace the
wild. Access Benefits:
• PC may take levels in the prestige class • May learn the feats Giant’s Toughness,
King/Queen of the wild. Supernatural Critical, Dragon’s Toughness
• PC may take levels in the prestige class Knock-down, Monkey Grip, Power Critical,
Windrider. and Create Infusion. Additionally they may
• PC may petition Triad for special mount type know a total of 3 from the following list:
• May pay to have the Animated special ability Extended Rage, Extra Rage, Instantaneous
added to a shield. Rage, Destructive Rage, Intimidating Rage,
• May pay to have the Exhausting special Animal Defiance, Plant Defiance, Resist
ability added to a weapon. Disease, Resist Poison, Shadow. All other
• May purchase the following items after any requirements must still be met.
regional scenario: Wand of Cure Light • In addition, PC’s may know a total of two
Wounds, Gauntlets of Ogre Power, Amulet of feats from a list of the following: Animal
Natural Armor +2, Collar of Cleverness +3, Control, Plant Control, Dwarf’s Toughness,
Torc of Animal Speech, Goggles of Following Expert Tactician, Chain Spell, Blindsight,
(MOTW), Cloak of the Forest (DOTF), Rod Reach Spell, Extra favored enemy,
of Thunder and Lightning, and Boots of Multiattack, Flyby Attack.
Striding and Springing. • PC may take levels in the prestige class
King/Queen of the wild.
Organization Benefits: • PC may take levels in the prestige class
• Receives a +4 Competence bonus to Survival Windrider.
checks when rolling to “live off the wild.” • PC may petition Triad for special mount type
• Blooded Members also become more attuned • May pay to have the Animated special ability
to their surroundings and gain a +1 added to a shield.
Competence bonus to Spot and Listen Checks • May pay to have the Exhausting special
when in the Fellreev Forest ability added to a weapon.
• May purchase the following items after any
Clan Speaker regional scenario: Wand of Cure Light
The clan member has risen to a stature of power topped Wounds, Gauntlets of Ogre Power, Amulet of
only by the Chieftan and equal to other Clan Speakers. Natural Armor +2, Collar of Cleverness +3,

16 11/22/2003
Torc of Animal Speech, Goggles of Following
(MOTW), Cloak of the Forest (DOTF), Rod
of Thunder and Lightning, Gray Ironwood
Suit (MOTW), Amulet of Natural Armor +5,
Rod of Authority (DOTF), Vest of False Life
(S&F), Belt of Mighty Prowess (S&F), Rod of
Lordly Might, and Boots of Striding and
Springing.
• May prepare the divine spells brambles, briar
web, curse of the brute, false bravado, spikes,
weather eye, regenerate circle, embrace the
wild, Protection from All Elements (Druid 6th
level MOTW), Thunder swarm (9th level
Druid spell MOTW), Nature’s Avatar (9th
level druid MOTW), Greater Call Lightning
(6th druid MOTW), Cloak of the Sea (5th
Druid MOTW)

Organization Benefits:
• Receives a +4 Competence bonus to Survival
checks when rolling to “live off the wild.”
• Blooded Members also become more attuned
to their surroundings and gain a +1
Competence bonus to Spot and Listen Checks
when in the Felreev Forest.

17 11/22/2003
Defenders of The Greenkeep
Proper Name: None found a way to profit from mutual interests. The
Population: 2,000 in scattered camps Defenders monitor the movements of the Dazark orcs
Ruler: None (various leaders) as well as comings and goings from the Fleichshriver
Government: None for the Reyhu and elves. In turn, they receive basic
Capital: None provisions. It is an alliance built on desperate need, not
Other Settlements: on good will or trust. The Reyhu, even many of those
None of Fort Hendrick, were once considered fair game by
Resources: None these men and have not forgotten their mercenary
Population: 70% humans, 10% half- spirit. With no central leadership to bind these
elves, 5% half-orcs 5% sylvan elves. scattered bands of Defenders, they are cautious. Not
Religions: Oldimarra. all have faired so poorly and some continue to raid the
Law: CN camps of their brothers’ allies. If there were ever a
group to survive on their own terms, with no one to call
Of the forces of men who escaped the slaughter at friend, it is the Defenders.
Steelbone Meadows, few have faired worse than the
self-styled “Defenders of the Greenkeep.” These
loosely aligned bands of raiders occupy the sliver of
Organization
forestation between the Artonsomay River and the
darkened plains of the grim Fleichshriver. Theirs is a The Defenders are an odd lot. They move freely
hard life of struggle as they must not only contend with between camps and rarely make lasting friends. They
the fiendish remains of Iuz’s preeminent citadel in the refer to one another as brother, even though they may
Combination of Free Lords, but also the indigenous never know the name of their companion. Each of
wood elf and orc tribes of the Fellreev, neither of them is aware that the next day may find them dead at
whom are sympathetic to their cause. the hands of an orc or elf, which gives them a zest for
life and a care-free, almost reckless spirit. They fight
like cornered animals with an intensity that rivals the
History barbarians of the north. They simply have nothing left
to lose. They have a saying amongst their ranks:
The years following the occupation of the Bandit “Death is easy.”
Lands were hardest on these men. Few of them were
foresters and they lacked even the most basic woodland Brother of The Greenkeep
skills of foraging and survival. They were forced to The vast majority of those who call themselves the
eek out an existence as raiders, striking out at all Defenders of the Greenkeep are simply the “brothers.”
potential targets. Harassed by the Dazark orcs of the For many of these dispossessed refugees struggling to
Artonsomay as well as the deadly sylvan elf clans of survive this is the only family they have left.
the eastern Fellreev, these folk had few friends among
the Reyhu they could turn to. And so for years they Requirements:
found themselves trapped. Poorly equipped, there was
no ready supply of even the most essential provisions Entry:
to fill their needs. No more than one or two camps • Base Attack bonus of +1 or greater
dared gather together for more than a day for fear of an
ambush by the Dazark or that a member of Iuz’s One Time Cost
Greater Boneheart would snuff them out on a whim.
• To prove your worth to your brothers a
Still, these men found pleasure in each other’s
donation of 100gp.
company and appreciated with grim humor the straits
• Your initial training you spend 2 TU.
Olidammara had thrust upon them.
Yearly Cost:
In more recent years their situation has improved, in • To support your brothers a donation of 100 gp
large part to Skannar Hendrick and his company at the • Time spent patrolling, 2 TU.
fort that share’s his name. While the “Defenders” still
do not enjoy any formal alliance between the displaced Benefits:
Reyhu and the elves of the Fanlareshen, they have

18 11/22/2003
Access Benefits
• Brothers may learn the following feats:
Brachiation, Dwarf’s Toughness, Faster
Healing, Greater Resiliency, Resist Poison,
and Shadow. All other requirements must still
be met.
• Brothers may purchase the following items
made from Darkwood: Heavy Wooden Shield,
Wood Armor, Bark Armor.
• Brothers may purchase the following items
made from Bronzewood: Breastplate, Half-
Plate, Splint Mail.
• Brothers may purchase the following items
after any regional scenario: Bark Armor,
Blowgun, Caber, Great Crossbow, Tumbling
Bolt, Wood Armor, Goggles of the Night,
Boots of Elvenkind, and Cloak of Elvenkind.

Organizational Benefits
• Free Standard Lifestyle for regional scenarios.

19 11/22/2003
Red Planks
the Red Planks, no Rhenee were truly neutral. Because
History of this outrage, the Red Planks have nothing to do with
Originally formed by four Rhenee smuggling families these bastard, half-orc offspring, nor will they allow
long before the Greyhawk wars, the Red Planks were them into the organization. This has also led to some
named for the distinctive keel boards that they used on enmity with those Rhenee who worked so hard to stay
their river barges. While the original purpose of the neutral in the wars.
Red Planks was smuggling contraband from country to
country while evading Customs and Revenue officers, Knowing that they could never survive the open use of
the organization took a different turn during the force against Iuz, Red Plank arcanists have specialized
Greyhawk Wars. in deception, favoring the schools of Illusion and
Enchantment. The organization demands that their
Most Rhenee attempted to stay neutral during the arcanists eschew Necromancy in all its forms as they
Greyhawk wars, plying their boats up and down the see it as leading down the path to Hallorn. They
major rivers emptying into the Nyr Dyv. The four discourage the use of Evocation as too noticeable.
families of the Red Planks were based on the
Artonsamay River and felt the brunt of Iuz’s advances. Many fighters on the barges use the traditional weapon
Trade was disrupted and smuggling became dangerous. of the Rhenee, the dharka. They are both the muscle
The Red Planks saw an opportunity to start smuggling and the front of the guild, allowing the organization to
information and human cargo as the rich attempted to continue its business activities in the face of the
flee from Iuz’s advances. Soon, their web of Bonehearts’ continued suspicions. Theirs is not an
information required them to bring others into the easy life, and many of them have learned the tricks of
organization to provide a face for the organization, as dirty fighting necessary to survive on the waterfront.
many people held a strong prejudice against the
Rhenee, even as they accepted their aid. The primary information gatherers come from the
rogues and bards in the guild. They arrange for the
Eventually, the organization made a nearly fatal transfer of information and the gathering of valuable
mistake. Their success in the face of Old Wicked’s cargo (both human and information). Many of the
agents and the constant vision of the atrocities wandering troupes of entertainers that are on the
committed by Iuz’s allies led them to take a public caravan roads of the Oerth are actually Red Plank
stand against the Old One. They agreed to ferry information gatherers: some Rhenee, some not.
supplies and reinforcements to Duke Geller of
Artonsamay as the armies of Iuz approached. Their
mission was betrayed and there was a great slaughter as Major Figures in the Red Planks
most of the Red Planks went to the bottom of their
river that day under the massive magical assault that
eventually leveled the Duke’s castle and laid waste to Captain Vassily Romiki is a male Rhenee in his
the entire Duchy. Only a few in the original families mid forties. Captain Romiki has vowed to never set
survived this assault and the subsequent purges, and foot on land in the Combination of Free Lords until the
most of those only through the efforts of non-Rhenee Vendetta is completed. He is renowned for his
compatriots. Those who survived did so only through knowledge of the river and its dangers. It is Captain
deception, disguise and illusion, as those who fought Vassily that is in charge of the boats and all navigation,
died quickly and horribly. Those few that survived although he defers to Mother Kanski and the Veth if
vowed Vendetta against Iuz and his minions. Because they see portents. A story is told of how, in completion
of the efforts of their non-Rhenee compatriots, their of a vow, Captain Vassily had The Veth strike him
organization has the occasional non-Rhenee member. blind, then poled from Pieper’s Ferry to the Nyr Dyv in
a one man skiff. Legend has it that he never even hit a
Since the purges, the organization has been driven sandbar. When he arrived at the mouth of the
underground, never again taking a public stand for or Artonsamay, the only things in his boat were the pole,
against the Old One. In a diabolical move calculated to his dharka and the heads of the fourteen hobgoblins
drive a wedge between the Rhenee, Iuzite commanders who had tried to kill him on his trip down the river.
during the Greyhawk wars started to give captured
Rhenee women to their orcish and humanoid troops for Mother Kanski, Dreamweaver of the Clans is
“entertainment”, claiming that because of the actions of ancient by human standards. Mother Kanski is the

20 11/22/2003
only leader of the clans present when the Red Planks tendrils of information that flows up and down the river
were almost destroyed in the ambush by Iuz’s forces. and makes sure that any information pertinent to the
Unfortunately, her husband, three of her four children, clans gets where it needs to.
13 of her 18 grandchildren and 8 of her great
grandchildren were slain in the ambush. It was Mother
Kanski who gathered the remnants of the organization
Relationships with other Organizations
together, appointed Captain Romiki as the new leader in the Bandit Kingdoms:
and declared Vendetta. She holds no official power in
the clans, cares for no administrative duties (which are
The Red Planks maintain a wary business relationship
all done by her daughters in law and grand daughters in
with the Thief’s guilds of Rookroost, Stoink and
law), but is the final voice in any decision that she
Alhaster, as well as that of Radigast City in the County
partakes in. This has lead to some friction with the
of Urnst. Due to certain conflicts between the
Veth of the clans, who is a relative newcomer to the
Rookroost and Stoink guilds, this has strained the
job.
relationships with both guilds. The Red Planks
consider themselves independent contractors and
Sonya Lusoschenko (The Veth) is relatively young attempt to stay out of the middle of these conflicts.
for a Veth. Sonya replaced her aunt Tatiana as Veth
when Tatiana was captured during an inspection in The rumor that certain of General Hok’s operatives
Stoink in early CY 592. A group of Iuzite custom were preparing to make the Rhenee the fall guy for a
inspectors planted a suspicious cargo and were getting non-Rhenee smuggling operation in Alhaster has
ready to confiscate the barge. In the confusion, they strained the relations with this resistance organization.
stumbled upon a wanted fugitive, and the entire crew Additionally, Mother Kanski was plying the river when
was arrested. All except for Tatiana were executed General Hok was general of the Horned Society and
before the clans could act. Tatiana is now held captive remembers his atrocities from that time.
in the Temple Grimacing in Stoink in the Gul Bortha, a
notorious prison complex. The fact that Tatiana is The Red Planks have been seen on the river next to the
believed alive, and an unfortunate confrontation with Fellreev. They do not speak of their activities, but
Mother Kanski early in her tenure, has weakened the quite a bit of cargo from the river has recently been
Veth. She chafes that many go to Mother Kanski for seen in Fort Hendrix.
divination rather than the Veth, who is traditionally the
source of this information. They have trading relationships with the Theocracy of
Dimre, occasionally providing the Theocracy with
Shadow-weaver Tasha Kanski is a stunningly information or goods in exchange for Phostwood.
beautiful female Rhenee in her early thirties. Great-
Granddaughter of mother Kanski, she lives on the Organization:
Pretska Livya (the laughing wave) with her all male 00. Red Plank Sympathizers
crew. This crew is renowned amongst the clans not
only for their sailing prowess, but also for the quality A. Red Planks Bargemen
of their singing voices. Unlike many of the Rhenee, 1. Bargeman
Tasha spent many years off the river, traveling with 2. Bosun
circuses and wandering troupes of entertainers. There, 3. Mate
she honed her skills of subtle magic and mind control. 4. Captain
There are still many towns within the Combination B. Red Planks Informants
where her performances are remembered as legendary. 1. Runner
She is acknowledged to have the most beautiful alto 2. Negotiator
voice ever to grace the clans. 3. Infiltrator
4. Shadow-master
Dmitri the Black, Shadow-master, male(?) Rhenee, C. Red Planks Arcanists
Age and alignment unknown. As long as there has 1. Entertainer
been the Red Planks, there has been Dmitri the Black. 2. Farseer
The assumption is that the new Shadow-master takes 3. Spell-weaver
this name, but few have ever seen him in his 4. Shadow-weaver
undisguised form. Some speculate that the current D. Red Planks Healers
Dmitri comes from the Norodnaya clan and is one of 1. Healer
Mother Kanski’s grandsons. He coordinates the 2. Keeper of the Traditions

21 11/22/2003
3. Wise One One Time Costs:
4. Dream-weaver • Bargemen must spend 4 TU “learning the
ropes”.
Red Plank Sympathizer • Must purchase a share in the barge
The Red Plank Sympathizer is a member of cooperative: 500 gp
the populace that has identified with the aims of the
Red Planks, whether to profit from their smuggling or Yearly costs: Bargemen must spend at least 2 TU on
to hurt Iuz by helping the Vendetta. They typically live the barges each year
on the river and are a valuable source of information
and a vital conduit of smuggled goods into the interior Limitations:
of the Artonsamay river basin. • Bargemen have a deep seated distrust of orcs
and take a -2 circumstance modifier to
Entry: diplomacy checks with half-orcs

• Race: Any but half-orc. Benefits:


One time cost: Access Benefits:
• 100 gp “initiation fee” • Bargemen may acquire the following feats:
Dirty Fighting, Death Blow, Feign Weakness,
Yearly cost: Dual Strike
• 100 gp in “expenses” and bribes. • Bargemen may purchase the following items:
Ring of Swimming, Quaal’s Feather Token
Organizational Benefit: (Swan Boat), Gauntlets of Ogre Power,
• Twice per year, the character may consider Gloves of Dexterity +2, Amulet of Health +2,
themselves to have 1 IP with the Red Planks. Gloves of Swimming and Climbing
This IP will stack with any gained in • Bargemen may purchase the following
gameplay. A character may never have more mundane items: harpoon, spinning javelin,
than one IP gained in this way. dharka
• Bargemen may upgrade a weapon from a +1
• 20% discount on any item listed in table 7-8 in to +2 magical enhancement
the PHB under the heading Special Substances
and Items. Organizational Benefits:
• Bargemen receive a +2 competence bonus to
Red Plank Bargeman rope use while on a boat
Red Plank Bargemen are the backbone of the • Bargemen receive a +2 competence bonus to
organization. They run the boats and do the sailing, swim checks made in running water
being responsible for the day to day life of the barge, • Bargemen receive a +2 competence bonus to
which is their home. The most traditional of the Profession (sailor) checks made while on the
groups, they are limited to those of Rhenee blood. Artonsamay River.
• A Deck to Call Home: Free Adventurer’s
standard lifestyle cost during regional
Entry:
adventures
• Human (Rhenee or mixed), Half-elven
(Rhenee) Red Plank Bosun
• BAB: +3 Red Plank Bosuns are the petty officers of the barges.
• STR 13+ They have the skills and experience to keep the barges
• Must have a home region that borders the off the sandbanks and negotiate the difficult waters of
Artonsamay River (Bandit Kingdoms, County the upper Artonsamay. They also know their way
of Urnst, The Pale or the Duchy of Tenh) around the docks of the towns and villages up and
down the river, making them invaluable as the muscle
• Any non-evil alignment
to enforce the will of the Veth. The most traditional of
• Must have 4 ranks in 3 of the following skills:
the groups, they are limited to those of Rhenee blood.
Handle Animal, Swim, Profession (sailor),
Climb, Use Rope
Entry:

22 11/22/2003
• Bosuns receive a +4 competence bonus to
• Human (Rhenee or mixed), Half-elven swim checks made in running water
(Rhenee) • Bosuns receive a +4 competence bonus to
• BAB: +6 Profession (sailor) checks made while on the
• STR 13+ Artonsamay River.
• Must have a home region that borders the • A Deck to Call Home: Free Adventurer’s
Artonsamay River (Bandit Kingdoms, County standard lifestyle cost during regional
of Urnst, The Pale or the Duchy of Tenh) adventures
• Any non evil alignment
• Must have 5 ranks in 3 of the following skills:
Handle Animal, Swim, Profession (sailor), Red Plank Mate
Climb, Use Rope Red Plank Mates are the captains of the barges of the
• Must have the Precise Shot feat clans. As such, they are the final word in all matters
pertaining to navigation, trade or seamanship. They
One Time Costs: defer only to the Captain Vassily and the Veth. They
• Must purchase two additional shares in the are the most powerful fighters in their crew, as the
barge cooperative: 1000 gp captaincy of the boat is determined by merit, unless the
• Membership in organization as Bargeman for will of the Gods ordains otherwise through the
6 months intervention of the Dreamweaver or the Veth. No one
not of Rhenee blood may aspire to this rank in the
Yearly costs: clans.
• Bosuns must spend at least 3 TU on the
barges each year Entry:
Limitations: • Human (Rhenee or mixed), Half-elven
• Bosuns have a deep seated distrust of orcs and (Rhenee)
take a -2 circumstance modifier to diplomacy • Special: BAB: +9, STR 13+
checks with half-orcs • Special: Must have a home region that
borders the Artonsamay River (Bandit
Benefits: Kingdoms, County of Urnst, The Pale or the
Duchy of Tenh)
Access Benefits: • Any non evil alignment
• Bosuns may acquire the following feats: : • Skills: (must have 5 ranks in 3 of the
Prone attack, Expert Tactician, Hold the Line, following): Handle Animal, Swim, Profession
Improved Swimming, Dirty Fighting, (sailor), Climb, Use Rope. Must have two
Deathblow, Feign Weakness, Dual Strike ranks in Diplomacy and Knowledge: local
• Bosuns may purchase the following items: (metaregion 3)
Improved Ring of Swimming, Folding Boat, • Feats: Precise Shot, Exotic Weapon
Gauntlets of Ogre Power, Gloves of dexterity Proficiency: Dharka
+2, Amulet of health +2, Gloves of Swimming
and Climbing, Vest of Resistance +2, Amulet One Time Costs:
of Mighty Fists +1, Amulet of Natural Armor • Must purchase two additional shares in the
+2, Bottle of Air barge cooperative: 1000 gp
• Bosuns may purchase the following mundane • Membership in organization as Bosun for 6
items: harpoon, spinning javelin, dharka months
• Bosuns may upgrade a weapon from a +1 to
+2 magical enhancement Yearly costs: Mates must spend at least 4 TU on the
• Bosuns may upgrade armor and shields from a barges each year
+1 to +2 magical enhancement
• Bosuns may take levels in the prestige class Limitations:
Vigilante • Mates have a deep seated distrust of orcs and
take a -2 circumstance modifier to diplomacy
Organizational Benefits: checks with half-orcs
• Bosuns receive a +2 competence bonus to
rope use while on a boat

23 11/22/2003
Benefits: Entry:
• 2 ranks in each of three skills from following
Access Benefits: list: Knowledge:local (metaregion 3),
• Mates may acquire the following feats: : Perform, Bluff, and Gather Information.
Prone attack, Expert Tactician, Hold the Line, • Any race except half-orc.
Improved Swimming, Dirty Fighting, • Must have a home region that borders the
Deathblow, Feign Weakness, Dual Strike Artonsamay River (Bandit Kingdoms, County
• Mates may purchase the following items: of Urnst, The Pale or the Duchy of Tenh)
Improved Ring of Swimming, Folding Boat, • Must be able to cast 2nd level illusion spells
Belt of Giant Strength +4, Gloves of dexterity and Prestidigitation.
+2, Amulet of health +2, Gloves of Swimming
and Climbing, Vest of Resistance +2, Amulet One Time Cost:
of Mighty Fists +2, Amulet of Natural Armor • Time Units: Entertainers must spend 2 TU
+2, Bottle of Air, Cloak of the Manta Ray “learning their lines”
• Mates may purchase the following mundane • Gold: Must pay 200gp into the orphan’s fund
items: harpoon, spinning javelin, dharka
• Mates may upgrade a weapon from a +1 to Yearly Cost:
either a +2 or +3 magical enhancement • Must spend at least 2 TU’s on the river with
• Mates may pay to have the Wounding special the Rhenee per year.
ability placed upon an existing magical
weapon. Limitations:
• Mates may upgrade armor and shields from a • Use of spells from the school of necromancy
+1 to +2 magical enhancement is currently forbidden to Red Plank
• Mates may take levels in the prestige classes Entertainers by the Master Shadow-weaver.
Vigilante and Dharkagaard
Benefits:
Organizational Benefits:
• Mates receive a +4 competence bonus to rope Access Benefits
use while on a boat • Entertainers may acquire the following feats:
• Mates receive a +4 competence bonus to swim Arcane Defense, Energy Substitution and
checks made in running water Lingering Song. All other requirements must
• Mates receive a +4 competence bonus to still be met.
Profession (sailor) checks made while on the • Entertainers may purchase the following
Artonsamay River. items: Headband of Intellect +2, Cloak of
• Mates receive a +2 competence bonus to Charisma +2, Circlet of Persuasion, Vest of
Knowledge: local (metaregion 3) resistance +1, Brooch of shielding.
• A Deck to Call Home: Free High lifestyle • Entertainers may learn the following spells:
cost during regional adventures Indifference, filter, familiar pocket, gaze
screen.
Red Plank Entertainer
Organizational Benefits
Red Plank arcanists specialize in illusions and
• +2 Competence bonus to Bluff checks against
misdirection. The lowest level of the spell weavers is
non Rhenee
the entertainer, who is often sent off away from the
• +2 Competence bonus to Gather Information
rivers with groups of Rhenee performers to gather
skill checks in the Bandit Kingdoms
information. In the lower levels of the organization,
races other than Rhenee are admitted, but only Rhenee • +2 Competence bonus to Perform (Fiddle or
can rise to the higher ranks. Red Plank arcanists are Singing) skill checks.
often sorcerors and bards, or more rarely wizards
specializing in illusion or divination magics.
Red Plank Farseer
Requirements: The highest rank of arcanist available to those not of
the families, the farseer is tasked with helping to
maintain the illusion of normality when the caravan

24 11/22/2003
travels. Farseers provide magical assistance to their • +4 Competence bonus to Gather Information
Negotiator brethren. skill checks in the Bandit Kingdoms
• +4 Competence bonus to Perform (Fiddle or
Requirements: Singing) skill checks.
• A Deck to Call Home: Free Adventurer’s
Standard lifestyle in regional adventures
Entry:
• 4 ranks in each of three skills from following
list: Knowledge:local (metaregion 3),
Perform, Bluff, and Gather Information. Red Plank Spellweaver
• Any race except half-orc. Spellweavers are among the elite in the families. They
• Must have a home region that borders the are typically sorcerors or wizards of power who have
Artonsamay River (Bandit Kingdoms, County specialized in the arts of subterfuge. Spellweavers are
of Urnst, The Pale or the Duchy of Tenh) the seers of the patterns, the ones in the families that
• Must be able to cast 3rd level illusion spells or try to understand the entire political picture. While
Clairvoyance. rarely in the front rank of negotiation, they are almost
• Must have the feat: Spell Focus (Illusion or always somewhere nearby.
Divination)
Requirements:
One Time Cost:
• Must have been an Entertainer for 6 months
Entry:
• Must purchase one share in the Caravan
• 4 ranks in each of three skills from following
cooperative for 500 gp
list: Knowledge:local (metaregion 3),
Perform, Bluff, and Gather Information. Must
Yearly Cost:
have 8 ranks in Knowledge: Arcana
• Must spend at least 3 TU’s traveling with the
• Human (Rhenee or mixed), Half-elven
barges per year.
(Rhenee)
Limitations: • Must have a home region that borders the
Artonsamay River (Bandit Kingdoms, County
• Use of spells from the school of necromancy
of Urnst, The Pale or the Duchy of Tenh)
is currently forbidden to Red Plank Farseers
by the Master Shadow-weaver. • Must be able to cast a 5th level illusion.
• Must have the feats Spell Focus and Greater
Spell Focus in one of the schools Illusion,
Benefits: Divination or Enchantment
Access Benefits
One Time Cost:
• Farseers may acquire the following feats:
• Must have been a Farseer for 6 months
Arcane Defense, Energy Substitution and
• Must purchase two additional shares in the
Lingering Song. All other requirements must
Caravan cooperative for 1000 gp
still be met.
• Farseers may purchase the following items:
Yearly Cost:
Headband of Intellect +2, Cloak of Charisma
• Must spend at least 4 TU’s traveling with the
+2, Circlet of Persuasion, Vest of resistance
barges per year.
+2, brooch of shielding, Ring of Mind
Shielding, Ring of Feather Fall.
Limitations:
• Farseers may learn the following spells:
• Use of spells from the school of necromancy
Indifference, filter, familiar pocket, gaze
is currently forbidden to Red Plank
screen.
Spellweavers by the Master Shadow-weaver.
• Farseers may take levels in the prestige class
Mindbender
Benefits:
Organizational Benefits
• +4 Competence bonus to Bluff checks against Access Benefits
non Rhenee • Spellweavers may acquire the following feats:
Arcane Defense, Energy Substitution, Widen

