Devlin listened to Lord Popora's request. The old halfling seemed open and candid about his intentions. But part of him is still wary of the Boromar Lord. He quickly gazed over his companions, watching their reactions.
Rothaide was frowning at the news of the plague in Regalport. Her smooth delicate hand nervously held the goblet of water. The elf was probably reminded of her misfortune back at her old ship.
As Gian pretended to watch the Shifters, he noticed Devlin's eyes turning towards him. The young artificer adjusted his eyeglass, and stared back at the half-elf.
Devlin cleared his throat and looked back at the halfling. "What kind of spice do you want us to deliver?"
Lord Popora beamed an oily smile. "Nothing illegal," he answered. "Five barrels of House Jorasco medicinal herbs and spices, for the afflicted people of Regalport."
"Sounds simple enough," Zonnos interrupted. Popora's eldest son was now lying comfortably on the mattress, toying with his goblet.
"If it's that simple, why come to me?" Devlin asked.
The old halfling stared at his eldest son, signaling him to behave himself. But Zonnos appeared oblivious to his father's reprimand. "You are a wizard and member of House Lyrandar," Lord Popora explained. "It will be easy for you to go in and out of the blockade."
"My relation with Lyrandar is strained," Devlin answered. "But I think I can still pull some strings."
"Then it is settled," Lord Popora replied.
"Not yet," Devlin interrupted. "There is still a matter of our fee."
"How does five thousand gold pieces sound?" Popora offered. "Two thousand five hundred upfront and the rest of the payment upon completion of the mission."
Devlin kept silent for a moment. His brow creased and his finger tapped on his chin seemingly doing some mental computations.
“Let’s go for seven thousand.” The half-elf countered. “With an additional three thousand gold pieces if we rescue your child Mika.”
Popora gave out a throaty laugh. ”You are a real businessman Devlin d’Lyrandar. Let’s settle on seven thousand and five hundred gold pieces then. Three thousand now and the rest WHEN you deliver Mika back.”
Before Devlin could answer, Zonnos gave a loud burp. Having captured everyone’s attention the younger halfling stood up and faced his father.
“Blessed progenitor, look at these runts and weaklings before you. They could not fight their way past a razorclaw hatchling; much less survive to find Mika. Let me send my Shifters to rescue my treasured sibling.”
Popora gave a low, long blink, as if considering the matter, then replied, “No, I believe there is a greater chance of success if I send them.”
Zonnos stifled a chortle and said, “The least of my Shifters can take any one of their number.”
Again, Popora spoke out before anyone could answer. “I take your bet, my child. Guests, is there one among you to prove young Zonnos incorrect? Does anyone care to wrestle a Shifter?”
As he spoke, the Shifter that carried the ale barrels into the room stood up. He over six feet tall and made threatening gestures towards Devlin and his crew.
30.5.07
The Heart of the Matter
Devlin took a small step towards the old halfling. He raised the Staff of Gorlband towards Lord Popora, his other hand touching his chest -- a typical salute of war wizards in the Sharn army.
"Lord Boromar," Devlin greeted with a low, respectful tone.
The old halfling shifted his weight on the mat. "This is not the barracks," Lord Popora replied, signaling one of his servants. "Spare me the formalities, wizard."
Devlin grinned. "I try to be courteous to all my clients, and would-be clients."
One of the elves knelt to the halfling's side, pouring him a goblet of wine, her painted face looking as if some spirit hovering over the old halfling lord. Lord Boromar stared at the half elf and his companions, examining them closely like a lion sizing up his prey.
"I was expecting one wizard," Lord Popora said as he took the goblet. "Who are these other people?"
Before Devlin could explain, Vago quickly answered his master. "These are the wizard Devlin d’ Lyrandar’s compatriots. The elf is Rothaide Lareine, a priestess of the hearth mother. While the human is his bodyguard, Gian."
The patriarch of the Boromar clan muttered something that sounded like a curse. "I asked for one wizard and you brought me a circus show?" This elicited a burst of laughter from the shifters and halflings on the other mat.
Devlin thought the old halfling would throw his goblet at Vago and punish him for disobeying his orders. But Lord Popora quickly regained his composure.
"You can't get good help these days," the old halfling muttered as he shook his head. "Let's just talk business." He then signaled the group to sit on the mats in the center of the room.
As the visitors took their seats, two of the female Aerenal elves gracefully walked towards them. They offered Devlin and Gian goblets of the halfling drink, Tal. One of the elves handed a goblet to Rothaide, but the priestess shook her head and muttered something in elvish. The elf servant's face turned red, as if she was being castigated by an disapproving parent.
Suddenly the door behind them burst open and a burly shifter walked into the room. He was carrying a barrel of ale under each of his arms. He quickly headed to the company of shifters on the right.
As Devlin and Gian sipped their Tal, the old Boromar began to speak. “The city of Regalport in the Lhazaar Principalities is beset by a deadly disease and has been quarantined by the Lyrandar Dragonmark House. No one gets in or out of the city without their permission. I have business interests on Regalport. I know you deal with delivering spell components for your wizard’s guilds. I want you to deliver a load of House Jorasco spice to help the people on that city. Are you willing to do this for me?”
Watching Devlin mulling the idea over, the halfling lord took that as a sort of acceptance and continues.
“Of course,” Popora said, “Were it something as simple as delivering spice, I would hire any tug captain to do it. There is another matter at Regalport I need addressed.
“I have two children. Zonnos here is my eldest.” He motioned towards the other halfling seated on the right. The young Boromar lord gave a loud belch as the shifters hoot.
“My youngest child, Mika, is on Regalport on clan business. Since the quarantine was imposed and the blockade put in place, there has been no word from her. The Dragonmarked House has been less forthcoming with information, and it is not interested in the problems of a concerned parent. I want you to head to Regalport and find Mika. She is young . . . and impulsive. I worry for her well-being. Can I trust you to this delicate matter?”
"Lord Boromar," Devlin greeted with a low, respectful tone.
The old halfling shifted his weight on the mat. "This is not the barracks," Lord Popora replied, signaling one of his servants. "Spare me the formalities, wizard."
Devlin grinned. "I try to be courteous to all my clients, and would-be clients."
One of the elves knelt to the halfling's side, pouring him a goblet of wine, her painted face looking as if some spirit hovering over the old halfling lord. Lord Boromar stared at the half elf and his companions, examining them closely like a lion sizing up his prey.
"I was expecting one wizard," Lord Popora said as he took the goblet. "Who are these other people?"
Before Devlin could explain, Vago quickly answered his master. "These are the wizard Devlin d’ Lyrandar’s compatriots. The elf is Rothaide Lareine, a priestess of the hearth mother. While the human is his bodyguard, Gian."
The patriarch of the Boromar clan muttered something that sounded like a curse. "I asked for one wizard and you brought me a circus show?" This elicited a burst of laughter from the shifters and halflings on the other mat.
Devlin thought the old halfling would throw his goblet at Vago and punish him for disobeying his orders. But Lord Popora quickly regained his composure.
"You can't get good help these days," the old halfling muttered as he shook his head. "Let's just talk business." He then signaled the group to sit on the mats in the center of the room.
As the visitors took their seats, two of the female Aerenal elves gracefully walked towards them. They offered Devlin and Gian goblets of the halfling drink, Tal. One of the elves handed a goblet to Rothaide, but the priestess shook her head and muttered something in elvish. The elf servant's face turned red, as if she was being castigated by an disapproving parent.
Suddenly the door behind them burst open and a burly shifter walked into the room. He was carrying a barrel of ale under each of his arms. He quickly headed to the company of shifters on the right.
As Devlin and Gian sipped their Tal, the old Boromar began to speak. “The city of Regalport in the Lhazaar Principalities is beset by a deadly disease and has been quarantined by the Lyrandar Dragonmark House. No one gets in or out of the city without their permission. I have business interests on Regalport. I know you deal with delivering spell components for your wizard’s guilds. I want you to deliver a load of House Jorasco spice to help the people on that city. Are you willing to do this for me?”
Watching Devlin mulling the idea over, the halfling lord took that as a sort of acceptance and continues.
“Of course,” Popora said, “Were it something as simple as delivering spice, I would hire any tug captain to do it. There is another matter at Regalport I need addressed.
“I have two children. Zonnos here is my eldest.” He motioned towards the other halfling seated on the right. The young Boromar lord gave a loud belch as the shifters hoot.
“My youngest child, Mika, is on Regalport on clan business. Since the quarantine was imposed and the blockade put in place, there has been no word from her. The Dragonmarked House has been less forthcoming with information, and it is not interested in the problems of a concerned parent. I want you to head to Regalport and find Mika. She is young . . . and impulsive. I worry for her well-being. Can I trust you to this delicate matter?”
The Audience Chamber
Gian quickly placed himself between the shifter and his friends. The shifter growled at the artificer, and Gian met the shifter’s stare. After a brief moment, the shifter turned and walked out the corridor.
Vago looked at the group with a raised eyebrow and motioned them to enter the door.
The three visitors entered a large dimly lit chamber. Devlin noticed that the room resembled the insides of a Talenta halfling tent. The room was richly furnished. It was divided into three separate areas of colorful weaved floor mats. Each of the mats were placed on one corner of the chamber, neatly arranged and raised on a dais.
An old halfling with graying hair and wide eyes occupied the mat directly ahead. The platform was covered with rich tapestries and silk pillows. Three female Aerenal elves, dressed in stylish robes, stood nearby. Two halflings guards flanked the mat.
A built halfling occupied the mat to the right. He was younger than the one and was smoking from sort of contraption. He shared the dais with three large shifters, who were laughing and joking with one another.
The mat to the left was bare and empty.
Standing behind the group, Vago announced, “His most mighty and powerful lord, his most wise and generous master, his most understanding and thoughtful leader, Popora ir’Boromar.”
At this, the occupants of the room looked, expecting someone from the group to say something.
Vago looked at the group with a raised eyebrow and motioned them to enter the door.
The three visitors entered a large dimly lit chamber. Devlin noticed that the room resembled the insides of a Talenta halfling tent. The room was richly furnished. It was divided into three separate areas of colorful weaved floor mats. Each of the mats were placed on one corner of the chamber, neatly arranged and raised on a dais.
An old halfling with graying hair and wide eyes occupied the mat directly ahead. The platform was covered with rich tapestries and silk pillows. Three female Aerenal elves, dressed in stylish robes, stood nearby. Two halflings guards flanked the mat.
A built halfling occupied the mat to the right. He was younger than the one and was smoking from sort of contraption. He shared the dais with three large shifters, who were laughing and joking with one another.
The mat to the left was bare and empty.
Standing behind the group, Vago announced, “His most mighty and powerful lord, his most wise and generous master, his most understanding and thoughtful leader, Popora ir’Boromar.”
At this, the occupants of the room looked, expecting someone from the group to say something.
A Ride to the Little Plains
Devlin, Rothaide and Gian made their way towards the dock area of Precarious. They eventually arrived at a landing bay where they found a newly landed skycoach. Human laborers worked in pairs, moving crates off the vessel and stowing others on board.
