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A LIVING CITY™ Player’s Guide to the Meta- campaign Options Table of Contents Contact Info.........................p. 2 Fame and Infamy..................p. 3 Time Tracking ......................p. 4 Ravens Bluff Military ...........p. 5 Knighthoods .........................p. 6 Wizard’s Guild ....................p. 12 Living City Temples ...........p. 14 Bard’s Guild ........................p. 15 Harpers in Ravens Bluff .....p. 17 High Level Underdark .......p. 18 High Level Planar ..............p. 22

A LIVING CITYâ„¢ Player's Guide to the Meta- campaign Options

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Page 1: A LIVING CITYâ„¢ Player's Guide to the Meta- campaign Options

A LIVING CITY™ Player’sGuide to the Meta-campaign Options

Table of Contents

Contact Info.........................p. 2Fame and Infamy..................p. 3Time Tracking ......................p. 4Ravens Bluff Military ...........p. 5Knighthoods.........................p. 6Wizard’s Guild ....................p. 12Living City Temples...........p. 14Bard’s Guild........................p. 15Harpers in Ravens Bluff .....p. 17High Level Underdark.......p. 18High Level Planar ..............p. 22

Page 2: A LIVING CITYâ„¢ Player's Guide to the Meta- campaign Options

Welcome to the Living City!The City of Ravens Bluff is home to the largestcommunity of adventurers in the FORGOTTEN

REALMS® campaign setting. As such, there isalways a flurry of activity as this adventuringgroup goes here, does this and that and comeshome victorious. However not ALL adventur-ers are out and about on a daily basis. Some ofthem have real jobs, commitments and organ-izations that they have pledged time too. Thishandbook details some of those organizationsand activities as the LIVING CITY directors andcoordinators have restructured them.Although it is far from all-inclusive, it is hopedthat this gives you a basic idea and under-standing of what the NEW look of the organi-zations and activities are and how you caninteract with them in the campaign.

Of course, if you have any questions pleasefeel free to contact the coordinator listed inthe description or send email to Brooks Banks,our Director of Information. He will be happyto forward you to the proper person who cananswer your question.

Contacts andInformationRPGA Headquarters (Robert Wiese) managesthe LIVING CITY Campaign with the help ofmanagers who are called Directors. Thesedirectors manage different aspects of the cam-paign with the help of coordinators. The coor-dinators oversee the day to day operations ofthe different organizations and activities andreport to the directors who in turn reportprogress, problems and concerns to Robert.

If you have any questions about a particularaspect of the campaign simply contact theappropriate person above and they will eitheranswer your question or forward you on to theperson in the organization that is best able todo so.The campaign board consists of:

Greg Sherwood, Meta-game Organizations Email: [email protected]

Meta-game Organizations are those activi-ties outside tournament play which playercharacters can join or belong to. These include(but are not limited to) guilds, knighthoods,the Watch, and the Clerical Circle.

Brooks Banks, Information and RulingsEmail: [email protected]

Information and Rules are those aspectswhich do not involve characters directly.These include (but are not limited to) propa-gation of information, website, Trumpeter, andgame question rulings.

Troy Daniels, Meta-game Activities Email: [email protected]

Meta-game Activities are those activitiesoutside tournament play which do not involvePC membership. These include (but are notlimited to) interactives, magic trading, landoffice, semi-retirements, animals, and more.

Joe Cirillo, PlotsEmail: [email protected]

Plots are those things which drive stories.The Plots Director manages and approves allplots, with the help of the staff under him.Plots now include both High Level campaignstories.

Lee McClurkin, ExpansionsEmail: [email protected]

Expansions and Development involvesbringing new things into the campaign whichare more complex than a single organization oractivity. Currently these include Procampur.

HQ is strongly supportive of the board and thecampaign staff, and will support their decisionsmost of the time. If you have an issue, pleasestart with the campaign staff person who over-sees that aspect of the campaign. Also, HQ willbe making decisions in concert with the cam-paign board, so coming straight to Robert toget a ruling won't help anyone bypass rulings ofcampaign staff members.

The current campaign staff is presented below.Please note that just because someone is incharge of something does not mean that theirPCs are involved, or that any NPCs they maybe playing are involved. This is especially true

of the secret organizations. The person listed isrunning the organization out-of-characteronly.

LIVING CITY campaign officials volunteertheir time so that players, judges, and authorscan continue to enjoy the Campaign. With4,000 or more players, judges, and authorsinvolved it's easy to overwhelm a campaignofficial with requests for their time, especiallyat conventions. Please be considerate of cam-paign officials at conventions. If you have arequest or concern, it is generally best to emailthem at their official email address. If you don'thave access to email then write to RPGA HQand your mail will be forwarded to the appro-priate person. Of course, if the campaign offi-cial is officially participating in a LIVING CITY-related meeting, they're fair game for the dura-tion of the meeting. When the meeting is over,please afford campaign officials the courtesy ofgoing about their business unhindered. If youjust want to be friendly and talk of things notrelated to LIVING CITY, then you can approachany of these people at most reasonable times.Use your judgment, and think about whetheryou’d like to be bombarded with LIVING CITY

questions all the time at conventions. Thankyou.

Living City Campaign Player Meta-campaign Guide Page 2

LIVING CITY™ Campaign Leadershipand Contact Information

Meta-campaign Organizations StaffKnightly Orders: Mike WattsBards Guild: Robert Posada [email protected] Guild: Paul Pederson [email protected] Watch: Don Wetherbee [email protected] Guild: Paul DorothyClerical Circle: Keith Hoffman [email protected]: Roger Rhodes [email protected] Network: Cisco Lopez-Fresquet [email protected]: Mystery guest [email protected] of the Raven: Rod Ehrman [email protected]

Meta-campaign Activities StaffInteractives: VacantLand Office: Vacant [email protected] Vacant [email protected] Missions Gail Reese [email protected] Troy Daniels [email protected]

Information StaffTrumpeter: Vacant [email protected]: Vacant [email protected] Violations: Vacant [email protected]: Jae Walker [email protected]

Plots StaffCivic Plots: Gail Reese [email protected] Government: Rick Brill [email protected] Outlying Areas: Larry Douglas [email protected] Underdark Heather Van Buren [email protected] Temples Joe Cirillo [email protected] Planar: Erich Schmidt [email protected]

Expansions StaffProcampur: Jay Fisher [email protected]

Page 3: A LIVING CITYâ„¢ Player's Guide to the Meta- campaign Options

Living City Campaign Player Meta-campaign Guide Page 3

Recognition of PC heroes in the Living City issomething that is difficult to adjudicate fairly;a single player has many different judges, noneof whom have ever heard of the player charac-ter. To correct this, we introduce a GM’soption: the Fame Rating System.

Each PC will have a set of Fame ratings,each with a score that ranges from 1 to 19.When a PC meets an NPC in a tournament,the judge can choose to roll a d20 against thePC’s Fame rating, exactly like a proficiencycheck. Success indicates that the NPC hasheard of or knows the character. Since peopletend to move within their own social classesand professional groups, Fame ratings are meas-ured in eight categories, which account for thevarious social classes and quarters of the city.

Each category has a maximum Fame rating of19, since there is always a chance that someonehas never heard of a particular character.

Characters can accumulate Fame points intournament play based on their actions andwith whom they interact. The tournament textwill specify how to divide up the points. Forexample, a tournament might award two Famepoints which can be divided among CityGovernment, Temples or General. Withinthose categories, it is up to the player to decidehow they are divided.

There are other ways to acquire Famepoints:• Bards and wizards who join the respective

Guilds gain Fame benefits according to theGuild description.

• Knights gain three Fame points uponbecoming a knight, and two for every addi-tional knightly order they join.

• Knights and squires can gain one Famepoint for every Chivalry Point awarded, andtwo for every Knightly Honor they receive.These may be divided among any appropriate categories.

• City Watch members earn three Famepoints in the City Watch category and onein City Government. City Watch membersfurther earn two Fame points in the Citywatch category per rank they advance inthe Watch.

• Clerics of the civic deities can earn oneFame point per level, which must beapplied to the Temples category.

• Characters with Charisma or Comeliness of17 gain one Fame point, and those withCharisma or Comeliness of 18 gain two.Characters may receive Fame point for highscores in both stats. These may be appliedto any category.

Using FameJudges may make Fame checks whenever acharacter encounters NPCs. Usually, the high-est Fame rating among a group of charactersshould be used, but if that check is unsuccess-ful, then other checks could be appropriate.

Fame is primarily a role-playing aid, andshould not confer a significant game benefit.Characters that are recognized, whether person-ally or by reputation, could receive advantagesor disadvantages in an encounter; these shouldbe reflected in roleplaying. For example, a CityWatch member could receive added coopera-tion while questioning a merchant who recog-nizes him; the merchant will certainly not sacri-fice his own best interests, however. A priestrecognized by the same merchant might get achilly welcome if the merchant does not respectthe priest’s deity. Thieves and bards might beespecially susceptible to the effects of Fame. Abard’s livelihood is affected directly by his repu-tation, and a famous thief is often a capturedthief. LIVING CITY™ judges are encouraged touse Fame in situations where it might hindercharacters as well as when it might help them.

Here are some examples of how judgesmight use fame and infamy in a game session:

1. While preparing for the tournament, make anote of which Fame categories will apply.Instead of making Fame checks, note howmuch Fame the characters have in the variouscategories, and decide for yourself whether anNPC has heard of the character(s). This allowsyou to control which PC(s) the NPCs haveheard of, and decide in advance how the inter-action will be modified.

2. Check Fame whenever the PCs are trying tobe sneaky or use a false story to con someone.Unless the PCs involved are in disguise, thereis a chance that some person in the back-ground knows them, at least by reputation anddescription. This sort of recognition can makean encounter more difficult without making itimpossible. Fame should not be used to punish,but there are consequences for everything thePCs do, and Fame is a way of making pastactions catch up with the PCs at the wrongtime. Check the main NPCs involved, and onecheck is sufficient to determine whether thebackground NPCs become involved. Choosethe most appropriate category.

Don’t get bogged down in Fame rolls. Usethem when they seem appropriate, but thegame shouldn’t slow down because of Famechecks. Furthermore, players can only suggestthat their character’s fame (or infamy) mayapply in a given situation; it is for the judges todecide whether or not it does.

InfamyThe mechanics for fame allow players andjudges a means of tracking how well knownLIVING CITY characters have become as a resultof heroic actions they take. However, somecharacters are not always so heroic. For them,

we introduce the concept of Infamy, whichmeasures how dastardly your character hasbeen. Infamy points are awarded by a judgewhen a character or characters do somethingcowardly or reprehensible and others couldhear about it.

Judges do not make Infamy checks, nor isthere a limit on how many Infamy points youcan acquire. When a judge looks over yourcharacter and discovers Infamy points, she mayask you to explain what happened. Based onthe NPCs and situations in the adventure to beplayed, and the number of Infamy points youhave, the judge will decide whether the NPCshave heard of your character's dastardly deedsand how they will react. Simple for the player,somewhat more complex for the judge.

Infamy points will not appear in modules,unless an action clearly calls for one (such asburning down the Wizard's Guildhall). It willbe up to the judge to decide whether youdeserve one (or more) based on your actions.Here are some examples of actions that maywarrant an Infamy point:* Causing the destruction of private property

(such as burning down a building as a resultod a miscast fireball)

* Being convicted of a crime in a public court(whether or not your character actuallycommitted the crime)

* Stealing, provided someone could possiblyblame the character for the theft

* Suffering a public defeat by inferior forces

Other situations could also warrant Infamypoints for characters. Note that the characterdoes not need to have done the infamous deed.It is only necessary that people think he did it.

Fame and the NullCategoryThe Fame system assumes that characters whoroutinely do good deeds will become known forthose deeds by people who did not directly wit-ness them. Fame is not necessarily a reward foradventuring; rather, it is a by-product.

It is possible, however, to adventure and notbecome known, but you must use a false nameand often a disguise to do so. In effect, youhave to create a "secret identity" to hide in. Forthose characters, we introduce the Null Famecategory. If, during an adventure, your charac-ter in some way managed to remain anony-mous, you may put your Fame point into theNull category. Fame in Null cannot be used bya judge to affect NPC reactions, or for anyother purpose. It is essentially gone, as if yourcharacter never earned it. The category existsis so that a judge can compare your Fame totalsin Null with other categories; that tells thejudge something about your character that shemight be able to use later. A judge must agreewith your decision to put Fame into Null, youcannot just choose to do so without the appro-priate role-playing during the adventure.