25 11/22/2003
spell, Cooperative spell. All other • Ability to cast cure moderate wounds as a
requirements must still be met. divine spell.
• Spellweavers may purchase the following
items: Headband of Intellect +4, Cloak of One Time Cost:
Charisma +4, Circlet of Persuasion, Vest of • Healers must spend 4 TU on the barges
resistance +3, brooch of shielding, Ring of “learning the ropes”
Mind Shielding, Ring of Feather Fall, Cape of • Gold: Must purchase a share in the barge
the Manta Ray, Medallion of Thoughts, Ring cooperative: 500 gp
of Chameleon Power, Stone of Good Luck, • Gold: Must donate 200 gp to the Orphan’s
Cloak of Resistance +4, Bracers of Armor +3, fund
Boccob’s blessed book, Pearl of the Sirens,
Cloak of the bat, Periapt of proof against Yearly Cost:
poison • Must spend at least 2 TU’s on the river with
• Spellweavers may learn the following spells: the Rhenee per year.
Gaze screen, Otiluke’s Dispelling Screen,
Mordenkainen’s Private Sanctum, Energy
buffer
Benefits:
• Spellweavers may take levels in the prestige
Access Benefits:
class Mindbender
• Red Plank Healers may purchase the
Organizational Benefits following items: Periapt of Wisdom +2, Cloak
of Resistance +2, Wand of Cure Light
• +4 Competence bonus to Bluff checks against
Wounds, and Wand of Cure Moderate
non Rhenee
Wounds.
• +4 Competence bonus to Gather Information
• Red Plank Healers may pay for a +2
skill checks in the Bandit Kingdoms
enhancement bonus to be placed on an
• +4 Competence bonus to Perform (Fiddle or
existing magical weapon.
Singing) skill checks.
• Red Plank Healers may aquire the feats
• +2 Competence bonus to Knowledge: local
Divine Resistance, Divine Cleansing, and
(metaregion 3)
Empower Turning. All other requirements
• +2 Competence bonus to Diplomacy checks in must still be met.
the Bandit Kingdoms
• Red Plank Healers may prepare the following
• A Deck to Call Home: Free High lifestyle spells: Burial Blessing, Divine Flame, Divine
cost in regional adventures Zephyr, and Blessed Aim.
• Red Plank Healers may upgrade any +1
Red Plank Healer weapon to +2 magical enhancement.
Red Plank clerics start out as the healers of the families
and the keepers of the traditions. As such, they are Organizational Benefits:
more associated with the barges. They are chosen from • +2 Competence bonus to Knowledge: History
the Rhenee to provide protection against the probes of skill checks pertaining to the Rhenee or the
Iuz and to remind the people of their history and History of the Artonsamay River Basin.
traditions. • +2 Competence bonus to Heal checks
• A Deck to Call Home: Red Plank Healers
Requirements: have free Adventurer’s Standard Lifestyle for
every scenario played in the Bandit Kingdoms
Entry: region.
• 4 ranks in each of four skills from following
list: Diplomacy, Heal, Knowledge:(History),
Knowledge (Religion), and Profession Red Plank Keeper of Traditions
(Herbalist), Sense Motive. The highest level that males can rise in the ranks of the
• Must either be Human (Rhenee or mixed) or clerical circle, these are the keepers of traditions,
Half-elven (Rhenee). telling the tales of the ancestors to the boats so that
• Worship a deity that does not grant access to they do not forget either their ancestry or the Vendetta.
the Death, Destruction, or Evil domains. Powerful casters, they are both well respected and
protected by their crews. They are typically in

26 11/22/2003
command of the trading activities on shore for the • Red Plank Keepers of Tradition may prepare
barges. the following spells: Regenerate Light
Wounds, False Bravado, Knife Spray, Flame
Requirements: of Faith, Burial Blessing, Divine Flame,
Blessed Aim, Divine Zephyr
Entry: • Red Plank Keepers of Tradition may take
• 4 ranks in each of five skills from following levels in the prestige class Veth.
list: Diplomacy, Heal, Knowledge:(History),
Knowledge (Religion), and Profession Organizational Benefits:
(Herbalist), Sense Motive. • +4 Competence bonus to Knowledge: History
• Must either be Human (Rhenee or mixed) or skill checks pertaining to the Rhenee or the
Half-elven (Rhenee). History of the Artonsamay River Basin.
• Worship a deity that does not grant access to • +4 Competence bonus to Heal checks
the Death, Destruction, or Evil domains. • +2 Competence bonus to Knowledge: local
• Ability to cast cure serious wounds as a divine (Metaregion 3)
spell. • A Deck to Call Home: Red Plank Keepers of
• Must have one of the following feats: Tradition have free Adventurer’s Standard
Negotiator, Iron Will, or Extra Turning Lifestyle for every scenario played in the
Bandit Kingdoms region.
One Time Cost:
• Must have been a Healer for 6 months.
• Gold: Must purchase two additional shares in
the barge cooperative for 1000 gp Red Plank Wise One
These women are the primary assistants to the Veth
Yearly Cost: and the symbol of the Veth’s authority on each of the
• Must spend at least 3 TU’s on the river with boats. They are the keepers of the traditions and tales
the Rhenee per year. of the folk, keeping the Vendetta alive and the folk
focused upon the long term mission of the clans.
Special:
• Red Plank Keepers of Tradition share their Requirements:
race’s deep seated distrust of orcs and must
take a -2 circumstance modifier to any Entry:
diplomacy checks with orcs or half-orcs. • 4 ranks in each of five skills from following
list: Diplomacy, Heal, Knowledge:(History),
Benefits: Knowledge (Religion), and Profession
(Herbalist), Sense Motive. Must have 8 ranks
Access Benefits: in Diplomacy.
• Red Plank Keepers of Tradition may purchase • Must either be Human (Rhenee or mixed) or
the following items: Collar of resistance +2, Half-elven (Rhenee).
Ring of Swimming, Wand of Cure Light • Must be female
Wounds, Periapt of Wisdom +2, Cloak of • Worship a deity that does not grant access to
Resistance +2, Pearl of Power (2nd level). the Death, Destruction, or Evil domains.
• Red Plank Keepers of Tradition may pay for a • Ability to cast Mass cure light wounds as a
+2 enhancement bonus to be placed on an divine spell.
existing magical weapon. • Must have one of the following feats:
• Red Plank Keepers of Tradition may pay for a Negotiator, Iron Will, or Extra Turning
+2 enhancement bonus to be placed on an
existing suit of magical armor or a shield. One Time Cost:
• Red Plank Keepers of Tradition may acquire • Must have been a Keeper of Traditions for 6
the feats Divine Resistance, Empowered months.
Turning, Divine Cleansing, Plant Defiance, • Gold: Must purchase two additional shares in
Divine Vigor, Improved Swimming, Heighten the barge cooperative for 1000 gp
Turning. All other requirements must still be
met.

27 11/22/2003
Yearly Cost: • +2 Competence bonus to Diplomacy checks
• Must spend at least 4 TU’s on the river with when in the Artonsamay River basin (does not
the Rhenee per year. apply to orcs and half-orcs).
• A Deck to Call Home: Red Plank Wise Ones
Special: have free High Lifestyle for every scenario
• Red Plank Wise Ones share their race’s deep played in the Bandit Kingdoms region.
seated distrust of orcs and must take a -2
circumstance modifier to any diplomacy
checks with orcs or half-orcs.
Red Plank Runner
Benefits: Red Plank Runners are the lowest rank in the
information service that the Red Planks thrive upon.
Access Benefits: As such, there are many members who are only loosely
• Red Plank Wise Ones may purchase the affiliated with the river culture. It is not unusual to
following items: Collar of resistance +2, Ring find halflings, gnomes, and the occasional dwarf or elf
of Swimming, Wand of Cure Light Wounds, in the organization.
Periapt of Wisdom +2, Cloak of Resistance
+2, Pearl of Power (2nd level), Periapt of Requirements:
Wisdom +4, Ring of water walking, Ring of • +2d6 Sneak Attack or the ability to use Bardic
mind shielding, Bottle of Air, Pearl of the Music
Sirens, Periapt of Wound Closure. • Intelligence 13+
• Red Plank Wise Ones may pay for a +3 • Must have a home region that borders the
enhancement bonus to be placed on an Artonsamay River (Bandit Kingdoms, County
existing magical weapon. of Urnst, The Pale or the Duchy of Tenh)
• Red Plank Wise Ones may pay for the
Disruption special ability to be placed upon an • 4 ranks in each of seven skills from following
existing magical weapon. list: Perform, Bluff, Diplomacy, Gather
• Red Plank Wise Ones may acquire the feats Information, Disguise, Forgery, Tumble,
Divine Resistance, Empowered Turning, Knowledge: local (metaregion 3), Escape
Divine Cleansing, Plant Defiance, Divine Artist, Sleight of Hand, Sense Motive.
Vigor, Improved Swimming, Heighten • Must have a non evil alignment
Turning, Reach Spell, Quicken Turning. All
• Any race except half-orc.
other requirements must still be met.
• Red Plank Wise Ones may prepare the One Time Cost:
following spells: Regenerate Light Wounds,
• Time Units: Red Plank Runners must spend 4
False Bravado, Knife Spray, Flame of Faith,
TU “learning the lay of the land”
Burial Blessing, Divine Flame, Blessed Aim,
• Gold: Must pay 200gp into the orphan’s fund.
Divine Zephyr, Recitation, Unfailing
Endurance, Bear’s Heart, Cloak of the Sea,
Yearly Cost:
Regenerate Moderate Wounds, Regenerate
Serious Wounds • Must spend at least 2 TU’s on the river with the
Rhenee per year.
• Red Plank Wise Ones may take levels in the
prestige class Veth.
• Red Plank Wise Ones may take levels in the Benefits:
prestige class Queen of the Wild (Marsh).
Access Benefits:
Organizational Benefits: • Runners may acquire the feats Death Blow,
• +4 Competence bonus to Knowledge: History Arterial Strike, and Expert Tactician. All
skill checks pertaining to the Rhenee or the other requirements must still be met
History of the Artonsamay River Basin. • Runners may purchase the following items:
• +4 Competence bonus to Heal checks Hat of Disguise, Slippers of Spider Climb,
• +2 Competence bonus to Knowledge: local Gloves of Dexterity +2, Vest of Escape.
(Metaregion 3) • Runners receives a 20% discount on allowed
items from table 7-9 in the PHB under the
heading Special Substances and Items.

28 11/22/2003
• Runners may pay for a +2 enhancement bonus under the heading Special Substances and
to be placed on an existing magical weapon. Items.
• Negotiators have access to the Virtuoso
Organization Benefits: prestige class
• +2 Competence bonus to Disguise, Sense • Negotiators may pay for a +2 enhancement
Motive and Gather Information skill checks bonus to be placed on an existing magical
in cities in the Artonsamay River Basin weapon.

Organization Benefits:
• +4 Competence bonus to Disguise, Sense
Red Plank Negotiator Motive and Gather Information skill checks
The senior rank available to those not of the “families”, in cities in the Artonsamay River Basin
the Red Plank Negotiator is often an important figure • An Honored Place in the Tent: Negotiators
in one of the caravans traveling the roads of the Oerth. obtain free Adventurer’s Standard Lifestyle
They have proved their abilities in gathering the costs in regional adventures.
information that keep the organization going, and are a
trusted and vital link to the non-Rhenee society at large

Requirements: Red Plank Infiltrator


• +4d6 Sneak Attack or the ability to use Bardic These powerful members of the Rhenee clans are in
Music ability “Inspire Competence” charge of organizing the information flow that comes
• Intelligence 13+ in from the various sources. They are typically given
• Must have a home region that borders the the hardest, most dangerous assignments. Only the
Artonsamay River (Bandit Kingdoms, County most trusted operatives with blood ties to the
of Urnst, The Pale or the Duchy of Tenh) leadership can ever aspire to this rank in the
• 8 ranks in each of four skills from following organization.
list: Perform, Bluff, Diplomacy, Gather
Information, Disguise, Forgery, Tumble, Requirements:
Knowledge: local (metaregion 3), Escape • +5d6 Sneak Attack or the ability to
Artist, Sleight of Hand, Sense Motive. spontaneously cast Clairvoyance
• Must have a non evil alignment • Intelligence 13+
• Any race except half-orc. • Must have a home region that borders the
Artonsamay River (Bandit Kingdoms, County
One Time Cost: of Urnst, The Pale or the Duchy of Tenh)
• Red Plank Negotiators must have been a • 11 ranks in each of four skills from following
Runner for 6 months list: Perform, Bluff, Diplomacy, Gather
• Gold: Must buy a share in the caravan Information, Disguise, Forgery, Tumble,
cooperative. Knowledge: local (metaregion 3), Escape
Artist, Sleight of Hand, Sense Motive.
Yearly Cost: • Must have a non evil alignment
• Must spend at least 3 TU’s on the river with the • Human (Rhenee or mixed) or Half-elf
Rhenee per year. (Rhenee).
• Must have one of the following feats: Spring
Benefits: Attack or Spell focus (Illusion or Divination)

Access Benefits: One Time Cost:


• Negotiators may acquire the feats Death • Red Plank Infiltrators must have been a
Blow, Arterial Strike, and Expert Tactician. Negotiator for 6 months
All other requirements must still be met • Red Plank Infiltrators must buy two additional
• Negotiators may purchase the following shares in the caravan cooperative for 1000 gp.
items: Hat of Disguise, slippers of spider
climb, gloves of dexterity +2, Vest of Escape, Yearly Cost:
Cloak of Charisma +2, Vest of Resistance +2. • Must spend at least 4 TU’s on the river with the
• Negotiators receives a 20% discount on Rhenee per year.
allowed items from table 7-9 in the PHB

29 11/22/2003
Benefits:
Access Benefits:
• Infiltrators may acquire the feats Death Blow,
Arterial Strike, Shadow and Expert Tactician.
All other requirements must still be met
• Infiltrators may purchase the following items:
Hat of Disguise, slippers of spider climb,
gloves of dexterity +2 Competence Bonus,
gloves of dexterity +4, Vest of Escape, cloak
of charisma +2, Cloak of Charisma +4, Vest
of Resistance +2, Vest of Resistance +3, Ring
of Mind Shielding, Harp of Charming, Cloak
of the Arachnid, Ring of Chameleon Power.
• Infiltrators receives a 20% discount on
allowed items from table 7-9 in the PHB
under the heading Special Substances and
Items.
• Negotiators have access to the Virtuoso
prestige class
• Negotiators have access to the Spymaster
prestige class
• Negotiators may pay to add the Wounding
special ability to an existing magical weapon.
• Infiltrators may pay for a +2 enhancement
bonus to be placed on an existing magical
weapon.

Organization Benefits:
• +4 Competence bonus to Disguise, Sense
Motive and Gather Information skill checks
in cities in the Artonsamay River Basin
• +2 Competence bonus to Diplomacy checks
against those not orc or half-orc.
• +2 Competence bonus to Bluff checks against
non Rhenee
• An Honored Place in the Tent: Negotiators
obtain free High Lifestyle costs in regional
adventures.

30 11/22/2003
31 11/22/2003
The Gonagin Clan
The Gonagin Clan is the most widespread and In 589 CY, halflings began to return from the
infamous group of halflings within the former wilderness calling themselves the Gonagin Clan. The
Combination of Free Lords. Driven by their disdain hin (as they call themselves, for they do not see
for the taller races, the Gonagin’s strive towards themselves as half of anything) renewed their contacts
beating the world on their own terms. with their kin that had remained in the cities and began
to seek revenge on the doublings (humans and other
History tall races) that betrayed them a decade ago.
Although not native to the lands that would become the
Bandit Kingdoms, halflings migrated to the region Activities
during the same period as the rise of the first Free The Gonagin’s have their fingers in many different
Lords. Settling along the northern shore of the Nyr pies. A large number of them are involved in criminal
Dyv, halflings built communities around their farms activities in Rookroost (unconfirmed, of course)
and ranches. In the beginning, these communities were conceivably to use the resources of the city’s
frequently the victims of raids by bandits and underworld for their own benefit. They work hard to
humanoids from the hills, but over time the hobniz (as protect the hin, although they have little patience for
they were known to the native Flan) were able to barter “stilts”, halflings who seek to emulate humans or other
with the bandits for protection in exchange for crops, tall races.
cattle, and halfling scouts. In the years leading up to
the Greyhawk Wars, it was not at all unusual for a band The Gonagin’s are known to visit orphanages, not only
of halfling slingers to accompany Reyhu raiders across in the Bandit Kingdoms, but also in some of the
the border into the Shield Lands. neighboring nations and adopt orphaned halflings to
bring into the clan.
During the Greyhawk Wars, the relationship between
the halflings and the Reyhu was destroyed. While the
details are sketchy at best, it is known that a mixed
Organization
settlement of Reyhu and halflings named Mercy’s The greatest division within the Gonagin’s is between
Bluff was in the path of one of the Old One’s invading those who live in the wild and those who remain in the
armies. In the night prior to the battle, the Reyhu cities. It has been codified somewhat within the clan,
disappeared leaving the hobniz to face the invaders with each sect dedicated to one of the patron deities of
alone. The halflings were slaughtered almost to a man, the Clan.
while the Reyhu fled north towards the Fellreev Forest
and east into the Rift Canyon. The Thorn Sect, dedicated to Sheela Peryroyl, is
largely made up of hin rangers and druids. Operating
A few halflings survived and were able to pass on the out of the southern plains and the eastern Tangles, the
tale of the Reyhu betrayal to other halfling Thorn sect is the most dedicated towards revenge on
communities along the southern border. Many farms the Reyhu, as they have passed on the stories of the
were abandoned in the following weeks as halflings Betrayal as part of their ceremonial rituals for the last
began to disappear into the wilderness. For a time after decade.
the Treaty of Greyhawk, it was rare to see a halfling
outside of Rookroost or Stoink in the Bandit Following Brandobaris’ spirit, the Foot Sect is based
Kingdoms. out of the Gonagin House in Rookroost. A mix of
rogues, warriors, and arcanists, the Foot Sect is most
In the meantime, there was a purge among the Reyhu interested in embarrassing doublin’s as a whole, while
as Skannar Hendricks expelled or killed the more improving the lives of the hin they support. Much of
malevolent bandits under him in order to secure an the efforts of the Foot are directed towards obtaining
alliance with the Fanlarashan Elves. Many of those the resources the clan as a whole requires to continue
responsible for the massacre at Mercy’s Bluff were put their activities.
to the sword during the purge, while others changed
behavior to suit Hendricks agenda. By the late 580’s, While not a true sect within the Gonagin’s, there is a
most of the Reyhu had forgotten the betrayal at small group dedicated to Urogalan, the hin god of
Mercy’s Bluff. death. They consider it their task to record the tales of
the hin that have lived and died in service to the clan,
for others to remember and emulate.

32 11/22/2003
of Rookroost. With their natural talents for stealth, the
In addition to the divisions within the clan, there is a hin have been able to gain rank within the guild
definite hierarchy as well. Although the majority of unimpeded by their race or stature. However, the hin
Gonagin’s are not actually related by blood, the clan recognize that the Guild is a doubling organization, and
uses familial titles to track the position of a hin within work hard to ensure that they owe no debts or favors to
the group. Unproven members are frequently referred it or its leaders.
to as “distant relations”, while the majority of the clan
are “cousins”. The most dedicated members of the
sects are “brothers” or “sisters” and respected elders Distant Relation of the Gonagin Clan
and leaders are “aunts” and “uncles”.
Dividing themselves along familial ranks, Distant
Relations are the least experienced and trustworthy
Several members of the clan have been sent on
members of the clan. Observed and tested by the elder
missions outside of the Combination. Although they
hin, the distant relations are the chaff from which the
are burdened with the task of frequently returning
Gonagins are sifted.
home to report on their efforts, their services are
recognized and they are permitted to advance within
the family normally (i.e. members of the Gonagin Clan Requirements:
who reside outside the Bandit Kingdoms region may • Must be a Halfling (any subrace)
advance within the organization as if they lived in- • Must receive an invitation to join, either from
region.) a Cousin or higher member of the clan or by
expending 2 IP with the Clan.
Symbol One Time Cost:
The symbol of the Gonagin Clan is a black open- • Time Units: 3
fingered handprint on a green field. In addition, the
Thorn and Foot sects frequently use the symbols of Yearly Cost:
their patron deities in situations where outsiders are • Time Units: 2
unlikely to observe.
• Distant Relations must pay a kickback (tithe)
of 5% for all scenarios played.
Prominent Members
“Grampa” Gonagin is a surly old hin and the oldest Limitations:
member of the Clan, as he is the only survivor of the • Gonagins suffer a –1 circumstance penalty to
Reyhu betrayal still alive today. Unfortunately, time Diplomacy checks with Doublins (humanoids
has not been kind to him and his memory and wits have greater than small in size).
become confused. He now lives at the Gonagin House
in Rookroost, attended by a follower of Urogalan. Benefits:

Uncle Warsee Gonagin remains in the Tangles most of Access Benefits:


the year, tending to his gardens and a small hidden • Gonagins may acquire the feats Clever
shrine to Sheela Peryroyl. He also oversees the Wrestling, Close Quarters Fighting, Dual
training den where the riding wolves of the Thorn sect Strike, Hamstring, Plant Defiance, and
are raised. Sanctum Spell. All other requirements must
still be met.
Relationship with Other Organizations • Distant Relations may purchase the following
items: Alter Case (spruce), Boots of Striding
Fort Hendricks: Although Skannar Hendricks and his and Springing, Brooch of Shielding, Circlet of
men killed or expelled many of the Reyhu responsible
Persuasion, Cloak of Resistance +2, Collar of
for the betrayal at Mercy’s Bluff, many of the bandits
Resistance +2, Compact Prayer Book,
remain sheltered within the forest walls of the Fellreev.
Darkwood Mighty Composite Longbow, Dust
Never forgetting or forgiving the Reyhu, the Gonagin’s
of Disappearance, Glowpowder, Halfling
alternately blame Hendrick’s for harboring criminals or
Skiprock, Potion of Nondetection, Rope of
for denying them their revenge on the Reyhu leaders of Climbing, Scentbreaker, Suregrip, Vest of
Mercy’s Bluff.
Escape, Wire Garrote. Note: all size
dependant items are halfling-sized. Weapons
Rookroost Thieves Guild: Many members of the
Gonagin’s have allied themselves with the underworld

33 11/22/2003
are available as normal, masterwork, and Composite Longbow, Dust of Disappearance,
with a +1 enhancement bonus. Gloves of Dexterity +2, Glowpowder,
Halfling Skiprock, Potion of Nondetection,
Organizational Benefits: Rope of Climbing, Salve of Slipperiness,
• Gonagin House: During scenarios taking place Scentbreaker, Suregrip, Vest of Escape, Wire
in the Bandit Kingdoms, Gonagins receive a Garrote. Note: all size dependant items are
100% discount to Standard lifestyle. halfling-sized. Weapons are available as
• Among Family: Distant Relations have a normal, masterwork, or with a +1
permanent influence point that may be enhancement bonus.
redeemed once per scenario. Members of the • Cousins may pay for the Bane special ability
Gonagin Clan may always keep and spend to be placed on an existing magical weapon.
influence with the clan, regardless of other The subtype selected for the Bane weapon
effects. must be for a humanoid race.

Cousin of the Gonagin Clan Organizational Benefits:


Having had opportunity to prove themselves, Cousins • Gonagin House: During scenarios taking place
are largely left to follow their own path. However, in the Bandit Kingdoms, Gonagins receive a
their dedication to the clan ensures that where the 100% discount to Standard lifestyle.
elders call, the Cousins will rally. • Among Family: Cousins have a permanent
influence point that may be redeemed once
per scenario. Members of the Gonagin Clan
Requirements:
may always keep and spend influence with the
• Must serve as a Distant Relation of the
clan, regardless of other effects.
Gonagin Clan for six months (real time).
• +5 Base Attack, +3d6 Sneak Attack, or the
ability to cast 3rd level or higher spells. Foot Brother/Sister of the Gonagin Clan
Requirements
Yearly Cost: • Must serve as a Cousin of the Gonagin Clan
• Time Units: 5 for one year (real time).
• Cousins must pay a kickback (tithe) of 5% for • +9 Base Attack or +5d6 sneak attack or ability
all scenarios played. to cast 5th level or higher spells.
• A Gonagin may belong to either the Foot or
Limitations: Thorn sects, but not both.
• Gonagins suffer a –1 circumstance penalty to
Diplomacy checks with Doublins (humanoids Yearly Cost:
greater than small in size). • Time Units: 8
• Thorns must pay a kickback (tithe) of 10% for
Benefits: all scenarios played.