A jade green warforged and a sleek, youthful looking halfling stood in front of the skycoach. The Halfling kept barking orders at the crew, while the warforged approached the three visitors.
“You are here,” Herald greeted the group. He introduces them to the halfling named Vago.
Despite the enormity of his work, Vago seemed alert and aware of his surroundings. He threw the group a sharp glance.
“Get them aboard. Lord Popora expects us.” Vago shouts to the warforged. He had a brusque and officious demeanor, and he seemed to loath wasting time and words on the visitors.
The group looked at each another. When Devlin gave a brief nod, both Rothaide and Gian followed the half-elf and the warforged aboard the skiff. The three made themselves comfortable and waited for the skycoach to be filled.
Devlin stared out and checked on the cargo being loaded. Most of them were exotic foodstuff and spices. He tried to start a conversation with Vago, but the halfling was concentrated on his job.
* * *
The skycoach soared off from Lower Dura and flew over the Middle Menthis Plateau ward. It zoomed pass the plateau, navigating between towers until it finally began its decent towards the Little Plains.
To a first time visitor, the towers at Little plains appear inside out: instead of open central spaces surrounded by buildings attached to the outside of a tower, streets run around the outside of towers, giving access to very low doorways leading to cave like interiors.
Halflings seemed to navigate through these ledges with ease. Devlin looked down and saw most of the small folks below, riding exotic dinosaurs and raptors along the streets.
The skycoach gradually landed on one of the outside ledges. And as the boarding doors opened, Vago led the group off the ship.
Devlin, Rothaide and Gian followed the halfling with Herald bringing up the rear. As soon as they clear the skycoach, several halfling laborers began unloading the rest of the skycoach's cargo.
“You should be honored that you are meeting with Lord Popora ir’ Boromar,” Vago stated as he led the group down a hallway. He brought them through a series of alleys and further down into the tower. “Among the Boromars, Popora’s name is legendary.”
Vago stopped abruptly and examined the three taller humans. “I believe Lord Popora has almost supernatural instincts and have long ago learned not to second-guess his decisions.”
He then turned his back and led the group again down another corridor.
Rothaide whispered to Gian. “What was that all about?”
Gian stared at the halfling and whispered back to his elven companion. “I’m not sure but I think we’ve just been insulted.”
Devlin signaled the two to keep quiet and quickened his pace to catch up with the halfling.
They continued to make their way down several corridors. They passed through corridors that were finely furnished with doorways carved from rare woods and art objects.
Eventually the group reached a large set of dark wood doors and Vago motioned the group onwards. The door suddenly opened before the halfling could turn the latch. A huge, broad shouldered shifter stepped out.
A jade green warforged and a sleek, youthful looking halfling stood in front of the skycoach. The Halfling kept barking orders at the crew, while the warforged approached the three visitors.
“You are here,” Herald greeted the group. He introduces them to the halfling named Vago.
Despite the enormity of his work, Vago seemed alert and aware of his surroundings. He threw the group a sharp glance.
“Get them aboard. Lord Popora expects us.” Vago shouts to the warforged. He had a brusque and officious demeanor, and he seemed to loath wasting time and words on the visitors.
The group looked at each another. When Devlin gave a brief nod, both Rothaide and Gian followed the half-elf and the warforged aboard the skiff. The three made themselves comfortable and waited for the skycoach to be filled.
Devlin stared out and checked on the cargo being loaded. Most of them were exotic foodstuff and spices. He tried to start a conversation with Vago, but the halfling was concentrated on his job.
* * *
The skycoach soared off from Lower Dura and flew over the Middle Menthis Plateau ward. It zoomed pass the plateau, navigating between towers until it finally began its decent towards the Little Plains.
To a first time visitor, the towers at Little plains appear inside out: instead of open central spaces surrounded by buildings attached to the outside of a tower, streets run around the outside of towers, giving access to very low doorways leading to cave like interiors.
Halflings seemed to navigate through these ledges with ease. Devlin looked down and saw most of the small folks below, riding exotic dinosaurs and raptors along the streets.
The skycoach gradually landed on one of the outside ledges. And as the boarding doors opened, Vago led the group off the ship.
Devlin, Rothaide and Gian followed the halfling with Herald bringing up the rear. As soon as they clear the skycoach, several halfling laborers began unloading the rest of the skycoach's cargo.
“You should be honored that you are meeting with Lord Popora ir’ Boromar,” Vago stated as he led the group down a hallway. He brought them through a series of alleys and further down into the tower. “Among the Boromars, Popora’s name is legendary.”
Vago stopped abruptly and examined the three taller humans. “I believe Lord Popora has almost supernatural instincts and have long ago learned not to second-guess his decisions.”
He then turned his back and led the group again down another corridor.
Rothaide whispered to Gian. “What was that all about?”
Gian stared at the halfling and whispered back to his elven companion. “I’m not sure but I think we’ve just been insulted.”
Devlin signaled the two to keep quiet and quickened his pace to catch up with the halfling.
They continued to make their way down several corridors. They passed through corridors that were finely furnished with doorways carved from rare woods and art objects.
Eventually the group reached a large set of dark wood doors and Vago motioned the group onwards. The door suddenly opened before the halfling could turn the latch. A huge, broad shouldered shifter stepped out.
29.5.07
A Little Research
The skydocks of Precarious lean out into the air high above the Dagger River. Vast mystical cranes and magic lifts uses levitation and the power of Syrania to haul loads of cargo and people to and from the waterfront districts of Cliffside. An army of laborers transports good between the docks and the warehouses in the district – both the massive storage towers and the smaller warehouses. While sailors generally find entertainment in Cliffside, Precarious houses a variety of crafts and services. Mills and workhouses make immediate use of the raw materials brought up from the Dagger River, while a few dingy tavern, gambling dens, and dreamlily dealers provide the workers a chance to leave their cares – and their silvers – behind.
The Edge is one of these taverns located in the district. The sun has just set and there are only a few patrons in the establishment. Most of them are already so drunk that they didn't notice a clocked woman silently makes her way across the room. Even in the dim light of the tavern, she could easily spot the two men seated at the back of the room.
“Sorry it took me a while before I found the place.” Rothaide offered an apology as she sat beside Gian.
“It’s no problem.” Devlin told her. “We haven’t been here for long. So what have you found out?”
“Is it safe to talk here?” Rothaide asked as she suspiciously looked around the room.
“It’s fine.” Gian tapped on a copper piece in the middle of the table. “I’ve infused it so that anyone a couple of feet from it would only hear mindless babble.”
“Ok,” Rothaide said, obviously more relaxed. “The priests at the Pavilion of the Host couldn’t offer much information regarding our new business partner. But I did acquire some from the halflings at the healing houses of Jorasco. You’ll be happy to note that he does not deal in slaves, poison or more deadly drugs. Popora does however deal with medicinal spices, which he consider relatively harmless and very profitable.”
“So basically you’re saying we’re dealing with a drug lord.” Devlin concludes and the elf nods her assent.
“And from what I’ve gathered, he’s a drug lord that can be trusted.” Devlin shares.
“Our Lord Popora has build part of his reputation on his ability to be trusted. He keeps his word, once given. He supposedly lives up to the letter and the spirit of an agreement.
“He has been known to engage in altruistic acts that on the surface, at least benefits others. “Devlin continues. “Such actions are usually considered as a sign of weakness amongst the Boromars, but he has always turned whatever he does to an eventual profit.”
Both Rothaide and Gian contemplated the pros and cons of the situation.
“What do we know of him personally?” Devlin turns towards the human artificer.
“He’s quite old.” Gian starts. “In his 120 years. He has survived several takeover attempts and skirmishes launched by rival organizations as well as in Clan conflicts. Each time, the opposing group was crushed utterly. He has no rivals – only competitors.”
Rothaide shook her head and sighed. It was obvious that the priestess of the hearthmother was feeling uneasy talking about druglords and criminals.
“He employs a vast network of operatives but frequently hires outside his organization, either to give him deniability or to test business associates who want to deal with him long-term. Another halfling named Vago takes care of most of his dirty work.
“Popora entrusts parts of his business to his two offspring, Zonnos and Mika. Zonnos is smug and sedentary, like most other Boromars. Although he seems at times more interested in food and revelry rather than in ensuring the future of the family business. If you ask me, this behavior could be a ruse to throw off spies and competitors.
“Mika, on the other hand, seems to have Popora’s instincts for profitable business opportunities and pursues them with a zest that at times seems unbecoming of a Boromar.”
The table then turns silent as everyone processes all the information they just shared.
After a few minutes, Devlin stands up and states “Well, we don’t want to keep our new business associates waiting do we?”
The three companions, head out towards the door. Gian taking time only to pause to pick up his copper piece on the tavern table and placing a couple of silver pieces as payment in its place.
The Edge is one of these taverns located in the district. The sun has just set and there are only a few patrons in the establishment. Most of them are already so drunk that they didn't notice a clocked woman silently makes her way across the room. Even in the dim light of the tavern, she could easily spot the two men seated at the back of the room.
“Sorry it took me a while before I found the place.” Rothaide offered an apology as she sat beside Gian.
“It’s no problem.” Devlin told her. “We haven’t been here for long. So what have you found out?”
“Is it safe to talk here?” Rothaide asked as she suspiciously looked around the room.
“It’s fine.” Gian tapped on a copper piece in the middle of the table. “I’ve infused it so that anyone a couple of feet from it would only hear mindless babble.”
“Ok,” Rothaide said, obviously more relaxed. “The priests at the Pavilion of the Host couldn’t offer much information regarding our new business partner. But I did acquire some from the halflings at the healing houses of Jorasco. You’ll be happy to note that he does not deal in slaves, poison or more deadly drugs. Popora does however deal with medicinal spices, which he consider relatively harmless and very profitable.”
“So basically you’re saying we’re dealing with a drug lord.” Devlin concludes and the elf nods her assent.
“And from what I’ve gathered, he’s a drug lord that can be trusted.” Devlin shares.
“Our Lord Popora has build part of his reputation on his ability to be trusted. He keeps his word, once given. He supposedly lives up to the letter and the spirit of an agreement.
“He has been known to engage in altruistic acts that on the surface, at least benefits others. “Devlin continues. “Such actions are usually considered as a sign of weakness amongst the Boromars, but he has always turned whatever he does to an eventual profit.”
Both Rothaide and Gian contemplated the pros and cons of the situation.
“What do we know of him personally?” Devlin turns towards the human artificer.
“He’s quite old.” Gian starts. “In his 120 years. He has survived several takeover attempts and skirmishes launched by rival organizations as well as in Clan conflicts. Each time, the opposing group was crushed utterly. He has no rivals – only competitors.”
Rothaide shook her head and sighed. It was obvious that the priestess of the hearthmother was feeling uneasy talking about druglords and criminals.
“He employs a vast network of operatives but frequently hires outside his organization, either to give him deniability or to test business associates who want to deal with him long-term. Another halfling named Vago takes care of most of his dirty work.
