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  Veluna Meta-Campaign Sourcebook 
     
   
        Page 1 of 36 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Veluna Meta-Campaign 
  Sourcebook 
  Version 1.0 
  August 22, 2001 
  
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  Veluna Meta-Campaign Sourcebook 
     
   
        Page 2 of 36 
   
      Welcome to the Veluna Meta-Campaign Sourcebook. 
  Inside you will find the rules for a lot of things your PC can do 
  outside the game at the table.  This document will go through 
  changes and updates and your character must conform to the 
  newest version of these rules at all times. If any changes are 
  made we will make announcements on the lists below as to the 
  changes and when they take affect. 
   
  Veluna-LW (www.yahoogroups.com) 
  RPGAOHIO (www.yahoogroups.com) 
  Velunalist (subscribe velunalist majordomo@veluna.com) 
   
         Belonging to any meta-group or using any of the meta-
  campaign options detailed in this book requires that you be a 
  full member of the RPGA.  If at anytime your membership 
  expires you must stop using anything from this book 
  immediately. If you have any questions please contact the 
  meta-campaign co-coordinator for Veluna at 
  metacampaign@veluna.com.  
   
   
   
   
   
   
   
   
   
  Table of Contents 
   
   
   
  Veluna Class Book Guidelines   
   
   
  Page 3 
   
  Meta-Groups 
   
   
   
   
   
      
  Page 7 
   
  Adventuring Companies 
   
   
   
   
  Page 29 
   
  Religions in Veluna  
   
   
   
   
  Page 32 
   
  Costs of Divine Spellcasting in Veluna  
   
  Page 33 
   
  Character Death  
   
   
   
   
   
  Page 35 
   
  Appeal Process  
   
   
   
   
   
  Page 36 
   
   
   
  
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  Veluna Meta-Campaign Sourcebook 
     
   
        Page 3 of 36 
  Veluna Class Book Guidelines 
   
   
       As both the Living Greyhawk and D&D game expand new 
  character options will be introduced into the campaign. These 
  rules will be introduced through Rules Updates. These updates 
  will expand on the character creation rules and will offer 
  players more options on what they can do. Everything below 
  is based on RUP-1 (Rules Update 1) which will be updated by 
  the Circle every 2nd Monday of even numbered months. All 
  PC’s must adhere to the most current version of this and future 
  rules updates. Make sure you are familiar with RUP-1 before 
  reading this document. 
   
  Note: You must bring a copy of the appropriate information 
  with you if you use anything from the Class Guidebooks.  
   
  The following abbreviations will be used throughout this 
  section. 
   
  BoV -  Brotherhood of the Vale 
  Master – Masters of the Way 
  KoW – Knights of Whitehale 
  CoD – College of the Divine 
  CoA – College of the Arcane 
  ChR – Church of Rao 
  ChSt – Church of St. Cuthbert 
  ChH – Church of Heironeous 
  InqH – Inquisitors of Heironeous 
  Adv. Co. – Adventuring Companies 
  TmGr – Mitrik Temple Guard 
  Pack – The Pack 
  S&F – Sword and Fist 
  DoF – Defenders of the Faith 
  T&B – Tome and Blood 
   
  Feats: 
   
       Any of the feats from the class books require campaign 
  documentation to be used. This documentation does not give 
  you the feat, but shows that you are eligible to take the feat 
  when you can gain a feat and have the necessary prerequisites. 
  Below is a list of feats by class book. Listed next to them is 
  where you can look to find information on how to attain them 
  if applicable. 
   
  Notes: 
   
  Unknown:    It is unknown how to learn this feat at the present 
   
  Sword & Fist 
   
   
   
   
   
  Blindsight, 5-Foot Radius  
   
  Unknown 
  Circle Kick 
   
   
   
  BoV, Master 
   
   
  Close-Quarters Fighting 
   
   
  BoV, KoW, 
  InqH, TmGr, 
  Pack 
  Death Blow 
   
   
   
  Unknown 
  Dirty Fighting 
   
   
   
  Master, Pack  
  Dual Strike 
   
   
   
  Adv. Co. 
  Eagle Claw Attack 
   
   
  BoV, Master 
  Expert Tactician  
   
   
  KoW 
  Extra Stunning Attacks 
   
   
  BoV, Master 
  Eyes in the Back of your Head 
   
  Unknown 
  Feign Weakness  
   
   
  BoV, Master 
  Fists of Iron 
   
   
   
  BoV, Master 
  Hold the Line 
   
   
   
  KoW, TmGr 
   
  Improved Overrun 
   
   
  Unknown 
  Improved Sunder  
   
   
  KoW 
  Knock-Down 
   
   
   
  Master 
  Lightning Fists 
   
   
   
  BoV 
  Mantis Leap 
   
   
   
  BoV 
  Monkey Grip 
   
   
   
  BoV 
  Off-Hand Parry  
   
   
  KoW, TmGr 
  Pain Touch 
   
   
   
  Unknown 
  Pin Shield 
   
   
   
  KoW, TmGr 
  Power Lunge 
   
   
   
  KoW, TmGr, 
   
   
   
   
   
  Master 
  Prone Attack 
   
   
   
  BoV 
  Rapid Reload 
   
   
   
  Master, Pack 
  Remain Conscious 
   
   
  Unknown 
  Sharp-Shooting  
   
   
  Master 
  Shield Expert 
   
   
   