Access Benefits: Limitations:


• Gonagins may acquire the feats Clever • Foot Kin suffer a –2 circumstance penalty to
Wrestling, Close Quarters Fighting, Dual Diplomacy checks with Doublins (humanoids
Strike, Hamstring, Plant Defiance, and greater than small in size).
Sanctum Spell. All other requirements must
still be met. Benefits:
• Cousins gain access to the following spells:
Briar Web, Divine Zephyr, Embrace the Wild, Access Benefits:
Indifference, Mass Darkvision, Nature’s • Foot Kin may acquire the feats Charlatan,
Balance, Recitation, and Sonic Orb. Clever Wrestling, Close Quarters Fighting,
• Cousins may purchase the following items: Cooperative Spell, Dash, Death Blow, Divine
Alter Case (spruce), Boots of Striding and Vigor, Dual Strike, Expert Tactician, Fleet of
Springing, Bracers of Health +2, Brooch of Foot, Hamstring, Plant Defiance, Reach Spell,
Shielding, Circlet of Persuasion, Cloak of and Sanctum Spell. All other requirements
Resistance +3, Collar of Resistance +3, must still be met.
Compact Prayer Book, Darkwood Mighty

34 11/22/2003
• Foot Kin gain access to the following spells: • Thorns suffer a –2 circumstance penalty to
Divine Zephyr, Energy Buffer, Filter, Ghost Diplomacy checks with Doublins (humanoids
Form, Indifference, Mass Darkvision, greater than small in size).
Recitation, and Sonic Orb.
• Foot Kin may purchase the following items: Benefits:
Alter Case (spruce), Amulet of Natural Armor
+3, Belt of Giant Strength +4, Belt of Many Access Benefits:
Pouches, Boots of Striding and Springing, • Thorns may acquire the feats Clever
Bracers of Health +4, Brooch of Shielding, Wrestling, Close Quarters Fighting,
Cloak of Charisma +4, Cloak of Resistance Cooperative Spell, Dash, Destructive Rage,
+4, Collar of Resistance +4, Compact Prayer Dual Strike, Extra Rage, Hamstring, Plant
Book, Darkwood Mighty Composite Control, Plant Defiance, Reach Spell, and
Longbow, Figurine of Wondrous Power Sanctum Spell. All other requirements must
(Onyx Dog), Gloves of Dexterity +4, still be met.
Glowpowder, Halfling Skiprock, Headband of • Thorns gain access to the following spells:
Intellect +4, Immovable Rod, Periapt of Beget Bogun, Bloodhound, Briar Web,
Wisdom +4, Potion of Nondetection, Ring of Camouflage, Dawn, Decomposition, Divine
Freedom of Movement, Ring of Protection +3, Zephyr, Embrace the Wild, False Bravado,
Rope of Climbing, Scentbreaker, Suregrip, Hawkeye, Languor, Nature’s Balance,
Wire Garrote. Note: all size dependant items Recitation, and Spikes.
are halfling-sized. Weapons are available as • Thorns gain access to the Windrider prestige
normal, masterwork, or with a +1 class (from Masters of the Wild). Unless the
enhancement bonus. Thorn has access to an animal from a class
• Foot Kin may pay for the bane or defending ability (such as a druid’s animal companion)
special abilities to be placed on an existing or from other campaign documentation, the
magical weapon. The subtype selected for the only mounts available to the Windrider are:
Bane weapon may either be a humanoid race dog, riding dog, pony, and warpony. The
or monstrous humanoid. mount must be acquired normally (purchased
either from a merchant or from Warsee, the
Organizational Benefits: Gonagin kennel master).
• Gonagin House: During scenarios taking place • Thorns may purchase the following items:
in the Bandit Kingdoms, Foot Kin receive a Alter Case (spruce), Amulet of Mighty Fists
100% discount to Rich lifestyle. +1, Amulet of Natural Armor +3, Belt of
• Among Family: Foot Kin have a permanent Giant Strength +4, Belt of Many Pouches,
influence point that may be redeemed once Boots of Striding and Springing, Bracers of
per scenario. Members of the Gonagin Clan Health +4, Cloak of Resistance +4, Collar of
may always keep and spend influence with the Resistance +4, Compact Prayer Book,
clan, regardless of other effects. Darkwood Mighty Composite Longbow,
Druid’s Vestment, Elemental Gem (Air and
Thorn Brother/Sister of the Gonagin Clan Earth only), Figurine of Wondrous Power
(Onyx Dog), Gloves of Dexterity +4,
Requirements Glowpowder, Halfling Skiprock, +1 Heavy
• Must serve as a Cousin of the Gonagin Clan Darkwood Shield, Periapt of Wisdom +4,
for one year (real time). Potion of Natural Clarity, Potion of
• +9 Base Attack or ability to cast 5th level or Nondetection, Ring of Protection +3, Rope of
higher spells including wall of thorns. Climbing, Scentbreaker, Suregrip, Wilding
• A Gonagin may belong to either the Foot or Clasp. Note: all size dependant items are
Thorn sects, but not both. halfling-sized. Weapons are available as
normal, masterwork, or with a +1
Yearly Cost: enhancement bonus.
• Time Units: 8 • Thorns may pay for the bane special ability to
• Thorns must pay a kickback (tithe) of 10% for be placed on an existing magical weapon.
all scenarios played. The subtype selected for the bane weapon
may either be for a humanoid race, animals,
Limitations: magical beasts, plants, or vermin.

35 11/22/2003
• Thorns may pay for the wild special ability to Figurine of Wondrous Power (Onyx Dog),
be placed on an existing magical shield or suit Gloves of Dexterity +4, Glowpowder,
of armor. Headband of Intellect +4, Mask of the Skull,
Periapt of Wisdom +4, Potion of
Organizational Benefits: Nondetection, Ring of Mind Shielding, Ring
• Gonagin House: During scenarios taking place of Protection +3, Staff of Earth and Stone, and
in the Bandit Kingdoms, Thorns receive a Vest of Escape. Note: all size dependant
100% discount to Standard lifestyle. items are halfling-sized. Weapons are
• Among Family: Thorns have a permanent available as normal, masterwork, or with a
influence point that may be redeemed once +1 enhancement bonus.
per scenario. Members of the Gonagin Clan • Witnesses may pay for the bane special ability
may always keep and spend influence with the to be placed on an existing magical weapon.
clan, regardless of other effects. The subtype selected for the bane weapon
may either be a humanoid race, undead, or
Witness of the Last Step outsider (chaotic).
• Witnesses may pay for the disruption special
Requirements ability to be placed on an existing magical
• Must serve as a Cousin of the Gonagin Clan bludgeoning weapon.
for one year (real time). • Witnesses may pay for the absorbing special
• Must be a worshipper of Urogalan ability to be placed on an existing magical
• Able to either cast 4th level spells OR 3rd level shield or suit of armor.
spells and possess the bardic knowledge / lore
class ability. Organizational Benefits:
• A Witness of the Last Step may not belong to • Gonagin House: During scenarios taking place
either the Foot or Thorn sects. in the Bandit Kingdoms, Witnesses receive a
100% discount to Standard lifestyle.
Yearly Cost: • Among Family: Witnesses have a permanent
• Time Units: 8 influence point that may be redeemed once
• Witnesses must pay a kickback (tithe) of 5% per scenario. Members of the Gonagin Clan
for all scenarios played. may always keep and spend influence with the
clan, regardless of other effects.
Note:
• Witnesses do not suffer the usual Gonagin
penalties for interacting with Doublins
(humanoids greater than small in size).

Benefits:
Access Benefits:
• Gonagins may acquire the feats Clever
Wrestling, Close Quarters Fighting, Dual
Strike, Hamstring, Obscure Lore, Requiem,
Sanctum Spell, and Subsonics. All other
requirements must still be met.
• Cousins gain access to the following spells:
Burial Blessing, Focusing Chant, Fortissimo,
Joyful Noise, Listening Coin, and Recitation.
• Witnesses may purchase the following items:
Alter Case (spruce), Amulet of Natural Armor
+3, Belt of Dwarvenkind, Boots of Striding
and Springing, Candle of Invocation (LG, LN,
and N only), Cloak of Charisma +4, Cloak of
Resistance +4, Compact Prayer Book,
Darkwood Mighty Composite Longbow,
Elemental Gem (Earth), Eyes of Dark Aura,

36 11/22/2003
Rookroost Thieves Guild
Having always been a powerful organization, the Additionally the guild has been divided into several
Rookroost Thieves' Guild is feared throughout the departments, each dealing with a particular specialty as
Bandit Kingdoms. Even despite its occupation by the follows:
forces of Iuz, the oldest of the Bandit Kingdom's cities • General – this would be the most common.
continues to be dominated by the powerful bandit Most guild members find keeping their skills
rogues and assassins of the Guild. generalized works best for them.
• Arcanist – These members focus on supplying
Rumors abound that the Guild itself is led by a arcane support for the guilds activities.
mysterious figure known only as “the Eye”. This • Box Man – These Rouges specialize on
powerful guild master, who presides over an extensive opening and disarming traps, commonly found
web of contacts and resources, rules with “an iron hand on chests
in a velvet glove,” using the ten Thief Masters trying to • Cat Burglar – The second story man. This
keep a tight control of the city’s illicit activities. group focuses on stealthy approaches and
exits to the target job.
As a clear indication of this influence, the Guild once • Faceman – Also called a con man. With the
enjoyed a monopoly on all theft of property within the best of them, you never for sure whether they
city of Rookroost.. Additionally, there are many secret are lying or if they are telling you the truth..
passages that run throughout the city, controlled either • Olidammara’s Mask – Insure the guild pays
directly or indirectly by the Guild. These passages are proper respect to their patron God.
used for getaways, smuggling, and anything else a
• Pickpicket – As the name suggests these are
guild member might require in the course of plying his
the masters of slight of hand.
trade. In fact, the only ways to or from the city that
• Snitch – Some members focus on keeping in
aren't controlled by the government are controlled by
the loop with the activities of the city and
the Guild, which has made them a nexus of smuggling
beyond.
activity and black-market sales in this part of the
• Thug – When all else fails, every group of
Bandit Kingdoms.
thieves need a Thug or two to enforce the will
of the Guild.
The Guild rankings are as follows:
• Assassins – For years the RTG has ruled in
• Specialists: These are Guild friends who have
the shadows, often enforcing its will through
gained “Protected” status in return for services
the use of those who have little regard for the
that they may render to the Guild.
value of life. The Assassins are collectively
• Sharpers: These are the apprentices of the
known as the Blades and only their Thief
Guild and the starting rank of any rogue who
Master and “The Eye” know who they are.
joins the Guild.
• Rogues: These are the journeymen of the
Guild and the most common level of Guild Specialist
members.
• Training Masters: These are accomplished Requirements:
thieves who help control the Guild and
provide training for Rogues and Sharpers Entry:
• Thief Masters: These are the most powerful • Any alignment, except lawful good.
members of the Guild. They form a Council • Bluff 2+ ranks
of Thieves that work with “the Eye” to • Influence: Must be sponsored by Rogue level
control both the Guild and the city. member or higher.
• “The Eye” (guild master): The identity of
“the Eye” remains confidential to all lower Yearly Cost:
ranks in the Guild, where only the Thief • Time Units: 2
Masters and a few select Training Masters • Specialists must pay a 10% kickback to the
even know who “the Eye” is and how “the guild following all scenarios in the Bandit
Eye” is chosen. Kingdoms or Iuz’s Border States.

Benefits:

37 11/22/2003
• Sharpers may purchase any items from Tables
Access Benefits: 3-1 and 3-2 in Song and Silence, as well as the
• Specialists may gain access to two feats from following: Potion of Gaseous Form, Breaker
the following list (select upon joining): Jack Bottle, Possum Pouch, Slippers of Spider
of all Trades, Multicultural, Hamstring, Dash, Climb, Hat of Disguise, Gloves of Dexterity
Chink in the Armor, Disguise Spell, +2, Lens of Detection, and Dust of
Charlatan, Alluring, Trustworthy, Expert Disappearance.
Tactician. • Sharpers may pay for the Shadowed special
• Specialists may purchase the following items: ability to be placed on a existing magical
Breaker Bottle, Possum Pouch, Spool of armor.
Endless Rope, (all Song and Silence), Oil of
Slipperiness, Vest of Escape, Hat of Disguise, Organizational Benefits:
Potion of Gaseous Form, and Dust of • Sharpers have a permanent influence point
Disappearance. with the Guild that they may redeem once per
scenario.
Organizational Benefits: • +2 Competence bonus to Gather Information
• Specialists have a permanent influence point skill checks in Rookroost.
with the Guild that they may redeem once per
scenario. Guild Sharper: Arcanist
• +2 Competence bonus to Gather Information
skill checks in Rookroost.
Requirements:
Sharper Entry:
• Any alignment, except lawful good.
Requirements: • Bluff 2+ ranks, as well as 5+ ranks in two
skills from following list: Appraisal, Bluff,
Entry: Decipher Script, Diplomacy, Disable Device,
• Any alignment, except lawful good. Disguise, Escape Artist, Forgery, Gather
• Bluff 2+ ranks, as well as 5+ ranks in each of Information, Hide, Intimidate, Knowledge
three skills from following list: Appraisal, (Bandit Kingdoms), Move Silently, Open
Bluff, Decipher Script, Diplomacy, Disable Locks, Pick Pockets, Search, and Sense
Device, Disguise, Escape Artist, Forgery, Motive.
Gather Information, Hide, Intimidate, • Must have been a Sharper or Specialist for at
Knowledge (Bandit Kingdoms), Move least 6 months (real time).
Silently, Open Locks, Pick Pockets, Search, • Must be able to cast 1st level arcane spells.
and Sense Motive.
• Must be sponsored by Rogue level member or Yearly Cost:
higher. • Time Units: 3
• Arcanists must pay 200gp annually, as well as
Yearly Cost: a 10% kickback to the guild following all
• Time Units: 2 scenarios.
• Sharpers must pay a 10% kickback to the
guild following all scenarios. Benefits:

Benefits: Access Benefits:


• Arcanists gain access to two feats from the
Access Benefits: following list (select upon joining): Disguise
• Sharpers gain access to two feats from the Spell, Quicker Than The Eye, Flick of The
following list (select upon joining): Acrobatic, Wrist, Jack of All Trades, Chain Spell,
Arterial Strike, Chink in The Armor, Disguise Eschew Materials, Energy Substitution, Split
Spell, Extra Music, Flick of The Wrist, Ray, Persistent Spell, and Greater Spell Focus.
Hamstring, Jack of All Trades, Quicker Than • Arcanists may purchase any items from
The Eye, Shadowed. Tables 3-1 and 3-2 in Song and Silence, as
well as the following: Wand of Knock, Dust of
Disappearance, Bracers of Armor +2, Possum

38 11/22/2003
Pouch, Slippers of Spider Climb, Cloak of The of Detection, Periapt of Proof against Poison,
Arachnid, Ring of Invisibility, Headband of Possum Pouch, Ring of Invisibility, Gloves of
Intellect +2, Gloves of Dexterity +2, and Lens Dexterity +2, Cloak of Resistance +3, and
of Detection. Eyes of the Eagle.
• Arcanists may pay for the Spell Storing • Box men may pay for the Shadowed special
special ability to be placed on an existing ability to be placed on an existing magical
magical weapon. armor.

Organizational Benefits: Organizational Benefits:


• Arcanists have two permanent influence • Box men have two permanent influence points
points with the Guild; each may be redeemed with the Guild; each may be redeemed once
once per scenario. per scenario.
• +2 Competence bonus to Gather Information • +2 Competence bonus to Gather Information
skill checks in Rookroost. skill checks in Rookroost.
• Arcanists receive a 50% discount on Standard • Boxmen receive a 50% discount on Standard
Lifestyle during Bandit Kingdoms regional Lifestyle during Bandit Kingdoms regional
scenarios. scenarios.

Guild Sharper: Box Man Guild Sharper: Cat Burglar

Requirements: Requirements:
Entry: Entry:
• Any alignment, except lawful good. • Any alignment, except lawful good.
• Bluff 2+ ranks, Disable Device 5+ ranks, • Bluff 2+ ranks, Climb 5+ ranks, Balance 5+
Open Locks 5+ ranks, and 5+ ranks in each of ranks, and 5+ ranks in each of two skills from
two skills from following list: Appraisal, following list: Appraisal, Bluff, Decipher
Bluff, Decipher Script, Diplomacy, Disguise, Script, Disable Device, Disguise, Escape
Escape Artist, Forgery, Gather Information, Artist, Forgery, Gather Information, Hide,
Hide, Intimidate, Knowledge (Bandit Knowledge (Bandit Kingdoms), Move
Kingdoms), Move Silently, Pick Pockets, Silently, Open Locks, Search, and Sense
Search, and Sense Motive. Motive.
• Must have been a Sharper or Specialist for at • Must have been a Sharper or Specialist for at
least 6 months (real time). least 6 months (real time).

Yearly Cost: Yearly Cost:


• Time Units: 3 • Time Units: 3
• Box men must pay 200gp annually, as well as • Cat Burglars must pay 200gp annually, as well
a 10% kickback to the guild following all as a 10% kickback to the guild following all
scenarios. scenarios.

Benefits: Benefits:
Access Benefits: Access Benefits:
• Box men gain access to two feats from the • Cat burglars gain access to two feats from the
following list (select upon joining): Acrobatic, following list (select upon joining): Prone
Arterial Strike, Chink in The Armor, Flick of Attack, Throw Anything, Acrobatic, Athletic,
The Wrist, Hamstring, Jack of All Trades, Dash, Fleet of Foot, Flick of The Wrist,
Quicker Than The Eye, Shadowed, Remain Quicker Than The Eye, Shadow, Snatch
Conscious, and Resist Poison. Weapon. All other requirements must still be
• Box men may purchase any items from Tables met.
3-1 and 3-2 in Song and Silence, as well as the • Cat burglars may purchase any items from
following: Dust of Disappearance, Potion of Tables 3-1 and 3-2 in Song and Silence, as
Neutralize Poison, Bracers of Health +2, Lens well as the following: Potion of Gaseous

39 11/22/2003
Form, Dust of Disappearance, Breaker Bottle, following: Potion of Gaseous Form, Circlet of
Possum Pouch, Slippers of Spider Climb, Persuasion, Dust of Disappearance, Possum
Cloak of The Arachnidan, Ring of Invisibility, Pouch, Harp of Charming, Horn of Fog,
Hat of Disguise, Gloves of Dexterity +2, and Medallion of Thoughts, Hat of Disguise,
Lens of Detection. Gloves of Dexterity +2, and Cloak of
• Cat burglars may pay for the Silent Moves Charisma +2.
special ability to be placed on an existing • Facemen may pay for the Glamoured special
magical armor. ability to be placed on an existing magical
armor.
Organizational Benefits:
• Cat burglars have two permanent influence Organizational Benefits:
points with the Guild; each may be redeemed • Facemen have two permanent influence points
once per scenario. with the Guild; each may be redeemed once
• +2 Competence bonus to Gather Information per scenario.
skill checks in Rookroost. • +2 Competence bonus to Gather Information
• Cat burglars receive a 50% discount on skill checks in Rookroost.
Standard Lifestyle during Bandit Kingdoms • Facemen receive a 50% discount on Standard
regional scenarios. Lifestyle during Bandit Kingdoms regional
scenarios.
Guild Sharper: Faceman
Guild Sharper: Olidammara’s Mask
Requirements:
Requirements:
Entry:
• Any alignment, except lawful good. Entry:
• Bluff 2+ ranks, Bluff 5+ ranks, Sense Motive • Any alignment, except lawful good.
5+ ranks, and 5+ ranks in each of two skills • Bluff 2+ ranks, and 5+ ranks in each of two
from following list: Appraisal, Decipher skills from following list: Appraisal, Bluff,
Script, Diplomacy, Disable Device, Disguise, Decipher Script, Diplomacy, Disable Device,
Escape Artist, Forgery, Gather Information, Disguise, Escape Artist, Forgery, Gather
Hide, Intimidate, Knowledge (Bandit Information, Hide, Intimidate, Knowledge
Kingdoms), Move Silently, Open Locks, (Bandit Kingdoms), Move Silently, Open
Perform, Pick Pockets, and Search. Locks, Pick Pockets, and Search.
• Must have been a Sharper or Specialist for at • Must have been a Sharper or Specialist for at
least 6 months (real time). least 6 months (real time).
• Must be able to cast 1st level divine spells.
Yearly Cost:
• Time Units: 3 Yearly Cost:
• Facemen must pay 200gp annually, as well as • Time Units: 3
a 10% kickback to the guild following all • Masks must pay 200gp annually, as well as a
scenarios. 10% kickback to the guild following all
scenarios.
Benefits:
Benefits:
Access Benefits:
• Facemen gain access to two feats from the Access Benefits:
following list (select upon joining): Alluring, • Masks gain access to two feats from the
Charlatan, Disguise Spell, Extra Music, following list (select upon joining): Disguise
Lingering Song, Multicultural, Obscure Lore, Spell, Reach Spell, Divine Resistance, Divine
Persuasive, Quicker Than The Eye, and Vigor, Charlatan, Chain Spell, Cooperative
Trustworthy. All other requirements must still Spell, Delay Spell, Eschew Materials, Twin
be met. Spell. All other requirements must still be
• Facemen may purchase any items from Tables met.
3-1 and 3-2 in Song and Silence, as well as the

40 11/22/2003
• Masks may purchase any items from Tables 3- • Pickpockets may purchase any items from
1 and 3-2 in Song and Silence, as well as the Tables 3-1 and 3-2 in Song and Silence, as
following: Amulet of Memory, Potion of well as the following: Potion of Gaseous
Gaseous Form, Dust of Disappearance, Form, Dust of Disappearance, Breaker Bottle,
Breaker Bottle, Possum Pouch, Slippers of Possum Pouch, Slippers of Spider Climb,
Spider Climb, Ring of Invisibility, Hat of Medallion of Thought, Ring of Invisibility,
Disguise, Gloves of Dexterity +2, and Periapt Hat of Disguise, Gloves of Dexterity +2, and
of Wisdom +2. Eyes of the Eagle.
• Masks may pay for the Glamoured special • Pickpockets may pay for the Silent Moves
ability to be placed on an existing magical special ability to be placed on an existing
armor. magical armor.

Organizational Benefits: Organizational Benefits:


• Masks have two permanent influence points • Pickpockets have two permanent influence
with the Guild; each may be redeemed once points with the Guild; each may be redeemed
per scenario. once per scenario.
• +2 Competence bonus to Gather Information • +2 Competence bonus to Gather Information
skill checks in Rookroost. skill checks in Rookroost.
• Masks receive a 50% discount on Standard • Pickpockets receive a 50% discount on
Lifestyle during Bandit Kingdoms regional Standard Lifestyle during Bandit Kingdoms
scenarios. regional scenarios.

Guild Sharper: Pickpocket Guild Sharper: Snitch

Requirements: Requirements:
Entry: Entry:
• Any alignment, except lawful good. • Any alignment, except lawful good.
• Bluff 2+ ranks, Pick Pockets 5+ ranks, and 5+ • Bluff 2+ ranks, Gather Information 5+ ranks,
ranks in each of three skills from following Sense Motive 5+ ranks, and 5+ ranks in each
list: Appraisal, Bluff, Decipher Script, of two skills from following list: Appraisal,
Diplomacy, Disable Device, Disguise, Escape Bluff, Decipher Script, Diplomacy, Disable
Artist, Forgery, Gather Information, Hide, Device, Disguise, Escape Artist, Forgery,
Intimidate, Knowledge (Bandit Kingdoms), Hide, Intimidate, Knowledge (Bandit
Move Silently, Open Locks, Search, and Kingdoms), Move Silently, Open Locks, Pick
Sense Motive. Pockets, and Search.
• Must have been a Sharper or Specialist for at • Must have been a Sharper or Specialist for at
least 6 months (real time). least 6 months (real time).

Yearly Cost: Yearly Cost:


• Time Units: 3 • Time Units: 3
• Pickpockets must pay 200gp annually, as well • Snitches must pay 200gp annually, as well as
as a 10% kickback to the guild following all a 10% kickback to the guild following all
scenarios. scenarios.

Benefits: Benefits:
Access Benefits: Access Benefits:
• Pickpockets gain access to two feats from the • Snitches gain access to two feats from the
following list (select upon joining): Close following list (select upon joining): Alluring,
Quarters Fighting, Clever Wrestling, Dash, Charlatan, Dash, Fleet of Foot, Jack of All
Flick of The Wrist, Arterial Strike, Hamstring, Trades, Multicultural, Snatch Weapon,
Jack of All Trades, Quicker Than The Eye, Persuasive, Shadow, and Trustworthy.
Shadow, and Chink in The Armor.

41 11/22/2003
• Snitches may purchase any items from Tables Down, Close-Quarters Fighting, Deathblow,
3-1 and 3-2 in Song and Silence, as well as the Dual Strike, and Feign Weakness.
following: Potion of Gaseous Form, Dust of • Thugs may purchase any items from Tables 3-
Disappearance, Breaker Bottle, Possum 1 and 3-2 in Song and Silence, as well as the
Pouch, Slippers of Spider Climb, Medallion of following: Potion of Gaseous Form, Dust of
Thought, Ring of Invisibility, Hat of Disguise, Disappearance, Possum Pouch, Slippers of
Gloves of Dexterity +2, and Cloak of Spider Climb, Ring of Invisibility, Hat of
Charisma +2. Disguise, Gloves of Dexterity +2, Gauntlets of
• Snitches may pay for the Glamoured special Ogre Power, Vest of False Life, and Mithril
ability to be placed on an existing magical Shirt.
armor. • Thugs may pay for the Keen special ability to
be placed on an existing magical weapon.
Organizational Benefits:
• Snitches have two permanent influence points Organizational Benefits:
with the Guild; each may be redeemed once • Thugs have two permanent influence points
per scenario. with the Guild; each may be redeemed once
• +2 Competence bonus to Gather Information per scenario.
skill checks in Rookroost. • +2 Competence bonus to Gather Information
• Snitches receive a 50% discount on Standard skill checks in Rookroost.
Lifestyle during Bandit Kingdoms regional • Thugs receive a 50% discount on Standard
scenarios. Lifestyle during Bandit Kingdoms regional
scenarios.
Guild Sharper: Thug
Guild Rogue
Requirements:
Requirements:
Entry:
• Any alignment, except lawful good. Entry:
• Base Attack Bonus 2+ • Any alignment, except lawful good.
• Innuendo 2+ ranks Intimidate 5+ ranks, and • Innuendo 2+ ranks, as well as 8+ ranks in
5+ ranks in each of two skills from following each of five skills from following list:
list: Appraisal, Bluff, Decipher Script, Appraisal, Bluff, Decipher Script, Diplomacy,
Diplomacy, Disable Device, Disguise, Escape Disable Device, Disguise, Escape Artist,
Artist, Forgery, Gather Information, Hide, Forgery, Gather Information, Hide, Intimidate,
Knowledge (Bandit Kingdoms), Move Knowledge (Bandit Kingdoms), Move
Silently, Open Locks, Pick Pockets, Search, Silently, Open Locks, Pick Pockets, Search,
and Sense Motive. and Sense Motive.
• Must have been a Sharper or Specialist for at • Must have been a Sharper for at least one year
least 6 months (real time). (real time).