“Popora entrusts parts of his business to his two offspring, Zonnos and Mika. Zonnos is smug and sedentary, like most other Boromars. Although he seems at times more interested in food and revelry rather than in ensuring the future of the family business. If you ask me, this behavior could be a ruse to throw off spies and competitors.
“Mika, on the other hand, seems to have Popora’s instincts for profitable business opportunities and pursues them with a zest that at times seems unbecoming of a Boromar.”
The table then turns silent as everyone processes all the information they just shared.
After a few minutes, Devlin stands up and states “Well, we don’t want to keep our new business associates waiting do we?”
The three companions, head out towards the door. Gian taking time only to pause to pick up his copper piece on the tavern table and placing a couple of silver pieces as payment in its place.
Looking for Work
"Boromar?" Coreen muttered in disbelief. "I don't like this."
I scratched my chin and stared at the jade-colored warforged. "Why would Lord Popora be interested in me?"
Coreen shook her head. "I don't want to deal with the Boromar Clan."
Ignoring the bookkeeper's ramblings, Gian turned me and asked, "Have you done business with Lord Popora before?"
"I try not to," I muttered. "The Boomers deal with a lot of illegal stuff. I mostly keep to trading with wizards." I turned to Herald and added, "No offense to your lord."
"None taken," the warforged replied.
“I’ve heard of Lord Popora.” I continued, “He’s one of the Boomers of Sharn, though not one of the Clan elders, he’s still quite powerful. He runs a vast network of legal and quasi-legal operations. Primarily dealing deals with smugglers."
“Individuals who have done work for Popora or his representatives say that Popora dealt fairly with them, honored their agreements, and paid on time.”
"At least he is willing to pay for your time and company," Gian commented.
Coreen looked at the artificer and snorted. "Oh what do you know?" She muttered. "The Boomers are trouble."
"But it wouldn't hurt to pay the Lord a visit," I replied. "With our funds severely depleted, we need to get some work."
"That is correct," the warforged answered.
"This is wrong," Coreen warned. "Lord Popora is vicious. He has a battalion of house wizards ready to kill you if you ever go against him."
"That's pretty much an exaggeration," Herald corrected. "He only has three house wizards."
"That I know," Coreen retorted. "And very malicious elven house wizards at that."
"Alright," I answered while fixing my coat. "I'll go meet Lord Popora."
The warforged gave a brief nod. "I will be waiting for you in the docks at two hours time," he said as Gian led him out of the skyship.
"Hope you come back in one piece," Coreen commented.
"Don't worry," I tightened my grip on my staff. "I have a feeling we'll be employed very soon. Besides I won’t be facing Lord Popora alone and unarmed."
“Gian,” I called out. “I need you to check up on your old contacts and see what you can come up regarding this Lord Popora. I’m specifically looking for how his organization works.”
Gian took on a grim look as if the prospect of heading down to the city was not something he was looking forward to but eventually nodded back.
“Likewise, go get Rothaide from the galley.” I added, “Tell her to do the same with the temples and with the Halflings at House Jorasco. Remind her to be discreet about her inquiries. I’ll meet you guys in exactly two hours at the Edge at Precarious.”
"Got it." Gian nodded back once more and headed down to the ship’s galley to look for the ship’s elven cleric.
“Where will you be?” Coreen asked.
“I’ll be checking out my own contacts.”
I walked off once more towards the Lyrandar tower and the city of Sharn.
I scratched my chin and stared at the jade-colored warforged. "Why would Lord Popora be interested in me?"
Coreen shook her head. "I don't want to deal with the Boromar Clan."
Ignoring the bookkeeper's ramblings, Gian turned me and asked, "Have you done business with Lord Popora before?"
"I try not to," I muttered. "The Boomers deal with a lot of illegal stuff. I mostly keep to trading with wizards." I turned to Herald and added, "No offense to your lord."
"None taken," the warforged replied.
“I’ve heard of Lord Popora.” I continued, “He’s one of the Boomers of Sharn, though not one of the Clan elders, he’s still quite powerful. He runs a vast network of legal and quasi-legal operations. Primarily dealing deals with smugglers."
“Individuals who have done work for Popora or his representatives say that Popora dealt fairly with them, honored their agreements, and paid on time.”
"At least he is willing to pay for your time and company," Gian commented.
Coreen looked at the artificer and snorted. "Oh what do you know?" She muttered. "The Boomers are trouble."
"But it wouldn't hurt to pay the Lord a visit," I replied. "With our funds severely depleted, we need to get some work."
"That is correct," the warforged answered.
"This is wrong," Coreen warned. "Lord Popora is vicious. He has a battalion of house wizards ready to kill you if you ever go against him."
"That's pretty much an exaggeration," Herald corrected. "He only has three house wizards."
"That I know," Coreen retorted. "And very malicious elven house wizards at that."
"Alright," I answered while fixing my coat. "I'll go meet Lord Popora."
The warforged gave a brief nod. "I will be waiting for you in the docks at two hours time," he said as Gian led him out of the skyship.
"Hope you come back in one piece," Coreen commented.
"Don't worry," I tightened my grip on my staff. "I have a feeling we'll be employed very soon. Besides I won’t be facing Lord Popora alone and unarmed."
“Gian,” I called out. “I need you to check up on your old contacts and see what you can come up regarding this Lord Popora. I’m specifically looking for how his organization works.”
Gian took on a grim look as if the prospect of heading down to the city was not something he was looking forward to but eventually nodded back.
“Likewise, go get Rothaide from the galley.” I added, “Tell her to do the same with the temples and with the Halflings at House Jorasco. Remind her to be discreet about her inquiries. I’ll meet you guys in exactly two hours at the Edge at Precarious.”
"Got it." Gian nodded back once more and headed down to the ship’s galley to look for the ship’s elven cleric.
“Where will you be?” Coreen asked.
“I’ll be checking out my own contacts.”
I walked off once more towards the Lyrandar tower and the city of Sharn.
Little Green Man
Gian was standing on top of the Ravenstorm’s sterncastle. He was currently overseeing the repairs on one of the four binding struts that support the ship’s elemental ring.
As he was about to fortify the struts with one of his magical enchantment, Gian heard a pair of arguing voices coming from within the Lyrandar docking tower. Judging from the sound, it was obvious that the captain and the bookkeeper have returned and that both their missions to the city did not go according to plan.
“I told you we couldn’t trust the wizard's guild to provide us with any job!” Coreen nagged as she walked beside her half-elf companion.
“It’s not my fault the guild doesn’t have any job it can offer us for now.” Devlin ran his hand thru his now unruly hair. “Besides, it’s not as if your own contacts came up with something that could help our situation!”
Coreen looked like she was lost for words. She quickly stomped off, down the ship’s stairs heading for the crew cabins.
Taking his cue, Gian swung down from where he was and gracefully landed on the main deck in front of the Lyrandar captain.
“If you two are done fighting; There’s someone who has been waiting for your return,” Gian stated.
"A visitor?" Devlin asked.
"He arrived shortly after you guys left."
Gian led Devlin towards the ship’s forecastle where a jade green warforged was standing by the ship’s rail, watching the city below.
As the captain and the artificer approached, the warforged looked up and moved towards them.
Other than its color it was obvious that the warforged appeared a bit unusual. Unlike many of it’s kind it had a shorter, leaner and more refined body. Something not suited for a regular warforged.
“Excuse me, but I am looking for a particular individual, a certain Devlin Sain d’Lyrandar.”
Gian quickly introduced the warforged to the captain.
“I am Herald, a loyal servant of Popora ir’Boromar. Lord Popora desires a meeting to discuss a matter both of great urgency and extreme delicacy. The Lord requests you attend an audience with him and is willing to compensate well for both your time and attention.”
As he was about to fortify the struts with one of his magical enchantment, Gian heard a pair of arguing voices coming from within the Lyrandar docking tower. Judging from the sound, it was obvious that the captain and the bookkeeper have returned and that both their missions to the city did not go according to plan.
“I told you we couldn’t trust the wizard's guild to provide us with any job!” Coreen nagged as she walked beside her half-elf companion.
“It’s not my fault the guild doesn’t have any job it can offer us for now.” Devlin ran his hand thru his now unruly hair. “Besides, it’s not as if your own contacts came up with something that could help our situation!”
Coreen looked like she was lost for words. She quickly stomped off, down the ship’s stairs heading for the crew cabins.
Taking his cue, Gian swung down from where he was and gracefully landed on the main deck in front of the Lyrandar captain.
“If you two are done fighting; There’s someone who has been waiting for your return,” Gian stated.
"A visitor?" Devlin asked.
"He arrived shortly after you guys left."
Gian led Devlin towards the ship’s forecastle where a jade green warforged was standing by the ship’s rail, watching the city below.
As the captain and the artificer approached, the warforged looked up and moved towards them.
Other than its color it was obvious that the warforged appeared a bit unusual. Unlike many of it’s kind it had a shorter, leaner and more refined body. Something not suited for a regular warforged.
“Excuse me, but I am looking for a particular individual, a certain Devlin Sain d’Lyrandar.”
Gian quickly introduced the warforged to the captain.
“I am Herald, a loyal servant of Popora ir’Boromar. Lord Popora desires a meeting to discuss a matter both of great urgency and extreme delicacy. The Lord requests you attend an audience with him and is willing to compensate well for both your time and attention.”
Off to the Wizard's Guild
It took me a couple of hours before I finished my rounds. I inspected every nook of the ship, delegating the tasks among the crew members, and checking the ship's magical power source. I kept a mental note of all the things I saw, from the leaking pipes beneath the mess hall to the dwindling food supply in the pantry.
Apparently Coreen was right. We need to get a job soon or this ship will fall apart.
"That's what I've been telling you since last week," Coreen said as she followed me into my room. "Our budget has been stretched real thin."
I shook my head and reprimanded the bookkeeper for prying into my thoughts. Coreen has been with the company of wizards far longer than I have. She has to learn some basic courtesy in reading the minds of others.
"I'll be visiting the wizard's guild in an hour," I answered as I walked to the window. "Hopefully the old geezers there would give us some work."
Coreen gently shook her head. "Are you sure about that? Remember the last time they sent us to deliver one of their packages?"
"It wasn't that bad," I answered, smiling.
"Not bad?" Coreen repeated with a mocking tone. She drew out a small notebook and started flipping through the pages. "That two headed demon injured a couple of sailors and obliterated our canon. We spent almost two thousand fixing the damages, not to mention the five hundred silver we used for spell components to bind the demon back to its box."
"But we still got paid in the end," I replied and saw the young bookkeeper's face flushing red as she recalled the gruesome incident.
"Barely enough to cover our damages," Corren checked her notes.
"That's why I have to go visit the wizards," I pulled out out my coat and cape from the nearby closet. "They're the only ones who can afford us."
"That's because we've been blacklisted everywhere else," Coreen muttered to herself.
"The wizards won't turn their back on one of their own," I answered while putting on my coat. It was a fancy white suit with a couple of dangling medals pinned in front of the chest pockets. "And you've worked for a few of them before, right."
Coreen rolled her eyes. "Don't remind me."