Fame in the Living City Campaign

Fame CategoriesLord Mayor (and the Deputy Mayor)City Government (bureaucrats, etc.)City WatchTemples (any religious figures)Upper ClassMerchant ClassLower ClassGeneral (this covers anyone not specificallycovered by the other groups)

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Living City Campaign Player Meta-campaign Guide Page 4

Time in the campaign will be tracked duringthe calendar year using an easy system of timeunits. The reason for this is that many non-adventuring activities require time out of thecharacter's life to accomplish goals or performduties associated with membership in anorganization or ownership of a business or inoccupation of a position. The time trackingsystem is an easy way to merge all such require-ments, and track things like time out of gamefor results of adventures too.

Players should track time for their charactersif the characters participate in any non-adven-turing activity (except LARPs) or if the char-acters participate in high-level campaignexpansions or special missions. If the characteris only played in adventures in the regular cam-paign, then you need not worry about trackingtime at all. And, because of the way that thesystem is built, if you decide to get involved inactivities which require time tracking later on,you will easily be able to step right in.

The basis of the time tracking system is thetime unit, which is equivalent to 1/2 a tendayin the Forgotten Realms. There are 73 timeunits in calendar year, and time units for theForgotten Realms calendar year will be trackedin the calendar year of the real world, for sim-plicity. So, every character has 73 units of timeas of January 1st, 2000, and with them he orshe can do a great variety of things.

The use of time units for any activity will betracked in the character log sheet. The exactorder of use of time units is not important, sothat we need not worry about characters beingout of play in the middle of the conventionseason for some reason or other. When a timeunit is used, simply log it and the reason, andhave the person supervising that activity signthe log sheet.

Note: if your character is adventuring in theregular campaign only, you can ignore this sys-tem. You need not limit yourself to 73 adven-tures for the calendar year. This system comesinto play when you want to involve your char-acter in non-adventuring activities, high-levelcampaign expansions, or special missions.

Adventuring in the regular campaign costsone unit per adventure. This is tracked on thecharacter log sheets, so the adventuring units aretracked automatically and can be easily countedat any time. Thus, if you are not tracking timefor a character and suddenly need to, you cancount how many adventures that character hasparticipated in since the beginning of the yearand know how many units you have left.

Each of the organizations has a time costassociated with membership. This cost shouldbe paid at the beginning of the calendar year ifyour character is in that organization. See thedocuments on the individual organizations forthe costs for specific activities. A chart may bedeveloped so that it is easy to find out howmuch something costs. Within an organizationthere might be different costs for differentactivities, such as spell research or rank in CityWatch. Pay the appropriate costs when yourcharacter engages in that activity.

When your character runs out of units, youshould stop playing the character until thenext calendar year. Should you be found to beusing extra units, the benefits of the extra unitswill be retroactively removed from your char-acter upon discovery.

You do not have to use up all your units. Youprobably will want to, but you don’t have to.Remember that you have to do all non-adven-turing activities through interactive booths,and plan your character’s time accordingly.Units do not carry over into next year (sincethey represent time, rather than somethingmaterial like gold). In using your units, youmay have to choose between one activity andanother in the campaign, which is exactlywhat the system is designed to do. A singlecharacter simply cannot do everything there isto do, so choose what you want and focus onthose things. You can start other characters todo other things.

As of August 1st, 1999, all characters have36 units for the rest of this year. You need notworry about stuff that has gone on before, oradventures from before. Start now with 36units, and go forward.

Why?The Time Unit philosophy is that there canonly be a certain amount of time in a give year.A day has 24 hours which is made up of 24, 60minute segments which is in turn made up of60, 60 second segments. What we do with thattime is important for a variety of reasons.

1) Suppose you have a task to perform, let’s sayresearching a spell. In the old system you werepaying EXP to be a member of X guild (wizard

or clerical). In the old system you were payingin literal days, weeks and months of time out ofplay (wizards and clerical). But, in the new sys-tem you are paying X time units to be a mem-ber of X guild. You simply decide that you wishto research a spell and talk to the coordinatorabout it. We determine that this spell will takeXX weeks to research. You pay XX time unitsand roll the dice. You get the spell, walk awayand go play your next game.

2) You wish to be a member of an officialorganization in the city. You ALSO wish toreceive the benefits of being a member of thatorganization. In the old system you paid X%exp per event. At 4th level this is not all thatpainful but at 10th level where every singleexperience point counts you are looking backand wondering why you joined in the firstplace. With the time units system, you removeX number of units at the beginning of the cal-endar year and go about your duties as a mem-ber of X organization. When you play an eventyou subtract 1 from you time units instead ofsubtracting X% from your exp gained andadding the measly remainder into your total forlevel purposes exp count. And, you now don’thave to worry about having exps that you can’tuse carrying you that much closer to thatdreaded RETIREMENT.

3) You wish to create a suit of armor, or astrength bow, or a ladder, or whatever. Underthe old system, it wasn’t possible. Under thenew system you go up to the Proficiency Boothat any interactive that has it and say, “Hey. Iwant to create a suit of armor..” You are askedsome questions, and then you are told howlong making what you want will take. YOumake the roll, mark out the time units on yourlog, and walk away with your new creation.

The bottom line is that you (as a player group)drove the creation of this system. You wantedto join organizations, to do things out ofadventure with your character, to achievesocial position or rank within a hierarchy. Thissystem is our way of giving you all these thingsin an easy manner which requires only one sys-tem for all of them, rather than a separate sys-tem for each one.

If you are a FELLOWSHIP-LEVEL™ member ora member that does not want to do anything inthe meta-campaign, then play, play, play. Youare not restricted in any way shape or form bythe Time Unit concept. If you are a GUILD-LEVEL™ member though, and you always want-ed to make that suit of armor, always wanted tobe a knight, always wanted to go on THATspecial mission...

It's all about Time. We hope that onceeverything is revealed and you fully understandit…that you use it wisely.

Time Tracking and “Downtime”Activities

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Living City Campaign Player Meta-campaign Guide Page 5

The newly reorganized Ravens Bluff militaryincludes two branches of the service, the armyand the navy. Both have been reorganizedsince the war, and involve both a standingarmy and militia units.

The Head of the Ravens Bluff army is FieldMarshal Giaus Varro. In addition, command ofthe special operations in the Underdark is heldby Field Marshal Lord Charles Blacktree.

The army is organized into the cavalrybrigade, composed of a light and heavy cavalryregiment, and the infantry brigade, composedof a light and heavy infantry regiment. Also,there is the Knights brigade.

The cavalry regiments are composed of anactive military battalion of about six hundredmen, and a militia battalion of about six hun-

dred men. The infantry regiments are com-posed of active and militia battalions of abouteight hundred men.

The Knights brigade is responsible for thesupervision of the Lord’s forts around the city,as well as the Knight’s Muster. In time of war,each knight and lord is expected to offer hisservices to the city, along with his retainers.This is the Knight’s Muster. They will beorganized into a brigade, with support from theregular army.

The army also has support units. These arethe Mage Corps, the Medical Corps, TheSupply Corps, and the Air Corps. The AirCorps consists of a unit of pegasi, a unit of grif-fons, and a unit of eagles. In time of war, thegriffon riders of the Griffon Knights will aug-ment this force.

The navy is commanded by Admiral WilliamFleetwood, and consists of four regular navygalleons, two militia galleons, four regular navygalleys, and two militia galleys. In additionthere is the successful griffon carrier. TheProcampuran squadron has been added.

Militia duty in the Ravens Bluff military is usedto augment the regular forces. Promotions arebased on merit, and time in service. The mili-tia members must spend one month on activeduty, training with the regular army forces.(requires the expenditure of six time units.)

More information on joining the military willbecome available soon.

We Want You—Join theRavens Bluff Military

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Living City Campaign Player Meta-campaign Guide Page 6

(Credits and thanks go out to: James Allen, CarlBuehler, Brian Burr, Scott Crater, David Feest Jr.,John Harnes, Dan LaFleur, Brian Miller, JasonNichols, Gail Reese, Wayne Straiton, MichaelWatts, and many others.)

There are several ways a LIVING CITY™ playercharacter can become a knight:

1. The Network may sponsor contests duringthe year in which player characters may com-pete for various offices in the city government,offices which have knighthood bestowed onthe holder. In these cases, the winning candi-date must be sworn in as a knight of the appro-priate order as a condition of accepting thepost. The candidate must meet all require-ments for the order at the time of award.

2. Events may be specifically written to test thequalities of candidates to be considered forknighthood. Only modest numbers of knight-hoods will be bestowed in this manner; if nocandidate accomplishes the required deeds, noknighthoods will be given. The candidate willhave to meet all requirements for the specificknighthood awarded at the time of the award.Only three orders can award knighthood inthis fashion: Knights of the Griffon, Knights ofthe Dove, and Knights of the Hawk.

3. A candidate can apply to any of the knight-ly orders (except the Raven Knights) tobecome a squire. Unlike applying to the Orderof the Golden Rooster, the candidate does notimmediately become a knight, but is stillexpected to represent the chosen knightlyorder with honor. The applicant must be with-in two levels of the minimum level require-ment for the chosen order. Upon application,the candidate will receive a squire’s recordsheet, which the candidate is responsible forcompleting and verifying. Squires will beknighted when they have reached the mini-mum level for entry as a knight, have a cleanrecord of service (a minimum of eight missionsfor the secular orders, and at least 16 events forthe religious orders), and have obtainedthrough play at least two letters of recommen-dation from other knights, city officials, orimportant city leaders.

The Knights’ Council Here is how honors are awarded and the meansby which knights can seek to enter the higherorders of knighthood.

The LIVING CITY Board of Directors willappoint willing Network members to serve onthe Knights’ Council. The leader of theKnights’ Council will also be appointed fromthe council body, but will serve at the pleasureof the regional director and can be replacedwhenever deemed necessary by the Networkcoordinator.

The regional director will allow the Knights’Council to be held at various conventions

around the country. Council members willhave sole power to convene the council at con-ventions, but no council will be held withoutpermission from the Board. The Knights’Council will consist of a mini-interactive role-playing event, and will handle: 1) The collec-tion of donations and oath taking for newKnights of the Golden Rooster (as describedabove); 2) The distribution of a Knight’s Diaryto potential candidates. This is a cover sheetfor a diary to contain important informationabout the knight’s adventures, and must pre-date any accumulated chivalry points orknightly honors; 3) The distribution of perma-nent personal record sheets to be used as theprimary vehicle for knights seeking to changeorders, say from Golden Rooster to Griffon, toenter the religious orders, or even to become aRaven Knight.

Additionally, the council will decide allmatters of the award of knightly honors,acceptance into knightly orders, and certainappeals from knight candidates about expul-sion or negative awards.

Chivalry PointsKnight characters (or squires) will have theopportunity to accumulate chivalry points, bydisplaying the knightly virtues of bravery, lead-ership, personal honor, and strength of moralcharacter. These points will be awarded by theDM for play in special knight-approved adven-tures, at a maximum of one chivalry point perround of play. The DM can choose to awardone point (for exemplary play as a knight), zeropoints (for merely average play), or minus one(-1) point (for play unbecoming a knight).These awards are to be recorded by the playerknight on both the knight’s diary and perma-nent record sheet, and initialled by the DM.The DM is the final arbiter of all point awardsin a given round; there is no appeal. In cases ofa (-1) award, an explanation from the DM ismandatory.

Chivalry points are an easy tool for the DMto use when determining how well known aknight character might be. A knight who hasnot yet earned chivalry points will see animprovement in the reaction of peopleencountered (just for being a knight). Aknight with zero to five chivalry points is con-sidered to have a moderate reputation (+1reaction adjustment); the same knight with sixto ten chivalry points is considered to have agrowing reputation (+2 reaction adjustment)for knightly virtue. Each knight possessing 11to 20 chivalry points knows there is a mildchance that minstrels in local taverns sing bal-lads about the knight’s exploits (+3 reactionadjustment). A knight possessing more than 20chivalry points is respected and well known inRavens Bluff, as is the knight’s heraldic device(+4 reaction adjustment).

If a knight’s adjusted chivalry point total isever less than zero, the knight will receive nospecial assistance from officials. For reaction

Knights of RavensBluff

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Living City Campaign Player Meta-campaign Guide Page 7

purposes, each (-1) mark counts as a (-5) fortotal chivalry points. An example: a knight hasaccumulated six chivalry points, but has alsobeen given two (-1) awards. The knight’s nor-mal reaction adjustment would be +2, butbecause of the two negative awards the adjustedchivalry point total is actually -5 (5-10=-5). Theknight will receive no assistance from city offi-cials, and will in fact be viewed with suspicion.

