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Faction - The City of Shadows

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Pathfinder Campaign Faction

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The City of Shadows is the foremost magical academy in the world. Expanding the magical spells available and rediscovering ancient magics are the focus of this prestigious school, with embassies in almost every nation. The City of Shadows strives to recruit only the best arcane practioners, to teach them to use their magic wisely whilst in a safe environment.

Goal:

Alignment: LNThe City of Shadows believes in its doctrine to discover and create new magics in a safe environment so that the magics gathered are not a danger to the world (albeit still very dangerous). Important lessons in the School of Abjuration are often well received.

Leadership

Lord Archmage Jodah LN Male Human Wizard 14Lord Archmage is a primary push for many young wizards to break past their boundries and unlock the secrets of the arcane. He is the third Lord Archmage to be appointed from the Schools, and is going on 350 years of guiding the School.

Lord Templar Edward MaanyaLG Male Human Paladin 16Lord Templar is a prestigious title for the head of the Templar Order set in place to prevent rogue magic from gripping hold of the world. Leadership, School Heads

Archmage of Abjuration, Elspeth TirelLG Female Aasimar Wizard 12

Archmage of Conjuration, Garruk AtuaCN Male Dwarf Wizard 9/Fighter 3

Archmage of Divination, Freyalise the SeerTN Female Elf Sorcerer (Fey) 12

Archmage of Enchantment, Ral ZarekCG Male Slyph Wizard 12

Archmage of Evocation, Chandra NalaarCN Female Human Sorcerer (Elemental) 12

Archmage of Illusion, Jaya BallardLN Female Ioun Wizard 10/Bard 2

Archmage of Necromancy, Liliana VessCN Female Human Sorcerer (Undead) 12

Archmage of Transmutation, KothLN Male Oread Sorcerer (Elemental) 12 HeadquartersThe City of Shadows is headquartered due southeast of the civilized continents, far adrift from population. The city itself sits atop a massive island floating in the sky, the only means of reaching it through flight or the numerous teleportation platforms the City of Shadows have set up.

JoiningOnce a year, an open entry is held at Embassies in the many nations. The exams are individual and individualized, testing current magical ability, magical aptitude, scholarship, and ability to follow directions. While each docent issues the exams in a slightly different way, the one universal is that every applicant has to have some aptitude for magic. Those who succeed are granted admission to the City of Shadows.Arcane spellcasters magical ability determines their rank in the school: Apprentice 1st Level Apprentice Robes - Spell Resistance (10) Journeyman 2nd and 3rd Level Ring of Arcane Signets Arcanist 4th and 5th Level 1 Elemental Gem Master 6th Level Staff of Fire, Frost, or Healing Archmage 12th Level, Nomination Staff of Lord Archmage 14th Level, Nomintation Staff of the Magi, Artifact

Resources(1): Gain access to the City of Shadows Library, receive a +5 bonus on Knowledge (arcana) checks. The check takes 1 hour, reflecting the need to reference the appropriate materials.

(1): Gain a +5 bonus on any one Profession or Craft check representing 1 week of work. This benefit requires daily access to the library for 1 hour each day during the week the check occurs.

(1): Transcribe a common spell into a wizards spellbook or alchemists formula book. This benefit does not require a Spellcraft check or any additional transcribing costs.

(1+): Recruit two Apprentices to assist in your work. Each additional point adds an additional two Apprentices (Max 20).

(5): Become familiar with an uncommon or rare spell (at the GMs discretion) from the schools library, allowing a bard, sorcerer, or similar spellcaster to select it as a spell known at the next available opportunity.

(5+): Borrow a magic item from the schools collection for 1 week. The cost is 1 per 1,000 gp of the items market price. +1 if the Item will be placed in a dangerous situation, +1 if the reason doesnt advance the City of Shadows. The school does not lend out charged items or items that are destroyed after use.

(15+): Perform independent spell research to create a new spell. This research takes 1 week, and the cost is 2 per spell level of the new spell. This replaces the normal 1,000 gp per week per spell level cost listed.

(15): Access a special section of the library for 1 week and gain a +10 bonus on any Knowledge check.

(15): Transcribe an uncommon or rare spell from the schools library into a wizards spellbook or alchemists formula book.This benefit does not require a Spellcraft check or any additional transcribing costs.

(Variable) Have another cast a spell for you.(1)Dispel Magic, (2 for Greater)

(1)Gentle Repose

(1)Lesser Restoration

(1)Make Whole

(1)Remove Blindness/Deafness

(1)Remove Curse/Disease/Paralysis

(1)Sending

(2)Atonement (8 for Cleric/Druid)

(2)Break Enchantment

(2)Cure Critical Wounds

(2)Divination, Scrying (4 for Greater)

(2)Neutralize Poison

(2)Overland Flight

(2)Restoration (4 for Negative Levels)

(4)Regenerate

(1)Analyzed Dweomer

(1)Commune, Contact Plane

(1)Teleport Object

(15)Plane Shift

(32)Resurrection (75 for True)