"We're the best in what we do," I continued. "Those guild masters know that we're the fastest and most reliable ship to deliver their spell components and research materials."
"Well at least let me try to ask the other guilds," Coreen muttered as she stuffed her notebook back on her pocket. "I still know a couple of smugglers working in the docks."
I drew out the Staff of Gorlband from the closet and started polishing the oaken wood with my cape. "Okay, you can go check on your friends," I said. "But I want you back before sunset."
"Okay," Coreen smiled as she helped me fix my cape. "But who will be left here?"
"Let Gian watch over the ship," I replied as I fixed his hair. Then I turned to the young girl and asked, "do I look like a dashing skyship captain?"
Coreen shook her head. "It's not me you are trying to convince. Good luck with the wizards."
Apparently Coreen was right. We need to get a job soon or this ship will fall apart.
"That's what I've been telling you since last week," Coreen said as she followed me into my room. "Our budget has been stretched real thin."
I shook my head and reprimanded the bookkeeper for prying into my thoughts. Coreen has been with the company of wizards far longer than I have. She has to learn some basic courtesy in reading the minds of others.
"I'll be visiting the wizard's guild in an hour," I answered as I walked to the window. "Hopefully the old geezers there would give us some work."
Coreen gently shook her head. "Are you sure about that? Remember the last time they sent us to deliver one of their packages?"
"It wasn't that bad," I answered, smiling.
"Not bad?" Coreen repeated with a mocking tone. She drew out a small notebook and started flipping through the pages. "That two headed demon injured a couple of sailors and obliterated our canon. We spent almost two thousand fixing the damages, not to mention the five hundred silver we used for spell components to bind the demon back to its box."
"But we still got paid in the end," I replied and saw the young bookkeeper's face flushing red as she recalled the gruesome incident.
"Barely enough to cover our damages," Corren checked her notes.
"That's why I have to go visit the wizards," I pulled out out my coat and cape from the nearby closet. "They're the only ones who can afford us."
"That's because we've been blacklisted everywhere else," Coreen muttered to herself.
"The wizards won't turn their back on one of their own," I answered while putting on my coat. It was a fancy white suit with a couple of dangling medals pinned in front of the chest pockets. "And you've worked for a few of them before, right."
Coreen rolled her eyes. "Don't remind me."
"We're the best in what we do," I continued. "Those guild masters know that we're the fastest and most reliable ship to deliver their spell components and research materials."
"Well at least let me try to ask the other guilds," Coreen muttered as she stuffed her notebook back on her pocket. "I still know a couple of smugglers working in the docks."
I drew out the Staff of Gorlband from the closet and started polishing the oaken wood with my cape. "Okay, you can go check on your friends," I said. "But I want you back before sunset."
"Okay," Coreen smiled as she helped me fix my cape. "But who will be left here?"
"Let Gian watch over the ship," I replied as I fixed his hair. Then I turned to the young girl and asked, "do I look like a dashing skyship captain?"
Coreen shook her head. "It's not me you are trying to convince. Good luck with the wizards."
Docking procedures
Because of its airship docking tower, Sharn is also known as the gateway to Xen’drik. Built on the Central Plateau, Lyrandar Tower is one of the tallest structures in the city. It measures 2,000 feet in diameter at the bottom and 650 feet in diameter at the top.
The top floor of the tower houses the airship docking port — one of the busiest centers of activity in Sharn. The tower is the first sight that most visitors see upon arriving in the city, and it is often the only place visited by people here on business or just passing through.
Lyrandar Tower offers a wide array of services to the travelers who pass through it. Just about any product the city has to offer is also available here, though at prices ten to fifteen percent higher than elsewhere in the city. But most travelers are willing to spend the extra money for the convenience of having everything they need so handy. Most travelers that is... and yet...
“Captain!” Coreen cried out to me as she stomped into the main deck of the Ravenstorm. The young bookkeeper paid no heed to the crew. She charged towards the middle of the ship's deck, directly where I was standing.
”I’ve talked with the dock officer and we are cleared to stay for the next two days. It took me a great deal of convincing but I was able to lower the docking fees to something we can actually afford, but we’re running for funds Devlin. The fare of those passengers we have is simply not enough. We need to find a job soon!”
I listened to Coreen as I continued signing the docking papers. I read through the documents, making sure the customs made a proper inventory of the ship. I glanced towards the ship's elemental ring, taking note note of its dim glow; indicating that the elemental of the ship has been suppressed.
As soon as I finished my inspection, I turned to face the petite lass beside me.
“This is Sharn, Coreen.” I answered while walking towards the ship’s helm. “We’ll find something.”
“Well it better be sooner. We’re running low on funds and I still have a long list of supplies that we need to purchase.” Coreen answered as she followed me.
We stepped inside the brige, where a tall human was in the process of making final adjustments on the ship’s controls.
“Raven has been suppressed, Captain.” Gian reported as he greeted us. The glow from his Mark of Storm faded as he removed his hands from the ship's helm. A large wheel made of dark wood - the source of the ship’s control over the ship’s elemental.
"Good work," I gave a brief nod as I continued to inspect the helm controls.
“Most of the crew has reported that they’re taking their R&R but we’ve got a skeleton crew on board just in case. We need, however, to make some repairs on the binding struts. The one in the aft section is sort of wobbling.” Gian stated as handed me the wheel.
“And how much is that going to cost us?” Coreen asked.
“Ummm…” Gian faltered and pushed back his spectacles. “Not much, we can always improvise.”
Coreen turned to me and shouted, “DEVLIN! We need to find a job now!”
The top floor of the tower houses the airship docking port — one of the busiest centers of activity in Sharn. The tower is the first sight that most visitors see upon arriving in the city, and it is often the only place visited by people here on business or just passing through.
Lyrandar Tower offers a wide array of services to the travelers who pass through it. Just about any product the city has to offer is also available here, though at prices ten to fifteen percent higher than elsewhere in the city. But most travelers are willing to spend the extra money for the convenience of having everything they need so handy. Most travelers that is... and yet...
* * *
“Captain!” Coreen cried out to me as she stomped into the main deck of the Ravenstorm. The young bookkeeper paid no heed to the crew. She charged towards the middle of the ship's deck, directly where I was standing.
”I’ve talked with the dock officer and we are cleared to stay for the next two days. It took me a great deal of convincing but I was able to lower the docking fees to something we can actually afford, but we’re running for funds Devlin. The fare of those passengers we have is simply not enough. We need to find a job soon!”
I listened to Coreen as I continued signing the docking papers. I read through the documents, making sure the customs made a proper inventory of the ship. I glanced towards the ship's elemental ring, taking note note of its dim glow; indicating that the elemental of the ship has been suppressed.
As soon as I finished my inspection, I turned to face the petite lass beside me.
“This is Sharn, Coreen.” I answered while walking towards the ship’s helm. “We’ll find something.”
“Well it better be sooner. We’re running low on funds and I still have a long list of supplies that we need to purchase.” Coreen answered as she followed me.
We stepped inside the brige, where a tall human was in the process of making final adjustments on the ship’s controls.
“Raven has been suppressed, Captain.” Gian reported as he greeted us. The glow from his Mark of Storm faded as he removed his hands from the ship's helm. A large wheel made of dark wood - the source of the ship’s control over the ship’s elemental.
"Good work," I gave a brief nod as I continued to inspect the helm controls.
“Most of the crew has reported that they’re taking their R&R but we’ve got a skeleton crew on board just in case. We need, however, to make some repairs on the binding struts. The one in the aft section is sort of wobbling.” Gian stated as handed me the wheel.
“And how much is that going to cost us?” Coreen asked.
“Ummm…” Gian faltered and pushed back his spectacles. “Not much, we can always improvise.”
Coreen turned to me and shouted, “DEVLIN! We need to find a job now!”
New spells
STORM TOUCH
Evocation [Electricity]
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Up to one creature/level touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Your hand crackles with the pent-up energy of storm-tossed lightning, dealing 9d6 points of electricity damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the burning pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
Special: A character with any Mark of Storm dragonmark, or with the Favored in House feat (Lyrandar), deals an extra 1d6 points of electricity damage with each touch.
WIND’S FAVOR
Transmutation [Air]
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Area of wind 10 ft. wide by 10 ft. high by 100 ft. +
10 ft./level long
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You create a localized area of strong wind (approximately 30 mph). This effect has limited utility in battle (see Table 3–24: Wind Effects, page 95 of the Dungeon Master’s Guide), but is often used to propel sailing craft. By concentrating as a full-round action, you can change the direction of the wind by 45 degrees.
This spell is effectively identical to the spell-like ability that can be gained by a character with the lesser Mark of Storm (see page 66 of the EBERRON Campaign Setting), except the range and the affected area are different, as given above.
Evocation [Electricity]
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Up to one creature/level touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Your hand crackles with the pent-up energy of storm-tossed lightning, dealing 9d6 points of electricity damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the burning pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
Special: A character with any Mark of Storm dragonmark, or with the Favored in House feat (Lyrandar), deals an extra 1d6 points of electricity damage with each touch.
WIND’S FAVOR
Transmutation [Air]
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Area of wind 10 ft. wide by 10 ft. high by 100 ft. +
10 ft./level long
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You create a localized area of strong wind (approximately 30 mph). This effect has limited utility in battle (see Table 3–24: Wind Effects, page 95 of the Dungeon Master’s Guide), but is often used to propel sailing craft. By concentrating as a full-round action, you can change the direction of the wind by 45 degrees.
This spell is effectively identical to the spell-like ability that can be gained by a character with the lesser Mark of Storm (see page 66 of the EBERRON Campaign Setting), except the range and the affected area are different, as given above.
Defenestrating Sphere
Evocation [Air]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-foot-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
You evoke a cloudy gray sphere of whirling air and howling wind that hurls your enemies screaming into the sky. It flies at up to 30 feet per round and attacks the creature or object you indicate. You must succeed at a ranged touch attack to strike a creature with the sphere. The sphere stops moving for the round when you make an attack on a creature or object. You must actively direct the sphere on your action to move it to a new target; this requires a move action on your part. The sphere winks out if it exceeds the spell's range.
If you succeed with your ranged touch attack to strike a creature with the sphere, the target takes 3d6 damage from the battering power of the winds. Creatures of Medium size or smaller must succeed on a Fortitude saving throw or be knocked prone. Creatures who fall prone must then succeed on a second Fortitude save or be swept up into the sphere and expelled 1d8 x 10 feet straight up, falling 1d6 squares in a random direction from their original position. Falling damage applies normally. If some obstacle prevents the subject from reaching the height to which the sphere expelled him, he sustains 1d6 points of damage for every 10 feet of movement he was unable to complete (so a character hurled 50 feet up in a room with a 20-foot ceiling sustains 3d6 damage, and then falls from there).
The sphere may affect one creature or object per round, provided it is directed to a suitable target.
Material Component: A gray pearl worth no less than 100 gp.
House Lyrandar
The half-elves of House Lyrandar possess the Mark of Storm. Their Windwrights Guild dominates the business of shipping and transportation over both sea and sky. Their Raincallers Guild provides services to farmers across Khorvaire. Both guilds are found in every coastal nation of Khorvaire, and they proudly trace their ancestry to the elves of Aerenal and the humans of Thrane.