If a knight receives three (-1) awards, theknight will be officially expelled from theorder, and no knightly order will have dealingswith him or her again. (A player who earns allthree (-1) awards at one convention, or at con-ventions where there were no Knights’Council representatives, can choose bring thecase to the first convention where there will bea Knights’ Council. However, a player shoulduse another character in play until (-1) markproblem can be resolved.)

The Knights’ Council has the exclusivepower to set a quest, which, if successfully com-pleted, will remove a (-1) award from theknight’s record. Such quests may involve aninteractive role playing Living City adventure,or specific tasks that the questing knight wouldhave to accomplish during play in one or moreadventures. The quest should involve a deed ofdaring that positively redeems whicheverknightly virtue might have been called intoquestion by the award of (-1).

Knightly HonorsA DM might also have opportunity to recom-mend that knightly honors be bestowed on adeserving knight (or squire). Specific knightlyhonors often might be written into an adven-ture, but occasionally a knight character mayaccomplish an unexpected, extraordinary taskwhich would lead to a DM recommendationfor an honor. The DM has no power to awardhonors; that privilege is reserved to theKnights’ Council exclusively. The DM isencouraged, however, to recommend a deserv-

ing knight for an honor, pending approval fromthe council. A written explanation from theDM is required in such cases. The honor can-didate must role–play the encounter, supplyanswers to questions about actions that mightconceivably have earned him the award, andsupply his knight’s diary for review and possibleperformance. Honors are never easy to earn,but their benefits are lasting. If an honor isgranted, it will be marked on the character logsheet.

Knight’s DiaryThis optional document should describeimportant matters discovered on adventures,or it can be very elaborate. It’s up to the candi-date involved. A dedicated character couldcreate, or engage the professional creation oftales, songs, or poems detailing the character’sexploits as a knight. These accounts shouldalso credit the knight’s deeds to the glory oftheir knightly order. Once the record of thecharacter’s accomplishments is begun, it is thecharacter’s responsibility to maintain andenlarge this collection of personal chivalry.Whenever a knight comes before the Knights’Council on any matter, this diary will bereviewed and may help determine other mat-ters being considered by the council.

PromotionThe knight’s character log will be appropriate-ly marked when a knight character wishes toseek entrance into a more prestigious knightlyorder. The candidate is hence considered aknight squire to that order and can earn hon-ors specific to the order. (All knights are con-sidered to be striving for the highest honor,Raven Knight; when a candidate applies foracceptance into this order, the character’sentire history will be reviewed. A knight maynot squire for the Raven Knights; knights areselected from the other orders for this highhonor.) The character must meet the mini-

mum class level requirements of theorder being sought and the require-ments for chivalry and honorsdescribed below.

Candidates need at least two lettersof recommendation from other knights,city officials, or important city leaders,obtained through play by the applicant.In the event that a knight squire hasthe proper number of knightly honors,but does not possess an honor specificto the order being sought, the squiremay still be alllowed join the knightlyorder if he or she possesses a number ofchivalry points equal to half again asmany as is needed to join that particu-lar order of knighthood. Only RavenKnights can earn Raven Knight honors.

TournamentEventsConvention coordinators interested inrunning this type of event should con-tact the head of the Knights’ Council.The coordinator might discuss therequirements for knighthood thatwould be tested in the event.

Coordinators must adhere to the dictums ofthe Knights’ Council. A violation of this trustwill result in the revocation of any chivalrypoints or knightly honors awarded during thetournament. Knighthoods are to be earned,not given away, and never sold at auction. Allknight candidates should demonstrate loyalty(both to Ravens Bluff and their adventuringcomrades), personal honor, and a willingnessto persevere, even against a far stronger enemy.However, the knight candidate should neverbreak city laws in accomplishing the objective,and never resort to torture, poison, or anyother such action that might bring disgraceupon the knight’s order. The conventionorganizer should review any questions stillunanswered with the head of the Knights’Council. All event judges should be briefed,and made familiar with the process; the con-vention coordinator should review the selec-tion process being used with them, before theevent, to select knighthood candidates.

Further, the convention organizer shouldmake arrangements for a member of theKnights’ Council, or approved council desig-nate familiar with the knightly orders, to be inattendance at the convention to answer ques-tions and assist the convention organizer offi-ciating the selection process.

Order SpecificsThere are five tiers in the knighthoods ofRavens Bluff. All are represented on theKnights Council.

Tier 1: Lords Knights (Not recognized as a civicknighthood as they are in personal service to aNoble of the city. They have one seat collec-tively on the Council)

Tier 2: Knights of the Golden Roosters (general Knightsof the order)* Golden Crown Roosters (special branch

providing leadership and an example ofchivalry to the population of the city whilemaintaining all the tenets of the knight-hood. Recognized as Tier 3 Knights)

Tier 3: Knights of the Griffon (general Knights of theorder)* Griffon Wing (special branch that protects

the air above the city)* Griffon Guard (special branch that protects

the sea adjacent to the city)* Griffon Talon (special branch that protects

the surrounding countryside of the city)

Knights of the Dove (general Knights of theorder)* Order of the White Rose (special branch

that act as protectors of the people)* Order of the Yellow Rose (special branch

also known as the Dove Emissary. Theseknights are the peace negotiators and diplo-mats.)

* Order of the Red Rose (special branch thatis dedicated to healing)

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Knights of the Hawk (general Knights of theorder* Order of the Black Hawk (special branch

that is primarily responsible for seek anddestroy missions)

* Order of the Red Hawk (special branchresponsible for information gathering andspying)

* Order of the Silver Hawk (special branchresponsible for seek and rescue/recoverymissions)

Tier 4:Knights of the Phoenix (general Knights of theorder)* Order of the Dawn (special branch dedicat-

ed to protecting the city from Evil Undead)* Order of the Aster (special branch dedicat-

ed to protecting the city form Evil ExtraPlanar Creatures)

* Order of the Crimson Phoenix (specialbranch providing overall leadership of theknighthood, are dedicated to protecting thecity from both Evil Undead and Evil ExtraPlanar Creatures, and are dedicated to theunderstanding and knowledge of all undeadand extra planar creatures)

Knights of the Right Hand of Tyr (generalKnights of the order)* Order of the Shield (special branch dedicat-

ed to defending and being the voice of thecommon man where the laws are con-cerned)

* Order of the Hammer (special branch dedi-cated to prosecuting those that seek tobreak or destroy law and order)

* Order of the Scales (special branch thatprovides leadership to the order and arededicated to sitting in fair judgement overthose that break, disregard, or wish todestroy the laws)

Pillars of the Realms (general Knights of theorder)* Pillars of the Earth (special branch dedicat-

ed to defending the city against religiousthreats)

* Pillars of the Wind (special branch dedicat-ed to keeping the peace between all of thecivic religions)

* Pillars of the Sun (special branch that pro-vides leadership to the order and are dedi-cated to tracking down priestly criminals)

Keepers of the Mystic Flame (general Knights ofthe order)* Seekers (special branch dedicated to locat-

ing and recovering dangerous magic items)* Wards (special branch dedicated to ensur-

ing the responsible use of magic)* Guardians (special branch that provides

leadership to the order and combats infil-tration by certain foreign powers)

Tier 5:Raven Knights (specific to Ravens Bluff;Commanders and Generals of the military)

Requirements andTime Unit CostsNote: Some of the knightshoods have XPrequirements. This requirement is the XP yourcharacter must have to join. It is not spent onthe knighthood.

Tier 1: Lords KnightsThe requirements and time unit cost for theLords Knights are established and enforced bythe individual Lords.

Tier 2: Knights of the Golden Rooster1. Class Requirement: None2. Level requirement: 4th level3. Time Unit Cost: 3 per year. Order

Commanders must pay 8 units per year4. Must have recommendation from 1 knight

(PC)5. Donation of 1,000 gold pieces upon accept-

ance into the Knighthood (real cost of $2)6. Unnecessary to squire to this order

Golden Crown Roosters(suborder of the Golden Roosters, actual rankin Tier 3)1. Class requirement: None2. Experience requirement: 1000,000 experi-

ence points3. Chivalry Point requirement 12 (minimum)4. Knightly Honor requirement: 5 (2 specifi-

cally to the Golden Roosters and 3 general)5. Time Unit Cost: 10 per year. Order

Commanders must pay 15 per year.6. Completion of at least one year of service

within the Golden Roosters7. Must petition to the Knights Council for

review

8. Must have recommendation from 2 Knights(PCs)

9. May not petition if a member of any otherKnighthood other than the GoldenRoosters

Tier 3:Knights of the Griffon: (very military oriented order)1. Class Requirement: None (majority are

warrior)2. Level Requirement: 5th level as warrior or

7th level in another class3. Knightly Honor requirement: 3 (2 general,

1 specific to the Griffons)4. Chivalry Point Requirement: minimum of

8, if no honor specific to Griffons then 125. Time Unit Cost: 5 per year. Order

Commanders pay 5 too.6. Mandatory duty in the Military Militia

(additional 6 time units per year)7. Must petition to the Knights Council for

review8. Must have recommendation from 2 Knights

(PCs)

Order of the Griffon Wing: (elite order of the Knights of the Griffon / AirForce)1. Class Requirement: Rogues are not allowed

(majority are warrior)2. Level Requirement: 7th level warrior or 9th

level priest or wizard3. Knightly Honor requirement: 5 (3 general,

2 specific to the Griffons)4. Chivalry Point requirement: minimum of

125. Time Unit Cost: 10 per year. Order

Commanders must pay 15 per year.6. Must have the following NWP: Riding (air-

based, Griffon)7. Must have been a Knight of the Griffon for

a minimum of 6 months (real time)8. Mandatory duty in the Military Militia

(additional 6 time units per year)9. Must petition to the Knights Council for

review10.Must have recommendation from 2 Knights

(PCs), one must be a Knight of the Griffon

Order of the Griffon Guard: (elite order of the Knights of the Griffon /Navy)1. Class Requirement: Rogues are not allowed

(majority are warrior)2. Level Requirement: 7th level warrior or 9th

level priest or wizard3. Knightly Honor requirement: 5 (3 general,

2 specific to the Griffons)4. Chivalry Point requirement: minimum of

125. Time Unit Cost: 10 per year. Order

Commanders must pay 15 per year.6. Must have the following NWP:

Navigation, Rope Use7. Must have been a Knight of the Griffon for

a minimum of 6 months (real time)8. Mandatory duty in the Military Militia

(additional 6 time units per year)9. Must petition to the Knights Council for

review

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10.Must have recommendation from 2 Knights(PCs), one must be a Knight of the Griffon

Order of the Griffon Talon: (elite order of the Knights of the Griffon /Calvary)1. Class Requirement: Rogues are not allowed

(majority are warrior)2. Level Requirement: 7th level warrior or 9th

level priest or wizard3. Knightly Honor requirement: 5 (3 general,

2 specific to the Griffons)4. Chivalry Point requirement: minimum of

125. Time Unit Cost: 10 per year. Order

Commanders must pay 15 per year.6. Must have the following NWP: Riding

(land-based)7. Must have the following WP: Lance8. Must have been a Knight of the Griffon for

a minimum of 6 months (real time)9. Mandatory duty in the Military Militia

(additional 6 time units per year)10.Must petition to the Knights Council for

review11.Must have recommendation from 2 Knights

(PCs), one must be a Knight of the Griffon

Knights of the Dove: (very diplomatic oriented order)1. Class Requirement: None2. Level Requirement: 5th level warrior or

priest // 6th level bard or wizard // 7th levelrogue

3. Knightly Honor requirement: 3 (2 general,1 specific to the Doves)

4. Chivalry Point Requirement: minimum of8, if no honor specific to Doves cost is 12

5. Time Unit Cost: 5 per year. OrderCommanders must pay 10 per year.

6. Must petition to the Knights Council forreview

7. Must have recommendation from 2 Knights(PCs)

Order of the White Rose(elite order of the Knights of the Dove /Protectors)1. Class Requirement: Thieves are not allowed2. Level Requirement: 7th level warrior or

priest // 9th level bard or wizard3. Knightly Honor requirement: 5 (3 general,

2 specific to the Doves)4. Chivalry Point Requirement: minimum of

125. Time Unit Cost: 10 per year. Order

Commanders must pay 15 per year.6. Must have the following NWP: Read/Write

Common, Local History, Religion7. Must have been a Knight of the Dove for a

minimum of 6 months (real time)8. Must petition to the Knights Council for

review9. Must have recommendation from 2 Knights

(PCs), one must be a Knight of the Dove

Order of the Yellow Rose(elite order of the Knights of the Dove /Emissary or Diplomats)1. Class Requirement: Thieves are not allowed2. Level Requirement: 7th level warrior or

priest // 9th level bard or wizard3. Knightly Honor requirement: 5 (3 general,

2 specific to the Doves)4. Chivalry Point Requirement: minimum of

125. Time Unit Cost: 10 per year. Order

Commanders must pay 15 per year.6. Must have the following NWP: Read/Write

Common, Heraldry, Etiquette, and Speak 2modern languages other than Common

7. Must have been a Knight of the Dove for aminimum of 6 months (real time)

8. Must petition to the Knights Council forreview

9. Must have recommendation from 2 Knights(PCs), one must be a Knight of the Dove

Order of the Red Rose(elite order of the Knights of the Dove /Healers)1. Class Requirement: Thieves are not allowed2. Level Requirement: 7th level warrior or

priest // 9th level bard or wizard3. Knightly Honor requirement: 5 (3 general,

2 specific to the Doves)4. Chivalry Point Requirement: minimum of

125. Time Unit Cost: 10 per year. Order

Commanders must pay 15 per year.6. Must have the following NWP: Herbalism

and Healing7. Must have been a Knight of the Dove for a

minimum of 6 months (real time)8. Must petition to the Knights Council for

review9. Must have recommendation from 2 Knights

(PCs), one must be a Knight of the Dove

Knights of the Hawk: (an investigation-oriented order)1. Class Requirement: None2. Level Requirement: 5th level rogue, ranger,

or bard // 7th level priest, warrior, wizard3. Knightly Honor requirement: 3 (2 general,