Yearly Cost:
Yearly Cost:
• Time Units: 6
• Time Units: 3
• Rogues must pay 300gp annually, as well as a
• Thugs must pay 200gp annually, as well as a
10% kickback to the guild following all
10% kickback to the guild following all
scenarios.
scenarios.
Benefits:
Benefits:
Access Benefits:
Access Benefits: • Rogues gain access to the following feats:
• Thugs gain access to two feats from the Acrobatic, Arterial Strike, Chink in The
following list (select upon joining): Arterial Armor, Disguise Spell, Extra Music, Flick of
Strike, Expert Tactician, Dirty Fighting, The Wrist, Hamstring, Jack of All Trades,
Hamstring, Quicker Than The Eye, Knock- Quicker Than The Eye, and Shadow.
• Rogues may purchase any items from Tables

42 11/22/2003
3-1 and 3-2 in Song and Silence, as well as the • Arcanists gain access to the following feats:
following: Potion of Gaseous Form, Breaker Disguise Spell, Quicker Than The Eye, Flick
Bottle, Possum Pouch, Slippers of Spider of The Wrist, Jack of All Trades, Chain Spell,
Climb, Hat of Disguise, Gloves of Dexterity Eschew Materials, Energy Substitution, Split
+4, Len of Detection, Dust of Disappearance, Ray, Persistent Spell, and Greater Spell Focus.
Ring of Blinking, Potion of Haste, Potion of • Arcanists may purchase any items from
Neutralize Poison, Ring of Elemental Tables 3-1 and 3-2 in Song and Silence, as
Resistance (minor), Rope of Climbing, Chime well as the following: Wand of Knock, Dust of
of Opening, and Bag of Holding (Type 2). Disappearance, Bracers of Armor +4, Possum
• Rogues gain access to the Spymaster and Pouch, Slippers of Spider Climb, Cloak of The
Outlaw of the Crimson Road prestige classes; Arachnidan, Ring of Invisibility, Headband of
the required Outlaw code is to protect the Intellect +4, Gloves of Dexterity +4, Lens of
peasants in and around the Free City of Detection, Ring of Blinking, Boccob’s Blessed
Rookroost. Book, and Goggles of Night.
• Rogues may pay for the Shadowed or Silent • Arcanists may learn the following spells:
Moves special abilities to be placed on an Lesser Acid Orb, Negative Energy Ray, Ice
existing magical armor. Knife, Eagle’s Splendor, Fox’s Cunning,
Owl’s Wisdom, Familiar Pocket, Mass Resist
Organizational Benefits: Elements, Acid Orb, Otiluke’s Dispelling
• Rogues have two permanent influence points Screen, Mass Fly, Mass Darkvision.
with the Guild; each may be redeemed once • Arcanists may pay for the Spell Storing
per scenario. special ability to be placed on an existing
• +2 Competence bonus to Gather Information magical weapon.
skill checks in Rookroost. • Arcanists gain access to the Spymaster and
• Rogues receive a 100% discount on Standard Mindbender prestige classes.
Lifestyle during Bandit Kingdoms regional
scenarios. Organizational Benefits:
• Arcanists have two permanent influence
Guild Rogue: Arcanist points with the Guild; each may be redeemed
once per scenario.
Requirements: • +2 Competence bonus to Gather Information
skill checks in Rookroost.
Entry: • Arcanists receive a 100% discount on
• Any alignment, except lawful good. Standard Lifestyle during Bandit Kingdoms
• Bluff 4+ ranks, as well as 8+ ranks in three regional scenarios.
skills from following list: Appraisal, Bluff,
Decipher Script, Diplomacy, Disable Device, Guild Rogue: Box Man
Disguise, Escape Artist, Forgery, Gather
Information, Hide, Intimidate, Knowledge Requirements:
(Bandit Kingdoms), Move Silently, Open
Locks, Pick Pockets, Search, and Sense Entry:
Motive. • Any alignment, except lawful good.
• Must have been a Sharper: Arcanist for at • Bluff 4+ ranks, Disable Device 8+ ranks,
least one year (real time). Open Locks 8+ ranks, and 8+ ranks in each of
• Must be able to cast 2nd level arcane spells. three skills from following list: Appraisal,
Bluff, Decipher Script, Diplomacy, Disguise,
Yearly Cost: Escape Artist, Forgery, Gather Information,
• Time Units: 6 Hide, Intimidate, Knowledge (Bandit
• Arcanists must pay 300gp annually, as well as Kingdoms), Move Silently, Pick Pockets,
a 10% kickback to the guild following all Search, and Sense Motive.
scenarios. • Must have been a Sharper: Box Man for at
least one year (real time).
Benefits:
Yearly Cost:
Access Benefits: • Time Units: 6

43 11/22/2003
• Box men must pay 300gp annually, as well as Motive.
a 10% kickback to the guild following all • Must have been a Sharper: Cat Burglar for at
scenarios. least one year (real time).

Benefits: Yearly Cost:


• Time Units: 6
Access Benefits: • Cat burglars must pay 300gp annually, as well
• Box men gain access to the following feats: as a 10% kickback to the guild following all
Acrobatic, Arterial Strike, Chink in The scenarios.
Armor, Flick of The Wrist, Hamstring, Jack of
All Trades, Quicker Than The Eye, Benefits:
Shadowed, Remain Conscious, and Resist
Poison. Access Benefits:
• Box men may purchase any items from Tables • Cat burglars gain access to the following
3-1 and 3-2 in Song and Silence, as well as the feats: Prone Attack, Throw Anything,
following: Dust of Disappearance, Potion of Acrobatic, Athletic, Dash, Fleet of Foot, Flick
Neutralize Poison, Bracers of Health +4, Lens of The Wrist, Quicker Than The Eye, Shadow,
of Detection, Periapt of Proof against Poison, Snatch Weapon.
Possum Pouch, Ring of Invisibility, Gloves of • Cat burglars may purchase any items from
Dexterity +4, Cloak of Resistance +4, Eyes of Tables 3-1 and 3-2 in Song and Silence, as
the Eagle, Bag of Holding (Type 2), Slippers well as the following: Potion of Gaseous
of Spider Climbing, Gauntlet of Rust, Form, Dust of Disappearance, Breaker Bottle,
Necklace of Adaptation, and Chime of Possum Pouch, Slippers of Spider Climb,
Opening. Cloak of The Arachnidan, Ring of Invisibility,
• Box men gain access to the Spymaster and Hat of Disguise, Gloves of Dexterity +4, Lens
Outlaw of the Crimson Road prestige classes; of Detection, Potion of Haste, Gloves of
the required Outlaw code is to protect the Swimming and Climbing, Rope of Climbing,
peasants in and around the Free City of Chime of Opening, and Goggles of Night.
Rookroost. • Cat burglars gain access to the Spymaster and
• Box men may pay for the Shadowed or Silent Outlaw of the Crimson Road prestige classes;
Moves special abilities to be placed on an the required Outlaw code is to protect the
existing magical armor. peasants in and around the Free City of
Rookroost.
Organizational Benefits: • Cat burglars may pay for the Shadowed or
• Box men have two permanent influence points Silent Moves special abilities to be placed on
with the Guild; each may be redeemed once an existing magical armor.
per scenario.
• +2 Competence bonus to Gather Information Organizational Benefits:
skill checks in Rookroost. • Cat burglars have two permanent influence
• Box men receive a 100% discount on points with the Guild; each may be redeemed
Standard Lifestyle during Bandit Kingdoms once per scenario.
regional scenarios. • +2 Competence bonus to Gather Information
skill checks in Rookroost.
Guild Rogue: Cat Burglar • Cat burglars receive a 100% discount on
Standard Lifestyle during Bandit Kingdoms
Requirements: regional scenarios.

Entry: Guild Rogue: Face Man


• Any alignment, except lawful good.
• Bluff 4+ ranks, Climb 8+ ranks, Balance 8+ Requirements:
ranks, Move Silently 8+ ranks, and 8+ ranks
in each of two skills from following list: Entry:
Appraisal, Bluff, Decipher Script, Disable • Any alignment, except lawful good.
Device, Disguise, Escape Artist, Forgery, • Innuendo 4+ ranks, Bluff 8+ ranks, Sense
Gather Information, Hide, Knowledge (Bandit Motive 8+ ranks, and 8+ ranks in each of two
Kingdoms), Open Locks, Search, and Sense skills from following list: Appraisal, Decipher

44 11/22/2003
Script, Diplomacy, Disable Device, Disguise,
Escape Artist, Forgery, Gather Information, Guild Rogue: Olidammara’s Mask
Hide, Intimidate, Knowledge (Bandit
Kingdoms), Move Silently, Open Locks, Requirements:
Perform, Pick Pockets, and Search.
• Must have been a Sharper: Face Man for at Entry:
least one year (real time). • Any alignment, except lawful good.
• Bluff 4+ ranks, and 8+ ranks in each of three
Yearly Cost: skills from following list: Appraisal, Bluff,
• Time Units: 6 Decipher Script, Diplomacy, Disable Device,
• Face men must pay 300gp annually, as well as Disguise, Escape Artist, Forgery, Gather
a 10% kickback to the guild following all Information, Hide, Intimidate, Knowledge
scenarios. (Bandit Kingdoms), Move Silently, Open
Locks, Pick Pockets, Search, and Sense
Benefits: Motive.
• Must have been a Sharper: Olidammara’s
Access Benefits: Mask for at least one year (real time).
• Face men gain access to the following feats: • Must be able to cast 2nd level divine spells.
Alluring, Charlatan, Disguise Spell, Extra
Music, Lingering Song, Multicultural, Yearly Cost:
Obscure Lore, Persuasive, Quicker Than The • Time Units: 6
Eye, and Trustworthy. • Masks must pay 300gp annually, as well as a
• Face men may purchase any items from 10% kickback to the guild following all
Tables 3-1 and 3-2 in Song and Silence, as scenarios.
well as the following: Potion of Gaseous
Form, Circlet of Persuasion, Dust of Benefits:
Disappearance, Possum Pouch, Harp of
Charming, Horn of Fog, Medallion of Access Benefits:
Thoughts, Hat of Disguise, Gloves of • Masks gain access to the following feats:
Dexterity +4, Cloak of Charisma +4, Eyes of Disguise Spell, Reach Spell, Divine
Charming, Cape of the Mountebank, Chime of Resistance, Divine Vigor, Charlatan, Chain
Interruption, Horn of Triumph, Lute of The Spell, Cooperative Spell, Delay Spell, Eschew
Wandering Minstrel, and Ring of Mind Materials, Twin Spell.
Shielding. • Masks may purchase any items from Tables 3-
• Face men gain access to the Spymaster and 1 and 3-2 in Song and Silence, as well as the
Outlaw of the Crimson Road prestige classes; following: Amulet of Memory, Potion of
the required Outlaw code is to protect the Gaseous Form, Dust of Disappearance,
peasants in and around the Free City of Breaker Bottle, Possum Pouch, Slippers of
Rookroost. Spider Climb, Ring of Invisibility, Hat of
• Face men may pay for the Glamoured special Disguise, Gloves of Dexterity +4, Periapt of
ability to be placed on an existing magical Wisdom +4, Mask of The Dead, Rod of
armor. Wonder, Ring of Mind Shielding, Robe of
• Face men may learn the following spells: Blending, Incense of Meditation, and Mask of
Eagle’s Splendor, Ambient Song, Joyful Noise, The Skull.
Fortissimo, Crescendo, and Zone of Silence. • Masks gain access to the Spymaster prestige
class.
Organizational Benefits: • Masks may pay for the Glamoured special
• Face men have two permanent influence ability to be placed on an existing magical
points with the Guild; each may be redeemed armor.
once per scenario. • Masks may learn the following spells: Knife
• +2 Competence bonus to Gather Information Spray, Blessed Aim, Chain of Eyes, Curse of
skill checks in Rookroost. The Brute, Lesser Telepathic Bond, Sword
• Face men receive a 100% discount on Stream, Castigate, Recitation, Weapon of The
Standard Lifestyle during Bandit Kingdoms Deity, and Divine Agility.
regional scenarios.
Organizational Benefits:

45 11/22/2003
• Masks have two permanent influence points an existing magical armor.
with the Guild; each may be redeemed once • Pickpockets may pay for the Merciful special
per scenario. ability to be placed on an existing magical
• +2 Competence bonus to Gather Information weapon.
kill checks in Rookroost.
• Masks receive a 100% discount on Standard Organizational Benefits:
Lifestyle during Bandit Kingdoms regional • Pickpockets have two permanent influence
scenarios. points with the Guild; each may be redeemed
once per scenario.
Guild Rogue: Pickpocket • +2 Competence bonus to Gather Information
skill checks in Rookroost.
Requirements: • Pickpockets receive a 100% discount on
Standard Lifestyle during Bandit Kingdoms
Entry: regional scenarios.
• Any alignment, except lawful good.
• Bluff 4+ ranks, Bluff 8+ ranks, Pick Pockets Guild Rogue: Snitch
8+ ranks, and 8+ ranks in each of three skills
from following list: Appraisal, Decipher Requirements:
Script, Diplomacy, Disable Device, Disguise,
Escape Artist, Forgery, Gather Information, Entry:
Hide, Intimidate, Knowledge (Bandit • Any alignment, except lawful good.
Kingdoms), Move Silently, Open Locks, • Bluff 4+ ranks, Gather Information 8+ ranks,
Search, and Sense Motive. Sense Motive 8+ ranks, and 8+ ranks in each
• Must have been a Sharper: Pickpocket for at of three skills from following list: Appraisal,
least one year (real time). Bluff, Decipher Script, Diplomacy, Disable
Device, Disguise, Escape Artist, Forgery,
Yearly Cost: Hide, Intimidate, Knowledge (Bandit
• Time Units: 6 Kingdoms), Move Silently, Open Locks, Pick
• Pickpockets must pay 300gp annually, as well Pockets, and Search.
as a 10% kickback to the guild following all • Must have been a Sharper: Snitch for at least
scenarios. one year (real time).

Benefits: Yearly Cost:


• Time Units: 6
Access Benefits: • Snitches must pay 300gp annually, as well as
• Pickpockets gain access to the following feats: a 10% kickback to the guild following all
Close Quarters Fighting, Clever Wrestling, scenarios.
Dash, Flick of The Wrist, Arterial Strike,
Hamstring, Jack of All Trades, Quicker Than Benefits:
The Eye, Shadow, and Chink in The Armor.
• Pickpockets may purchase any items from Access Benefits:
Tables 3-1 and 3-2 in Song and Silence, as • Snitches gain access to the following feats:
well as the following: Potion of Gaseous Alluring, Charlatan, Dash, Fleet of Foot, Jack
Form, Dust of Disappearance, Breaker Bottle, of All Trades, Multicultural, Snatch Weapon,
Possum Pouch, Slippers of Spider Climb, Persuasive, Shadow, and Trustworthy.
Medallion of Thought, Ring of Invisibility, Hat • Snitches may purchase any items from Tables
of Disguise, Gloves of Dexterity +4, Eyes of 3-1 and 3-2 in Song and Silence, as well as the
the Eagle, and Boots of Striding and following: Potion of Gaseous Form, Dust of
Springing. Disappearance, Breaker Bottle, Possum
• Pickpockets gain access to the Spymaster and Pouch, Slippers of Spider Climb, Medallion of
Outlaw of the Crimson Road prestige classes; Thought, Ring of Invisibility, Hat of Disguise,
the required Outlaw code is to protect the Gloves of Dexterity +4, Cloak of Charisma
peasants in and around the Free City of +4, Ring of Mind Shielding, Circlet of
Rookroost. Persuasion, and Eyes of Charming.
• Pickpockets may pay for the Shadowed and • Snitches gain access to the Spymaster and
Silent Moves special abilities to be placed on Outlaw of the Crimson Road prestige classes;

46 11/22/2003
the required Outlaw code is to protect the • Thugs may purchase any items from Tables 3-
peasants in and around the Free City of 1 and 3-2 in Song and Silence, as well as the
Rookroost. following: Potion of Gaseous Form, Dust of
• Snitches may pay for the Glamoured special Disappearance, Possum Pouch, Slippers of
ability to be placed on an existing magical Spider Climb, Ring of Invisibility, Hat of
armor. Disguise, Gloves of Dexterity +4, Belt of
• Snitches may pay for the Merciful special Giant Strength +4, Vest of False Life, Mithral
ability to be placed on an existing magical Shirt, Sword of Subtlety, Rapier of
weapon. Puncturing, Eyes of Doom, Robe of Blending,
and Goggles of the Night.
Organizational Benefits: • Thugs may pay for an existing magical
• Snitches have two permanent influence points weapon to be upgraded to a +2 enhancement
with the Guild; each may be redeemed once bonus.
per scenario.
• +4 Competence bonus to Gather Information Organizational Benefits:
skill checks in Rookroost. • Thugs have two permanent influence points
• Snitches receive a 100% discount on Standard with the Guild; each may be redeemed once
Lifestyle during Bandit Kingdoms regional per scenario.
scenarios. • +2 Competence bonus to Gather Information
and Intimidate skill checks in Rookroost.
Guild Rogue: Thug • Thugs receive a 100% discount on Standard
Lifestyle during Bandit Kingdoms regional
Requirements: scenarios

Entry: Rogue Training Master: Arcanist


• Any alignment, except lawful good.
• Base Attack Bonus 4+ Requirements:
• Bluff 4+ ranks Intimidate 8+ ranks, and 8+
ranks in each of two skills from following list: Entry:
Appraisal, Bluff, Decipher Script, Diplomacy, • Any alignment, except lawful good.
Disable Device, Disguise, Escape Artist, • Bluff 6+ ranks, as well as 10+ ranks in five
Forgery, Gather Information, Hide, skills from following list: Appraisal, Bluff,
Knowledge (Bandit Kingdoms), Move Decipher Script, Diplomacy, Disable Device,
Silently, Open Locks, Pick Pockets, Search, Disguise, Escape Artist, Forgery, Gather
and Sense Motive. Information, Hide, Intimidate, Knowledge
• Must have been a Sharper: Thug for at least (Bandit Kingdoms), Move Silently, Open
one year (real time). Locks, Pick Pockets, Search, and Sense
Motive.
Yearly Cost: • Must be able to cast 3nd level arcane spells.
• Time Units: 6 • Must have been a Sharper: Arcanist for at
• Thugs must pay 300gp annually, as well as a least one year (real time).
10% kickback to the guild following all • Must have been a Rogue: Arcanist for at least
scenarios. one year (real time).
• Must have the Notice of the Eye Influence
Benefits: point.
Access Benefits: Yearly Cost:
• Thugs gain access to the following feats: • Time Units: 8
Arterial Strike, Expert Tactician, Dirty
• Arcanists must pay 500gp annually, as well as
Fighting, Hamstring, Quicker Than The Eye,
a 10% kickback to the guild following all
Knock-Down, Close-Quarters Fighting,
scenarios.
Deathblow, Dual Strike, and Feign Weakness.
• Thugs may take levels in Outlaw of the Benefits:
Crimson Road; the required Outlaw code is to
protect the peasants in and around the Free Access Benefits:
City of Rookroost.

47 11/22/2003
• Arcanists gain access to the following feats:
Disguise Spell, Quicker Than The Eye, Flick
of The Wrist, Jack of All Trades, Chain Spell,
Eschew Materials, Energy Substitution, Split
Ray, Persistent Spell, Repeat Spell, Subdual
Substitution, and Greater Spell Focus.
• Arcanists may purchase any items from
Tables 3-1 and 3-2 in Song and Silence, as
well as the following: Wand of Knock, Dust of
Disappearance, Bracers of Armor +6, Possum
Pouch, Slippers of Spider Climb, Cloak of The
Arachnidan, Ring of Invisibility, Headband of
Intellect +6, Gloves of Dexterity +6, Lens of
Detection, Ring of Blinking, Boccob’s Blessed
Book, Rod of Lesser Silence, Rod of Lesser
Extension, Ring of Spell Storing, Ring of
Wizardry I, Ioun Stone (Dark blue rhomboid),
and Goggles of Night.
• Arcanists may learn the following spells:
Lesser Acid Orb, Corpse Candle, Feign
Death, Nagative Energy Burst, Enhance
Familiar, Negative Energy Ray, Ice Knife,
Eagle’s Splendor, Fox’s Cunning, Owl’s
Wisdom, Familiar Pocket, Mass Resist
Elements, Acid Orb, Otiluke’s Dispelling
Screen, Mass Fly, Mass Darkvision,
Ghostform and Mordenkainen’s Private
Sanctum.
• Arcanists may pay for the Spell Storing
special ability to be placed on an existing
magical weapon.
• Arcanists gain access to the Spymaster and
Mindbender prestige classes.

Organizational Benefits:
• Arcanists have three permanent influence
points with the Guild; each may be redeemed
once per scenario.
• +4 Competence bonus to Gather Information
skill checks in Rookroost.
• Arcanists receive a 100% discount on High
Lifestyle during Bandit Kingdoms regional
scenario

48 11/22/2003
Moskol’s Legion
Situated north of Rift Canyon, the Earldom of the remain abandoned and overgrown with grasses, weeds,
Tangles has perhaps suffered the worst under the and rats. The men of the Tangles are not burdened
occupation of Iuz than any other domain in the with taxes, as there are not enough of them to make the
Combination. The lands are quite diverse, ranging effort valuable. Instead, all of the silver from the
from low rocky hills in the south, to the wide plains southern mines is used to fill Iuz’s coffers, and what
dividing it from the Warfields and Greenhall, to the food can be spared is sent to feed his armies.
thick canopy of the Tangles. These lands have seen
considerable destruction wrought by the demigod’s Life in the Tangles, the civilized parts that is, can only
forces and the once plentiful landscape has been be described as quiet paranoia. The domain is wholly
largely reduced to scorched earth and mud. Only the controlled by Iuz, save for the small pockets of
Tangles appears to have survived unscathed, though resistance in Hallorn and the Tangles. The failure to
not for Iuz’s efforts. For years, the humanoid armies at control these bands have led to pressure on the military
Splinter Keep have done their best to raze the forest commanders and to Earl Aundurach, who in turn take
and drive out the few remaining clusters of freemen out their anger on the common people unfortunate
who dwell within, but to no avail. The forest seems to enough to be in their paths. The situation has calmed
heal these wounds magically. somewhat in the past few years, but the people of the
Earldom have learned when to keep silent and when to
The previous ruler of the Tangles, Earl Reynard, was hide. No one can expect to go unmolested, but those
slain when Iuz’s forces invaded Hallorn in 582 CY. who speak out are as likely to find themselves made
For five years, the domain tittered on the verge of examples of as supported by the Earl’s skewed concept
anarchy as those who managed to escape into the of justice.
Tangles fought a losing war against the demigod’s
infernal host and humanoid armies. Things changed History
with the banishing of the fiends and Furyondy’s Great
Northern Crusade. A new Earl was named, tasked with The Earldom’s history is one of the more stable, and
bringing a semblance of order to the domain. As a certainly the most benign, in the course of the
symbol of his authority, Earl Aundurach was presented Combination of Free Lords. Hallorn, the capital, was
with a hideous scepter, crafted from the bones of originally founded as a waystation by a band of
Reynard. Only one as mad as Aundurach would renegade adventurers in 400 CY. The region already
consider his control of the Earldom “orderly,” but the had a propensity for lawlessness, as it lay somewhat
priest of Iuz has managed to make the Tangles out of sight between the kingdoms of Aerdi and
productive again, and return some sense of normalcy to Furyondy. Hallorn was little more than a backwater
these war-ravaged people. He rules from the Earl’s outpost at this point, but its population grew as the Rift
keep in Hallorn and is almost never seen beyond its Canyon area grew thick with bandits. The founding
walls except when he attends a brutal ceremony to party, led by an outspoken priest of Oldimmara named
make it clear who rules the Tangles. (Doma Skelton), carved a trained militia out of the
common people, and used many of the devices they’d
The lands of the Earldom are normally quite bountiful. uncovered in their career to their disposal. It didn’t
The plains west of the Tangles are still farmed, despite take long for word to spread of a sanctuary among the
the pressing occupation on Hallorn. The Earldom otherwise lawless country. In a moment of good
controlled a few modest silver mines in the southern humor, Skelton anointed himself Earl of “the Tangles.”
rocky plateau near Rift Canyon. A few small streams “Only an ass would crown himself king of such a place
and rivers, tributaries of the Ritensa and the as this,” he jested.The title stuck, and the Earldom of
Artonsamay, run from the Tangles and provide natural the Tangles was born.
sources. The Tangles themselves have always formed
a natural defense, a place for the people of the Earldom Time passed and the strength of the Earldom grew, fed
to disappear when necessary. Thick with vegetation by many fleeing the influx of bandits in the area. The
and undergrowth, the forest has always impeded war title of Earl was passed down to the descendants of the
machines and cavalry forces. It has been at this central original founders, and was always treated more as an
point that most of the larger communities in the domain honor than a title of authority. The people of the
have sprung. Few of these survived the war with Iuz, Tangles followed the Earl more out of their respect for
however. The once verdant fields are only now his ancestors than because of any noble calling.
beginning to return to their previous production; many Surrounded by petty lordships who only flirted with the

49 11/22/2003
concepts of law, the people had a common interest, and regenerative capabilities, and the flames did little to cut
a reason to work together. There were occasional back the foliage for any period of time. A few claim
skirmishes with the neighboring domains, but fortune you could actually see the forest grow from their
smiled down on the small domain. It was by and large vantage at Splinter Keep. Still, it was only a matter of
one of the most self-sufficient and productive domains time as teams of hobgoblins and ghastly demonic
in the Combination of Free Lords. hounds penetrated the Tangles in search of resistance
cells.
Luck began to run short for the folk of the Tangles in
578 CY when the Hierarchs of the Horned Society Help came in an unlikely fashion. In the winter of 583
captured the Barony of Wormhall and the Warfields. CY, a trio of militant priests from Furyondy appeared
From that point on began a near constant succession of before the largest cell who had been driven to the heart
raids into the Tangles. Horned Society raiders even of the Tangles. They brought with them weapons,
found passage through Abbarra, who was traditionally food, and ointments for healing which they applied
neutral throughout the region but whose rulers had long liberally. Dedicated to Trithereon, these priests were
had a relationship with the Hierarchs. Forced to bent on training the remaining freemen in guerilla
dedicate so much of his militia to defending its western tactics. Led by a priest named Otolle, then managed to
border, there was little then Earl Reynard could do to join many of the remaining cells into a considerable
quell the [ignite] skirmishes from Rift Canyon and the force. The men of the Tangles have no delusions.
Kingdom of Johrase. Neighboring Greenkeep offered They do not harbor hope that they will ever return to
some aid, but feared assaults on its own borders (not to Hallorn, or wherever else they once called home. But
mention the threat of Abbarra’s involvement). These they do wish to play the thorn in Iuz’s side for as long
assaults continued until 582 CY, when Iuz put an end as they can manage. Such would do the memory of
to the whole thing. Earl Skelton proud.