Unmarked members of House Lyrandar are prosperous farmers, plantation owners, and sailors crewing the ships driven by their marked relatives.
House Lyrandar appeared in pre-Galifar Thrane two thousand years ago, but today it operates out of Aundair to avoid the restrictive rule of Thrane's theocracy. The house matriarch, Esravash d'Lyrandar, oversees both the Raincallers Guild and the Windwrights Guild from the island paradise of Stormhome, which the house created off the coast of Aundair.
The Raincallers Guild helps farmers across Khorvaire, as well as any others who need to affect the weather in a localized area. The Windwrights Guild controls a vast
shipping and transporation business that operates in the air and across the seas.
MARK OF STORM
The Mark of Storm grants the power to control weather, primarily through the manipulation of clouds, wind, and rain. A character with this mark can create a short, localized drizzle or a powerful rainstorm, a short breeze, or enough wind to propel a ship across the sea.
Marks: The aspects of the Mark of Storm grant the following benefits.
Least Mark of Storm: endure elements 1/day, fog cloud 1/day, or gust of wind 1/day; +2 bonus on Balance checks.
Lesser Mark of Storm: sleet storm 1/day, wind'sfavor 1 /day, or wind wall 1/day.
With sleet storm, a character can create either warm rain or freezing sleet.
A character using wind's favor can create a localized area of strong wind (approximately 30 mph) in an area 10 feet wide, 10 feet high, and 100 feet + 20 feet per caster level long. The wind blows for 1 hour per caster level or until the character dismisses it. By concentrating as a fullround action, the character can change the direction of the wind by 45 degrees.
Greater Mark of Storm: control winds 1/day or control weather 1/day.
Devlin's notes:
The Lyrandar elders treat me as their prodigal son, and for good reasons. I disobeyed their orders, incurring losses in their business and delays in their plans. I joined the Last War, offering my services as a war wizard, despite Lady Esravash's objections. I "stole" an airship that was supposed to be a gift to a more deserving skyship captain. Plus many other offenses and violations I made over the years.
As far as I know, House Lyrandar has disowned me. I'm glad to have them off my shoulders.
The Last War
The most recent significant event in Eberron is an event called the Last War, so-called because the people of Khorvaire believed that after the war was over everybody would grow tired of war. It refers to a series of conflicts in Khorvaire over 102 years that began with a dispute over the throne of the Kingdom of Galifar and the ruling of the Five Nations.
Two years prior to the end of the Last War, the nation of Cyre was destroyed in an incident known as the Day of Mourning. This event helped expedite the end of the Last War. Now, the region that was once Cyre is referred to as the Mournland and is the home of living spells, preserved dead bodies, and a militant sect of warforged led by one called the Lord of Blades whose avowed goal is the total domination of the continent by the warforged at the expense of all "flesh and blood" humanoids. Those in the Mournland do not heal naturally, and magical healing has no effect. For all these reasons, few people enter the region.
The Last War officially has ended two years prior to the start of the common Eberron campaign, with the Treaty of Thronehold, as each of the Five Nations and most of the nations that broke off during the war officially became independent.
Devlin's notes:
I served the Sharm army during the Last War. I was a war wizard, responsible for countering the magical attacks of our enemies. My Lyrandar gift also enabled me to summon the weather and wind to hinder our opponents. Working in the army was better than staying with my Lyrandar relatives. I met a lot of good friends during the war, and lost most of them as well.
Two years prior to the end of the Last War, the nation of Cyre was destroyed in an incident known as the Day of Mourning. This event helped expedite the end of the Last War. Now, the region that was once Cyre is referred to as the Mournland and is the home of living spells, preserved dead bodies, and a militant sect of warforged led by one called the Lord of Blades whose avowed goal is the total domination of the continent by the warforged at the expense of all "flesh and blood" humanoids. Those in the Mournland do not heal naturally, and magical healing has no effect. For all these reasons, few people enter the region.
The Last War officially has ended two years prior to the start of the common Eberron campaign, with the Treaty of Thronehold, as each of the Five Nations and most of the nations that broke off during the war officially became independent.
Devlin's notes:
I served the Sharm army during the Last War. I was a war wizard, responsible for countering the magical attacks of our enemies. My Lyrandar gift also enabled me to summon the weather and wind to hinder our opponents. Working in the army was better than staying with my Lyrandar relatives. I met a lot of good friends during the war, and lost most of them as well.
Gian
5th level Human Artificer +
Gian appears to be a mild mannered and bespectacled young human male (around 23 to 25 years of age). He claims to be a native of Sharn and joined the crew of the Ravenstorm about less than a year. Gian serves as the ship's artificer as well as the reserve pilot.
Devlin's notes:
I hired Gian because he is an all-around handy man. Normally he keeps to himself but his friendly with the rest of the crew. I noticed that he is a fairly accomplished artificer.
He seems to know a few tricks that a normal artificer could not do, like cast fireball spells, summon the silver flame to turn undead, infiltrate a wizards tower, and fly a lyrandar airship (which normally only a half-elf lyrandar can do with his dragon - mark of storm).
A couple of months ago, I discovered that Gian possesses an aberrant dragonmark which allows him to mimic the abilities of other Dragonmarked houses. I brought it up with him, and he has confessed to possessing this dragonmark.
Personally I have nothing against people bearing aberrant dragonmarks, so I let him stay in the ship. Gian then asked me to keep his mark a secret.
Coreen Syndrel
"5th level Human Expert"
This petite and slender human girl with long flowing dark hair and deep blue eyes serves as the Ravenstorm's bookkeeper and Devlin's personal assistant. She wears loose, simple garments and keeps a serious face whenever she does her bookkeeping. She's likewise in charge of all the ship's schedules and logistics keeping the ship's captain to deal with the ship's other functions.
Devlin's notes:
I met Coreen during the Last War, she was a messenger and informant working with the Archmage Galvorn. Coreen has worked with several archwizards in the past. She claims to be a young innocent girl, but she is more than what she looks.
Coreen has been around for over half a century. She began as a lowly cat familiar fetching spell components to her first master. Over the years, Coreen grew under the guidance of her wizard. Her master granted her the power to change her shape into human form (to better help in the laboratory and research).
Through the years, Coreen worked with different wizard masters. She served all these wizards during the Last War. Bonding with each wizard for a few years to aid them, and then leaving them for another assignment.
Coreen bonded with me weeks after the war ended. Her last master was killed in the Day of Mourning. I asked her if she wants to work with me, and she agreed.
The Ravenstorm
Devlin Sain d'Lyrandar's ship is a heavily modified Lyrandar airship. A rich explorer named Derrend Montis commissioned the creation of the ship and used it as his personal transport. Wanting a vessel that was both well armed and inconspicous, Derrend went to great lengths to increase the ship's combat capabilities without concealing any outward sign of its modifications. While in his care, the ship was named Ravenstorm. The ship was used as an exploration vessel until Derred died, at which time it was sold to the Sharn military. The ship was used during the Last War as a military vessel. It was then discovered in the wreckage of Cyre where it was then recovered, repaired, and sold to House Lyrandar.
The ship isn't pretty, but it packs a punch. Under its scarred, dented hull are sereval modifications both mundane and magical. Primarily to these is the binding of an intelligent yet fickle minded storm elemental (fondly called by the ship's pilot as Raven)into the ship's matrix instead of an air elemental. The ship has been upgraded to allow the storm elemental to discharge it's bolt of lightning once per minute as instructed by the ship's pilot.
The Ravenstorm: Colossal vehicle; Airworthiness +8; Shiphandling –2; Speed Fly 120 ft. (average), Overall AC –1 Hull sections 1,000 (crash 250 sections); Section hp 80 (hardness 10); Section AC 5; Ram 12d6; SA thunder and lightning, storm ring; SQ resistance to electricity and sonic 10, air mastery, hover; Space 90 ft. by 300 ft.; Height 50 ft. (storm ring has 110-ft. diameter); Watch 20; Complement 150; Cargo 30 tons; Cost 92,000 gp.
Airmastery: Airborne creatures take a -1 penalty on atatck and damage rolls against the Ravenstorm.
Thunder and Lightning: Once per minute, the Ravenstorm's pilot can as a full-round action, direct the storm ring's elemental to emit a blast of thunder coupled with a bolt of lightning. The thunder deals 8d6 sonic damage to all creatures within 60 feet of the ship. A Fortitude DC 24 save halves this damage. The lightning is a 120-foot-long line that deals 16d6 electricity damage. A Reflex DC 24 save halves this damage.
Hover: Despite its maneuverability rating, an airship can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however.
Ring: The Ravenstorm uses a storm elemental elemental. It deals 3d6 sonic and electricity damage to any creature or object passing it.
Aura: Strong conjuration, CL 15th.
Construction: Bind Elemental, greater planar binding, 46,000 gp, 3,680 XP, 92 days.
Price: 92,000 gp.
Devlin's notes:
I acquired the ship from House Lyrandar by accidental chance. The skyship was supposed to be given to a more accomplished and reputable captain, but the Sharn military gave the ship to me as a gift (as a reward for my service at the military).
The ship isn't pretty, but it packs a punch. Under its scarred, dented hull are sereval modifications both mundane and magical. Primarily to these is the binding of an intelligent yet fickle minded storm elemental (fondly called by the ship's pilot as Raven)into the ship's matrix instead of an air elemental. The ship has been upgraded to allow the storm elemental to discharge it's bolt of lightning once per minute as instructed by the ship's pilot.
The Ravenstorm: Colossal vehicle; Airworthiness +8; Shiphandling –2; Speed Fly 120 ft. (average), Overall AC –1 Hull sections 1,000 (crash 250 sections); Section hp 80 (hardness 10); Section AC 5; Ram 12d6; SA thunder and lightning, storm ring; SQ resistance to electricity and sonic 10, air mastery, hover; Space 90 ft. by 300 ft.; Height 50 ft. (storm ring has 110-ft. diameter); Watch 20; Complement 150; Cargo 30 tons; Cost 92,000 gp.
Airmastery: Airborne creatures take a -1 penalty on atatck and damage rolls against the Ravenstorm.
Thunder and Lightning: Once per minute, the Ravenstorm's pilot can as a full-round action, direct the storm ring's elemental to emit a blast of thunder coupled with a bolt of lightning. The thunder deals 8d6 sonic damage to all creatures within 60 feet of the ship. A Fortitude DC 24 save halves this damage. The lightning is a 120-foot-long line that deals 16d6 electricity damage. A Reflex DC 24 save halves this damage.
Hover: Despite its maneuverability rating, an airship can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however.
Ring: The Ravenstorm uses a storm elemental elemental. It deals 3d6 sonic and electricity damage to any creature or object passing it.
Aura: Strong conjuration, CL 15th.
Construction: Bind Elemental, greater planar binding, 46,000 gp, 3,680 XP, 92 days.
Price: 92,000 gp.