1 specific to the Hawks)4. Chivalry Point Requirement: minimum of

8, if no honor specific to Hawks then 125. Time Unit Cost: 5 per year. Order

Commanders must pay 10 per year.6. Must petition to the Knights Council for

review7. Must have recommendation from 2 Knights

(PCs)

Order of the Red Hawk: (elite order of the Knights of the Hawk /Information Gathering)1. Class Requirement: None2. Level Requirement: 7th level rogue, ranger,

or bard // 9th level priest, warrior, wizard3. Knightly Honor requirement: 5 (3 general,

2 specific to the Hawks)4. Chivalry Point Requirement: minimum of

125. Time Unit Cost: 10 per year. Order

Commanders must pay 15 per year.6. Must have the following NWP: Local

History, Read/Write Common, Heraldry7. Must have been a Knight of the Hawk for a

minimum of 6 months (real time)8. Must petition to the Knights Council for

review9. Must have recommendation from 2 Knights

(PCs), one must be a Knight of the Hawk

Order of the Silver Hawk: (elite order of the Knights of the Hawk /Search and Rescue)1. Class Requirement: None2. Level Requirement: 7th level rogue, ranger,

or bard // 9th level priest, warrior, wizard3. Knightly Honor requirement: 5 (3 general,

2 specific to the Hawks)4. Chivalry Point Requirement: minimum of

125. Time Unit Cost: 10 per year. Order

Commanders must pay 15 per year.6. Must have the following NWP: Tracking,

Disguise, Heraldry7. Must have been a Knight of the Hawk for a

minimum of 6 months (real time)8. Must petition to the Knights Council for

review9. Must have recommendation from 2 Knights

(PCs), one must be a Knight of the Hawk

Order of the Black Hawk: (elite order of the Knights of the Hawk /Search and Destroy)1. Class Requirement: None2. Level Requirement: 7th level rogue, ranger,

or bard // 9th level priest, warrior, wizard3. Knightly Honor requirement: 5 (3 general,

2 specific to the Hawks)4. Chivalry Point Requirement: minimum of

125. Time Unit Cost: 10 per year. Order

Commanders must pay 15 per year.6. Must have the following NWP: Tracking,

Disguise, Heraldry7. Must have been a Knight of the Hawk for a

minimum of 6 months (real time)8. Must petition to the Knights Council for

review9. Must have recommendation from 2 Knights

(PCs), one must be a Knight of the Hawk

Tier 4:Right Hand of Tyr: (Sponsored by the church of Tyr, very strongbasis in Law and Justice)1. Class Requirement: Thieves are not

allowed2. Level Requirement: 7th level warrior,

priest, wizard // 9th level bard3. Knightly Honor requirement: 5 (3 general,

2 specific to the Right Hand)4. Chivalry Point Requirement: minimum of

165. Time Unit Cost: 10 per year. Order

Commanders pay 15 per year.6. Minimum Statistics: Wis. 107. Must have the following NWP: Local

History, Heraldry8. Must petition to the Knights Council for

review9. Must have recommendation from 3 Knights

(PCs), one must be a Knight of the RightHand of Tyr

Order of the Shield(elite order of the Right Hand, defenders of the

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people)1. Class Requirement: Thieves are not allowed2. Level Requirement: 9th level warrior, priest,

wizard // 10th level bard3. Knightly Honor requirement: 10 (7 general,

3 specific to the Right Hand)4. Chivalry Point Requirement: minimum of

245. Time Unit Cost: 20 per year. Order

Commanders pay 25 per year.6. Minimum Statistics: Wis. 10, Char. 107. Must have the following NWP: Local

History, 2 modern languages, andRead/Write Common

8. Must have been a Knight of the Right Handof Tyr for a minimum of 6 months (realtime)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 3 Knights(PCs), one must be a Knight of the RightHand of Tyr

Order of the Hammer(elite order of the Right Hand, defenders ofjustice, law, and order)1. Class Requirement: Thieves are not allowed2. Level Requirement: 9th level warrior, priest,

wizard // 10th level bard3. Knightly Honor requirement: 10 (7 general,

3 specific to the Right Hand)4. Chivalry Point Requirement: minimum of

245. Time Unit Cost: 20 per year. Order

Commanders pay 25 per year.6. Minimum Statistics: Wis. 107. Must have the following NWP: Local

History, Law8. Must have been a Knight of the Right Hand

of Tyr for a minimum of 6 months (realtime)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 3 Knights(PCs), one must be a Knight of the RightHand of Tyr

Order of the Scales(elite order of the Right Hand / leaders, politi-cians, judges)1. Class Requirement: Rogue classes are not

allowed2. Level Requirement: 11th level warrior,

priest, wizard // 12th level bard3. Knightly Honor requirement: 15 (10 gener-

al, 5 specific to the Right Hand)4. Chivalry Point Requirement: minimum of

325. Time Unit Cost: 30 per year. Order

Commanders pay 35 per year.6. Minimum Statistics: Wis. 157. Must have the following NWP: Local

History, Law, Heraldry, Read/WriteCommon

8. Must have been a Knight of the Right Handof Tyr for a minimum of 1 year (real time)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 5 Knights(PCs), one must be a Knight of the RightHand of Tyr

Knights of the Phoenix:(sponsored by the Temple of Lathander, verystrongly opposed to evil undead and extra-pla-nar creatures)1. Class Requirement: None2. Level Requirement: 7th level3. Knightly Honor requirement: 5 (3 general,

2 specific to the Phoenix)4. Chivalry Point Requirement: minimum of

165. Time Unit Cost: 10 per year. Order

Commanders pay 15 per year.6. Minimum Statistics: Char. 10 (if not met,

must meet the Chivalry and Honor require-ments for the next highest Order and maynever advance beyond the rank of Knightof the Phoenix)

7. Must have the following NWP: Heraldry8. Must petition to the Knights Council for

review9. Must have recommendation from 3 Knights

(PCs), one must be a Knight of the Phoenix

Order of the Dawn: (elite order of the Phoenix dedicated to pro-tecting the city form Evil Undead)1. Class Requirement: None2. Level Requirement: 9th level3. Knightly Honor requirement: 10 (7 general,

3 specific to the Phoenix)4. Chivalry Point Requirement: minimum of

245. Time Unit Cost: 20 per year. Order

Commanders pay 25 per year.6. Minimum Statistics: Char. 137. Must have the following NWP: Heraldry,

Undead Lore8. Must be a member of the Knights of the

Phoenix for a minimum of 6 months (realtime)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 3 Knights(PCs), one must be a Knight of the Phoenix

Order of the Aster: (elite order of the Phoenix dedicated to pro-tecting the city from Evil Extra-PlanarCreatures)1. Class Requirement: None2. Level Requirement: 9th level3. Knightly Honor requirement: 10 (7 general,

3 specific to the Phoenix)4. Chivalry Point Requirement: minimum of

245. Time Unit Cost: 20 per year. Order

Commanders pay 25 per year.6. Minimum Statistics: Char. 137. Must have the following NWP: Heraldry,

Extra-Planar Lore8. Must be a member of the Knights of the

Phoenix for a minimum of 6 months (realtime)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 3 Knights(PCs), one must be a Knight of the Phoenix

Order of the Crimson Phoenix:(elite order of the Phoenix / leaders of the

order, defenders against and loremasters of allundead and extra-planar creatures)1. Class Requirement: None2. Level Requirement: 11th level3. Knightly Honor requirement: 15 (10 gener-

al, 5 specific to the Phoenix)4. Chivalry Point Requirement: minimum of

325. Time Unit Cost: 30 per year. Order

Commanders pay 35 per year.6. Minimum Statistics: Char. 157. Must have the following NWP: Heraldry,

Extra-Planar Lore, Undead Lore8. Must be a member of the Knights of the

Phoenix for a minimum of 1 year (realtime)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 5 Knights(PCs), one must be a Knight of the Phoenix

Pillars of the Realm: (sponsored by the Clerical Circle / non-denominational, protectors against religiouscorruption)1. Class Requirement: None2. Level Requirement: 7th level priest / 9th for

all others3. Knightly Honor requirement: 5 (3 general,

2 specific to the Pillars)4. Chivalry Point Requirement: minimum of

165. Time Unit Cost: 10 per year. Order

Commanders pay 15 per year.6. Minimum Statistics: Wis. or Int. 137. Must have the following NWP: Religion,

Local History8. Must petition to the Knights Council for

review9. Must have recommendation from 3 Knights

(PCs), one must be a Pillar of the Realm

Pillars of the Earth: (elite order of the Pillars, protect against reli-gious threats)1. Class Requirement: None2. Level Requirement: 9th level priest / 10th

for all others3. Knightly Honor requirement: 10 (7 general,

3 specific to the Pillars)4. Chivalry Point Requirement: minimum of

245. Time Unit Cost: 20 per year. Order

Commanders pay 25 per year.6. Minimum Statistics: Wis. or Int. 137. Must have the following NWP: Religion,

Local History8. Must be a member of the Pillars of the

Realm for a minimum of 6 months (realtime)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 3 Knights(PCs), one must be a Pillar of the Realm

Pillars of the Wind: (elite order of the Pillars, religious peace-keep-ers)1. Class Requirement: None2. Level Requirement: 9th level priest / 10th

for all others

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3. Knightly Honor requirement: 10 (7 general,3 specific to the Pillars)

4. Chivalry Point Requirement: minimum of24

5. Time Unit Cost: 20 per year. OrderCommanders pay 25 per year.

6. Minimum Statistics: Wis. or Int. 137. Must have the following NWP: Religion,

Local History8. Must be a member of the Pillars of the

Realm for a minimum of 6 months (realtime)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 3 Knights(PCs), one must be a Pillar of the Realm

Pillars of the Sun: (elite order of the Pillars, leaders / bringspriestly criminals to justice)1. Class Requirement: None2. Level Requirement: 11th level priest / 12th

for all others3. Knightly Honor requirement: 10 (7 general,

3 specific to the Pillars)4. Chivalry Point Requirement: minimum of

325. Time Unit Cost: 30 per year. Order

Commanders pay 35 per year.6. Minimum Statistics: Wis. and Int. 157. Must have the following NWP: Religion,

Local History, Spellcraft8. Must be a member of the Pillars of the

Realm for a minimum of 1 year (real time)9. Must petition to the Knights Council for

review10.Must have recommendation from 5 Knights

(PCs), one must be a Pillar of the Realm

Keepers of the Mystic Flame: (sponsored by the Temple of Mystra, protectorsagainst magical threats)1. Class Requirement: None2. Level Requirement: 7th level wizard and

priest / 9th for all others3. Knightly Honor requirement: 5 (3 general,

2 specific to the Keepers)4. Chivalry Point Requirement: minimum of

165. Time Unit Cost: 10 per year. Order

Commanders pay 15 per year.