Earl Reynard and his followers found themselves very Important Personas
much alone as the demigod’s armies swept across the
bandit lands. Weakened from years of battle against
the Horned Society, the folk of the Tangles stood little Earl Aundurach: Earl Aundurach might have been a
chance against the horde of demons and humanoids handsome man once. But the madness he suffer from
who came in waves. Yet even under insurmountable has twisted his appearance. He is hopelessly paranoid,
odds, the Tangle was among the last of the domains to almost as much as the people he controls. His actions
fall. The Burning of Hallorn marked the end of their are chaotic and unpredictable. His only constants are
war with Iuz. Earl Reynard was captured and forced to his loyalty to Iuz and his fear of Cranzer. Those close
swear allegiance to Iuz. When he sought to explain to to him know how to use these facts to their advantage.
his captors that he had little control over what his So long as he keeps the people of Hallorn under
people chose to do, he was staked to the wall of his control, Cranzer permits him to play king.
Keep and before the remaining citizens of Hallorn had
the flesh rended from his body by demons. His bones Kreela: Kreela is Cranzer’s eyes and ears in Hallorn.
were then shipped off to Dorakaa and a full garrison She reports to him regularly through a magic bowl on
stationed at the keep. Aundurach and his latest exploits. She makes no secret
of the fact that she despises the Earl, but her loyalty to
Many resourceful folk managed to escape into the Iuz and Cranzer keep her in check. She plays the role
Tangles. What Earl Skelton had once claimed to be the of chief advisor dutifully, taking delight in using her
second most hideous place in the Flanaess proved to be position to send Aundurach into gibbering fits on
his people’s salvation. These folk did their best to eke occasion. She has little pity for the poor souls he takes
out an existence in the inhospitable place. Bandits his anger out on afterward, for she believes all who
from the Midlands and Joharse had also taken to hiding would bow to such a beast deserve their fate.
in the forest. Together, these folk put their allegiances
aside for the common enemy, and began conducting Tarren Moskol: Tarren is the leader of the largest
raids against Iuz’s forces. These attacks were not resistance cell within the Tangles. Tracing his
always successful, and the numbers of these freemen bloodline back to the founders of the Earldom, he
dwindled quickly. From Rookroost, Cranzer of the would be in line for Earl should he survive this ordeal,
Boneheart commanded the construction of Splinter which he does not expect to. He finds this pessimistic
Keep, whose host was ordered to carry out the razing outlook liberating, allowing him to take risks he might
of the Tangles and the execution of all traitors found not if he expected otherwise. He is greatful for the
within. Strangely, the forest proved to have incredible assistance Otolle and his fellow priests bring with

50 11/22/2003
them, though they are perhaps a touch too preachy for One Time Cost:
his tastes. He is respected and honored by those who • Gold: 300gp
have chosen to follow him. Though command of the
forest city has been surrendered to him, Tarren is quite Yearly Cost:
suspicions about Umbardos. The fool never seems to • Time Units: 4
reveal all he knows at any given time, or how he has
come to know it. Benefits:
Otolle: A crusader of Trithereon from Furyondy,
Access Benefits:
Otolle has made it his mission to lead the people of the
Tangles against the overwhelming forces of Iuz. He • Daggers may take any of the following feats:
respects these people and their courage, though he Create Infusion, Improved Shield Bash and
wishes they were less pessimistic about their chances. Remain Conscious.
They are Trithereon’s arm against Iuz, and he will let • Daggers may purchase the following items:
no harm come to them until the demigod bleeds from Alchemist’s Arrow, Arrow of Cure Light
their wound. Utilizing a plane shift spell through an Wounds, Boots of the Winterlands, Cloak of
enchanted device, Otolle and his peers have brought Elvenkind, Collar of Cleverness (1 trick),
aid to these suffering people and offered them a chance Eyes of the Eagle, Gauntlets of Ogre Power,
at retribution. Goggles of Following, Grapple Firing
Crossbow, Headband of Ferocity, Horn of
Umbardos, the Lord of the Motley: The self styled Fog, Sacred Scabbard, and Stone of Alarm.
“lord of the motley,” there are a million stories of how • Daggers may also pay for the Hunting special
Umbardos came to rule his forest city at the center of ability to be placed on an existing magical
the Tangles. In some, he was the court fool of an Aerdi weapon.
lord before one evening killing the tyrant and running
off with his daughter. In another, he is a Knight of the Organizational Benefits:
Watch who was converted to the worship of • +1 competence bonus to Survival checks
Oldimmara and found his post far to dour and serious while in the Tangles.
to maintain. In none of these stories is the man less
than one hundred years old, though he appears no older
than thirty. The oldest citizen of his tree-born city is
fifty, and Umbardos has ruled throughout the woman’s
lifetime. Whatever the truth of Umbardos’ sordid past,
he is not going to reveal it first. He loves to speak of
riddles and prophesies and seems to have an infinite
patience.

Dagger of Moskol:
Many rogues and bandits live within the borders of the
Tangles, but there are a few that have sworn their
allegiance to Taren Moskol. The newest members of
his forces are known as his daggers, striking swiftly
from the cover the forest against the nearby forces of
the Old One.

Requirements:
Entry:
• Any Good alignment
• Base Attack +2
• 5 ranks in each of two skills from following
list or 5 ranks in one skill and the ability to
cast 2nd level divine spells: Bluff, Heal, Move
Silently, Ride, or Survival.

51 11/22/2003
Blade of Moskol

Requirements:

Entry:
• Must be a Dagger of Moskol for six months
(real time)
• Base Attack +6
• 11 ranks in each of two skills from the
following list or 11 ranks in one skill and the
ability to cast 4th level divine spells: Bluff,
Heal, Move Silently, Ride, or Survival.
Yearly Cost:
• Time Units: 6

Benefits:

Access Benefits:
• Daggers may take any of the following feats:
Create Infusion, Hold the Line, Improved
Shield Bash, Remain Conscious, Shield
Charge, Shield Expert, and Stealthy.
• Blades may purchase the following items:
Alchemist’s Arrow, Arrow of Cure Light
Wounds, Belt of Giant Strength +4, Boots of
the Winterlands, Cloak of Elvenkind, Collar
of Cleverness (2 tricks), Eyes of the Eagle,
Goggles of Following, Grapple Firing
Crossbow, Headband of Ferocity, Horn of
Fog, Periapt of Wisdom +2, Sacred Scabbard,
Stone of Alarm, Vest of Resistance +2.
• Blades may pay for the Hunting special ability
to be placed on an existing magical weapon.
• Blades may pay for the Called special ability
to be placed on an existing magical armor.
• Blades may pay for the Bashing special ability
to be placed on an existing magical shield.

Organizational Benefits:
• +1 competence bonus to Survival checks
while in the Tangles.
• Crawl up a Tree: Blades receive a 50%
discount to Standard Lifestyle in Bandit
Kingdoms regional scenarios.

52 11/22/2003
Forts Hendricks and Scorn
Skannar Hendricks, a powerful chieftain of the Reyhu Hendricks brought two high-level specialists with him,
group of bandits, is a lot smarter than most. Fleeing a Conjurer and an Invoker, both of whom provide
from Iuz, attacked by a band of 200 Dazark devastating magic strength in battle. The alliance of
encountered on the first day in the forest, his men then elven scouts, spies and ambushers with human battle
took something of a drubbing from the eastern wood and strike forces has proven very effective.
elves, though they managed to slay a powerful
fighter/mage. He decided that he really needed some To date Hendrick is holed up in the forest harassing
allies. The wood elves didn’t seem to want to simply Iuz’s forces to steal supplies and raw materials need to
murder the bandits wholesale, so Hendricks talked maintain the forts. Supplies are always a constant
peace with them. need. Food is now usually available due to the alliance
Incredibly, this alliance has worked. Hendrick’s men with the sylvan elves, however magical supplies and
include fewer evil, and more neutrally aligned men complex weapons and armor are still in short supply.
than most bandit gangs. Likewise the elves have many Though his blacksmiths have improved in skill, they
neutrals. There was some room for understanding, still lack the skill and experience in working exotic
since both hated Iuz and his orcs. So, the wood elves materials. Hendrick is a shrewd leader and knows that
have allowed Hendricks’ men to build a couple of the forest gives him a great deal of protection. His
strongholds in the Fellreev and after a joint battle forces only number around 1000 or less men and young
against a large force from Fleichshriver in Patchwall, boys along with an additional 1000 or so women and
584 CY, some kind of friendship has been cemented. children. Though he will order strikes on Iuz’s supply
shipments he does little else to draw the ire of the Old
The two races have begun to develop a wary respect One. Having survived for a little more than ten years
for each other and teach each other their skills. The now, his men are seasoned but he is not ready to throw
elves have shown the bandits the skills of forest their lives away with out good cause. There are rumors
hunting and snaring, and how to mount forest however that Hendrick has also become more paranoid
ambushes. The bandits brought very good weaponry in his old age. How this will affect the forts or if it is
with them and have given the elves some, and they even true has yet to be seen.
even managed to bring a hundred good horses, which
have been bred successfully at Fort Hendricks. Wood Fort Hendricks Garrison
elves are now to be seen galloping along the Fellreev The most numerous members of Hendrick’s group are
margins on raids against Iuz’s supply lines. Skilled the men, defending the forts day in and day out.
rope use and the building of fortified forest villages
have also shown the elves talents some of them have
found worthy of learning. There‘s a mutual admiration
Requirements:
in combat skills too. The bandits respect the elves’
agility, speed, and their talent for ambush, while the Entry:
elves respect the bandits’ brute strength and mastery of • 2+ ranks in either Spot or Listen or the
two-handed weapon use. Alertness feat.
• Any race other than Halfling or Half-Orc.
However, it is the intelligence and charisma of
Hendricks and the Clanmaster of Fanlareshen which Yearly Cost:
have cemented this alliance, together with Hendricks’ • 200 gp.
very public proclamations of what penalties will befall • 2 TU patrolling the walls
any of his men harming any of the elves. Swift
execution was meted out to one group who slew and Limitations:
looted the bodies of a wood elf outpost, with their • Air of disgust: -2 circumstance penalty to
goods and a dozen horses being given to the elves in bluff and diplomacy checks with followers of
recompense. The elves now know that Hendricks is a Iuz.
man of his word, and his own men have a very healthy
respect for their smart and powerful leader. Benefits:
Finally, this alliance has some magical strength at its
disposal. Elven mages and fighter-mages are not Access Benefits:
generally of high level, but there are many of them, and

53 11/22/2003
• Hendrick’s Garrison members may take any Spinning Javelin, Caber, Winch Crossbow,
of the following feats: Close Quarters Winch Crossbow Bolts, Darkwood Mighty
Fighting, Hold the Line, Monkey Grip, Off- Composite Longbow (+2 Str Bonus),
hand Parry, Reach Spell, Multicultural. Darkwood Mighty Composite Longbow (+3
• Hendrick’s Garrison members may purchase Str Bonus), Mithril Chain Shirt, Stone of
the following items: Wand of Cure Light Alarm, Eyes of the Eagle, Bracers of Archery,
Wounds, Boots of Elvenkind, Cloak of Gloves of Dex +2, Periapt of Wisdom +2, and
Elvenkind, Horseshoes of a Zephyr, Potion of Amulet of Natural Armor +2 .
Flying, Dust of Tracelessness, Masterwork • Sentinels may take levels in the Prestige Class
Duom, Masterwork Great Crossbow, and Order of the Bow Initiate.
Masterwork Spinning Javelin. • Sentinels may pay for +1 enhancement bonus
• Hendrick’s Garrison members may pay for +1 to be placed on an existing masterwork
enhancement bonus to be placed on an weapon.
existing masterwork weapon. • Sentinels may pay for the Frost ability to be
placed on an existing magical weapon.

Fort Hendricks Sentinel Fort Hendricks Sentinel Captain


These are eyes and ears watching out from the walls of These are the few that are charged with the
the forts. Often trained in some form of ranged combat organization, training and command of the forces
or divine magic they help ward off any threats that keeping the forts safe.
reach the walls.
Requirements:
Requirements:
Entry:
Entry: • 6+ ranks in either Spot or Listen.
• 4+ ranks in either Spot or Listen. • Base Attack Bonus 9+
• Base Attack Bonus 5+ • Must have been a Sentinel for at least 1 year
• Must have been a Garrison Member for at real time
least 6 months real time
Yearly Cost:
Yearly Cost: • 600 gp.
• 400 gp. • 9 TU patrolling the walls and training new
• 5 TU patrolling the walls members.

Limitations: Limitations:
• Air of disgust: -2 circumstance penalty to • Air of disgust: -2 circumstance penalty to
bluff and diplomacy checks with followers of bluff and diplomacy checks with followers of
Iuz. Iuz.

Benefits: Benefits:
Access Benefits: Access Benefits:
• Sentinel members may take any of the • Sentinel Captains may take any of the
following feats: Sharp Shooting, Knock- following feats: Sharp Shooting, Knock-
Down, Prone Attack, Shield Expert, Close Down, Prone Attack, Shield Expert, Close
Quarters Fighting, Hold the Line, Monkey Quarters Fighting, Hold the Line, Monkey
Grip, Off-hand Parry, Reach Spell, and Grip, Off-hand Parry, Reach Spell,
Multicultural. Multicultural, Dwarf’s Toughness, Dual
• Sentinel members may purchase the following Strike, Dirty Fighting, Death Blow, Dragon’s
items: Wand of Cure Light Wounds, Boots of Toughness, and Giant’s Toughness.
Elvenkind, Cloak of Elvenkind, Horseshoes of • Sentinel Captains may purchase the following
a Zephyr, Potion of Flying, Dust of items: Wand of Cure Light Wounds, Boots of
Tracelessness, Masterwork Duom, Elvenkind, Cloak of Elvenkind, Horseshoes of
Masterwork Great Crossbow, Masterwork a Zephyr, Potion of Flying, Dust of

54 11/22/2003
Tracelessness, Darkwood Mighty Composite
Longbow (+2 Str Bonus),, Darkwood Mighty Yearly Cost:
Composite Longbow (+3 Str Bonus), Mithril • 400 gp.
Chain Shirt, Stone of Alarm, Eyes of the • 4 TU patrolling the borders.
Eagle, Bracers of Archery, Gloves of Dex +2,
Gloves of Dex +4, Periapt of Wisdom +2, Limitations:
Amulet of Natural Armor +2, Amulet of • Air of disgust: -2 circumstance penalty to
Natural Armor +3, Vest of False Life, Ring of bluff and diplomacy checks with followers of
Protection +2, Belt of Giant Strength +4, Iuz.
Minor Ring of Elemental
Resistance(electricity), Immovable Rod,
Necklace of Fireballs(Type VII), Incense of
Benefits:
Meditation, Goggles of Night, Arrow of
Farsight, Masterwork Fullblade, Alchemist Access Benefits:
Arrows, Harpoon, Masterwork Duom, • Outriders may take any of the following feats:
Masterwork Great Crossbow, Masterwork Close Quarters Fighting, Hold the Line,
Spinning Javelin, Caber, Winch Crossbow, Monkey Grip, Off-hand Parry, Reach Spell,
and Winch Crossbow Bolts. Multicultural, Power Lunge, Extra Favored
• Sentinel Captains may take levels in the Enemy, Supernatural Blow, and Shadow.
Prestige Class Order of the Bow Initiate. • Outriders may purchase the following items:
• Sentinel Captains may pay for +1 Wand of Cure Light Wounds, Boots of
enhancement bonus to be placed on an Elvenkind, Cloak of Elvenkind, Horseshoes of
existing masterwork weapon. a Zephyr, Potion of Flying, Dust of
• Sentinel Captains may pay for +2 Tracelessness, Horseshoes of Speed, Goggles
enhancement bonus to be placed on an of Following (MoTW), Collar of Resistance
existing magical weapon. +2, Potion of Heroism, Belt of Giant Strength
• Sentinel Captains may pay for the Frost ability +4, Gauntlets of Dex+4, Masterwork Duom,
to be placed on an existing magical weapon. Masterwork Great Crossbow, and Masterwork
• Sentinel Captains may pay for +2 Spinning Javelin, Bolas, 2-ball, Harpoon, and
enhancement bonus to be placed on an Alchemist’s arrow.
existing magical armor. • Outriders may take levels in the Prestige Class
Windrider.
Organizational Benefits: • Outriders may pay for +1 enhancement bonus
• Sentinel Captains have one permanent to be placed on an existing masterwork
influence point with the Fort Hendricks; it weapon.
may be redeemed once per scenario. • Outriders may pay for +2 enhancement bonus
to be placed on an existing magical weapon.

Fort Hendricks Outrider Captain


Charged with training and organization of the forces
that scout the areas outside the forts. They are often
kept busy as the Fellreev is a very dangerous place.
Fort Hendricks Outrider
The outriders patrol the areas around the forts often Requirements:
tracking the enemies to their home so threats can be
attacked before they reach the garrison forces. Entry:
• 4+ ranks in either Spot or Listen.
Requirements: • Must have the Track or Ride by Attack feats.
• Must have 2 favored enemies or Spirited
Entry: Charge feat
• 4+ ranks in either Spot or Listen. • Base Attack Bonus 9+
• Must have the Track or Ride by Attack feats. • Must have been an Outrider for at least one
• Base Attack Bonus 5+ year real time.
• Must have been a Garrison Member for at
least 6 months real time. Yearly Cost:

55 11/22/2003
• 400 gp. Fort Wizard Apprentice
• 8 TU patrolling the borders and training new The Security of the Forts allows one of the few things
Outriders. found in the occupied lands of the Combination of Free
Lords, training for wizards. Hendrick’s brought a
Limitations: Conjurer and Invoker with him. They both have taken
• Air of disgust: -2 circumstance penalty to on students to provide an extra edge to protecting the
bluff and diplomacy checks with followers of Forts.
Iuz.
Requirements:
Benefits:
Entry:
Access Benefits: • 2+ ranks in either Spot or Listen or the
• Outrider Captains may take any of the Alertness feat.
following feats: Close Quarters Fighting, Hold • Must have 8+ ranks in Spellcraft and
the Line, Monkey Grip, Off-hand Parry, Concentration.
Reach Spell, Multicultural, Power Lunge, • Must be able to cast three conjuration or three
Extra Favored Enemy, Supernatural Blow, evocation spells of 2nd level or higher.
Improved Overrun, Favored Critical, Expert • Must have been a Garrison Member for at
Tactician, Power Critical, and Shadow. least 6 months real time.
• Outrider Captains may purchase the following
items: Wand of Cure Light Wounds, Boots of Initial Cost:
Elvenkind, Cloak of Elvenkind, Horseshoes of • 500gp donation to the wizards.
a Zephyr, Potion of Flying, Dust of
Tracelessness, Horseshoes of Speed, Goggles Yearly Cost:
of Following (MoTW), Collar of Resistance • 400 gp for supplies.
+2, Potion of Heroism, Belt of Giant Strength
• 4 TU patrolling the walls and training.
+4, Gauntlets of Dex+4, Equerry Armor,
Battle Rod , Cloak of the Forest (DoTF), Ring
Limitations:
of Invisibility, Ring of Animal Friendship,
• Air of disgust: -2 circumstance penalty to
Figurine of Wondrous Power (Ivory Goat),
bluff and diplomacy checks with followers of
Masterwork Duom, Masterwork Great
Iuz.
Crossbow, and Masterwork Spinning Javelin,
Bolas, 2-ball, Harpoon, and Alchemist’s
arrow. Benefits:
• Outrider Captains may take levels in the
Prestige Class Windrider. Access Benefits:
• Outrider Captains may pay for +1 • Apprentices may take any of the following
enhancement bonus to be placed on an feats: Close Quarters Fighting, Hold the Line,
existing masterwork weapon. Monkey Grip, Off-hand Parry, Reach Spell,
• Outrider Captains may pay for +2 or +3 Multicultural, Greater Spell Focus, Arcane
enhancement bonus to be placed on an Defense, Augment Summoning, Greater Spell
existing magical weapon. Penetration, and Widen Spell.
• Outrider Captains may pay for the Disruption • Apprentices may learn the following spells:
ability to be placed on an existing magical Glitterdust, Summon Swarm, Shatter,
weapon. Daylight, Stinking Cloud, Sleet Storm, Wind
• Outrider Captains may pay for the Ghost Wall, Lighting Bolt, Lesser Acid Orb, Lesser
Touch ability to be placed on an existing Cold Orb, Lesser Electric Orb, Lesser Fire
magical weapon. Orb, Lesser Sonic Orb, Choke, Ice Knife,
Fox’s Cunning, Familiar Pocket, Corpse
Organizational Benefits: Candle, Ice Burst, and Fortify Familiar.
• Outrider Captains have one permanent • Apprentices may purchase the following
influence point with the Fort Hendricks; it items: Bracers of Armor +3, Cloak of the
may be redeemed once per scenario. Arachnida, Bag of Holding(Type 2), Necklace
of Fireballs(Type IV), Headband of Intellect
+2, Wand of Cure Light Wounds, Boots of

56 11/22/2003
Elvenkind, Cloak of Elvenkind, Horseshoes of Daylight, Stinking Cloud, Sleet Storm, Wind
a Zephyr, Potion of Flying, Dust of Wall, Lighting Bolt, Evard’s Black Tentacles,
Tracelessness, Masterwork Duom, Solid Fog, Fire Shield, Shout, Cloudkill, Wall
Masterwork Great Crossbow, and Masterwork of Stone, Bigby’s Interposing Hand, Wall of
Spinning Javelin. Force, Lesser Acid Orb, Lesser Cold Orb,
• Apprentices may pay for +1 enhancement Lesser Electric Orb, Lesser Fire Orb, Lesser
bonus to be placed on an existing masterwork Sonic Orb, Choke, Ice Knife, Fox’s Cunning,
weapon. Familiar Pocket, Corpse Candle, Ice Burst,
• Apprentices may take levels in Mindbender, Acid Orb, Cold Orb, Electric Orb, Fire Orb,
Alienist (all other special requirements must Sonic Orb, Fortify Familiar, Mass
still be met). Darkvision, Energy Buffer and Fortify
Familiar.
Fort Wizard Adept • Adepts may purchase any item from table 4-1
As Adepts these few now help maintain the security of or 4-2 pg 72 Tome and Blood except for the
the keeps so that they may continue training. They Arcane Library.
help assist with the students and protecting the Forts. • Adepts may purchase the following items:
Bracers of Armor +6, Cloak of the Arachnida,
Bag of Holding(Type 4), Necklace of
Requirements: Fireballs(Type IV), Necklace of
Fireballs(Type VII), Headband of Intellect +4,
Entry: Boccob’s Blessed Book, Cloak of Resistance
• 2+ ranks in either Spot or Listen or the +3, Wand of Lighting Bolt (8th-level caster),
Alertness feat. Ring of Wizardry I, Staff of Fire, Staff of
• Must have 13+ ranks in Spellcraft and Swarming Insects, Wand of Magic Missiles
Concentration. (9th-level caster), Goggles of Night, Wand of
• Must be able to cast three conjuration or three Cure Light Wounds, Boots of Elvenkind,
evocation spells of 3nd level or higher. Cloak of Elvenkind, Horseshoes of a Zephyr,
• Must have been a Fort Wizard Apprentice for Potion of Flying, Dust of Tracelessness,
at least one year real time. Masterwork Duom, Masterwork Great
Crossbow, and Masterwork Spinning Javelin.
Initial Cost: • Adepts may pay for +1 enhancement bonus to
• 1500gp initiation. be placed on an existing masterwork weapon.
• Adepts may take levels in Mindbender or
Yearly Cost: Alienist (all other special requirements must
• 600 gp for supplies. still be met).
• 8 TU defending the walls and training.
Organizational Benefits:
Limitations: • Adepts have one permanent influence point
• Air of disgust: -2 circumstance penalty to with the Fort Hendricks; it may be redeemed
bluff and diplomacy checks with followers of once per scenario.
Iuz.

Benefits:

Access Benefits:
• Adepts may take any of the following feats:
Close Quarters Fighting, Hold the Line,
Monkey Grip, Off-hand Parry, Reach Spell,
Multicultural, Greater Spell Focus, Arcane
Defense, Augment Summoning, Greater Spell
Penetration, Arcane Preparation, Chain Spell,
Cooperative Spell, Delay Spell, Energy
Substitution, Extra Spell and Widen Spell.
• Adepts may learn the following spells:
Glitterdust, Summon Swarm, Shatter,

57 11/22/2003
Tangles Druids
Forest prestige class.
While the cult of the Oerth Mother (Beory) no longer • Acolytes may learn the following spells:
dominates the entire Flanaess as it once did, the Adrenalin Surge, Briar Web, Camouflage,
traditions of her worship persist in the Tangles. The Countermoon, Dawn, Daze Animal, Embrace
present hierarchy of the Old Faith is built upon the of the Wild, Forestfold, Green Blockade,
ancient religion of the druids, though deities in addition Hawkeye, Might of Oak, Nature’s Favor.
to Beory are worshiped. Of course, other “nature”
religions exist outside the Old Faith, even different Member of the Outer Circle
branches of the druidic heritage, but few of these are These are new members, just learning the joy of the
left in the Flanaess. The druids of the inner circles of Old Faith.
the Old Faith gain far more prestige and respect than
these other groups. Mistletoe, oak leaves, and holly Requirements:
leaves are their common emblems.
Entry:
See Chapter 6: Power Groups in Living Greyhawk ®
• Any neutral alignment.
Gazetter on page 161 for more details.
• Survival 8+ ranks
• Worship a deity that grants an elemental (Air,
Aspirant Earth, Fire, Water) domain or either the
These are new members, just learning the joy of the Animal or Plant domain.
Old Faith. • Must be able to cast Speak with Plants.
• Must have been an Aspirant for at least one
Requirements: year real time.