Devlin's notes:
I acquired the ship from House Lyrandar by accidental chance. The skyship was supposed to be given to a more accomplished and reputable captain, but the Sharn military gave the ship to me as a gift (as a reward for my service at the military).
Devlin Sain d'Lyrandar
Male Half-elf 5th Level Wizard / 4th Level Elemental Savant (Air)
Neutral Good
Member of House Lyrandar
Str 10 Dex 14 Con 14
Int 18 Wis 10 Cha 12
HP 46 AC 17
Int +2 Speed 30
Fort +5 Ref +5 Will +6
Melee +4 Range +6
Feats: Energy Substitution, Least Dragonmarked, Lesser Dragonmarked, Combat Casting, Spell Penetration, Spell Mastery, Scribe Scroll, Summon Familiar
Languages: Common, Draconic, Dwarven, Elven, Auran
Dragonmarked abilities: fog cloud x1/day, wind's favor x1/day
Familiar: Cat
Skills: Alchemy +8 (4 + 4), Appraise +8 (4 + 4), Balance +8 (4 + 4), Bluff +4 (2 + 2), Concentration +14 (12 + 2), Diplomacy +6 (2 + 2 + 2), Gather Info +6 (2 + 2 + 2), Knowledge (Geography) +8 (4 + 4), Knowledge (Arcana) +12 (8 + 4), Profession – Sailor +8 (8 + 0), Knowledge (Planes) +12 (8 + 4), Spellcraft +16 (12+4), Move Silently +4 (0 + 2 + 2), Listen +1 (0 + 0 + 1), Search +5 (0 + 4 + 1), Spot +1 (0 + 0 + 1)
Special Abilities: Air Elemental Transition (Allied Energy - Electricity), Immune to magical sleep effects, darkvision 60', Resistance to electricity 10, Elemental Focus (Save DC versus electricity spells are +1), Elemental Penetration +1
Racial Abilities: Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects, Low-Light Vision (can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination), +1 racial bonus on Listen, Search, and Spot checks, +2 racial bonus on Diplomacy and Gather Information checks.
Spells Memorized: 5-5-4-3-1
I -- Hand of Blue Flame x2 (Burning Hands with Electrical energy substitution), True Strike, Feather Fall, Grease
II -- Fog Cloud, Levitate, Sphere of Blue Flame x2 (Flaming Sphere with Electrical energy substitution), Dimension Leap
III -- Dispel Magic, Lightning Bolt, Stinking Cloud
IV -- Stoneskin, Ice Storm, Wall of Ice
V -- Cloudkill
Magic items: Bracers of defense +3, Staff of Gorlband, Bavesh's Wand of Blue Flame, Silver Dagger x2, Bag of holding (type A), Sharn's Medal of Valor
Spellbooks: Tome of the Blue Flame, Gorlband's Journal, War Wizard's Manual I, Frendula Codex
Spells in Spellbook:
I - True Strike, Obscuring Mist, Grease, Burning Hands, Magic Missile, Charm Person, Identify, Feather fall, Shocking Grasp
II - Flaming Sphere, Locate Object, Levitate, Dimension Leap, Mirror Image, Fog Cloud, Gust of Wind
III - Dispel Magic, Lightning Bolt, Stinking Cloud, Sleet Storm, Wind Wall, Gaseous Form
IV - Polymorph, Stoneskin, Defenestrating Sphere, Solid Fog, Ice Storm, Wall of Ice
V - Storm Touch, Cone of Cold, Cloudkill
Devlin's Notes:
I was an apprentice wizard when the Lyrandar dragonmark appeared on my right shoulder. My life changed for the worse soon after that. The Lyrandar elders began to take note of my family. They were grooming me to become a powerful wind wizard. My parents had no choice but to obey the Lyrandar because we owed them our lives.
They said I had a bright future in the Lyrandar hierarchy. But as I grew older, I came to hate the Lyrandar and the other dragonmarked hourse. I hated their arrogance, their corruption, and their greedy ambition. I saw the way they manipulated people, like how they manipulated my family.
So I began disobeying their orders and commands. I left House Lyrandar and joined the Sharn military. I spent the last decade fighting in the Last War, as a war wizard. It was in the battlefield that I found my calling as a wind wizard. I discovered my own path and power, without the interference of my Lyrandar kin.
Now that the war is gone, I am prepared to life on my own. Hopefully without the dragonmarked houses breathing down my neck.
Rothaide Lareine
Elven Priestess of Boldrei (7) / Void Disciple (2)
A strange and deadly illness has befallen the crew of the Eglantine (a cruise ship). Rothaide survived, and only because Lapérousse (a barge ship), came in time and was able to bring her safely aboard and save her. She was the on board priest assigned to do religious ceremonies (mostly marriage ceremonies), councilling, some diplomatic engagements, medical responsibilities and even sometimes food preparation, The cruise ship spends months sometimes to a year out at sea or in space that sometimes people develop some mental disorders. And it is Rothaide's job to fix them. Unfortunately, the kind of illness that befell the Englantine was beyond her capabilities to fix, so she quarantined herself at the ship's medic bay until she was rescued. From inside the medic bay, she was able to contact a distant discple of the void and arrange a rescue. A few days more she could have died as well. People blamed her for the mysterious malady which befell the Eglantine, having survived the ordeal. And she was constantly met with suspicous stares. Afraid that the situation might get worse, that it might turn into an uncontrollable mob out to burn her at the stake, she took employment a couple of months later. She was forced to find refuge under the employment to another notorious ship called the Ravenstorm captained by Devlin Lyrandar who doesnt seem to mind Rothaide's past.
Devlin's notes:
I was reluctant to take in a priestess of the hearthmother into my ship. This is a trading vessel, not a luxury cruise ship. But then Rothaide has proven herself to be a competent healer and priestess during times of emergency. She has been through a lot. Sometimes she carries the guilt and burdens of the past like a huge chain around her neck.
Timothy O'Rourke
Male Human Factotum 1/Spellthief 1/warmage 3/Sand Shaper 2/Unseen Seer2
True Neutral
Str 8 Dex 14 Con 10
Int 18 Wis 8 Cha 16
HP 28 AC 20(15)
Int +3 Speed 30
Fort +1(+3) Ref +6(+8) Will +9(+11)
Melee +2 Range +6
Feats: Touchstone, Able Learner, Practiced Spellcaster, Master Spellthief, Versatile Spellcaster, Silent spell.
Langages:Common, Goblin, Elven, Draconic, Dwarven, Halfling.
Skills: Balance +10, Bluff +8, Concentration +11, Decipher Script +7, Diplomacy +11, Heal +1, Intimidate +10, knowledge(arcana) +9, Knowledge(Nature) +8, Listen +7, Move Silently +10, Search +12, Sense Motive +3, Spellcraft +17, Spot +7, Survival +3, Tumble +8, Use Magic Device +8
Equipment: Headband of Intellect +2, Amulet of Natural Armor +1, Ring of Protection +1, Slippers of Spider Climbing, Rod of Sudden Empower, Minor Schema: Invisibility, Gloves of Dexterity (+2), Chain Shirt +1, dagger(masterwork silver), crossbow,light, bolts 3 cases (30pcs), Vest of Resistance +2, Stone Figurine (req. Touchstone)
Devlin's notes:
Rourke and I used to work in the same unit during the Last War. He is a trigger happy war wizard, dabbling in a lot of evocation magic and other arcane practices that would augment his combat magic. While he is a scatter brain, Rourke has saved me in several tough situations. I have learned to trust him with my life.
Sharn, The City of Towers
Sharn is the largest city on the continent of Khorvaire. It is located on the nation of Breland, looming over an inhospitable outcropping of rock near the mouth of the Dagger River.
The City of Towers rises high into the sky, growing upward within the limited space available on a plateau bounded on the west and south by the Dagger River and its eastern tributary, the Hilt.
To the north and east, steep cliffs define the city's boundaries, while deep chasms formed by volcanic action cut the plateau into five distinct regions: Dura on the west, Tavick's Landing on the east, Northedge to the north, and the Central Plateau and Menthis Plateau in the center. Along the Dagger River at the western edge of the city, the neighborhood of Cliffside is built upon and into the steep riverside cliffs. Above the highest towers, the neighborhood of Skyway floats over the city. The city also extends underground, into sewers and long-forgotten ruins, and deeper to the furnaces and foundries of the Cogs.
Sharn sits within a manifest zone linked to Syrania, the Azure Sky. This manifest zone enhances magic related to flying and levitation, which makes many of Sharn's magical wonders possible. The vast majority of the magic items used within the city to facilitate flight only function because of the manifest zone, and work less well or not at all beyond its boundaries.
Most of Sharn's neighborhoods are vertically stratified. For example, while Menthis Plateau is known as a center of entertainment, the type and quality of entertainment available varies among the different levels of the towers. The upper levels (usually referred to as "Upper Menthis") offer high art in the forms of opera, theater, and symphony, as well as housing Morgrave University and a thriving community of writers and other artists. The middle levels ("Middle Menthis") house a thriving theater district with more affordable shows, a large number of professional minstrels, acrobats, and similar entertainers, and a year-round circus complete with animals. The lower levels ("Lower Menthis") contain a very different sort of theater district marked by burlesque shows, a red light district, and a great number of taverns for cheap and bawdy entertainment.
A long wall rings the Central Plateau at its lowest level, interrupted by towers along its entire length. Inside the wall, structures rise higher and higher toward the tallest towers near the middle, creating a great artificial mountain at the heart of the city. Mostly populated by the upper and middle classes, the Central Plateau houses the seat of the city's government, its wealthiest citizens, and its finest businesses. Embassies from other nations, important representatives of the dragonmarked houses, and banks are found here as well.
Menthis Plateau serves as the entertainment hub of the city, and is home to Morgrave University and a variegated quilt of different races. Certainly the most trendy of Sharn's quarters, Menthis is a popular tourist destination. No walls surround Menthis, though its tallest towers are spread along its outer rim. The enormous dome of Morgrave University, ringed by five tall, slender towers, stands near the center of the plateau.
Northedge, the most residential of Sharn's quarters, contains everything from towertop penthouses in the heights to tightly packed apartments on the lower levels. Aside from a marketplace district near the bottom of the towers, Northedge is a quiet neighborhood with little commerce and little crime.
Dura, the largest quarter in Sharn, covers the great expanse of the western plateau from the cliffs overlooking the Dagger River to the crevasse of the Western Cog. It is also the poorest, excepting the Cogs, with even its topmost levels solidly middle class. Dura mixes various businesses and housing, never approaching a true residential district but holding a number of apartments, tenements, and (near the bottom) slums. The lower levels of Dura include a large population of immigrants from Darguun and Droaam, forming a neighborhood of goblinoids and other monstrous residents.
Cliffside is a neighborhood perched precariously on the side of the cliffs above the Dagger River and Sharn's waterfront. It includes the waterfront businesses far below Dura, as well as towers built up from the cliff face and a shantytown of caves dug into the sides of the southern cliffs overlooking the Hilt. The businesses of Cliffside are either directly related to shipping or cater to boat crews, adventurers, and other transients.