6. Minimum Statistics: Wis. or Int. 137. Must have the following NWP: Spellcraft,

Local History8. Must petition to the Knights Council for

review9. Must have recommendation from 3 Knights

(PCs), one must be a Keeper of the MysticFlame

Seekers: (elite order of the Keepers, recovery of danger-ous magic items / spells)1. Class Requirement: None2. Level Requirement: 9th level wizard and

priest / 10th for all others3. Knightly Honor requirement: 10 (7 general,

3 specific to the Keepers)4. Chivalry Point Requirement: minimum of

245. Time Unit Cost: 20 per year. Order

Commanders pay 25 per year.6. Minimum Statistics: Wis. or Int. 137. Must have the following NWP: Spellcraft,

Local History8. Must be a member of the Keepers of the

Mystic Flame for a minimum of 6 months(real time)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 3 Knights(PCs), one must be a Keeper of the MysticFlame

Wards: (elite order of the Keepers, defend against dan-gerous use of magic)1. Class Requirement: None2. Level Requirement: 9th level wizard and

priest / 10th for all others3. Knightly Honor requirement: 10 (7 general,

3 specific to the Keepers)4. Chivalry Point Requirement: minimum of

245. Time Unit Cost: 20 per year. Order

Commanders pay 25 per year.6. Minimum Statistics: Wis. or Int. 137. Must have the following NWP: Spellcraft,

Local History8. Must be a member of the Keepers of the

Mystic Flame for a minimum of 6 months(real time)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 3 Knights(PCs), one must be a Keeper of the MysticFlame

Guardians: (elite order of the Keepers / leaders, combatinfiltration of foreign powers that pose a magi-cal threat)1. Class Requirement: None2. Level Requirement: 11th level priest / 12th

for all others3. Knightly Honor requirement: 10 (7 general,

3 specific to the Keepers)4. Chivalry Point Requirement: minimum of

325. Time Unit Cost: 30 per year. Order

Commanders pay 35 per year.6. Minimum Statistics: Natural Wis. and Int.

157. Must have the following NWP: Religion,

Local History, Spellcraft, Heraldry8. Must be a member of the Keepers of the

Mystic Flame for a minimum of 1 year (realtime)

9. Must petition to the Knights Council forreview

10.Must have recommendation from 5 Knights(PCs), one must be a Keepers of the MysticFlame

Tier 5:Raven Knights(military commanders and generals / epitomeof the Knights)1. Class Requirement: Rogues are not allowed2. Level Requirement: 12th level3. Knightly Honor requirement: 204. Chivalry Point Requirement: minimum of

365. Time Unit Cost: 40 per year6. Minimum Statistics: Natural Wis., Int. and

Char average 12 (none less than 10), Char.12

7. Must own deed to Titled Land8. Must have the following NWP: Local

History, Heraldry, Riding (land or air based)9. Must petition to the Knights Council for

review. (Specifics listed in detail on knight-hood)

10.Must have one recommendation from eachof the Knighthoods (PCs), except from theRaven Knights. The Golden Rooster rec-ommendation must be from a GoldenCrown Knight.

11.Must have been a member of at least oneTier 3 (or higher) Knighthood for 2 yearscumulative time.

12.No more than one negative Chivalry Pointmay appear in the Knights official record.

13.Must take the PC out of play for 6 month(or 1 year if no military experience) andspend 35 time units (or 70 if out of play for1 year) for intense training.

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Q: What are the costs of joining the Guild?

A: The nature of membership in the WizardsGuild involves investment of time and effortto achieve membership rank, so the time unitinvestment structure applies to advancementrather than simply membership. However,there are a variety of wizardry and alchemicalactivities, which inner circle members mayundertake, and the time requirements arestructured such that those who perform themdo so for both themselves and for the guild.That is, inner circle members who performthese activities are required to perform similarduties for the guild, and the time unit require-ments are scaled accordingly to account forthis.

Upon submission of an application, allapplicants are required to create a new logbookentry to deduct necessary time units and goldpieces from the player character. The WizardsGuild representative who is running the boothmust review the applicant’s logbook to validatethat the applicant has achieved the necessarylevel, that proper time unit accounting hasbeen performed, and that any annual duesrequired of the applicant have been paid. Oncethese things are verified, the representative ismust create a new logbook entry indicating theappropriate time unit and gold piece expendi-tures have occurred.

If for some reason the application is denied,they remain "spent", and must not be addedback into the PC’s possession. These expendi-tures represent efforts made on Wizards Guildprojects and duties, and are sunk costs.Depending upon circumstances, future appli-cations may or may not require additionalexpenditures. Violation of city laws or guildrules will, of course, require additional expen-ditures.

Initiation fee upon joining: 1,000 gp

Annual Dues* Full Member 300 gp* Circle Initiate Member 600 gp* Outer Circle Member 900 gp* Median Circle Member 1,200* Inner Circle Member 2,400 gp* Affiliate Member 600 gp.

Time Unit Costs to Advance in Rank(these are one-time costs to achieve the newrank, not annual costs to maintain it)* Full Member 25 units* Circle Initiate Member 25 units* Outer Circle Member 25 units* Median Circle Member 25 units* Inner Circle Member 72 units* Affiliate Member 0 units

All members must ensure they keep accuraterecords, and are required to present them inorder to advance in rank.

Q: What are the benefits of being a member?

A: Aside from association with many otherwizards there are the following benefits,according to rank. Higher ranking membershave the rights of all member ranks lower thantheir own.

Full Member: 1) 25% discount on spell components and

general wizardly supplies (through theAlchemical Union)

2) Safe storage of spell books and most magicalitems in a secure guild vault

3) Tutoring for learning spells, yielding a 10%bonus (max 95%) to chance to learn spellsobtained from the guild

4) Access to some guild libraries, allowing thePC to learn an additional two spells uponlevel advancement

Circle Initiate Member: 1) Access to certain restricted areas of the

Wizards Guild

Outer Circle Member: 1) Limited access to laboratory facilities,

granting a +1 bonus to Spellcraft proficien-cy checks.

Median Circle Member:1) May request that an identify, comprehend

languages, or read magic spell be cast by a"staff" wizard (at the 9th level of ability) onthe Wizards Guild premises. The cost ofthis service is one cert’ed magical item.[Available at judge discretion.]

Inner Circle Member:1) Instruction and certification in the alchemy

non-weapon proficiency (required to per-form magical item creation and recharge).This is a bonus proficiency.

2) Full access to laboratory facilities in orderto perform magical item creation andrecharge activities

3) The opportunity to be considered for a deanposition

There are two other membership avenues inuse, neither of which is considered a "rank":

Affiliate Member:This rank is for those wizards who desire affili-ation with the Wizards Guild, but are notinterested in a deep commitment. They areprovided with limited access to library facilitiesand are welcome to attend social functions.

Honorary Member:This rank is for those friends of the guild whomerit special consideration for their hard work.It is the only membership option available tonon-wizards. They are provided with limitedaccess to library facilities and are welcome toattend social functions.

Ravens BluffWizard’s Guild

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These benefits are subject to review, and maybe updated or changed.

Q: What are the details of the alchemy non-weapon proficiency?

A: As documented in the PLAYER’S OPTION™:Spells and Magic supplement, alchemical profi-ciency connotes being well-versed in the phys-ical aspects of magical research and the proper-ties of various chemicals, reagents, and sub-stances. This skill enables:

* Identification of unknown substances andmaterials

* Creation of dangerous substances such asacids and burning powders

* Incendiaries (which are illegal within thecity and forbidden by the guild)

* Pyrotechnic materials * Creation of magical potions* Creation of ink suitable for use in penning

magical scrolls

This proficiency requires two slots, isIntelligence-based, and proficiency checks aremade with a -3 penalty. Again, this is a bonusproficiency, which is taught to the applicantupon achieving inner circle rank.

The wizard's guild provides extensive laborato-ry facilities to its inner circle members.

Q: Why were the two lowest ranks, of Neophyteand Associate member, removed? (see City ofRavens Bluff sourcebook) What rank am I if Ihave a rank certificate for one of these ranks?

A: These were removed as of the GEN CON®1999 Game Fair, because they accomplishedlittle and generated a lot of extra paperwork.As of GEN CON 1999, all members with thisrank will be promoted to the lowest existingrank, that of full member.

Q: How frequently can an applicant advance inrank?

A: Assuming they have achieved sufficientlevel, and have sufficient time units and goldto "pay" for it, applicants may advance throughthe rank of Median Circle Member once theyhave held the prior rank at least six months.There is a one-year minimum interim periodbetween the submission of a APPLICATIONFOR INNER CIRCLE EXAMINATION andthe date of the examination.

Q: Why can't I just submit an advancement appli-cation by email rather than having to go to a con-vention interactive?

A: The volume of such applications, as well asthe need to review character information withthe applicant, has been shown to cause far toomany problems if made this informal.Although the Wizards Guild coordinatorwould like to be able to help everyone live outtheir desires, open-ended email advancementssimply don't work well and will not be enter-tained.

Q: Is it possible for my wizard to learn the alche-my proficiency without joining the guild. Is it pos-sible to perform alchemical or wizardry activitiessuch as magical item fabrication without joining theguild?

A: Yes, both of these are possible. The alchemyproficiency was made available to the generalLIVING CITY population along with numerousother, new proficiencies.

It is possible to perform alchemical or wizardryactivities without joining the Wizards Guild,but it is very costly. For legal reasons, thisprocess is overseen by the Wizards Guild andincludes major commitments in terms of timeand money (for training, certification, con-struction, inspection, auditing, etc.). This ishandled via the special request process.

Living City Campaign Player Meta-campaign Guide Page 13

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Living City Campaign Player Meta-campaign Guide Page 14

Metagame Activities for Priests, Paladins,Other Clergy, and Lay Worshippers

LIVING CITY Temples is a means for LIVING

CITY players with PC priests, paladins, otherclergy, and lay worshippers to have addedactivities and background beyond that of basictournament adventuring. Not all LIVING CITY

Temple activities require enrollment. Playerswith characters who are not interested indeveloping such backgrounds or participatingin such activities need not be concerned aboutthese options, with the sole exception of high-level druids. These activities requiring theGUILD-LEVEL RPGA membership. Proceduresare explained in a LIVING CITY Temples hand-out. We renamed this activity LIVING CITY

Temples (from Clerical Circle) to avoid confu-sion between the metagame organization thatserves all of LIVING CITY and the the CivicReligion of Ravens Bluff, the in-game religiousbody that oversees faith related issues inRavens Bluff.

In this activity, priests, paladins, other cler-gy, and lay worshippers of any type and of any(non-evil) deity may enroll to a temple inRavens Bluff, Procampur, or other temples inthe LIVING CITY Campaign; i.e., they may havetheir names placed on the temple rolls (roster)of participating/supporting clergy or worship-pers. Enrollment brings with it some privilegesas well as some duties and costs. A PC may beenrolled at only one temple.

Costs: * Priests and other clergy cost 5 time units per

year. This includes Paladins if listed amongclergy. Other worshippers may enroll for 1time unit per year.

* All enrolled PCs are expected to tithe 10%of income, at least, to the temple. Greatertithing results in possible future benefit.Note this is of ALL income.

Benefits: * Discount on major spells – 70 % of standard

rate, some free minor spells for priests* Use of temple facilities – lodging, altar &

holy water font, library* Clergy may be eligible to be considered for

positions in their temple* Get noticed by High Priest easier* Priests of 9th level and with access to Astral

sphere get 2 free Planar Forks for Planeshift* Generous tithes will create further discount

on major spells* Eases priest spell research, potion & scroll

& other items creation (additional costsapply)

The LIVING CITY Temples also enable allpriests to create and register their own chapelor shrine or minor temple. The LIVING CITY

Temples will certify selected pre-cast spells;items or locations must be documented. Priestswho are not enrolled can research spells, andcreate potions, scrolls and other items, buttheir times and costs will be higher. The

LIVING CITY Temples also enables the DruidChallenges, the ritual combat that druidsreaching 12th level or higher must fight andwin to advance.

The LIVING CITY Temples also sells:* Continual light and continual darkness gem-

stone* Holy Water with deity flavors* Additional Planar Forks* Other items/services may be added in the

future.

The LIVING CITY Temples is supporting thecreation of a new category of awards given bythe Ravens Bluff Clerical Circle. They includethe Honor of Courageous Service, the StalwartFoe of [insert deity], and the Commendation ofthe Ravens Bluff Clerical Circle, all for actionsduring adventures.

The current Coordinator for LIVING CITY

Temples is Keith Hoffman. Keith can be con-tacted via e-mail at [email protected]. His mail-ing address is 5119 S. Tecumseh Rd,Springfield, OH 45502-9758. The LIVING CITY

Temples booth can be requested for yourLIVING CITY Interactive. Inquire with Keith fordetails. Keith is willing to listen to new ideasand comments on how to improve the TemplesTemples service to the Living City Campaign.

LIVING CITY Temples

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Q: Who do I contact for information about theGuild?