Entry: Yearly Cost:


• Any neutral alignment. • Time Units: 6
• Survival 5+ ranks
• Worship a deity that grants an elemental (Air, Limitations:
Earth, Fire, Water) domain or either the • Druidic Hierarchy: The character must submit
Animal or Plant domain. to the authority of the nine Druids, the three
Archdruids, and the Great Druid of the
Yearly Cost: Northern Reaches. Failure to comply with this
• Time Units: 4 limitation results in banishment from the
Circle.
Limitations:
• Druidic Hierarchy: The character must submit Benefits:
to the authority of the nine Druids, the three
Archdruids, and the Great Druid of the Access Benefits:
Northern Reaches. Failure to comply with this • Members of the Outer Circle gain access to
limitation results in banishment from the the feats Brachiation, Natural Spell, Plant
Circle. Control, Plant Defiance, and Scent.
• Members may purchase the following items:
Benefits: Amulet of Natural Armor +3, Create Infusion,
Collar of Cleverness (2 tricks), Collar of
Access Benefits: Resistance +2, Goggles of Following, Periapt
• Acolytes gain access to the feats Brachiation, of Wisdom +2, Rope of Climbing, Wand of
Natural Spell, Plant Defiance, and Scent. Cure Moderate Wounds, Wand of Cure Light
• Acolytes may purchase the following items: Wounds, and Wildling Clasp.
Amulet of Natural Armor +2, Collar of • Memebrs gain access to the King/Queen of
Cleverness (2 tricks), Collar of Resistance +2, the Forest prestige class.
Goggles of Following, Wand of Cure Light • Memebrs may learn the following spells:
Wounds, and Wildling Clasp. Adrenalin Surge, Briar Web, Camouflage,
• Acolytes gain access to the King/Queen of the Countermoon, Dawn, Daze Animal, Embrace

58 11/22/2003
of the Wild, Forestfold, Green Blockade,
Hawkeye, Might of Oak, Nature’s Favor
Speed of the Wind, Regenerate Light Wounds,
Regenerate Moderate Wounds, Regenerate
Serious Wounds, Regenerate Ring, Wood
Wose.

Organizational Benefits:
• Members of the Outer Circle have one
permanent influence point with the Tangles
Druids; it may be redeemed once per scenario.
• Members of the Outer Circle receive a 50%
discount to Standard Lifestyle in Bandit
Kingdoms regional scenarios.

59 11/22/2003
Fellreev Druids
Serving the ancient Flan Power Obad-Hai, these druids • Worship Obad-Hai
are utterly feral, wearing little more than rags in most
cases, and typically avoid interaction with humanoids, Yearly Cost:
even with elves. These druids are completely • Time Units: 4
otherworldly, absorbed in nature with no interest in the
doings of orcs, humans, or elves, but they have a Limitations:
treasury of oral folklore and history that is immense. • Druidic Hierarchy: The character must submit
Also, they are rumored to know every magical site in to the authority of the Fellreev Pack leaders.
the Fellreev, but are not willing to speak of them Failure to comply with this limitation results
outside their circle. in banishment from the Pack.

Recently the druids have become more noticeable. Benefits:


Unlike past years they have begun responding to
requests from initiates who wish to join them. Though Access Benefits:
suspected of being xenophobic towards everyone, they
• Cubs gain access to the feats Animal
now seem to welcome all who hear the call of nature
Defiance, Brachiation, Extra Wild Shape,
and Obad-Hai. Many of the traditional Flan woodsmen
Natural Spell, Plant Defiance, and Scent.
have joined their ranks, seeking shelter from the un-
• Cubs may purchase the following items:
natural forces in forest. Also angry voices can be heard
Amulet of Natural Armor +2, Druid’s
in the forest now. Some report that the voices are
Vestment, Gauntlet of Rust, Wand of Cure
calling for the Shalm to return the forest to its natural
Light Wounds, and Wildling Clasp.
state. Additionally, many living in the forest would
claim that the number of attacks by dire and feral • Cubs may pray for the following spells:,
creatures has been on the rise. Adrenalin Surge, Briar Web, Camouflage,
Countermoon, Dawn, Daze Animal, Embrace
These druids follow a different path than most, the of the Wild, Forestfold, Green Blockade,
Hierarchy is as follows: Might of Oak, Nature’s Favor, Regenerate
Cub Light Wounds, Regenerate Moderate Wounds,
Beast Wood Wose.
Dire Beast
Legendary Beast
Above these are a limited number of positions all of Beast of The Fellreev:
which are believed to be held by the original members: Members who have taken the next step in awaking the
Terrors (nine members), the Dire Druids(nine animal mind in themselves. These members have show
members), the Deadly Venoms (three members), and they can become one with the animal mind by taking
the Avenging Forest (one person?). If there is any its shape. Beasts begin to lose a hold on civilization as
hierarchy above this, it is a well guarded secret by the they are exposed to a feral lifestyle.
Druids.
Requirements:

Cub of The Fellreev: Entry:


These are the lowest ranking members of the hierarchy. • Any neutral alignment.
Often they have only just passed initiation into the • Survival 8+ ranks
order. They are expected to seek out the true nature of • Must be able to Wild Shape
the animal mind starting, thus their path to • Worship Obad-Hai
enlightenment. • Must have been a Cub for at least one year
real time.
Requirements:
Yearly Cost:
Entry: • Time Units: 6
• Any neutral alignment.
• Survival 5+ ranks Limitations:

60 11/22/2003
• Druidic Hierarchy: The character must submit • Worship Obad-Hai
to the authority of the Fellreev Pack leaders. • Must have been a Beast for at least one year
Failure to comply with this limitation results real time.
in banishment from the Pack.
Yearly Cost:
Benefits: • Time Units: 8

Access Benefits: Limitations:


• Beasts gain access to the feats Animal • Druidic Hierarchy: The character must submit
Control, Animal Defiance, Brachiation, Create to the authority of the Fellreev Pack leaders.
Infusion, Extra Wild Shape, Flyby Attack, Failure to comply with this limitation results
Multiattack, Natural Spell, Plant Control, in banishment from the Pack.
Plant Defiance, and Scent.
• Beasts may purchase the following items: Benefits:
Amulet of Natural Armor +3, Cloak of
Resistance +2, Collar of Resistance +2, Access Benefits:
Druid’s Vestment, Helm of Bonding, Gauntlet • Dire Beasts gain access to the feats Animal
of Rust, Horn of Fog, Wand of Cure Light Control, Animal Defiance, Brachiation, Create
Wounds, and Wildling Clasp. Infusion, Extra Wild Shape, Flyby Attack,
• Beasts may pray for the following spells:, Improved Flight, Improved Swimming,
Adrenalin Surge, Beget Bogun, Briar Web, Multiattack, Multidexterity, Natural Spell,
Camouflage, Countermoon, Creeping Cold, Plant Control, Plant Defiance, Scent and
Dawn, Daze Animal, Embrace of the Wild, Snatch.
False Bravado, Forestfold, Green Blockade, • Dire Beasts may purchase the following items:
Hawkeye, Might of Oak, Nature’s Favor, Amulet of Natural Armor +4, Cloak of
Regenerate Light Wounds, Regenerate Resistance +3, Collar of Resistance +3,
Moderate Wounds, Wood Wose. Druid’s Vestment, Helm of Bonding, Gauntlet
of Rust, Horn of Fog, Wand of Cure Light
Organizational Benefits: Wounds, and Wildling Clasp.
• Beasts have one permanent influence point • Dire Beasts may pay for the Wild special
with the Fellreev Druids; it may be redeemed ability to be placed on an existing set of
once per scenario. magical armor.
• Beasts gain a –2 penalty to diplomacy checks • Dire Beasts may pray for the following spells:,
when dealing anyone outside of the Fellreev Adrenalin Surge, Beget Bogun, Big Sky, Briar
Druids. The druids have a reputation for their Web, Camouflage, Countermoon, Creeping
feral nature. As a beast you begin siding into Cold, Dawn, Daze Animal, Embrace of the
a more feral attitude embracing the animal Wild, False Bravado, Forestfold, Green
mind. Blockade, Hawkeye, Last Breath, Might of
• Beginning to live a Feral Lifestyle: Beasts Oak, Nature’s Favor, Regenerate Serious
receive a 50% discount to Standard Lifestyle Wounds, Regenerate Light Wounds,
in Bandit Kingdoms regional scenarios. Regenerate Moderate Wounds, Regenerate
Tough you are living a wild lifestyle; you are Ring, Wood Wose.
learning to do so to the point that you receive
the same benefits as a standard lifestyle. Organizational Benefits:
• Dire Beasts have two permanent influence
Dire Beast of The Fellreev: points with the Fellreev Druids; they may be
redeemed once per scenario.
Requirements: • Dire Beasts gain a –3 penalty to diplomacy
checks when dealing anyone outside of the
Entry: Fellreev Druids. The druids have a reputation
• Any neutral alignment. for their feral nature. You have embraced the
animal mind.
• Survival 10+ ranks
• Animal Lifestyle: Dire Beasts receive a 100%
• Must be able to Wild Shape into a Large
discount to Standard Lifestyle in Bandit
creature.
Kingdoms regional scenarios. Often you go

61 11/22/2003
weeks living as an animal. Tough you are
living a wild lifestyle; you have learned to do
so to the point that you receive the same
benefits as a standard lifestyle.

62 11/22/2003
Fanlareshen Sylvan Elves
Fellreev and to make them feel the loss they had. The
elves fought endlessly to achieve their ambitious goal,
(Fellreev'taure Lai'Quessir Noore) but it seemed with every victory came two defeats. But
a dim light began to shine in 538 CY with the arrival of
Of all the sylvan elves living in the Fellreev, the most a bandit group lead by Skannar Hendricks.
organized are the elves living in the southern lands
between the Artonsamay and Cold Run. These elves Hendricks led a group of Reyhu bandits who were
tend to be more aggressive than their western Fellreev seeking refuge in the Fellreev Forest. This rogue group
counterparts, with whom they have separated from and unfortunately met a great deal of hostility, but they
resume very little contact. One family, House Ostorio, were able to handle their defeats. The reason for this
has assumed leadership among them and formed Clan was that while the orcs they encountered were trying to
Fanlareshen. Their diplomatic skills, strength, and kill them, the elves they encountered had no desire to
magical might helped them forge the alliance of the take any more than the bandit’s supplies. Hendricks
Reyhu bandits and Fanlareshen elves. Since the took notice of their compassion and began to plot a
formation of the Reyhu-Fanlareshen alliance in 584 scheme to help himself with an alliance. This plan
CY, the Fellreev Forest has strengthened as a center of would come to fruition when his men lost to the
anti-Iuz resistance, though it is nowhere near the force Fanlareshen elves. Hendricks tried to negotiate with
needed to free the forest and its surrounding lands from the elves. Most of the families, preferring isolation,
the Old One’s evil grip. were very uneasy with the human’s talk of alliance.
History This presented an opportunity for the head of the
Ostorio family to take charge and increase his family’s
Before the coming of the Old One, Clan Fanlareshen power of the clan. After the two negotiated, a tentative
wasn’t much of a sylvan elf clan. Families preferred to truce was enacted, signed by both Skannar Hendricks
be isolated from the other races and each other and Clanmaster Ostorio.
cooperating only when necessary. They were absorbed
in their daily routines of hunting, fishing and gathering, However, this alliance was still shaky because the elves
and the chosen craft of their artisan skills passed down didn’t trust the humans and vice versa. As a move to
from generation to generation. All of that changed as show a sign of good faith, Hendricks made a very
the Old One waged war across the Flanaess, sewing public proclamations of what penalties would befall
chaos and destruction to their isolated world. Now the any of his men should they raise a hand against the
elves had to band together to save their beloved forest elves. Hendricks proved he was a man of his word late
home. in 583 CY. He instituted a swift execution to the group
who slew and looted the bodies of a wood elf outpost.
The half-demon demi-god’s forces were ruthless. Bar- Not only did he punish those guilty, he gave their
igura were used as initial infiltration forces—spying, goods and a dozen horses to the elves in recompense.
scouting, and laying many devastating ambushes. This instilled a stronger trust in the elves because
Chasme often flew into the Fellreev seeking an easy Hendricks was a man of his word and made good on
meal. Undead lurched out of Fleischshriver and his proclamation. The alliance would be rooted in trust
slivered into the forest. The Free Reavers alliance with and understanding. As a gesture of good faith on their
the Old One led to numerous raids on those inhabiting part, the elves allowed Hendricks’ men to build a
the Fellreev. Jebli orcs along with monstrous horrors couple of strongholds in the Fellreev (that would latter
never seen before tore through the ancient trees with a be named Fort Hendricks and Fort Scorn). Ostorio was
fire of destruction only envisioned in nightmares of given the title of “High General” of all the eastern
small children. The sylvan elves soon learned that they sylvan Clans for the crucial role he played in
were incapable of fending off these forces without coordinating the alliance with Skannar Hendricks’
great loss. The elves began to fall to the opposition, Reyhu bandits.
slaughtered by demonic forces, horrific monsters,
bloodthirsty orcs, ferocious hobgoblins, and life Time would lead to many benefits to be found on both
draining undead. These losses instilled an sides of the alliance. The elves have taught the bandits
insurmountable hatred for all things allied with the Old skills of the forest—hunting, snaring, and how to
One. From that day forward the families that we know mount forest ambushes. The bandits brought
as Clan Fanlareshen joined as one with one uniting blacksmiths, two powerful specialist mages, and a good
purpose—to drive the Old One’s forces from the stock of horses, which have been bred successfully at

63 11/22/2003
Fort Hendricks. These horses added not only to the further pre-caution. The two encampments each have a
bandits’ defenses but also the elves that are often seen forge, but they dare not light them unless a pall of mist,
galloping along the Fellreev margins. There's a mutual common in fall or winter, hangs over the forest,
admiration in combat skills as well. The bandits respect disguising the smoke from the fires. No one outside
the elves' agility, speed, strength, and stealth in the the two groups knows how to get to the two
forest, while the elves respect the bandits' hardiness, encampments and it isn’t unusual for someone seeking
ingenuity, passion to survive, and ability to use of a Fort Hendricks or Fort Scorn to end up at an ambush
wide array of weapons. sites where elves and bandits lie in wait.

Though the last ten years have strengthened the skills Outsiders are watched carefully. Any group with but a
of the two groups, it has also weakened the ties single unknown humanoid amongst their number will
between them. Some elven families are discontented, be attacked on sight. Surrendering is not an option if
believing that the humans should be left to their own they see their opponents serve the Old One. Fear of
devices and the elves to theirs. This discontent is torture and being magically compelled to betray their
within the Rehyn men as well, though no man would fellows is incentive enough to fight to the death.
cross Hendricks. The same holds true for the elves that Human interlopers are given a chance to surrender
fear Ostorio’s influence on the Clan. So both groups before killed. If they do so, captured humans are
bide their time until they have the power to overthrow blindfolded and escorted through the forest on a zigzag,
the current leaders. non-determinant path to the closest settlement, even if
only a small tree-house complex. A sign of good faith
The Clan’s current activities involve seeking must be given before the elves and bandits trust any
information about the Old One’s activities outside the intruders into their lands. Prisoners who appear to be of
forest, to better prepare for trouble inside it. This quest any note or worth will be taken to Fort Hendricks
led to several members of the Clan being sent out of immediately so Skannar can interrogate them
the Fellreev to “recruit” non-Fanlareshen elves. In 592 personally. All of these precautions are in place
CY, both high elves and grey elves were successfully because Iuz’s forces are never ending in their pursuit of
recruited by their sylvan brothers and in doing so have controlling the Fellreev Forest.
been somewhat adopted into the Clan. This action has
strengthened the number and skills of the Clan, but in The elves and bandits are far from comfortable. In fact
the shadows there are those that distain this action but they desperately need certain supplies, such as spell
nothing ever comes of it and to date the recruitment components for more unusual spells, good iron for
effort still continues. weapons and armor, and well-crafted utensils. All these
are in short supply, despite trading with other
organizations and raiding Iuz's forces. The only
Activities abundant resource is that of the forest, including
Forts Hendricks and Scorn are the major fortified Darkwood and other rare forest materials. Clan
settlements of the Reyhu bandits, led by Skannar Fanlareshen have no blacksmiths trained to work with
Hendricks, and each fort also serves as a fortification metals save the few artisans who are experts at making
for some of Clan Fanlareshen. The forts originally the often-admired traditional elven chain and elven
held some 400 bandits, together with around 50 horses, blades. Despite their lack of metallurgy, the Clan has a
and a couple of dozen chain-barded war dogs each, and large group of master craftsmen that make extensive
100-150 wood elves living in the village or in tree use of darkwood for shields, bucklers, bows, staves,
houses around each as well. The settlements now and other important wooden items such as elven
number about 500 bandits with 500 women and darkleaf and leafweave armor. The High General
children inhabiting each. The elf’s number has himself goes to battle in a suit of Elven Darkleaf full
remained fairly constant; only about 150-200 elves plate armor, which is as silent as a leaf falling in the
now inhabit the surrounding tree houses. As per the forest.
alliance, sylvan elf youth mentor young humans so that
they can become more in touch with the forest if they The Fellreev is not the most forgiving when it comes to
so choose. This action has even led to a sparse few of survival. The Clan wishes all members to be hardy and
the Reyhu feeling the call of the wild in adulthood. adept at surviving alone in the forest. It is for this
reason that all elves that are recruited into the Clan
The forest heavily conceals both of these encampments must first prove that they would not be a burden by
since the trees were thinned only enough to make space surviving in the forest for four days alone.
for buildings. Despite this natural cover, the bandits Consequentially this is the same ceremony that native
still camouflage the roofs of their wooden huts as a Fanlareshen elves go through upon reaching adulthood,

64 11/22/2003
and serves to let the Clan leaders know that the former
youth has now moved on into adulthood. Very rarely, The dominant family in the Clan is House Ostorio,
a family will adopt a recruit, but first they must headed by High General Ostorio himself. As such,
complete a special task dictated by that family’s leader. they lead the Arcane Blades, who report directly to the
If adopted, the former recruit is supposed to be treated Clanmaster. In addition, House Ostorio acts as
like any other Clan member. Few are given the ambassadors for the Clan in all matters including major
privilege of joining a family house, as an adopted interactions inside and outside the Clan. Ostorio has
brother or sister, serving the Clan where their skills can also formed an exclusive taskforce comprising of the
be best used. Those more diverse in experience and strongest members of each House that complete special
seen as more valuable, often work with another family, missions only the High General is privy to know. The
but never more than two and they must be wed into the High General has dictated that Rillifane Rallathil is the
new family before they can be considered a member. patron deity of the Clan, so it is no surprise Rillifane
Rallathil is the patron deity of House Ostorio.
All recruits and adoptees spend a few weeks in the
Fellreev at the beginning of each year, training, The next House is House Corisial, headed by the High
relaying important information from the outside, Priest Palarisin Corisial. Traditionally, house Corisial
bringing greatly needed supplies, and anything the leads the Oaken Copse, an organization of druids and
Clan request to aid in surviving the harsh winters. clerics. Palarisin worships Solonor Thelandria, the
When outside the forest, their duty is to serve as the elven god of archers and rangers. Palarisin is an
Clan’s eyes and ears uncovering any plots that may or advisor to the High General in matters of a divine
may not reach the homeland. A sylvan elf that tears nature and is revered by all as a devote priest. House
himself away from the forest to venture into the outside Corisial mainly consist of priests and quite a few that
world, often seeks knowledge, magic, and power to heed the call of nature and join the druidic branch of
help in the fight back home. But all Clan members the Oaken Copse more in tune with the forest to the
return to the forest intermittently throughout the year to benefit of the Clan. The preferred deity for House
discuss strategies with Clan leaders, share news, mend Corisial is Solonor Thelandria, however; some family
equipment, or to acquire an item only produced by the members are called to serve Rillifane Rallathil or
sylvan armorers and artificers. These visits usually Gadhelyn and a few serve Femarel Mestarine, patron
never last more than a week or two. deity of outcast and isolation.

The greatest asset the Clan has gathered from recruits House Coreander leads the Guardians of the Clan
and adventuring members is a better understanding of under the leadership of the gruff and ancient Pileosi
the various organizations that exist within the Coreander. The Guardians of the Clan are comprised
Combination. Several of their members have been mainly of rangers but can include the odd stealthy
given permission to join other organizations, so they fighter. Often seen as wild and animal-like, House
can secretly report back anything of interest that they Coreander members are responsible for the main
learn. The Rookroost Thief’s Guild is the organization fighting the tribe does such as laying ambushes and
the Clan is most interested in for information and mounting tactical strikes. It isn’t unusual to see a
potential trade agreements that hopefully will lead to Guardian of the Clan being accompanied by a wolf of
the fall of Iuz’s stronghold within the Fellreev. badger on the trail. Their ties to the forest are often
close to that of druids. A huge specimen of a sylvan elf
in his prime, Pileosi is now content to train House
Organization Coreander and advise the High General when his
The wood elves tend not to have large settlements, wilderness expertise is required. No one knows the
instead preferring to live in simple wood-hut hamlets eastern Fellreev as good as Pileosi, save perhaps the
or tree-house complexes inhabiting no more than 200 oldest of the Initiates of the Fellreev. In fact it was he
elves. These settlements will be dotted throughout who suggested the location to place the Reyhu’s two
their territories. As is with all wood elves of the forts. House Coreander serve the elven deity Gadhelyn
Fellreev, the Clan is family-dominated. Precise rules who symbolizes independence, outlawry, feasting, and
govern which families have a primary role within the hunting.
clan. Every family has at least one social role in which
they are accepted as mentors, trainers, and leaders. In House Wyndun, headed by the sly and affable Torren
addition each usually reveres one or more patron elven Wyndun, controls the Outriders. Torren is a master at
deities above others. The text that follows describes concealing himself even within a few feet of an orc
the purpose and duty of the major Houses of Clan patrol group. He tries to pass these skills on to the
Fanlareshen. Clan’s Outriders. These elite scouts are responsible for

65 11/22/2003
reporting the movements of outsiders within and on the whose highest level NPC caster is 9th level.
edge of the Fellreev. Torren is often asked of the All influence point costs still apply.
activities within the forest by the High General and his
reply is, “Same as always—teeming with signs of life Clan Member
and light.” This is the same response heard if asked of These are full members of the Tribe. Many of the
any Outrider. House Wyndum’s members often recruits that House Ostorio has introduced become full
worship Solonor Thelandria, though it is not unusual members; hoeever they are not considered members of
for a member to worship Erevan Ileser, the god of a house. Often House Ostorio will help them, but they
elven rogues. are still considered outsiders to the House system.
Wood elves are assumed to be from a particular house
Clan Recruit in the clan or are adopted into the clan by a house.
Recenty House Ostorio has pushed to allow for non-
sylvan elves to be allowed to join the Clan. These Requirements:
elves have proved useful to the House in maintaining
its superiority, despite the complaints of other houses Entry:
that the bloodlines are being thinned and the Clan is • Must be a wood elf or have served as a recruit
weakened by the outsiders. Often these Recruits for six months real time.
become full members of the Clan, by order of House • Survival 4+ ranks
Ostorio. • Clan member (PC) must reside in the Bandit
Kingdoms.
Requirements:
Yearly Cost:
Entry: • Time Units: 5 TU patrolling with the Clan.
• Must be an elf.
• Survival 4+ ranks Limitations:
• The Recruit must reside in the Bandit • Fanlareshen Enemies: The member must take
Kingdoms. every reasonable opportunity to attack
minions of Iuz, especially orcs.
Yearly Cost:
• 3 TU working with the Clan. Benefits:
Limitations: Access Benefits:
• Fanlareshen Enemies: The member must take • Clan Members gain access to the following
every reasonable opportunity to attack feats: Acrobatic, Brachiation, Dash, Eschew
minions of Iuz, especially orcs. Materials, Fleet of Foot, Shadow, and Reach
Spell.
Benefits: • Clan Members may purchase the following
items: Amulet of Natural Armor +2, Boots of
Access Benefits: Elvenkind, Bracers of Archery, Bracers of
• Clan Recruits gain access to the following Armor +2, Cloak of Elvenkind, Elven Chain,
feats: Brachiation, Dash, Eschew Materials, Gauntlets of Ogre Power, Gloves of Dexterity
Fleet of Foot, Shadow, and Reach Spell. +2, and Wand of Cure Light Wounds.
• Clan Recruits may purchase the following • They may take levels in King/Queen of the
items: Boots of Elvenkind, Bracers of Wild(Forest).
Archery, Cloak of Elvenkind, Gauntlets of • The Clan Member may pay to have Ghost
Ogre Power, Gloves of Dexterity +2, and Touch added to an existing magical weapon
Wand of Cure Light Wounds.
• They may take levels in King/Queen of the Organizational Benefits:
Wild(Forest). • Oakstaff's Blessings: The elf may purchase
divine spells from the Fanlareshen Elves,
Organizational Benefits: whose highest level NPC caster is 9th level.
• Oakstaff's Blessings: The elf may purchase All influence point costs still apply.
divine spells from the Fanlareshen Elves,

66 11/22/2003
Arcane Blades • Oakstaff's Blessings: The elf may purchase
House Ostorio controls this group tightly. These are divine spells from the Fanlareshen Elves,
the arcane members of the clan. The vast majority of whose highest level NPC caster is 9th level.
them are fighter/mages or fighter/sorcerers. The All influence point costs still apply.
Blades have yet to reach the level of skill as the mages
Hendricks employs. They often do not have the time Clan Outrider
or resources for advanced studies. This is the collection of sylvan elves trained to be
scouts and spies in the forest. These are the eyes and
Requirements: ears, watching for any one who should not be in the
forest. Often they will assist in ambushes, but tend to
Entry: stay at range and often flank opponents.
• Must have been a Clan member for one year
real time. Requirements:
• Survival 4+ ranks
• Base Attack Bonus +3 or greater. Entry:
• Must be able to cast 2nd level Arcane Spells. • Must have been a Clan Member for one year
real time.
Yearly Cost: • 4+ ranks in Survival.
• Time Units: 5 TU patrolling with the Clan. • 8+ ranks in Hide and Move Silently.