Tavick's Landing, at the eastern edge of the city, is in some ways defined by being the terminus of the Orien lightning rail line and trade road. The lower levels cater to travelers and traders entering Sharn by rail, and include an entire city district that has been converted to provide housing for refugees from the Last War. The middle and upper levels are broader in their purposes, including a variety of trades, services, and residential districts.
Skyway is magically suspended above the city on gigantic disks of force, like Tenser's floating disks taken to a fantastic extreme. These disks are among the many magic items and effects in the city that work only because of the presence of the manifest zone linked to Syrania. Not a cloud palace but an actual extension of the city, Skyway includes some of Sharn's finest inns and restaurants, exotic and upscale trades, and a number of mansions belonging to the very richest citizens.
The Depths is the generic name for everything that lies beneath the city's main plateau, excepting Cliffside and the Cogs far below. The upper levels give way to active and inactive sewers, some of which have their own inhabitants, as well as the mostly forgotten ruins of earlier settlements built long before the towers started to rise. Far below and accessed by well-maintained tunnels and shafts, the Cogs sit at the very base of Sharn and serve as an actively populated center of industry. In fact, the roots of modern Sharn's towers lie underground in some places, buried by the passing of centuries.
The Cogs are the churning heart of the city, full of forges and foundries powered by steaming geysers, molten lava, and bound fire elementals. Extending far below the foundations of Sharn's towers and built along the banks of the great chasms that divide the city, the Cogs incorporate elements of ancient ruins and natural caverns.
The City of Towers rises high into the sky, growing upward within the limited space available on a plateau bounded on the west and south by the Dagger River and its eastern tributary, the Hilt.
To the north and east, steep cliffs define the city's boundaries, while deep chasms formed by volcanic action cut the plateau into five distinct regions: Dura on the west, Tavick's Landing on the east, Northedge to the north, and the Central Plateau and Menthis Plateau in the center. Along the Dagger River at the western edge of the city, the neighborhood of Cliffside is built upon and into the steep riverside cliffs. Above the highest towers, the neighborhood of Skyway floats over the city. The city also extends underground, into sewers and long-forgotten ruins, and deeper to the furnaces and foundries of the Cogs.
Sharn sits within a manifest zone linked to Syrania, the Azure Sky. This manifest zone enhances magic related to flying and levitation, which makes many of Sharn's magical wonders possible. The vast majority of the magic items used within the city to facilitate flight only function because of the manifest zone, and work less well or not at all beyond its boundaries.
Most of Sharn's neighborhoods are vertically stratified. For example, while Menthis Plateau is known as a center of entertainment, the type and quality of entertainment available varies among the different levels of the towers. The upper levels (usually referred to as "Upper Menthis") offer high art in the forms of opera, theater, and symphony, as well as housing Morgrave University and a thriving community of writers and other artists. The middle levels ("Middle Menthis") house a thriving theater district with more affordable shows, a large number of professional minstrels, acrobats, and similar entertainers, and a year-round circus complete with animals. The lower levels ("Lower Menthis") contain a very different sort of theater district marked by burlesque shows, a red light district, and a great number of taverns for cheap and bawdy entertainment.
A long wall rings the Central Plateau at its lowest level, interrupted by towers along its entire length. Inside the wall, structures rise higher and higher toward the tallest towers near the middle, creating a great artificial mountain at the heart of the city. Mostly populated by the upper and middle classes, the Central Plateau houses the seat of the city's government, its wealthiest citizens, and its finest businesses. Embassies from other nations, important representatives of the dragonmarked houses, and banks are found here as well.
Menthis Plateau serves as the entertainment hub of the city, and is home to Morgrave University and a variegated quilt of different races. Certainly the most trendy of Sharn's quarters, Menthis is a popular tourist destination. No walls surround Menthis, though its tallest towers are spread along its outer rim. The enormous dome of Morgrave University, ringed by five tall, slender towers, stands near the center of the plateau.
Northedge, the most residential of Sharn's quarters, contains everything from towertop penthouses in the heights to tightly packed apartments on the lower levels. Aside from a marketplace district near the bottom of the towers, Northedge is a quiet neighborhood with little commerce and little crime.
Dura, the largest quarter in Sharn, covers the great expanse of the western plateau from the cliffs overlooking the Dagger River to the crevasse of the Western Cog. It is also the poorest, excepting the Cogs, with even its topmost levels solidly middle class. Dura mixes various businesses and housing, never approaching a true residential district but holding a number of apartments, tenements, and (near the bottom) slums. The lower levels of Dura include a large population of immigrants from Darguun and Droaam, forming a neighborhood of goblinoids and other monstrous residents.
Cliffside is a neighborhood perched precariously on the side of the cliffs above the Dagger River and Sharn's waterfront. It includes the waterfront businesses far below Dura, as well as towers built up from the cliff face and a shantytown of caves dug into the sides of the southern cliffs overlooking the Hilt. The businesses of Cliffside are either directly related to shipping or cater to boat crews, adventurers, and other transients.
Tavick's Landing, at the eastern edge of the city, is in some ways defined by being the terminus of the Orien lightning rail line and trade road. The lower levels cater to travelers and traders entering Sharn by rail, and include an entire city district that has been converted to provide housing for refugees from the Last War. The middle and upper levels are broader in their purposes, including a variety of trades, services, and residential districts.
Skyway is magically suspended above the city on gigantic disks of force, like Tenser's floating disks taken to a fantastic extreme. These disks are among the many magic items and effects in the city that work only because of the presence of the manifest zone linked to Syrania. Not a cloud palace but an actual extension of the city, Skyway includes some of Sharn's finest inns and restaurants, exotic and upscale trades, and a number of mansions belonging to the very richest citizens.
The Depths is the generic name for everything that lies beneath the city's main plateau, excepting Cliffside and the Cogs far below. The upper levels give way to active and inactive sewers, some of which have their own inhabitants, as well as the mostly forgotten ruins of earlier settlements built long before the towers started to rise. Far below and accessed by well-maintained tunnels and shafts, the Cogs sit at the very base of Sharn and serve as an actively populated center of industry. In fact, the roots of modern Sharn's towers lie underground in some places, buried by the passing of centuries.
The Cogs are the churning heart of the city, full of forges and foundries powered by steaming geysers, molten lava, and bound fire elementals. Extending far below the foundations of Sharn's towers and built along the banks of the great chasms that divide the city, the Cogs incorporate elements of ancient ruins and natural caverns.
The Boromar Clan
The Boromar Clan is undoubtedly the most powerful criminal organization in Sharn. They are a family of halflings, with a lot influence and allies all over the city. The clan controls the city's smuggling trade and owns most of gambling halls in the city. Most of the fences and thieves either work directly for the Boromars or pay tribute in exchange for independence.
The clan controls a vast network of extortion, blackmail, and graft that extends from the slums of Lower Dura to the heights of Skyway, with its headquarters in the halfling district of Little Plains (in Middle Menthis).
Their influence reaches far beyond the criminal underworld. The early Boromar patriarchs invested wisely over the centuries, so that today the Boromars are one of the wealthiest families in Sharn. The Boromar Clan owns many of the warehouses in Precarious and Cogsedge. They own taverns and inns throughout the city and have a considerable interest in the shipping trade.
A Boromar heir sits on the city council of Sharn, and the current patriarch is a member of the Gold Concord of the Aurum.
Devlin's notes:
Despite their money and prestige, they are goons and criminals. From what I know, they have a direct or indirect control over most of the city's institutions. I try my best to avoid dealing with them.
25.5.07
Bavesh's Wand of Blue Fire
I got this wand as a farewell gift during the end of the Last War. The wand was a present made by a gnome artificer named Bavesh. He and I go way back during the war. Bavesh was a skillful craftsman and his devices has saved my life more than once.
As the war drew to an end, Bavesh told me that he would be going back to his homeland. The gnome handed me this ivory wand as a token of friendship. He made this wand specially for me and that it was enchanted to work with my powers as a wind wizard.
This wand is an ultimate wand embedded with a small dragonshard. The wand is designed to cast a burning hands spell twice per day. Bavesh modified the spell with energy subsitution, changing the flames into electricity.
Devlin's notes:
This is a useful tool and I am ever grateful to Bavesh for this gift.
As the war drew to an end, Bavesh told me that he would be going back to his homeland. The gnome handed me this ivory wand as a token of friendship. He made this wand specially for me and that it was enchanted to work with my powers as a wind wizard.
This wand is an ultimate wand embedded with a small dragonshard. The wand is designed to cast a burning hands spell twice per day. Bavesh modified the spell with energy subsitution, changing the flames into electricity.
Devlin's notes:
This is a useful tool and I am ever grateful to Bavesh for this gift.
Staff of Gorlband
This seven foot wooden staff was created by the wizard Gorlband when he was imprisoned by an unseelie fae countess. Apparently the wizard offended the countess when he spurned her romantic advances. Gorlband was locked up inside an enchanted garden for over a decade.
During that time, Gorlband created this staff in an attempt to please his captor. He created this item and presented it to the fae countess as a gift. The countess regarded it as a crude toy and gave it back to the wizard.
When Gorlband finally escaped the enchanted garden, he discovered that burglars have broken into his home and stole all his possessions. So Gorlband sold the staff along with other magical items he created to a wandering merchant.
The Staff of Gorlband functions as a staff of charming, capable of casting charm person and charm monster once per day, as a 12th level wizard.
Devlin's notes:
Got this staff during a year end sale at Sharn's magical bazaar. The merchant gave me the staff for free after I purchased Gorlband's spellbook and several of his potions.
During that time, Gorlband created this staff in an attempt to please his captor. He created this item and presented it to the fae countess as a gift. The countess regarded it as a crude toy and gave it back to the wizard.
When Gorlband finally escaped the enchanted garden, he discovered that burglars have broken into his home and stole all his possessions. So Gorlband sold the staff along with other magical items he created to a wandering merchant.
The Staff of Gorlband functions as a staff of charming, capable of casting charm person and charm monster once per day, as a 12th level wizard.
Devlin's notes:
Got this staff during a year end sale at Sharn's magical bazaar. The merchant gave me the staff for free after I purchased Gorlband's spellbook and several of his potions.
Sharn Medal of Valor
The city's insignia is etched into this magical bronze medal. The Sharn army has awarded hundreds of these medals to war veterans who have fought valiantly during the Last War.
The medal functions as an amulet of natural armor +2. It serves to protect its wearer whenever he or she pins on the medal.
Devlin's notes:
I was awarded this medal of valor years ago, in exchange for my years of service in the Sharn military.
The medal functions as an amulet of natural armor +2. It serves to protect its wearer whenever he or she pins on the medal.
Devlin's notes:
I was awarded this medal of valor years ago, in exchange for my years of service in the Sharn military.
2.5.07
Elemental Savant Prestige Class
Requirements:
Skills: Know (arcana): 8 ranks, Know (the planes): 8 ranks
Feats: Energy Substitution (acid, cold, electricity, or fire).