A: The person currently in charge of theRavens Bluff Bard’s Guild is Robert Posada. Hecan be reached at [email protected]

Q: Where's the complete Guild information?

A: The Ravens Bluff Bards Guild is a growing,changing organization. New information isalways being made available while old, outdat-ed information is changed. To participate inthese changes, you can subscribe to the Bard-Talk email list, where members of the Guildcan discuss issues related to playing a bard orother member of the Guild in the LIVING CITY

campaign (these are out-of-character discus-sions). If you just want a convenient place tocheck for news about the Guild between con-ventions, use your browser to bookmark theGuild's home page at<http://rpga.org/LC/Bards/Bards.html>.

Q: How do I sign up my character as a Guildmember?

A: To have a character who is a member of theBard’s Guild you must be a GUILD-LEVEL™ orFamily (paid) member of the RPGA. Youshould be prepared to provide your RPGAmembership expiration date (life membersshould use 1/1/2100 as the expiration date todenote life membership).

You can register in person through a region-al representative of the Bard’s Guild at con-ventions and Game Days, or you can registerby [snail] mail. Registration at a convention orGame Day may cost you a fee that the conven-tion collects for the convention charity. TheGuild likes to support these charities, but hasno direct control over convention organizers,so we cannot specify what that fee may be or

the charity to which it goes. The Guild repre-sentative will give you a form to fill out andwill answer any questions you may haveregarding the form. The Guildmaster will mailyour multi-colored Guild membership certifi-cate to the Guild representative for distribu-tion within two weeks of receipt.

You may be required to present the certifi-cate to your judge in order to claim Guild ben-efits during any LIVING CITY adventure orInteractive.

Q. What’s a Fellowship within the Guild?

A. The Guild is divided into different fellow-ships based on bardic skill or interest, such asinstrument making, heraldry, singing, taletelling, and so forth. Each member of theGuild also belongs to one or more fellowshipswithin the Guild.

Q: Can I sign up for more than one Fellowship ata time?

A: Yes, but you must choose a primaryFellowship first, and any proficiencies whichcan be counted toward the primary Fellowshipmust be counted toward that Fellowship. Onlyproficiencies which cannot be counted towardthe primary Fellowship may be counted towarda second or subsequent Fellowship. Subject tothis limitation, you may join as manyFellowships as you like and qualify for. EachFellowship requires a separate registration formand payment, if applicable. They can, ofcourse, be included in the same envelope andpaid with the same check.

Q: What if I become eligible for a higher rank inmy Fellowship?

A: If something permanent changes about yourcharacter (e.g., you gain proficiencies by

advancing in level), you could become eligiblefor a higher ranking within your Fellowship.For instance, you may qualify as a Journeymanwhen you register with the Guild, but latergain levels and proficiencies that let you qual-ify as a Master. To get a new Guild membershipcertificate reflecting your increased statuswithin your Fellowship, send (electronically orby snail mail) a new registration form, indicat-ing which proficiencies are new, and how theseproficiencies were gained. A new certificatewill be mailed to you as soon as possible. Thefirst such "upgrade" is free; additional changesare available at the same rate as a new certifi-cate.

Changes in your character which are tempo-rary (e.g., items like the rod of splendor whichraise your ability scores and thus your profi-ciency check numbers) do NOT count towardyour ranking within your Fellowship. TheGuild counts only proficiencies (and proficien-cy scores) which you have gained because ofwho you are and what you've accomplished,not by what you own.

Q: What are the effects of time units on the Bard’sGuild?

A: Each rank in the Guild comes with duties tothe Guild which you must perform to retainyour membership. This is measured in timeunits, which you deduct at the beginning ofeach year from your total (enter in your log,and have a later judge or interactive boothBard’s Guild representative sign). The costs byrank are:

Apprentice: 4Journeyman: 5Fellow: 6Master: 7Guildmaster: 8Patron 0

A Patron (often a patron of the Arts or of per-formers) is someone who may or may not havea talent but who appreciates and supportsthose who do. Patrons pay no time unit cost formembership but donate at least 1,000 gp peryear to support the Guild. A patron gets a +1reaction adjustment from members of theBard's Guild who recognize the Patron.

AssociateAn Associate member of the Guild is often adabbler or one whose other commitments donot permit a full-time membership in theGuild. Associate members spend only two timeunits per year while an Associate member.They may purchase instruments and costumesfrom the Guild at a 25% discount from listprice, receive a +1 to their Fame score in theGeneral category and may perform in the city,but may not room at the Guild Hall or theBardic College.

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Fellowship of Entertainers: TheRavens Bluff Bard’s Guild

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Living City Campaign Player Meta-campaign Guide Page 16

ApprenticeAn apprentice is a relative novice at his trade.Apprentices often live for free at the GuildHall or the Bardic College and spend a greatdeal of time studying and serving higher rank-ing members of the Guild. Apprentices may becalled upon to run occasional errands for high-er ranking members and do the bulk of thechores at the Guild Hall and the BardicCollege. Apprentices spend four time units peryear working on behalf of the Guild.

JourneymanA Journeyman is one who has been deemedcompetent at his chosen profession.Journeymen (the term applies regardless ofsex) may ply their trades publicly for moneyand are usually exempt from doing chores atthe Guild Hall, but not at the Bardic College.A character must be at least 4th level in orderto be a Journeyman. Journeymen spend fivetime units per year helping with Guild activi-ties.

FellowA Fellow is a Guild member who has beendeemed experienced enough in Guild mattersto train. Apprentices and to participate inelecting the head of the Fellowship. A Fellowis seen as an "adult" within the Guild familyand is treated as such even by theGuildmasters. A Fellow is exempt from choreseven at the Bardic College, but spends six timeunits per year training Apprentices and assist-ing Masters.

MasterA Master is a leader within the Guild. Mastersare acknowledged as among the very best attheir trade. Masters train Apprentices andsometimes even Journeymen and have a voicein the running of the Guild. A character mustbe at least 8th level to be chosen as a Master.Masters spend seven time units per year plan-ning and organizing the activities of theirFellowships, directing others, and of course inmeetings with other Guild officials.

GuildmasterThe highest ranking Guild member in a

Fellowship is often (but not always) selected asGuildmaster. A guildmaster plans and directsthe operation of the Fellowship to which hebelongs, assigns Apprentices to Masters, andhas all lower-ranking members in theFellowship report to him (or her). A charactermust be at least 10th level to be chosen as aGuildmaster, and Fellowships can have morethan one Guildmaster position each.Guildmasters spend eight time units per yeardirecting their Fellowships, receiving reportsfrom the Masters, and politicking to get a seaton the College faculty.

Bardic College FacultyOutside of the ordinary hierarchy of theFellowships are the faculty members in theBardic College. Faculty members are chosenfor their vast knowledge of the subject matterthey teach (proficiency check of at least 18 inthat subject) and their extensive experience inthe world. A character must be at least 13thlevel to be a member of the faculty and retiredfrom adventuring.

Bardic College DeanEach branch of the Bardic College has a Deanwho supervises the faculty members, plans cur-ricula, and manages the day to day operationsof the College. The Dean is chosen from themost qualified of the faculty in his or her col-lege, and usually serves for life or until too oldto fulfill the obligations of the office.

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The LIVING CITY Harper Organization was cre-ated around 1995. We weren’t incrediblyactive as an organization, but occasionallythere was a reason for the Harpers to takecovert and/or overt action against aperson/being/organization for the greater goodof Faerun. Almost always, this was behind thescenes and never mentioned outside of theorganization.

Over the past few years, and most signifi-cantly this last year, the Harper organizationhas grown significantly as the Harpers havebeen searching for other PCs that would com-plement the skills already found in the existinggroup. The Harpers have looked for othercharacters that would add to the flavor of theorganization as well as trying to add playersthat were geographically diverse. The goal hasbeen to try and have a Harper represented atall of the major cons in the US. To date, thishas been fairly successful. There are still a cou-ple of holes, but these will be filled over time.This brings me to the question most frequent-ly asked:

How does my PC become a Harper?

Those Harpers I mentioned earlier that scoutaround looking for people? The people theyfind are reviewed by the other Harpers, andthen interviewed. If it works out, the intervie-wee becomes a Harper Friend. The HarperFriend then has the opportunity to be an infor-mation source for his Harper and is occasional-ly asked to do difficult things for us.

Over time (with at least one year as aFriend), if there is a need to grow the ranks, afew Friends may become Harpers. In short, it’sa stealthy recruitment process -- we don’t havea Harper registration booth at interactives(can you say "semi-secret organization?"). Thebiggest problem we do have is finding peoplethat fit the requirements of the organizationwithout it being an old boys network – how dowe recruit people we don’t know?

There is a plan for this in the works, and itwill start it when the metagaming organizationplans are finalized. It will be something neat,but not be something that will immediatelyaffect your PCs. One thing for certain, it willbe done on merit, not on request – so pleasedon’t send email saying you want to be aHarper!

How many Harpers are there?

The glib answer is: enough for now. However,each of the Harpers will be recruiting Friendsover time in order to widen the informationgathering network and to provide influenceand action where needed.

I have information that I think the Harpers shouldknow. How do I get it to them?

Include your information in an email to <LIVING [email protected]>. Roleplayingis encouraged.

Let me end with this statement: "Let it beknown that the Harpers are aware of the exis-tence of a certain magical book created by theCult of the Dragon entitled, the Tome of theDragon (lesser). If you should have this tomeor know of someone that does, please contact

us immediately. Let it be known that anyadventurer attempting to keep this book or touse any of the knowledge from this book hasthe enmity of the Harpers and we will not restuntil this evil is thwarted."

Living City Campaign Player Meta-campaign Guide Page 17

Harpers in the Living City

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Welcome to the High Level UnderdarkCampaign. No one should be surprised to learnHigh Level Underdark campaign shares manyof the same aspects as the regular LIVING CITY

Campaign. After all, it is simply an extensionof the regular campaign. However, there are afew distinct differences. First, each high levelcampaign is designed to run in an eight hourstime slot instead of four. The longer time willallow for plots that are more intricate andextended combats that last more than a fewrounds while still allow plenty of time for role-playing.

Like the current campaign, each event willhave a beginning and an end. However, theevents will occur in a specific sequence creat-ing a larger story much like a chapter in abook. This is to provide more of a campaignatmosphere. This is not to suggest that thestory line is set in stone. Actions taken by thePCs will have a direct effect on the campaign.The effects will be seen by what happens in lat-ter modules. At the end of each module is aform to be completed by the DM. It asks whatactions the PCs took at specific encounters.

Another change from the existing campaignis the concept of the event is a premier vs. thesecond run. Each event will "premier" at alarge national convention. At that conven-tion, the event will only run during single setof time slots. No round zeros will be allowedand the DMs are asked to maintain completesecrecy as to the contents of the event. (If it islearned that a DM is leaking secrets about theevent before its premier, the DM will not beasked to run any further LC HL premierevents.) Players that go into a premier highlevel event should have no advanced knowl-edge regarding the event. The perils of theunknown add an additional dimension to play.The rewards for accepting these risks includeunique and more powerful magic items andaddition experience points.

RequirementsThe requirements to participate in the HighLevel Underdark Campaign is to have a validLIVING CITY character that has accumulated atleast 250,000 experience points. It is recom-mend that the character has at least 70 hitpoints, an armor class less than –3 and an aver-age adjusted saving throw of eight or better. Ofcourse these recommendations are fluid, if youhave 90 hit points but only an armor class of –2you are still probably alright.

Something else to pay attention to whenconsidering playing in the High LevelUnderdark Campaign is what other adventur-ers make up your party. Convention marshalsmay not always let you choose your party, butif they do, you should do so. Tables should becomprised ideally of six members equaling atleast 57 levels using the standard LC countingmethod. A seventh member can be added ifnecessary, but a table of five members shouldbe avoided even if there are 70 levels.

The composition of the table is also impor-tant. A well-rounded table with at least one ortwo heavy fighters is recommended. Also oneor more characters of 10th level or higher is agood idea if one is available. Furthermore, reli-able source of healing can be a lifesaver. Andfinally, you probably want to have at least oneparty member with infravision.

It is important to note that the High LevelUnderdark Campaign is not for everyone.There are aspects of the High Level UnderdarkCampaign that may make it unappealing tosome players. To help you decide if you are oneof those players, consider the following warn-ings:

* Emphasis on combat: The single biggest dif-ference between the regular campaign andthe High Level Underdark is that all thePCs in the High Level Underdark are well,high level. High level play brings two newaspects to the game, more difficult combatsand political/social responsibilities. Afterall it is no more difficult to role-play a highlevel character or solve a puzzle. Politicshave to evolve with the story, so the big dif-ference is more challenging combats. Thisis not to suggest that there will be no role-playing or puzzle solving, just that those arethings that can be done in the regular cam-paign as well.