Limitations: Yearly Cost:


• Fanlareshen Enemies: The member must take • Time Units: 5 TU patrolling with the Clan.
every reasonable opportunity to attack • Must donate 5% of all income to the help
minions of Iuz, especially orcs. support the Clan.

Benefits: Limitations:
• Fanlareshen Enemies: The member must take
Access Benefits: every reasonable opportunity to attack
• Arcane Blades gain access to the following minions of Iuz, especially orcs.
feats: Acrobatic, Arcane Defense, Brachiation,
Dash, Eschew Materials, Extra Spell, Energy Benefits:
Substitution, Fleet of Foot, Shadow, Spell
Specialization, and Reach Spell. Access Benefits:
• Arcane Blades may purchase the following • Clan Outriders gain access to the following
items: Amulet of Natural Armor +3, Boots of feats: Acrobatic, Arterial Strike, Extra
Elvenkind, Bracers of Archery, Bracers of Favored Enemy, Chink in the Armor,
Armor +3, Cloak of Elvenkind, Elven Chain, Brachiation, Dash, Eschew Materials, Fleet of
Gauntlets of Ogre Power, Gloves of Dexterity Foot, Shadow, and Reach Spell.
+2, Headband of Intellect +2, Cloak of • Clan Outriders may purchase the following
Charisma + 2, Vest of Resistance +2. items: Amulet of Natural Armor +3, Boots of
• They may take levels in King/Queen of the Elvenkind, Bracers of Archery, Bracers of
Wild(Forest). Armor +3, Cloak of Elvenkind, +1 Darkwood
• Arcane Blades may pay to have Ghost Touch, Large Shield, +1 Elven Chain, Gauntlets of
and/or Spell Storing added to an existing Ogre Power, Gloves of Dexterity +2, Goggles
magical weapon and/or a +1 enchantment of Following, +1 Mighty Composite Longbow
placed on an existing masterwork weapon. (+4 Str Bonus), Vest of Resistance +2, and
• May learn the following spells: cat’s grace, Wand of Cure Moderate Wounds.
charm person, daylight, endurance, • They may take levels in King/Queen of the
hypnotism, shatter, sleep, Tasha’s Hideous Wild(Forest).
Laughter, Eagle’s Splendor, Fox’s Cunning, • The Clan Outriders may pay to have Ghost
Indifference, Lesser Sonic Orb. Spell caster Touch and Sure Striking added to an existing
requirements must still be met. magical weapon.
• The Clan Outriders may pay to have a +2
Organizational Benefits: enhancement bonus added to an existing set of

67 11/22/2003
magical Armor or Shield. • An Acolyte may prepare the following spells:
• May prepare the following spells: Beastmask, Brambles, Briar Web, Regenerate
Bloodhound, Camouflage, Dawn, Hawkeye. Light Wounds, Regenerate Moderate Wounds,
Spell caster requirements must still be met. and Sweet Water,
• They may take levels in King/Queen of the
Organizjational Benefits: Wild(Forest).
• Oakstaff's Blessings: The elf may purchase • The Acolyte may pay to have Ghost Touch
divine spells from the Fanlareshen Elves, added to an existing magical weapon
whose highest level NPC caster is 9th level. • The Acolyte may pay to have Ease added to
All influence point costs still apply. an existing set of magical armor or shield.

Acolyte of the Oaken Copse Organizational Benefits:


It is not unusual for an elf to find religion and pursue it • Oakstaff's Blessings: The elf may purchase
in the clan. Though the sylvan elves are not the most divine spells from the Fanlareshen Elves,
divinely gifted, there are a fair number of them who whose highest level NPC caster is 9th level.
have studied with the clerics and druids of the Oaken All influence point costs still apply.
Copse.
Clan Guardian
Requirements: These are full members of the Tribe. Responsible for
any heavy fighting that occurs, they focus less on
Entry: stealth than the outriders, but sill maintain wilderness
• Must have been a Clan Member for one year skills.
real time.
• 4+ ranks in Survival Requirements:
• Able to cast 3nd level divine spells
Entry:
Yearly Cost: • Must have been a Clan Member for one year
• Time Units: 5 TU patrolling with the Clan. real time.
• Must donate 5% of all income to the help • Survival 4+ ranks
support the Clan. • Base Attack Bouns of +5 or better.

Limitations: Yearly Cost:


• Fanlareshen Enemies: The member must take • Time Units: 5 TU patrolling with the Clan.
every reasonable opportunity to attack • Must donate 5% of all income to the help
minions of Iuz, especially orcs. support the Clan.

Benefits: Limitations:
• Fanlareshen Enemies: The member must take
Access Benefits: every reasonable opportunity to attack
• Acolytes gain access to the following feats: minions of Iuz, especially orcs.
Animal Defiance, Acrobatic, Brachiation,
Dash, Empower Turning, Eschew Materials, Benefits:
Fleet of Foot, Heighten Turning, Plant
Defiance, Quicken Turning, Shadow, and Access Benefits:
Reach Spell. • Guardians gain access to the following feats:
• Acolytes may purchase the following items: Acrobatic, Brachiation, Dash, Eschew
Amulet of Natural Armor +3, Boots of Materials, Expert Tactician, Fleet of Foot, Off
Elvenkind, Bracers of Archery, Bracers of Hand Parry, Shadow, Sharp Shooting, Shield
Armor +3, Collar of Cleverness (2 tricks), Expert, and Reach Spell.
Collar of Resistance +2, Cloak of Charisma • Guardians may purchase the following items:
+2, Cloak of Elvenkind, Elven Chain, Amulet of Natural Armor +3, Boots of
Gauntlets of Ogre Power, Gloves of Dexterity Elvenkind, Bracers of Archery, Bracers of
+2, Periapt of Wisdom +2, Potion of Animal Armor +3, +1 Mighty Long Composite Bow
Logic, and Wand of Cure Light Wounds. (+4 Str Bonus), Cloak of Elvenkind, Elven

68 11/22/2003
Chain, Gauntlets of Ogre Power, Gloves of
Dexterity +2, Headband of Ferocity, +1 Large
Darkwood Shield, Quiver of Elhonna, and
Wand of Cure Light Wounds.
• They may take levels in King/Queen of the
Wild(Forest) or Order of the Bow Initiate.
• A Guardian may pay to have Ghost Touch
added to an existing magical weapon
• A Guardian may pay to have Bashing placed
on an existing magical shield.
• A Guardian may pay to have a +3
enhancement bonus placed on an existing
magical weapon.

Organizational Benefits:
• Oakstaff's Blessings: The elf may purchase
divine spells from the Fanlareshen Elves,
whose highest level NPC caster is 9th level.
All influence point costs still apply.

Note additional levels will be added in the near future


for those who have been members of the advanced
postions for one year real time.

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Johrase Mercenaries
History
The Kingdom of Johrase was founded in 324 CY when
an heir to the Aerdy Rax dynasty, Andrellus, came to
the region and imposed his will on the peoples there.
With him he brought the trappings and customs of the
Aerdy, creating his own Great Kingdom in miniature.
Andrellus was of course the king, various minor nobles
that made the trip with him became his court, and the
native Flan peoples became the commoners. While this
system lasted for a time, civil unrest as well as the
nobility breeding with the local Flan, saw an increase
of violence and reverence for strength as the Flannish
culture began to take over. Eventually, the Flannish
warrior culture prevailed, and the throne of Johrase was
now held by the most powerful warrior, regardless of
caste or race. The king could be challenged at any time,
with the victor taking the throne. However, this did not
do away with the importance of the Rax nobles. While
the strongest warrior figuratively controlled the throne, improve their already impressive martial skills for their
he usually had no interest in or knowledge of politics eventual war to reclaim what they have lost, and two,
or Diplomacy. Thus, the nobles retained much control to earn the money that will be required to equip and
by administering the day to day operations of the fund an army capable of defeating the occupying
kingdom. These nobles were viewed as advisors by the forces. In order to ensure the Johrase do not diminish
commoners, while truly being the power behind the their fighting forces, all fly the black morning star
throne. The reputation of the Johrase as skilled and emblem of Johrase in combat, and Johrase men never
fierce warriors existed even at this time with annual fight each other, regardless of professed allegiances.
raids of Redspan ensuring that everyone in the region When they meet in the battlefield, they greet one
knew of their ferocity. In 583 CY, Johrase allied with another with the solemn phrase: “One day, in
the Principality of Dimre to combat the invading forces Kinemeet, we shall finish this.” Some few have sought
of Iuz, but was defeated. After their defeat, the warriors solitude in Dimre. All have long memories and have
of Johrase spread throughout the Bandit Kingdoms and not forgotten the halls of Kinemeet.
neighboring lands, ostensibly to sell their martial skills
and eke out a living as best they can. However, their The Johrase mercenaries have a reputation of
agenda is much more extensive than that. professionalism, skill, and tenacity. This reputation
allows the Johrase mercenaries to command hefty sums
To date, the Johrase have been one of the most for their skills throughout the Flannaes.
successful organizations since the occupation of the
Combination. By maintaining strict adherence to a
mercantile code, they have been allowed to sell their Symbol
services to various factions inside the Combination. The standard of the Johrase Mercenaries is a black
The minions of Iuz at one time or another have hired a morning star on a yellow and white background.
fair number of Johrase. This, has done nothing to
endear themselves to the anti-Iuz factions in the
Combination. Important People
The five mercenary lords that currently control the
Activities resources of the mercenaries are of primary interest.
They are listed in order of prestige:
The people of the Kingdom of Johrase have not taken
their defeat at the hands of Iuz lightly. They are a Lord Forlone Malchat - Was said to have been the
displaced people whose only goal is to regain their kings personal advisor before the coming of the old
homeland. To this end the Johrase have taken to the one. Malchat now heads the loosely knight mercenary
mercenary life for two reasons. One, to continue to organization. To all outward appereances Forlone has

70 11/22/2003
made peace with the foul God, or at least his minions. accepted several missions from Cranzer that have
Malchat has been strengthening his ties with Cranzer encroached on this group. The Johrase insist “Its just
and Zeech. Many find the “business move” business”. This has caused more than a little animosity
unthinkable, even for the profitable mercantile between the elves and mercenaries.
purposes. Nevertheless, he has sizable holding south of
Rookroost, and has been seen strolling Cranzer’s estate Enlisted Member
on more than one occasion. A trainee in the order of mercenaries. All of the
membership was once a simple enlistee.
Lord Calmert Hind – If Forlone is the diplomat and
leader of the Mercanary lords then Lord Hind is their
Sword arm. Calmert is silent and honorable man. He
Requirements:
speaks no foul word against another Johrase. He uses
Entry:
his mercenary company to further the goals of the dead
empire. Calmert and Forlone are fast friends and • +3 Base Attack Bonus
Calmert has come to other mercenaries lord’s aid on • Applicants not of Johrase(Flan) origin must
several occasions in the past decade. pay an additional 500gp and 1 TU to convince
Calmert has a deep hate for all associated with Iuz. the group they are worthy applicants.
While he does not openly decent with his friend and
leader, Malchat, his hate for the Old One’s minions is Yearly Cost:
barely contained in any interaction with them. • Must spend 2 TU training with the Johrase
and on missions for them.
Lady Dania Odrean – The lady maintains a low
profile, but she is know to have holdings on northeast Limitations:
corner of the Rift Crag. How many Johrase that report • Failure to comply with any of these
to her is unknown. limitations results in an infamy point with
Johrase for each instance. Any character that
Viscount Jorn Brerse – In the works obtains two infamy points with Johrase is
considered an enemy of the Kingdom of
The last member is dead, his holdings and Johrase.
responsibilities are in the custody of Forlone Malchat • Johrase Brotherhood: The character must wear
until a replacement can be judged by mounted combat the black morning star emblem of the Johrase
and never fight other Johrase, regardless of
professed allegiances.
Recent Events • Johrase Enemies: The character must take
every reasonable opportunity to attack orcs
Rumors currently have Cranzer in heavy negotiation and goblins, and any favored enemies must
with Lord Malchat involving a large contract. first be either orcs or goblins.
• Johrase Fealty: The character must swear
fealty to the Kingdom of Johrase, never
Reactions to Other Groups swearing fealty to another lord. As such, the
character must comply with any Johrase
The Johrase Mercenaries strive to maintain a neutral
noble’s order unless it is physically
relationship with all factions in the Bandit Kingdoms,
impossible to do so.
having said that there are a few minor annoyances and
alliances worth noting:
Benefits:
The Johrase Mercenaries do not deal kindly with
Thieves or their guild. They lack the most basic Access Benefits:
understanding of honor and business. The Gonagin • Enlisted members may take any of the
tribe falls into this same category, as all of those dirty following feats: Close-Quarters Fighting, Dual
little beggars are thieves too. Strike, Expert Tactician, and Prone Attack.
The Johrase have begrudging respect for the Dazark All other requirements must still be met.
Orcs and will avoid work that takes them into the orc’s • Enlisted members may purchase the
lands. following items after any regional scenario:
The Johrase find the Fanlareshen elves to be a pathetic Great crossbow, Bladed Gauntlet, Triple
group, hiding in there forests. The Johrase have Dagger, Harpoon, Bolas (2-ball), Ward Cetus,
Gloves of Dexterity +2, Gauntlets of Ogre

71 11/22/2003
Power, Potion of Cure Serious Wounds, and Masterwork Great Crossbow, Masterwork
Ring of Protection +2. Fullblade, Masterwork Manti, Masterwork
Bladed Gauntlet, Masterwork Triple Dagger,
Blooded Member Masterwork Gyrspike, Masterwork Harpoon,
Masterwork Bolas (2-ball), Masterwork Ward
After proving themselves in battle and passed thru the
Cetus, Cloak of Resistance +2, Gloves of
training it is an honor to be referred to as a Blooded
Dexterity +2, Gauntlets of Ogre Power, Potion
member of the Johrase.
of Cure Serious Wounds, and Ring of
Protection +2.
Requirements: • A Blooded may pay have a Wounding
magical enhancement bonus placed on an
Entry: existing +1 weapon.
• +5 Base Attack Bonus • A Blooded may pay to have Light
• Must have been enlisted for 6 months real Fortification added to an existing magical
time. armor or shield
• Applicants not of Johrase (Flan) origin must
Horseman
pay an additional 500gp and 1 TU to convince
the group they are worthy applicants. So of the enlisted are chosen to learn the skills of the
dreaded Johrase mounted warrior. Notably only those
descendants from the lost nation are ever offered this
Yearly Cost:
path.
• Must spend 4 TU training with the Johrase
and on missions for them.
Requirements:
Limitations:
• Failure to comply with any of these Entry:
limitations results in an infamy point with • +5 Base Attack Bonus
Johrase for each instance. Any character that • Applicants must Johrase (Flan) origin by birth
obtains two infamy points with Johrase is of marriage.
considered an enemy of the Kingdom of • Must have been enlisted for 6 months real
Johrase. time.
• Johrase Brotherhood: The character must wear
the black morning star emblem of the Johrase Yearly Cost:
and never fight other Johrase, regardless of • Must spend 6 TU training with the Johrase
professed allegiances. and on missions for them.
• Johrase Enemies: The character must take
every reasonable opportunity to attack orcs Limitations:
and goblins, and any favored enemies must • Failure to comply with any of these
first be either orcs or goblins. limitations results in an infamy point with
• Johrase Fealty: The character must swear Johrase for each instance. Any character that
fealty to the Kingdom of Johrase, never obtains two infamy points with Johrase is
swearing fealty to another lord. As such, the considered an enemy of the Kingdom of
character must comply with any Johrase Johrase.
noble’s order unless it is physically • Johrase Brotherhood: The character must wear
impossible to do so. the black morning star emblem of the Johrase
and never fight other Johrase, regardless of
Benefits: professed allegiances.
• Johrase Enemies: The character must take
Access Benefits: every reasonable opportunity to attack orcs
• Enlisted members may take any of the and goblins, and any favored enemies must
following feats: Close-Quarters Fighting, Dual first be either orcs or goblins.
Strike, Hold The Line, Prone Attack, Expert • Johrase Fealty: The character must swear
Tactician, and Rapid Reload. All other fealty to the Kingdom of Johrase, never
requirements must still be met. swearing fealty to another lord. As such, the
• Enlisted members may purchase the character must comply with any Johrase
following items after any regional scenario: noble’s order unless it is physically
impossible to do so.

72 11/22/2003
• Failure to comply with any of these
Benefits: limitations results in an infamy point with
Johrase for each instance. Any character who
Access Benefits: obtains two infamy points with Johrase is
• A Horseman may take any of the following considered an enemy of the Kingdom of
feats: Close-Quarters Fighting, Dual Strike, Johrase.
Power Lunge, Expert Tactician, and Prone • Johrase Brotherhood: The character must wear
Attack. All other requirements must still be the black Morningstar emblem of the Johrase
met. and never fight other Johrase, regardless of
• A Horseman may purchase the following professed allegiances.
items after any regional scenario: Masterwork • Johrase Enemies: The character must take
Great Crossbow, Masterwork Fullblade, every reasonable opportunity to attack orcs
Masterwork Manti, Masterwork Bladed and goblins, and any favored enemies must
Gauntlet, Masterwork Triple Dagger, first be either orcs or goblins.
Masterwork Gyrspike, Masterwork Harpoon, • Johrase Fealty: The character must swear
Masterwork Bolas (2-ball), Masterwork Ward fealty to the Kingdom of Johrase, never
Cetus, Cloak of Resistance +2, Horseshoes of swearing fealty to another lord. As such, the
the Zephyr, Gloves of Dexterity +2, Gauntlets character must comply with any Johrase
of Ogre Power, Potion of Cure Serious noble’s order unless it is physically
Wounds, and Ring of Protection +2 impossible to do so.
• A Horseman may pay have a Wounding
magical enhancement bonus placed on an Benefits:
existing +1 weapon.
• A Horseman may pay to have Light Access Benefits:
Fortification added to an existing magical • A Knight Protector may take any of the
armor or shield. following feats: Close-Quarters Fighting, Dual
• A Horseman may always start a module with a Strike, Power Lunge Expert Tactician, and
Light Warhorse at no cost. The horse is also Prone Attack. All other requirements must
equipped with Leather Barding, a Riding still be met.
Saddle, and Bit and Bridle. Note, if these • A Knight Protector may purchase the
items are sold the Horseman will be demoted following items after any regional scenario:
to Enlisted and gain an infamy point with the Masterwork Great Crossbow, Masterwork
Johrase. Fullblade, Masterwork Manti, Masterwork
Bladed Gauntlet, Masterwork Triple Dagger,
Knight Protector (Officer) Masterwork Gyrspike, Masterwork Harpoon,
A Knight Protector is a child of Keensmeet born and Masterwork Bolas (2-ball), Masterwork Ward
breed for fighting and leading. Only the most Cetus, Adamantine Chain shirt, Adamantine
accomplished can rise to gain a commission. Breast Plate, Adamantine half-plate, Amulet
of Health +2, Cloak of Resistance +2,
Horseshoes of the Zephyr, Gloves of
Requirements:
Dexterity +2, Gauntlets of Ogre Power,
Adamantine long sword, Adamantine great
Entry:
sword, Adamantine Falchion, Potion of Cure
• +6 Base Attack Bonus
Serious Wounds, and Ring of Protection +2
• Applicants must Johrase(Flan) origin by birth
• A Knight Protector may pay have a Wounding
of marrage.
magical enhancement bonus placed on an
• Must have been blooded or horsemen for 6 existing +1 weapon.
months real time.
• A Knight Protector may pay to have Light
Fortification added to an existing magical
Yearly Cost:
armor or shield.
• Must spend 6 TU training with the Johrase
• Permanent IP with the Cranzer.
and on missions for them.
• +1 on all intimidate checks while displaying
• Must give %7 of all income.
the flag of the Johrase Mercenaries.
• Access to the War Master prestige class
Limitations:
(Sword and Fist).

73 11/22/2003
Special Groups
Death Cultist • +2 Competence bonus on all Charisma-based
Touched by the hand of the Reaper, there are those skill checks rolled in social situations with
who live within the Bandit Kingdoms who call out to intelligent undead.
the Lord of Death in the night. Although many turn to
evil, there are a rare few who refuse the darkest calling Scion of Kyuss
and simply seek to ensure that the Bringer of Darkness The Wormcrawl Fissure has long been avoided by
is paid his due. sensible beings of all races. The foul creations of
Note: This meta organization does not negate the Kyuss continue to dominate the darkest recesses of the
Living Greyhawk campaign restrictions on a crevice, but too often the fissure boils over and strange
character’s alignment or what deity’s clerics may beings not of this world pour out onto the plains.
worship. Be aware that Death Cultists walk on the Warlocks seeking to unlock the necromancer’s secrets
edge of a scythe’s blade and it is a short fall into have begun to gather around the Wormcrawl, using
darkness. their rituals to call upon the dark realms that powered
many of Kyuss’ greatest feats of magic. Other, more
Requirements: foolish wizards are drawn to the fissure after
• Any non-good. encountering a beast from beyond imagining and find
• Must be Damned by the Reaper. themselves calling into the darkness and receiving an
answer they never desired or expected...
Yearly Cost:
• Must sacrifice 500gp of rare herbs and Requirements:
materials each year in order to appease Nerull.
Entry:
Limitations: • Prior contact with an alienist or psuedonatural
• The Death Cultist suffers a –4 circumstance creature (must be noted on AR)
penalty on all Charisma-based skill checks • Knowledge (Arcana) 5+ ranks and Knowledge
rolled in social situations with non-undead, as (The Planes) 5+ ranks
few sane people would tolerate his presence. • May not be of good alignment

Benefits: One Time Cost:


• Time Units: The potential Scion must spend
Access Benefits: two weeks (2TU) conducting research
• Death Cultists may acquire the feats Greater necessary to perform a ritual to contact the
Spell Focus and Improved Familiar. All other realms beyond.
requirements must still be met. • Gold: The Scion must spend 100gp to
• Death Cultists may learn the following arcane purchase components and other tools
spells: command undead, hide life, negative necessary to complete their initiation ritual.
energy burst, negative energy ray, negative
energy ray, negative energy wave, and Yearly Cost:
spiritwall. • Time Units: Each year the Scion must reknew
• Death Cultists may purchase the following their contact with the realms beyond in a week
items: Hand of Glory and Eyes of Doom.. long (1 TU) ritual.
• Death Cultists may pay for the Energy Drain • Gold: The reknewal ritual costs 50gp per year
special ability to be placed on an existing to perform.
magical armor or shield.
• Death Cultists may pay for the Bane (human) Limitations:
special ability to be placed on an existing • Marked by Darkness: Your contact with the
magical weapon. realms beyond space and time has brought a
darkness within you that others can sense.
Organization Benefits: Most simply feel uncomfortable around you (-
• +1 Competence bonus to Knowledge 1 circumstance penalty to Diplomacy and
(Religion) skill checks dealing with undead. Charisma checks in social situations), but

74 11/22/2003
some, such as priests of Celestian immediately Limitations:
recognize your taint (-4 on all Charisma-based • Kill them All! Must take and reasonable
skill checks with priests of Celestian). opportunity to kill the minions of Iuz.

Benefits: Benefits:
Access Benefits Access Benefits:
• Scions of Kyuss gain access to the following • Cult members may take the following feats:
feats: Arcane Defense (Conjuration), Dual Strike, Hamstring, Death Blow, Expert
Augment Summoning, Greater Spell Focus Tactician, Dwarf’s Toughness.
(Conjuration), Improved Familiar, Reach • Cult members may take levels in Master of
Spell. Chains
• Scions of Kyuss gain access to the Alienist • May purchase a +2 Spiked Chain.
prestige class.
• Scions of Kyuss may learn the following
spells: Alter self, arcane sight, detect thoughts,
Protectors of Nerull’s Bane
filter, magic circle against chaos / evil / good /
law, summon monster I-IV. Rumor has it that forces of Iuz and Nerull are looking
for something other than elves in the Fellreev forest. A
• Scions of Kyuss may purchase the following
few who have experienced the danger of the undead
items: Bead of Force, Bracers of Armor +2,
have been approached buy an obscure organization that
Helm of Comprehending Languages and
knows what they are looking for. Nerull’s Bane is said
Reading Magic, Ring of Sustenance, Wand of
to be an ancient burial ground lost to the ages. Rumors
Summon Monster I.
say bodies buried there could not be raised as undead,
• Scions of Kyuss who take the Improved
however they also did not decompose. It is said some
Familiar feat are able to easily locate a
20,000 bodies lay in rest there. This group has helped
shocker lizard to serve as a familiar. Any
teach those who have been scarred by the undead a
other familiars require other campaign
better way to defeat them in the future. They hope to
documentation.
keep the forces of evil from discovering Nerull’s Bane
and to train a force that might hold its own against
Cult of the Chain them if need.
There are those that have decided to band together to
from a common bond, a bond so strong that even the
threat of death is not enough to
Requirements:
dissuade them. Brought together in the silver mines of • Must carry the Scar of Unlife as detained in
Iuz they have made a pact with each other. It is a pact Defenders of the Faith.
swearing vengeance on those that imprisoned them. In
fact, many would One Time Cost:
use the very chains in which they were shackled as a • 3 TU for initial training.
weapon of death to those that choose to oppress them.
There are rumors that there is a secret order behind the Yearly Cost:
scenes manipulating the cult members. There are also • 1 TU for continued training.
rumors that this order worships a Kyton.
Limitations:
• Destroy them All! Must take any reasonable
Requirements: opportunity to destroy the undead.
• Any non-good.
• Must have Whip Scars.
Benefits:
One Time Cost:
Access Benefits:
• 200gp donation to the cause.
• Protectors may take the following feats:
Empower Turning and Quicken Turning.
Yearly Cost:
• Protectors may take levels in Hunter of the
• 1 TU to meet with the others and discuss
Dead.
progress.