Others:
Able to cast at least 3 spells with the above descriptor, at least one of which must be 3rd level –or– able to cast 1 such spell and have access to one of the
following Clerical Domains: Air, Earth, Fire, Water.
Must have made peaceful contact with an appropriate elemental outsider.
Hit Dice: d4 per level
Skill Points: 2 + Int per level
Attack: as Wizard
Weapon: –
Armor: –
Available Skills:
Int: Alchemy, Craft, Know (any), Scry, Spellcraft.
Wis: Profession.
Con: Concentrate.
Cha: Handle Animals.
Speak Language.
Skills: Know (arcana): 8 ranks, Know (the planes): 8 ranks
Feats: Energy Substitution (acid, cold, electricity, or fire).
Others:
Able to cast at least 3 spells with the above descriptor, at least one of which must be 3rd level –or– able to cast 1 such spell and have access to one of the
following Clerical Domains: Air, Earth, Fire, Water.
Must have made peaceful contact with an appropriate elemental outsider.
Hit Dice: d4 per level
Skill Points: 2 + Int per level
Attack: as Wizard
Weapon: –
Armor: –
Available Skills:
Int: Alchemy, Craft, Know (any), Scry, Spellcraft.
Wis: Profession.
Con: Concentrate.
Cha: Handle Animals.
Speak Language.
1.5.07
Archivist
"You can either sell me the cursed stele, or you can wait for its original owner to come for it. The choice is yours."
-- Anselmo Durod, proctor abbot of the Hallowed Doctrine
An archivist is a wielder of divine magic, similar to a cleric only in the type and nature of the magic at his command. Indeed, the archivist has more in common with the wizard than he does with the standard servant of the divine, due to the scholarly way in which he collects and maintains his spell selection. Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars.
Making an Archivist
The archivist is a more academic profession than the cleric or paladin but hardier and more worldly than the average cloistered wizard. Due to the exploratory and often dangerous nature of their work, archivists develop techniques for safeguarding themselves and their allies from the foul taint that so often surrounds and accompanies the lost or forbidden lore they seek. Archivists are thus exceptional support characters, bolstering the efforts of those who aid them in their scholarly pursuits.
Abilities: The most important characteristic for an archivist is a keen Intelligence. That intellect must also be tempered with a high degree of Wisdom, due to the fine line the archivist must walk in studying evil without being corrupted by it. A strong Constitution is also highly prized for dealing with the rigors of the archivist's missions.
Races: Elves tend to make the best archivists, due both to their longevity and to their natural proclivity for magic. Humans and gnomes can be drawn to the class as well, often becoming the most ambitious of seekers. Dwarves make fine archivists but tend to view the entire profession as a little too morally gray for their liking. Halflings and half-orcs rarely take up the mantle of the archivist.
Alignment: Characters of any alignment can become archivists, but the class does require some measure of academic detachment. As a result, archivists of an ethically lawful bent are quite common.
Class Features
The archivist's class features all serve to further his overall purpose, which is to seek out mystical, divine lore from strange and forbidden sources, and to gain both understanding and mastery thereof.
Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields.
Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.
Class Skills (4 + Int modifier per level): Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (all skills, taken individually), Profession, Search, and Spellcraft.
Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5-1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1-1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.
Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.
An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on his new archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.
Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead.
An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
*New monster described on page 144.
Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).
Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat.
Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus on all Decipher Script checks and on all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.
Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.
Bonus Feat: When an archivist reaches 10th level, and again at 20th level, he can select a free feat from the following list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat.
Playing an Archivist
As an archivist, you travel in search of new and unusual magic of a divine nature. Since your understanding of magic revolves around the written word, you prize magical writings of any kind and will travel far to investigate a newly uncovered (or yet-to-be-discovered) holy scripture or mystical recitation. Generally speaking, you aren't quite as stuffy as the average wizard, given your breadth of experience and high Wisdom score, but neither are you a chest-thumping champion of the gods. The secrets you uncover are their own reward, and your confidence in yourself and in the job you do is more rewarding than the empty gratitude of some group or hierarchy.
Religion
While most archivists are religious, it is fundamentally their way to put more stock in the power of the divine than in the divine itself. Archivists exist for virtually every known deity. Some hunt down the secrets of ages past to exalt the greater glory of their deity, while others seek only to safeguard sacred lore from falling into the wrong hands. Still others see very little connection between their personal devotion and the work they do, aside from perceiving their continued success as evidence of their god's favor.
Other Classes
Archivists tend to fare well in the company of wizards, who appreciate the scholarly approach they take to magical study. By the same token, however, they have a mercurial relationship with standard clerics. Some priesthoods view archivists as an essential arm of their god's following, while others see them as little more than shameless thieves who seek to despoil or abuse sacred texts. Many druids look askance at their spells' being cast by those who do not follow druidic teachings. Archivists often travel in the company of bards or rogues (another mark against them in the eyes of some narrow-minded priests), who share their interest in old lore and the recovery of long-lost treasure.
Combat
Archivists are not especially potent front-line fighters and will often hang back with the wizards when combat arises. They are sturdier and usually better armored than their arcane counterparts, however, and boldly stride into combat when necessary (for example, when it means defending one who is weaker or easier to hit).
Archivists are especially effective in parties that contain other divine casters or bards. Given preparation time, an archivist can use his magic to bolster party members, including the clerics, so that when combat begins, the clerics can wade into battle with the fighters, leaving the archivists free to heal.
If PCs are likely to face foes who have secret weaknesses, there can be an enormous benefit in recruiting an archivist. An archivist can often provide information about a foe's weaknesses that spells the difference between failure and success against that adversary.
Advancement
It is often said that archivists are born, not made. Many who embrace this class do so out of a genuine thirst for learning, often accompanied by a reverence or admiration for divine power. Some people who end up walking the path of the archivist began as apprentice wizards or junior clerics but soon felt the call to seek hidden knowledge.
Many archivists are archivists for life; the more hidden lore they uncover, the more they feel they still have to learn. Others multiclass to complement their abilities, sometimes validating their pursuits in the eyes of a church hierarchy by taking levels in cleric or even paladin. Less frequently, an archivist's hunger for lore causes him to branch out into the arcane arts, splitting his studies between divine exploration and wizardry. The archivist is also an exceptionally versatile class for the purposes of prerequisites, acting as a natural gateway class for many prestige classes.
-- Anselmo Durod, proctor abbot of the Hallowed Doctrine
An archivist is a wielder of divine magic, similar to a cleric only in the type and nature of the magic at his command. Indeed, the archivist has more in common with the wizard than he does with the standard servant of the divine, due to the scholarly way in which he collects and maintains his spell selection. Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars.
Making an Archivist
The archivist is a more academic profession than the cleric or paladin but hardier and more worldly than the average cloistered wizard. Due to the exploratory and often dangerous nature of their work, archivists develop techniques for safeguarding themselves and their allies from the foul taint that so often surrounds and accompanies the lost or forbidden lore they seek. Archivists are thus exceptional support characters, bolstering the efforts of those who aid them in their scholarly pursuits.
Abilities: The most important characteristic for an archivist is a keen Intelligence. That intellect must also be tempered with a high degree of Wisdom, due to the fine line the archivist must walk in studying evil without being corrupted by it. A strong Constitution is also highly prized for dealing with the rigors of the archivist's missions.
Races: Elves tend to make the best archivists, due both to their longevity and to their natural proclivity for magic. Humans and gnomes can be drawn to the class as well, often becoming the most ambitious of seekers. Dwarves make fine archivists but tend to view the entire profession as a little too morally gray for their liking. Halflings and half-orcs rarely take up the mantle of the archivist.
Alignment: Characters of any alignment can become archivists, but the class does require some measure of academic detachment. As a result, archivists of an ethically lawful bent are quite common.
Class Features
The archivist's class features all serve to further his overall purpose, which is to seek out mystical, divine lore from strange and forbidden sources, and to gain both understanding and mastery thereof.
Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields.
Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.
Class Skills (4 + Int modifier per level): Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (all skills, taken individually), Profession, Search, and Spellcraft.
Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5-1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1-1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.
Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.
An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on his new archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.
Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead.
An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
*New monster described on page 144.
Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).
Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat.
Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus on all Decipher Script checks and on all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.
Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.
Bonus Feat: When an archivist reaches 10th level, and again at 20th level, he can select a free feat from the following list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat.
Playing an Archivist
As an archivist, you travel in search of new and unusual magic of a divine nature. Since your understanding of magic revolves around the written word, you prize magical writings of any kind and will travel far to investigate a newly uncovered (or yet-to-be-discovered) holy scripture or mystical recitation. Generally speaking, you aren't quite as stuffy as the average wizard, given your breadth of experience and high Wisdom score, but neither are you a chest-thumping champion of the gods. The secrets you uncover are their own reward, and your confidence in yourself and in the job you do is more rewarding than the empty gratitude of some group or hierarchy.
Religion
While most archivists are religious, it is fundamentally their way to put more stock in the power of the divine than in the divine itself. Archivists exist for virtually every known deity. Some hunt down the secrets of ages past to exalt the greater glory of their deity, while others seek only to safeguard sacred lore from falling into the wrong hands. Still others see very little connection between their personal devotion and the work they do, aside from perceiving their continued success as evidence of their god's favor.
Other Classes
Archivists tend to fare well in the company of wizards, who appreciate the scholarly approach they take to magical study. By the same token, however, they have a mercurial relationship with standard clerics. Some priesthoods view archivists as an essential arm of their god's following, while others see them as little more than shameless thieves who seek to despoil or abuse sacred texts. Many druids look askance at their spells' being cast by those who do not follow druidic teachings. Archivists often travel in the company of bards or rogues (another mark against them in the eyes of some narrow-minded priests), who share their interest in old lore and the recovery of long-lost treasure.
Combat
Archivists are not especially potent front-line fighters and will often hang back with the wizards when combat arises. They are sturdier and usually better armored than their arcane counterparts, however, and boldly stride into combat when necessary (for example, when it means defending one who is weaker or easier to hit).
Archivists are especially effective in parties that contain other divine casters or bards. Given preparation time, an archivist can use his magic to bolster party members, including the clerics, so that when combat begins, the clerics can wade into battle with the fighters, leaving the archivists free to heal.
If PCs are likely to face foes who have secret weaknesses, there can be an enormous benefit in recruiting an archivist. An archivist can often provide information about a foe's weaknesses that spells the difference between failure and success against that adversary.
Advancement
It is often said that archivists are born, not made. Many who embrace this class do so out of a genuine thirst for learning, often accompanied by a reverence or admiration for divine power. Some people who end up walking the path of the archivist began as apprentice wizards or junior clerics but soon felt the call to seek hidden knowledge.
Many archivists are archivists for life; the more hidden lore they uncover, the more they feel they still have to learn. Others multiclass to complement their abilities, sometimes validating their pursuits in the eyes of a church hierarchy by taking levels in cleric or even paladin. Less frequently, an archivist's hunger for lore causes him to branch out into the arcane arts, splitting his studies between divine exploration and wizardry. The archivist is also an exceptionally versatile class for the purposes of prerequisites, acting as a natural gateway class for many prestige classes.
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