* Life, Death and saving throws: Along withtougher combats comes greater risk ofdeath. PCs will be putting themselves inharm’s way against powerful spell castersand monsters. An unlucky roll can easilyend the life of a PC. If you did not spendthe last several years raising your PC just tobe disintegrated by a beholder in theUnderdark, then you should think twiceabout joining the High Level UnderdarkCampaign.

* Magic Items: Just like death, any magic itemyou bring into the High Level UnderdarkCampaign is at risk of being destroyed. Ifyou miss your saving throw vs. a fireball, theDM is to instruct you to make savingthrows vs. all your exposed items. This isnot different from the regular campaign.The difference in the High LevelUnderdark Campaign is that you might behit by 3 or 4 fireballs in a single round. So ifyou have magic items that you could notlive without, you should think twice aboutbringing them into High Level UnderdarkCampaign.

So that rolling saving for items does not takeup too much of the judge’s time, please inven-tory all your magic items that you intend totake with you and note their saving throws vsvarious effects such as acid, fire, electricity,cold, and crushing blows.

Having said these things, it is important also to

say that it not the goal of the campaign to killPCs or destroy magic items. The goal is to pro-vide new challenges and opportunities thathave not been available to the current cam-paign. One of the unfortunate side effects ofhave to adjust the plots to react to the actionsof the PCs is that only a few modules can bewritten at a time. For this reason, there are sev-eral story lines being developed to allow for agreater number of events.

"House Rules" and inter-pretations

The LIVING CITY Campaign utilizes the"core rules" and some kits from a selection ofthe handbooks. The High Level UnderdarkCampaign will expand these rules to providethe PCs with even more options. Furthermore,LIVING CITY and DUNGEONS & DRAGONS®have collectively hundreds of pages of rules,spells, and other source material. It is not sur-prising that some of the rules and spells can beinterpreted in many valid ways. What followsis an attempt to state which optional rules willbe used and help clarify how some of the moreambiguous rules, and how they should bejudged in the High Level UnderdarkCampaign.

The order of how the rulings appear isroughly the same order as the topics are foundin the Player’s Handbook. Unless stated other-wise, the regular LIVING CITY rules apply.

AttributesConstitution:* A PC with sufficient constitution to regen-

erate can only do so if he has positive hitpoints. A PC that has gone to zero or belowcan no longer regenerate lost hit points.

* A PC can only be "raised" or "resurrected" anumber of times equal to his constitutionscore regardless of resurrection survival role.

Intelligence:* PCs are limited to the number of spells they

are allowed to "know" per level based uponTable 4 in the PH.

* PCs are never immune to illusions regard-less of their intelligence.

Wisdom:* A 19 wisdom provides clerics with an addi-

tional 1st and 3rd level spell.

Infravision is discussed in several places in therules, and D&D provides the DM with differ-ent optional rules. For the High LevelUnderdark campaign, infravision will providethe ability to "see" heat.

Called Shots: As described in the DUNGEON

MASTER® Guide, called shots allow for alteringof the fighting style to achieve a specific effectsuch as targeting a specific area or attacking tosubdue. Called shots impose a minimum of a–4 penalty to hit. The penalty may be greaterif the DM believes it to be an extremely diffi-cult shot. Because the D&D game uses a gen-

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High Level Underdark CampaignIntroduction and House Rules

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Living City Campaign Player Meta-campaign Guide Page 19

eralized system for damage, called shots cannotbe used to accomplish certain things. Against acreature, a called shot will only cause the nor-mal amount of damage allowed the weapon.Attempts to blind, cripple, or maim will notsucceed. So what can it do?

A called shot can cause a target to dropitems or react in some other, more subtle, way.It can penetrate weak points in armor. It alsocan be used in attempts to knock an object outof a hand, shatter a flask, or otherwise damageitems. Called shots can be very useful in acti-vating the trigger of a known trap (if this canbe done with a weapon) or in impressing thelocals in an archery contest.

If a called shot cause the target attack num-ber to be over 20, then the attack roll is nolonger rolled on a 20-sided die. Instead theattacker rolls percentile dice. A natural 100 isneeded to succeed in the called shot.

Mass CombatCombats in the High Level UnderdarkCampaign are going to be larger and moreinvolved then time has permitted before. Tohelp keep combat moving and to avoid spend-ing lots of time rolling dice, the "10 die rule"has been created. Any time a player or the DMneeds to roll 10 or more dice the numericalaverage can be used instead. The player alwayshas the option to have the dice rolled, butmust ask for it. For example: 100 orcs with a 20THAC0 are all firing crossbows at a PC with a–3 AC. They need 20s to hit. On average 5will hit.

Saving Throw Priority: Sometimes the typeof saving throw required by a situation or itemisn't clear, or more than one category of savingthrow may seem appropriate. For this reason,the saving throw categories in Table 46 are list-ed in order of importance, beginning with par-alyzation, poison, and death magic, and endingwith spells.

Magic Armor and Saving Throw Bonuses:Magical armor allows a saving throw bonusonly when the save is made necessary by some-thing physical, whether normal or magical.Magical armor never gives a saving throwbonus against gas (which it cannot block), poi-son (which operates internally), and spells thatare mental or that cause no physical damage.

For example, magical armor would not helpa character's saving throw against the sting ofa giant scorpion, the choking effects of a stink-ing cloud spell, or the transformation effect ofa polymorph other spell. However, magicalarmor extends its protective power to savingthrows against acid sprays or splashes, disinte-gration, magical and normal fires, spells thatcause damage, and falls (if any saving throw isallowed in this case). Other situations must behandled on a case-by-case basis by the DM.

Shield bonuses do not assist with savingthrows unless the attack is physical in natureand directed at the PC from the front. Shieldsbeing worn on the back never provide the PCwith protection, magical or otherwise.

Magic Items and Saving Throw Bonuses:While items of protection provide bonuses to a

PC’s saving throw, once that saving throw isfailed, those bonuses are not provided to theindividual items that must make saving throws.

Magic Resistance: Magic resistance will provide protection frommost invocation/evocation, alteration,enchantment/charm spells such as magic mis-sile, fireball, polymorph other, suggestion, andslow. Magic resistance would provide protec-tion to someone trying to walk through a wallof force, a glyph of warding or prismatic sphere(however in the latter case each layer wouldrequire a separate roll). In the case of an anti-magic shell, should you successfully make yourMR roll, all the spells cast on you and yourmagic items would continue to function, butno ranged magic (including touch spells)would work. Magic resistance does not provideprotection from the following:* conjured or summoned creatures* continual light spells that are not cast direct-

ly at the individual* dragons’ breath weapons* illusions that do not directly affect the

magic resistant individual* detection spells, such as detect invisible, know

alignment, or ESP* alteration spells that affect the environment

around you such as transmute rock to mud

A magic resistant individual can always cast aspell on themselves without lowering theirmagic resistance. However, if they wanted tobe affected by spells such as prayer, cure lightwounds or haste [cast by others], they wouldneed to lower their magic resistance for thatround. During that round they would be sus-ceptible to other magical influences.

Unconsciousness: Any spell caster that becomes unconsciouseither from going below zero hit points, beingknocked over the head, poisoned, drunk, etc.losses all spells in memory and must rest andre-memorize (or pray for) their spells.

Spell Casting:Judging spells and spell effects is probably theportion of the game that varies most from DMto DM. The following rules are what playersshould be able to expect concerning the wayjudges make rulings on spells.

Sight: If the spell is targeted on a person,place, or thing, the castermust be able to see the tar-get. It is not enough tocast a fireball 150 feetahead into the darkness;the caster must be able tosee the point of the explo-sion and the interveningdistance.

Dexterity and SpellCasting: During the roundin which the spell is cast,the caster cannot move tododge attacks. Therefore,no AC benefit fromDexterity is gained byspellcasters while casting

spells. Furthermore, if the spellcaster is struckby a weapon or fails to make a saving throwbefore the spell is cast, the caster's concentra-tion is disrupted. The spell is lost in a fizzle ofuseless energy and is wiped clean from thememory of the caster until it can be rememo-rized. Spellcasters are well advised not to standat the front of any battle, at least if they wantto be able to cast any spells!

If there difference between the spell descrip-tion in the old 2nd edition Player’s Handbookand the newer edition Player’s Handbook, thenewer edition Player’s Handbook is to be used.

Illusions:The following two optional rules from thePlayer’s Handbook will be used regarding thecasting of illusions.

Illusionary monsters attack using the wiz-ard's attack values. This would be a subtle cluethat the monsters are fake. If the caster is afighter/mage, he must still use his mageTHAC0 unless he is creating an illusion of afighter.

Extend the spell level control to monsters:the caster can create monsters only if the totalmonster Hit Dice are equal to or less than thecaster's level (an 8th-level caster could con-vincingly do one hill giant, two ogres, or four2nd-level fighters).

lllusions that duplicate spell effects arekeyed to the caster's level. For example, an 8thlevel mage could not convincingly create anillusion of a cone of cold, and if he created anillusion of a lightning bolt, it could at most do8d6 damage.

Spell DescriptionsMany of these clarifications can also be foundon the TSR web site or in the DM’s Option:High Level Campaign hardcover.

Wizard SpellsDetect Magic: A detect magic spell will notreveal invisible creatures. The spell will onlyreveal the presence of something magical with-out pinpointing it exactly. Thus, it cannot beused as a substitute for a detect invisible spell.

Enlarge/Reduce: Only one spell can be in effectat a time. If multiple versions of this spell iscast on the same target, then the most power-ful version works.

Not much of this in the Underdark.

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Feather Fall: As long as the caster has not casta spell previously in the round (or made amelee attack), he or she can cast feather fall ina single second and he need not declared hisaction before initiative. This spell can only becast on objects that are in flight or free fall.This spell will not effect an unwilling target.

Invisibility: Although PCs of 10th level orgreater and an intelligence of 13 or greater gaina saving throw vs. invisibility, the player muststate to the DM that they are looking for invis-ible creatures to gain the saving throw.

Invisible PCs using a light source are notinvisible.

Clairaudience: The caster must determine alocation to be heard. Once chosen, it is fixedand cannot be moved.

Clairvoyance: The caster must determine alocation to be seen. Once chosen, it is fixedand cannot be moved.

Dispel Magic: Can be targeted at a single spell,spell-like effect or magic item.

Infravision: The range on infravision in thenew 2nd edition Player’s Handbook in 60 feet.

Nondetection: This spell will not foil spells oritems of true seeing or true sight

Water Breathing: This spell does not providethe ability for spells requiring a verbal compo-nent to be cast underwater.

Fire Shield: If the caster of the spell takes nodamage, then the spell returns no damage tothe attacker.

Ice Storm: Damage from the hail version of thisspell is 50% cold damage and 50% physicaldamage. Creatures resistant or immune to cold

should be treated appropriately. Additionally,creatures protected from normal physical dam-age are only partially protected from this spell.Stoneskin does provide some protection fromthis spell. Each remaining stoneskin willreduce the physical damage by one but willremove that number of stoneskins.

For example: assume a PC who has cast resistcold and has six stoneskins is caught in an icestorm doing 16 points of damage. Eight pointsof damage (50% of 16) are considered to becold damage. Since the PC cast resist cold, hetakes only half of the eight or four from thecold. The other eight points of damage areconsidered physical. Since the PC has sixstoneskins, the PC is protected from six pointsof physical damage and therefore only takestwo points of physical damage and losses all hisstoneskins. The spell does a total of six pointsof damage to the PC. Had the spell only done10 points of damage total, the PC would haveonly taken two points of cold damage (rounddamage down) and would still have one stone-skin.

Polymorph Self: A polymorphed individual doesnot gain any additional attacks or damage fromhis new form. At most, he will be able to attackand do the same damage as a non-specializedpummeler, with no chance of knockout (i.e. 2attacks doing 1d2 damage plus strength).

With regard to movement, the PC gainsonly the creature’s non-specialized movementability. In general, the DM should consider anynon-flying movement rate greater than 24 orflying movement rate greater than 36 to be aspecial ability.

Solid Fog: Free action will allow free movementwithin the area of effect. Creatures who areaffected by this spell lose all dexterity bonuswhen fighting an opponent that is unaffectedby this spell.

Stoneskin: Stoneskin protects only againstphysical damage from blows, cuts, pokes andslashes directed at the recipient. It does notprotect against falls, magical attacks (unlessotherwise noted), touch-delivered specialattacks (such as touch-delivered spells, energydraining, green slime, etc.), or non-magicalattacks that do not involve blows (such asflaming oil, ingested or inhaled poisons, acid,constriction, and suffocation).