75 11/22/2003
• Protectors may pay for the Disruption special
ability to be placed on an existing magical
weapon.
• Protectors may pay for the Ghost Touch
special ability to be placed on an existing
magical weapon.

76 11/22/2003
The Use of Influence in the Bandit Kingdoms
The Influence Point is as useful as gold in the Bandit Influence with Graf Demmel Tadurinal
Kingdoms. Often, adventurers are propositioned to Negates the TU penalty for imprisonment in the 1 IP
partake in a mission simply to earn the favor of a Midlands
person or organization. Until now, what one could do
with those favors has been hazy and indistinct. Influence with Nerull
Hopefully, these guidelines will clear that up. Know Benefit Cost
that what is listed here, though comprehensive, is not Have a divine spell cast by a 1st 1 IP
the end-all of what can be done, but just a general level Cleric of Nerull for free
guideline of what can be done. Clever player Have a divine spell cast by up to a 1 IP plus the
characters will often come up with something to 3rd level Cleric of Nerull LGCS cost
challenge the judge with that is not on this list. As Have a divine spell cast by up to a 2 IP plus the
always, in situations such as this, it is the judge’s call 5th level Cleric of Nerull LGCS cost
to make. Hopefully, however, by using this list, those Have a divine spell cast by up to a 3 IP plus the
judgments will be easier to make. What follows is a 9th level Cleric of Nerull* LGCS cost
breakdown of the various factions in the BK that have *Note that good PC’s cannot be raised in this fashion.
given out Influence Points in the past, and a grid stating
what can be done with specific numbers of Influence. Influence with Rookroost Thieves Guild
In addition, this may be accompanied by a number in Benefit Cost
gold pieces that will suffice to get the same result. Gain the ability to add a +1 to any 1 IP
This is to simulate the fact that most people in the BK Gather Information check for every
can be bribed. Gold is not always the answer, 10 gp spent up to a maximum of +10.
however, and there are some things that people simply This must be done before the roll is
will not do, no matter the number of gold pieces that made. This option is only available in
you give them. or near the city of Rookroost.
Note: Unless otherwise specified, the only spells Gain access to the underground sewer 1 IP or 500 gp
available for purchase are on page 32 of the LGCS system for a quick escape.
Break a friend out of jail (reduce TU 2 IP
Influence With the Church of Iuz penalty for imprisonment by ½).
Benefit Cost Gain entrance to a guarded area 1 IP or 500 gp
Recover a body 1 IP or 500gp (Rookroost only)
Remove Wanted Status 2 IP Hide out for up to one week in a safe- 1 IP
Barter a Wanted PC out of a 1 IP and Diplomacy house.
Wanted Encounter check APL +15 (the Have a divine spell cast by up to a 3rd 1 IP plus the
Wanted character level cleric LGCS cost
may not aid this Have a divine spell cast by up to a 5th 2 IP plus the
roll) level cleric LGCS cost
Gain entrance to a guarded area 1 IP or 500 gp Have a divine spell cast by up to a 9th 3 IP plus the
Reduce TU penalty for 1 IP level cleric LGCS cost
imprisonment by ½ Have a divine spell cast by up to a 4 IP plus the
Have a divine spell cast by up 1 IP plus the LGCS 11th level cleric LGCS cost
to a 5th level Cleric of Iuz cost Have an NPC sponsor you into the 1 IP
Have a divine spell cast by up 2 IP plus the LGCS Guild
to a 9th level Cleric of Iuz* cost Gain the ability to engage in “acts of 1 IP
*Note that good PC’s cannot be raised in this fashion. free trade” for one adventure*
*For non-RTG rogues.

77 11/22/2003
Influence with Dimre Influence with
Benefit Cost Defenders of the Greenkeep
Have a divine spell cast by up to a 1 IP plus the Benefit Cost
3rd level Cleric of Pholtus LGCS cost Hire a non-combatant tracker 2 IP plus 100 gp
Have a divine spell cast by up to a 2 IP plus the (track check +15)*
5th level Cleric of Pholtus LGCS cost Have a divine spell cast by a 1st 1 IP
Have a divine spell cast by up to a 3 IP plus the level caster for free
9th level Cleric of Pholtus LGCS cost Have a divine spell cast by up to a 1 IP plus the
Have a divine spell cast by up to a 4 IP plus the 3rd level Cleric of Oldiamarra LGCS cost
13th level Cleric of Pholtus LGCS cost Have a divine spell cast by up to a 2 IP plus the
Sanctuary in Dimre for one TU 1 IP 5th level Cleric of Oldiamarra LGCS cost
Dimre will negotiate with Iuz 3 IP plus 5000 gp *could cost a TU travel
through diplomatic channels to
have wanted status removed Influence with the Fanlareshen Elves
*to use most Influence points for Dimre, one must enter Benefit Cost
the country first Have a divine spell cast by up to 1 IP plus the
Influence with the a 3rd level Cleric of an elven LGCS cost
Brotherhood of the Sundered Axe deity
Note: Since this is a secret organization, benefits are Have a divine spell cast by up to 2 IP plus the
unavailable to those that do not belong to this metaorg a 5th level Cleric of an elven LGCS cost
unless otherwise indicated in the scenario played. deity
However, Brotherhood members are able to gain the Have a divine spell cast by up to 3 IP plus the
following from the use of Influence. a 9th level Cleric of an elven LGCS cost
Benefit Cost deity
Have a divine spell cast by a 1st level 1 IP Hire a non-combatant tracker 2 IP plus 100 gp
caster for free (track check +15)*
Have a divine spell cast by up to a 3rd 1 IP plus the Hide out in the forest for one 1 IP
level Cleric of Heironeous LGCS cost week
Have a divine spell cast by up to a 5th 2 IP plus the *could cost a TU travel
level Cleric of Heironeous LGCS cost
Have a divine spell cast by up to a 9th 3 IP plus the Influence with the Initiates of the Fellreev
level Cleric of Heironeous LGCS cost Benefit Cost
Brotherhood members will help other 2 IP Have a divine spell cast by up to a 1 IP plus the
members escape by whatever means 3rd level druid LGCS cost
at their disposal. Reduce TU penalty Have a divine spell cast by up to a 2 IP plus the
for capture by ½. 5th level druid LGCS cost
Have a divine spell cast by up to a 3 IP plus the
Influence with the Dazark Orcs 9th level druid LGCS cost
Benefit Cost Have a divine spell cast by up to a 4 IP plus the
Hide out for up to one week in the 1 IP 13th level druid LGCS cost
hills Hire a non-combatant tracker 2 IP plus 100 gp
Arrange a meeting with the Chief 2 IP (track check +15)*
Have a divine spell cast by up to a 1 IP plus the *could cost a TU travel
3rd level cleric of an Orcish deity LGCS cost
Consult the Shaman (Divination 1 IP plus 60 gp Influence with Moskol’s Legionnaires
spell, PHB p. 197) Benefit Cost
Get information about the Eiger 1 IP Have a divine spell cast by up to a 1 IP plus the
tribe of orcs (hated enemy) 3rd level Cleric of Trithereon LGCS cost
Hire a non-combatant tracker 2 IP plus 100 gp Have a divine spell cast by up to a 2 IP plus the
(track check +15)* 5th level Cleric of Tritheron LGCS cost
*could cost a TU travel Have a divine spell cast by up to a 3 IP plus the
9th level Cleric of Tritheron LGCS cost

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Influence with the Initiates of the Tangles Influence with the Gonagin Clan
Benefit Cost Benefit Cost
Have a divine spell cast by up to a 1 IP plus the Hide out in the Gonagin House for a 1 IP
3rd level druid LGCS cost few days (Rookroost; max One TU.
Have a divine spell cast by up to a 2 IP plus the May not be used to hide from the
5th level druid LGCS cost RTG).
Have a divine spell cast by up to a 3 IP plus the Remove animosity of the Gonagin 1IP
9th level druid LGCS cost Clan (halflings and gnomes only)
Have a divine spell cast by up to a 4 IP plus the Earn a recommendation to join the 2 IP
13th level druid LGCS cost clan
Consult the Shaman (Divination 1 IP plus 60 gp Hide out in the Gonagin House for a 2 IP
spell, PHB p. 197) few days (Rookroost; max One TU.
Hire a non-combatant tracker (track 2 IP plus 100 gp May be used to hide from the RTG)
check +15) Remove animosity of the Gonagin 2 IP
*could cost a TU travel Clan (most "doublins" with the
exception of members of Fort
Influence with Johrase Mercenaries Hendricks)
Benefit Cost Hide out in the Gonagin House for up 3 IP
Gain an audience with a 1 IP to a month (useful in Rookroost only,
Mercenary Lord good for up to four TU's. May be used
Gain information as per a 1 IP or 2 IP to hide from the RTG.)
successful Knowledge Local: Have a divine spell cast by up to a 3rd 1 IP plus the
BK/Knowledge Nobility (DC 15) level cleric of a halfling deity LGCS cost
or (DC 20) Have a divine spell cast by up to a 5th 2 IP plus the
Recommendation for 1 IP level cleric of a halfling deity LGCS cost
advancement in Johrase Mercs Have a divine spell cast by up to a 7th 3 IP plus the
(Human only) level cleric of a halfling deity LGCS cost
Gain use of a Light War Horse 1 IP plus the Have a divine spell cast by up to a 9th 4 IP plus the
PHB cost for level cleric of a halfling deity LGCS cost
deposit *
If the mount is killed during the adventure, the deposit Influence with Prince Zeech
is forfeit. Benefit Cost
Have a divine spell cast by up to 1 IP plus the
a 3rd level Cleric of Hextor LGCS cost
Influence with the Red Planks Have a divine spell cast by up to 2 IP plus the
Benefit Cost a 5th level Cleric of Hextor LGCS cost
Have any LGCS spell of 3rd level 1 IP plus the Have a divine spell cast by up to 3 IP plus the
caster or lower cast LGCS cost a 9th level Cleric of Hextor LGCS cost
Have any LGCS spell of 5th level 2 IP plus the Allow a PC to no longer be 2 IP
caster or lower cast LGCS cost banned from Redhand
Have any LGCS spell of 7th level 3 IP plus the
caster or lower cast LGCS cost
Consult the Veth (Divination 1 IP plus 60 gp Influence with Rhaedrick Avenfear
spell, PHB p. 197) Influence with Rhaedrick Avenfear has no use at this
Arrange for a barge and crew 1 IP time, as he is currently in hiding and in no position to
Smuggle PC out of the BK 2 IP+500 gp help anyone. This condition is subject to change.
Access to a non-combatant 1 IP +100 gp
navigator (profession: pilot +15) Influence with Gayle Markhalla
Access to any item from table 7-7, 1 IP+ 2x PHB Instructions as to the disposition of these IP’s are given
7-8, or 7-10 p 108-114 PHB if the cost of the item. in BDK3-01 Pawn.
PC is within 30 miles of the
Artonsamay. Influence with Ploellen, Priest of Rao
May be used to satisfy requirement for Sacred Exorcist
for clergy of Rao, or as listed on the cert.

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Influence with the Earl of the Tangles Influence with Kurak’s Employer
Influence with Tarren Moskol This influence is converted to influence with the Church of
Convert to Influence with Moskol’s Legionnaires Iuz.

Influence with the following individuals or groups have


Influence with the Ghosts of Reyhu not been determined at this time:
Convert to Influence with Fort Hendricks.
• Partinius
• Visivius of Pholtus
Influence with the Oaken Copse
Convert to Influence with the Fanlareshen Elves. • Men of the Rift
• Sir Ingo of the Shield Lands
• The Lion
Influence with General Hok • Veth the Vampire
The use of these influence points will be revealed when
Hok has finished gathering his forces.

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Regional Rules
NPC Spell Casting
If there is not a character capable of casting the appropriately if the players wish them cast at a higher
desired spell at the table, the character’s only option level.
is to have an NPC perform the restoration. This is
expensive, but straightforward. Table 1 is a list of spells available through the
Temple of Iuz along with their costs. The cost listed
The dominant faith of the Bandit Kingdoms, Iuz, in parentheses is for characters without influence
cares little if at all for tending to the well-being of with the Temple of Iuz. All spells are assumed to be
their flock and even less for the troublesome cast at the minimum level needed to cast them.
adventurers that have been plaguing their master. On
the other hand, Iuzian clerics are frequently willing to Underground Faiths
accept a ‘donation to the coffers’ in order to cast Characters may be able to seek out clergy of deities
spells. In addition, there are clerics of other faiths who have been driven underground by Iuz’s tireless
that may be sought out in their places of hiding to aid purges. The locations of these clerics are only known
characters…for a price. to those allied with their followers.
Temple of Iuz Locating a Hidden Shrine
Spell Name Cost (IP and GP)
Unless otherwise noted in Cure Minor Wounds 1 IP (10 gp) Depending on the scenario,
regional documentation, Detect Magic 1 IP (10 gp) there may or may not be an
characters may only Detect Poison 1 IP (10 gp) underground shrine nearby
purchase spells of up to 3rd Purify Food and Drink 1 IP (10 gp) from which to obtain spells.
Cure Light Wounds 1 IP (20 gp)
level from the Temple of Cure Moderate Wounds 60 gp + 1 IP (120 gp) The locations of any hidden
Iuz. These spells are cast Delay Poison 60 gp + 1 IP (120 gp) shrines are detailed in the
with “no questions asked” as Lesser Restoration 60 gp + 1 IP (120 gp) meta-organization
long as proper respect to Iuz Cure Serious Wounds 150 gp + 1 IP (300 gp) descriptions and include
Dispel Magic 150 gp + 1 IP (300 gp)
is shown (i.e. gold and/or Gentle Repose 150 gp + 1 IP (300 gp) information regarding what
influence points) and only if Remove Blindness / Deafness 150 gp + 1 IP (300 gp) level casters are available to
the character is not Remove Curse 150 gp + 1 IP (300 gp) purchase spells from. Only
recognized as Wanted by the Remove Disease 150 gp + 1 IP (300 gp) characters that are members
Speak with Dead 150 gp + 1 IP (300 gp)
authorities. Table 1 - Spells available from the Temple of Iuz of the meta-organization or
possess influence with them
Determine Level of Caster are aware of the locations of
Available these shrines.
Town Size Caster Level Each organization has its own guidelines for
Village or Smaller (0-900 people) 3rd influence point costs detailed in The Use of Influence
Small Town or Larger (901 & up) 5th Points in the Bandit Kingdoms. In addition, gold
costs from Table 2: Spells available from
Depending on the scenario an Iuzian priest of the Underground Faiths apply as well.
needed level may or may not be available. Review
the table below to determine what level of spellcaster Travelling Outside the Bandit Kingdoms
is available by the size of the settlement in the Characters who are unable to locate an appropriate
adventure text. If a higher-level spellcaster is written caster within the Bandit Kingdoms can travel to
into the scenario, that NPC may be used instead. churches in other nations of the Flanaess. Normally
When the scenario does not specify what size this is restricted to after a scenario (for example, to
settlements are close at hand then the DM is raise a dead comrade), but depending on the
encouraged to make his best guess and go with it. circumstances it may be possible to do it during the
course of a scenario (i.e. the party has access to
All spells are assumed to be cast at the minimum multiple teleport or similar spells). The decision as
level needed to cast them. Adjust the cost to what is possible is left to the DM.

81 11/22/2003
Spells received from churches outside the BK follow
the rules for NPC spellcasting from the LGCS. In
addition, the PC’s traveling to receive the spell
(including PC’s transporting the bodies of
companions) must pay 1TU extra.

Spell Name Caster Lvl Cost (gp) Spell Name Caster Lvl Cost (gp)
Cure Minor Wounds 1st 5 Remove Disease 5th 150
Detect Magic 1st 5 Speak with Dead 5th 150
Detect Poison 1st 5 Cure Critical Wounds 7th 280
Purify Food and Drink 1st 5 Neutralize Poison 7th 280
Cure Light Wounds 1st 10 Restoration 7th 380
Cure Moderate Wounds 3rd 60 Break Enchantment 9th 450
Delay Poison 3rd 60 Raise Dead 9th 5,450
Lesser Restoration 3rd 60 Greater Dispelling 11th 660
Cure Serious Wounds 5th 150 Heal 11th 660
Dispel Magic 5th 150 Stone to Flesh 11th 660
Gentle Repose 5th 150 Regeneration 13th 910
Remove Blindness / Deafness 5th 150 Resurrection 13th 10,910
Remove Curse 5th 150
Table 2- Spells available from Underground Faiths

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Prestige Class Access
Characters adventuring within the former Combination Bandit Kingdoms regional characters may use any
of Free Lords have the opportunity to study alongside influence with a church that follows the same deity as
bandit kings and scholars of arcane power. the character as documentation that the church has
sanctioned the character. This use of influence should
Regional Rulings be noted on the character’s Metacampaign Record by a
Several Core and Adaptable prestige classes (as judge.
defined in the LGCS) have pre-requisites that require
special attention. The following guidelines spell out If the character does not have influence with the
how the Bandit Kingdoms regional triad interprets church, they must request and complete a special
these requirements and how the character may meet the mission to be sanctioned by the church.
prerequisites. Unless printed on an Adventure Record
these are the only ways a character may qualify for Elemental Savant:
these classes in the Bandit Kingdoms. It should be The elemental savant must have made prior peaceful
noted that these rules do not prevent the PC from contact with an elemental or with an outsider having an
obtaining the pre-requisites while out of region. elemental subtype (Air, Earth, Fire, or Water).
Optimally the player should have some form of
campaign documentation (ARs are the most common This contact must be documented on an Adventure
form) showing they have met the requirements. The Record or the player may request a special mission to
method of qualification should also be noted the PC’s receive regional documentation.
Meta-Campaign Log.
Fatespinner:
Core The fatespinner must have avoided death (or severe
calamity) by the machinations of fate. For instance, if
Consecrated Harrier: he misses a ferry crossing to the nearby Isle of Sadonne
Candidate must accept an assignment from her church due to a strange premonition that caused him to tarry
to locate and destroy some specific, individual enemy overlong at the landing, and learns that the ferry was
of the church. lost with all aboard to a sudden storm, it can be said
that fate has spared him.
This prerequisite can be met by belonging to one of
several meta organizations within the Bandit Bandit Kingdoms regional characters may be saved by
Kingdoms. fate during any scenario. If the judge decides that the
character was touched by fate, they may record the
Contemplative: details of the event on the characters Metacampaign
Must have had direct contact with one’s patron deity or Record.
a direct servant of that deity, or with an enlightened
being embodying the highest principals of an Spellsword:
alignment. Must have defeated a foe through force of arms alone,
without recourse to spellcasting or special class skills.
This prerequisite must be met through peaceful contact
with a non-summoned extra-planar being of the same Bandit Kingdoms regional characters that face a
alignment as the character. This contact must be creature in single melee combat may record the event
documented on an Adventure Record or the player may on their Metacampaign Record. (Note: it isn’t a melee
request a special mission to receive regional if the opponent isn’t participating, i.e. sleeping).
documentation.
Dungeon Delver:
Sacred Exorcist: To become a dungeon delver, a character must first
Adopting this prestige class requires the sanction of a survive a great trial underground. This usually takes
church or order that ordains sacred exorcists. Only one of three forms:
characters judged by their church to be exemplary in
faith and devotion, strong of will and upright in • A solo dungeon expedition that earns a
morality, are made sacred exorcists. character one half the experience points
needed for advancement to the next level.

83 11/22/2003
The character must complete the adventure in influence points for this purpose should be noted on the
one week, though he may leave the dungeon Metacampaign Record.
and return as often as desired during that time.
• Survival of a cave-in or other collapse. Thief-Acrobat:
• Living for a year without seeing the light of Be a member in good standing with the local thieves’
the sun, usually among underground denizens guild.
such as deep dwarves or drow.
For Bandit Kingdoms regional characters, the character
In Living Greyhawk, it is impossible to fulfill the must be a member of the Rookroost Thieves Guild.
requirements of the first trial. If the character
participates in a scenario that features a cave-in or Forsaker:
collapse, the judge can note it in the play notes for the The character must once been the victim of a magical
scenario as well as the character’s Metacampaign attack that seriously wounded him or threatened his
Record. life. He must also sell or give away all his magic items
(including magic weapons, armor, and potions) and
The third trial can be undertaken as a special mission renounce the use of any spell casting and spell-like
that will keep the character out of play for 52 TU. abilities he previously used.

Temple Raider of Olidammara: Bandit Kingdoms regional characters who are knocked
The character must worship Olidammara and be invited below 0 hit points by a single magical attack may
to join the ranks of the Temple Raiders by at least three record the event on their Metacampaign Record.
current members of that prestige class.
Forsakers may purchase and possess magic items for
This invitation can be extended to characters during the purpose of destroying them (per their special
regular scenarios (if documented in the Adventure ability). However, if these items are loaned to another
Record), or thru a special mission. Alternately, the character at the table, the forsaker is treated as though
character may use three influence points with either the they used a magic item themselves.
Rookroost Thieves Guild or Defenders of the
Greenkeep to obtain the necessary invitations. Use of
Adaptable
Adaptable prestige classes require regional or campaign documentation to advance in. Characters possessing
levels in Adaptable prestige classes prior to August 1st, 2003 may retain levels already taken (noting the levels
on their Metacampaign Record and having it signed off by a judge), but will require campaign documentation to
advance further within that class.

Class Availability
Drunken Master Not available
Master of Chains Cult of the Chain
Order of the Bow Initiate Fanlareshen Sylvan Elves, Fort Hendricks, Dimre
Red Avenger Not available
Warmaster Dimre, Johrase Mercenaries
Church Inquisitor Brotherhood of the Sundered Ax
Hospitaler Not available
Hunter of the Dead Protectors of Nerull’s Bane
Knight of the Chalice Brotherhood of the Sundered Ax
Knight of the Middle Circle Not available
Alienist Scion of Kyuss
Dragon Disciple By Special Mission only
Mage of the Arcane Order Not available
Mindbender Rookroost Thieves Guild, Fort Hendricks, Dimre,
Wayfarer Guide Not available
Dread Pirate Not available
Outlaw of the Crimson Road Rookroost Thieves Guild
Royal Explorer Not available

84 11/22/2003
Class Availability
Spymaster Rookroost Thieves Guild, Brotherhood of the Sundered Ax
Watch Detective Dimre,
King/Queen of the Wild Fanlareshen Sylvan Elves, Tangles Druids
Windrider Dimre, Gonagin
Darkhagard Red Planks
Veth Red Planks
Knights of the Chase Not available
Mask of Johydee Not available

Note: as this is a work in progress the following lists the intended access by the groups. In some cases the
higher tiers containing access to these classes has not be placed in the book yet.

Special
Because of the largely evil population of the Bandit Pale Master:
Kingdoms, it is not entirely uncommon to find Players that have been Damned by the Reaper (a
adventurers who have adapted the skills of their special certificate issued by the Bandit Kingdoms
enemies towards their own causes. Triad) may take levels in Pale Master. Players wishing
to take this prestige class should contact the Regional
The vast majority of Special Prestige classes listed in Triad for further information.
the LGCS are not available to player characters without
campaign documentation. However, there is one
particular prestige class that Bandit Kingdoms regional
characters may be able to gain access to…

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Changing Clerical Deities
• After completing at least two adventures the
Most of the truly devout worshipers of a deity never character may convert to the new faith by
question their beliefs. They have faith; however, in having a cleric of the new faith cast an
few cases holy men such as clerics have discovered Atonement spell. As the recipient of the spell
they have lost faith in their deity. Most though has willing performed these actions the spell
discover other faiths that they believe suit them better. will require the caster to expend 500 XP in
It is a rare occurrence when a holy man leaves one faith addition to the normal costs. Normal rules
and is accepted into another. Often this occurs when a apply for NPC spell casting.
cleric gives into the corruption that is the heart of the
Bandit Kingdoms. Though there are other cases where
this may occur, such as turning from one good or
lawfully aligned deity to a neutral or chaotic one.

If a PC wishes to change deities they must endure the


following, representing their struggle:

• Changing deities does not impact Paladins,


Rangers or Druids. The new deity should be
appropriate for the class.
• Clerics become ex-clerics following all the
rules given in the Players Handbook
• Any characters with divine prestige classes
lose access to all abilities related to the class
except for weapon, armor and shield
proficiencies.
• This status must be retained for at least two
adventures.

Special Missions
4) The Triad will look over the request, and get
Special missions allow players to engage in an back with the player / players.
activity of their choosing that is important to their 5) The Triad may ask for someone to write the
character. These events are requested by the player special mission, or the Triad will write the
and then approved by the BK Triad. A special special mission.
mission typically include gathering the remains of a 6) The player / players must find a place to
friend for a proper burial, accomplishing some have run the special mission. The BK Triad
character goal, gain access to some elite organization, has decided that it is better that all special
or to gain access to rare spells and / or feats. Special missions should be held at either a game day
missions are not for destroying major villains or or a convention. It will be up to the player /
NPC’s, modifying plot lines, or acquiring access to players to inform their local game day or
items. convention coordinator to set up a time for
the special mission. The local game day or
Here are the steps for requesting a special mission convention coordinator will contact the
Triad with any questions that they have
1) The player / players must decide on what about the special mission, and to inform the
they wish to accomplish in the mission. Triad of the time and place of the special
2) The player / players must decide on who mission.
will playing in the special mission (Note:
Any given PLAYER (not character) can
only participate in one special mission per
calendar year.)
3) Fill out the form at: http://www.bandit-
kingdoms.net/Form_SpecialMissionReq.htm

86 11/22/2003
Notes:
v Special missions cost a minimum of 1 TU
for all characters involved.
v For each TU spent on the special mission,
the characters may earn up to one half the
GP and XP that they would for a standard
sanctioned event.
v In most cases, one of the Triad must be
present at a special mission. The Triad will
be the one to look over the special mission
AR, and sign it.
v A special mission cannot be run to recover a
body so that a character may be brought
back from death. All deaths must be
resolved at the table, in the manner specified
by the LGCS.

87 11/22/2003

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