Airy Water: This spell creates a bubble of airaround the caster. Therefore, the spell preventsany of the resistance normally associated withbeing underwater. This includes the ability toswim. The spell caster can use the bubble torise and fall as if under the effects of a levitatespell, but he must find some other method formovement (such as walking on the bottom orusing a fly spell).

Chaos: Note that any creature with hit dice orlevel equal to or greater than the casterreceives a saving throw for this spell.

Teleport: Teleportation in the Underdark islimited to half a mile in range.

Transmute Rock to Mud: This spell and itsreverse can be very useful in the Underdark.However, several additional rules need incor-porated to begin cover all its uses in the under-dark. First, if this spell is cast on the ceilingabove a group of creatures, how much damagedoes it do? Falling mud does 1d4 points of dam-age per full 10 feet it falls to a maximum of10d4 damage.

Movement and other actions in the Mud:Most creatures sink at a rate of 10’ per fullround. Unencumbered characters with theswimming proficiency (and making a success-ful check) and/or magic times that enhancetheir ability to swim can move at 1/3 their nor-mal swimming rate (30’ for normal swimming).

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Characters that are encumbered or are not pro-ficient swimmers can make a strength or dex-terity check (PCs choice) at half to reduce thesinking rate by half, but they will be unable todo anything else that round.

Treat mud the same as water with regard tofree action (See free action below).

Note: This spell only works on natural rockand will not work on any structure (like a stonewall, stone building, or mine shaft) even if it iscomprised completely of natural rock. Oncethe rock has been cut or unearthed it no longercan be affected by this spell.

Wall of Iron: Walls of iron can only be createdvertically, not on a diagonal in order fall andcrush an opponent.

Anti-magic Shell: An anti-magic shell renders anarea nonmagical around the spell caster. Nospell or spell like abilities can pass through thisarea. However, if someone with magic resist-ance were to enter this area and successfullymade their magic resistance check, any spellsor magic items that effects their person wouldcontinue to function. They still could not casta spell or use a ranged magic item. For exam-ple: if an invisible drow with a ring of protection+2 and a sword +2 enters an anti-magic shell andsuccessfully makes a magic resistance check, hewill remain invisible and the ring of protection+2 will still protect him. However, his sword+2 will not grant magical bonuses and he can-not cast any more spells on himself until heleaves the area.

Tensor’s Transformation: This spell only allowsthe caster to fight with a staff or a dagger. Thecaster is limited to one attack with a staff ortwo attacks with a dagger per round. If thecaster uses a different weapon, then the spellends.

True Seeing: This spell will penetrate all formsof illusion and nondetection spells and devicesthat affect the caster’s vision except for dust ofdisappearance. This spell cannot be enhancedby magic such as using a scrying device.

Metamorphose Liquid: This spell will not allowfor the creation of molten metals regardless ofthe climate the spell is cast in.

Clerical MagicA standard cleric has major access to everysphere of influence except the plant, animal,weather, and elemental spheres (he has minoraccess to the elemental sphere and cannot castspells of the other three spheres) in the Player’sHandbook. Additionally, he has minor access toany spheres in the Tome of Magic that therespective specialty priest receives majoraccess. Spells for specialty priest are as per writ-ten in Faiths & Avatars and Powers &Pantheons. This includes all spells in Tome ofMagic and granted abilities.

Quest Spells: In some events quest spells maybecome available to specialty priests of certainfaiths. The availability and special require-ments will be detailed in the event and the

DM will provided all the necessary details.

Cooperative Magic: Cooperative spells areunique to priests. These spells allow severalpriests to combine their abilities to create agreater effect. Combine is one type of coopera-tive spell.

Cooperative spells do not require a focus ordevotional energy; all that is required are twoor more clerics of sufficient level to cast anycooperative spell. Casting times for coopera-tive spells are not excessive and their resultsare spectacular, making cooperative magicpractical and useful to adventuring priests.

All priests who attempt cooperative magicmust know the spell to be cast and must be ofthe same ethos. Generally, only priests of thesame religion can use cooperative magic.However, priests of deities known to work inclose harmony are able to use cooperativemagic with each other. The deities must belisted as allies in the Faiths & Avatars or Powers& Pantheons for priests to cast cooperativemagic.

Priest SpellsFaerie Fire: Faerie fire can be cast into an areaand it will outline whatever creatures are inthat area (even invisible creatures). However,scarab saving throws and magic resistance isapplicable.

Nap: Note that while eight hours of rest can beobtained in a single hour. It takes 10 minutesper spell level recovered, which can quicklyadd up to be several hours.

Silence 15’ Radius: With regards to magic resist-ance, like the anti-magic shell noted above. Ifsomeone (or thing) within a silence 15’ radiusspell successfully resists the spell, they can stillcast spells with verbal component, however,no one will hear a thing being said.

Slow Poison: This spell can be cast prior to therecipient coming in contact with poison.However, the recipient is not allowed toattempt a saving throw until the spell is ended.It is possible that the recipient may not evenbe aware the he was poisoned until after theduration of the spell ends.

Dispel Magic: See Above

Water Breathing: See Above

Dispel Evil: Only evil enchantments can beautomatically dispelled by this spell, not allevil spells are subject to dispel magic.

Plane Shift: Plane shifting out of the Underdarkto another plane and then back to the PrimeMaterial Plane will most likely not bring youback to the Underdark.

Transmute Rock to Mud: See Above

True Seeing: See Above

Holy Word: Note that while the inability tohear the holy word will protect creatures of the

same plane, it will still drive off extra planarcreatures.

Weighty Chest: Weighty chest may not be used asan offensive weapon of any sort. A creaturesnared by such a net could remove it normally(a net is normally removed by making a suc-cessful strength ability check); the weighty chesteffect would only activate if he tried to pickthe net up after removing it.

Draw Upon Holy Might: The caster stillreceives the negative effects of the spell even ifit is dispelled the round after it is cast.

Magic ItemsAmulet of Proof Against Detection and Location:With regards to any form of true seeing or truesight, this item will prevent the viewer fromdiscovering the wear’s alignment and any mag-ical aura’s produced by spells or items worn bythe wearer. However, true sight will revealinvisible and polymorphed creatures as per thespell.

Ioun Stones: Only one ioun stone of any typecan function at a time for a single user.Therefore, if a PC is using two ioun stones thateach provides +1 Dexterity, the PC only bene-fits a +1 to his Dexterity. Six pearly white iounstones will only restore one hit point per turn,not six.

Items of Spell Storing: Spells stored in thesedevices prior to game play can only be spellsthat the PC himself can cast. Additionally, nospecial alterations to the stored spells areallowed prior to game play. However, once thegame has begun, the PC is allowed to chargethe item with any resources the DM will allowat the time.

Items of Levitation or Flight: These items take afull action to activate. If a PC falls, he will nothave time to activate an item before he hitsbottom (unless falling over 1,000 feet).

Scarab of Protection: With regards to the specialsaving throw, only magic items of protectionwill reduce the saving throw from a 20. Thisdoes not include racial bonuses, the effects of aprayer spell or the like. Additionally, onlyitems that would normally provide you a sav-ing throw from that kind of a spell will providea bonus. For example: +2 magic armor wouldreduce the special saving throw vs. an ice stormspell, but not a chaos spell, in the same waythat the armor would reduce the saving throwvs. a fireball and not a charm person. Note thatshield bonuses do not assist with saving throwsunless the attack is physical in nature anddirected at the PC from the front. Shieldsbeing worn on the back never provide the PCwith protection, magical or otherwise.

Further rulings on spells and magic items willbe provided as necessary.

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If you thought the Underdark was unusual andstrange then you have not seen anything yet.As the LIVING CITY campaign continues togrow and expand we have moved into the vastlimbo of the Planes. And things will never bethe same again. However what is the numberone question on everyone's mind? You guessedit.

Where's the word, berk?Well here it is. A Planar Primer of sorts to getyou suited up and ready for this exciting cam-paign option. The house rules for theUnderdark campaign are used in the Planarcampaign with the following changes:

Spell clarificationsCure wounds spells: The extraplanar limita-tion applied to the cure wounds spells appliesonly to the supernatural or native denizens ofthe planes. Tanar'ri, battezu, assimon, mod-rons, slaad, and other natives of a given planecan not be affected by these spells. Githyanki,githzerai, elves, dwarves, braiur, and other PCraces are not considered supernatural and canbe affected by the spell.

If a race springs from the essence of theplane (modrons), or the plane is integral totheir development (baatezu, slaad) then theyare considered supernatural.

PC modrons are not affected by the spell.

Item ChangesWhen a magic item is enchanted, a link isformed between the item and the plane of itsmanufacture. As the item is moved throughthe planes this link attenuates and the powerof the magic item wanes. This can cause itemsto weaken to uselessness when brought fromthe Prime Material Plane to the most distant ofthe Outer or Inner planes. Also, every planehas its own natural laws, and some items willlose their powers when they conflict with theselaws.

Items that have "plusses," such as weapons,armor, rings, scarabs, and other miscellaneousprotection items, lose one plus for each planeremoved from their plane of manufacture. Ifthis brings their plusses to zero, the weaponstill detects as magical but loses all of its pow-ers. When the item is brought closer to itshome plane its powers return. Items that haveconditional plusses, such as a sword +1, +4 vs.regenerating creatures, will have their bonuseswhen used in the situation that triggers them.So, if the above sword was made on the Primeand used in Limbo, it would be +2 against aregenerating creature and inert at other times.

As this loss is from the weakening of the linktying the item to the plane of origin, spells oritems that increase an item's plusses will notreactivate quiescent powers. These spells oritems, such as oil of sharpness or enchantedweapon, do not strengthen the link betweenthe item and the plane. They can be used orcast on a quiescent item, according to the lim-

itations of the spell.Other items that do not have plusses, such

as rings of wizardry, may or may not be affected,depending on the laws of the Plane that theyare on. Items that give a bonus as a side effectof their function, such as boots of speed, cloak ofdisplacement, or a helm of brilliance fall underthis section as well.

Wizard ChangesThe laws of magic are unique to a given plane.Spells cast may have unexpected results. Thereare guidelines listed in each module thatexplain the alterations to cast magic for thegiven planes. These may range from changes indamage, saving throw adjustments, or changesin level of effect.

Priest ChangesAs priests travel the planes their connection totheir Power decreases as well. This weakensthe power that they wield. For each plane dis-tant from their Power's home plane after thefirst the priest loses one effective level for spellcasting and other divinely related powers. Thisincludes spells granted per level, specialtypriest spell-like powers, and other granted abil-ities that are magical in nature. It does notinclude hit points, saving throws, proficien-cies, or non-magical abilities granted from thepriesthood.

However, even though the priest may havefewer spells to cast that normal, all spells workas expected. Their connection with their deity,even attenuated, allows the Power to boosttheir priest's spells so that they work as intend-ed. This does not bypass any planar creature'simmunities.

New ProficienciesPlanar Lore (Outer, Inner, Trans)2 slotsInt -6

This proficiency gives the character basicknowledge about the planes that they mightfrequent. This includes the major racial inhab-itant, the theme of the plane, and the mostcommon aspects of the environment. Forexample a character with this skill wouldknow that the plane of Carceri isinhabited by the gehereleths,that it is considered the planeof imprisonment, and thattravel through the plane isvery difficult. This is a verygeneral skill and only verycommon knowledge is avail-able.

When this proficiencyis chosen one of threegroups must be chosen.Outer and Inner is for thosewell-known collectionsrespectively. Trans is for theAstral, Ethereal, and well known ethereal

demi-planes.

Planar Survival (Specific)2 slotsInt -3

This proficiency gives more in-depth infor-mation about a specific plane. The character isable to find comestibles if normally availableand avoid the common hazards of the plane.More information is available about thedenizens, including limited subspecies infor-mation such as the various breeds of baatezu.Known lore about geologic features andfortresses is available.

A specific plane must be chosen with thisproficiency.

NOTE: Planar Survival is taken from thePlanewalker's Handbook, Planar Lore is a newproficiency. It is important to note that PlanarLore is not nearly as useful as NetherworldKnowledge from the Kelemvorite priesthood.It would take 10-14 slots to obtain the sameamount of information from Planar Survival. Itshouldn't be used as the template for PlanarLore.

For clarifications, see the Planewalker'sHandbook. That is considered the baselinesource for information. Other sources mayexpand but not contradict the information list-ed there unless approved. Approval will not

necessarily be dissemi-nated to the gaming

public.

High Level Planar CampaignIntroduction and House Rules