  KoW, TmGr, 
   
   
   
   
   
  Master 
  Snatch Arrows 
   
   
   
  BoV, Master 
  Throw Anything  
   
   
  BoV, Master 
  Zen Archery 
   
   
   
  Master 
   
  Defenders of the Faith 
   
   
   
  Divine Cleansing  
   
   
  CoD, ChR, ChSt, 
   
   
   
   
   
  ChH, InqH 
  Divine Might 
   
   
   
  CoD, ChR, ChSt, 
   
   
   
   
   
  ChH, InqH 
  Divine Resistance 
   
   
  CoD 
  Divine Shield 
   
   
   
  CoD 
  Divine Vengeance 
   
   
  CoD, ChSt, ChH, 
   
   
   
   
   
  InqH 
  Divine Vigor 
   
   
   
  CoD, ChSt, ChH, 
   
   
   
   
   
  InqH 
  Empower Turning 
   
   
  CoD, ChR, ChSt, 
   
   
   
   
   
  ChH, InqH 
  Extra Smiting 
   
   
   
  Open to All   
  Heighten Turning  
   
   
  CoD, ChR, ChSt, 
   
   
   
   
   
  ChH, InqH 
  
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  Improved Shield Bash 
   
   
  KoW, InqH 
  Quicken Turning  
   
   
  CoD, ChR 
  Reach Spell 
   
   
   
  CoD 
  Sacred Spell 
   
   
   
  CoD 
  Shield Charge 
   
   
   
  KoW, InqH 
   
  Tome & Blood  
   
   
   
   
  Arcane Defense   
   
   
  CoA 
  Arcane Preparation 
   
   
  CoA 
  Augment Summoning 
   
   
  CoA, CoD, ChR, 
  ChSt 
  Chain Spell 
   
   
   
  CoA 
  Cooperative Spell  
   
   
  CoA, CoD 
  Delay Spell 
   
   
   
  CoA 
  Energy Admixture 
   
   
  CoA 
  Energy Substitution 
   
   
  CoA, CoD 
  Eschew Materials  
   
   
  CoA 
  Extra Slot 
   
   
   
  CoA, CoD 
  Extra Spell 
   
   
   
  CoA, CoD 
  Greater Spell Focus 
   
   
  CoA 
  Greater Spell Penetration  
   
  CoA 
  Improved Familiar 
   
   
  Unknown 
  Innate Spell 
   
   
   
  Unknown 
  Persistent Spell  
   
   
  CoA, CoD 
  Repeat Spell 
   
   
   
  CoA 
  Sanctum Spell 
   
   
   
  CoA 
  Sculpt Spell 
   
   
   
  CoA 
  Spell Specialization 
   
   
  CoA 
  Split Ray 
   
   
   
  CoA 
  Subdual Substitution 
   
   
  CoA 
  Twin Spells 
   
   
   
  Unknown 
  Widen Spell 
   
   
   
  CoA, CoD 
   
   
  Spells: 
   
       Any of the spells from the class books require campaign 
  documentation to be used. This documentation does not give 
  you the spell, but shows that you are eligible to take the spell 
  when you reach the appropriate level. Below is a list of spells 
  by class book. Listed next to them is where you can look to 
  find information on how to attain them if applicable. 
   
  Notes: 
   
  Domain:      This spell may be taken if you qualify for the 
       domain.  
  Banned:      This spell is illegal to cast in Veluna. Knowing the 
       spell is not a crime, but nobody in Veluna will 
       teach you how to cast it.  
  Unknown:   It is unknown at this time how to acquire this spell 
   
       You may not trade a spell from a class book to another 
  wizard unless that wizard has documentation allowing them to 
  have that spell.  
   
  Sword & Fist 
   
   
   
   
   
  No Spells 
   
   
   
   
   
   
   
  Defenders of the Faith 
   
   
   
  Aspect of the Deity 
   
   
  Domain 
  Bear’s Heart 
   
   
   
  Domain 
  Beast Claws 
   
   
   
  CoD, InqH 
  Beastmask 
   
   
   
  Domain 
  Blessed Aim 
   
   
   
  KoW, CoD, 
  InqH, TmGr 
  Blight 
   
   
   
   
  Banned 
  Bolt of Glory 
   
   
   
  Domain 
  Bolts of Bedevilment 
   
   
  Domain 
  Brain Spider 
   
   
   
  Domain 
  Brambles 
   
   
   
  CoD 
  Briar Web 
   
   
   
  CoD 
  Burial Blessing  
   
   
  CoD, ChR, ChSt, 
   
   
   
   
   
  ChH, InqH 
  Castigate 
   
   
   
  Unknown 
  Chain of Chaos  
   
   
  Banned 
  Chain of Eyes 
   
   
   
  CoD, InqH 
  Crown of Glory  
   
   
  Domain 
  Curse of the Brute 
   
   
  KoW, CoD 
  Curse of Lycanthropy 
   
   
  Banned 
  Divine Agility 
   
   
   
  Unknown 
  Divine Flame 
   
   
   
  CoD, ChR, ChSt, 
   
   
   
   
   
  ChH, InqH 
  Divine Sacrifice  
   
   
  KoW, TmGr 
  Divine Storm 
   
   
   
  Unknown 
  Divine Zephyr 
   
   
   
  CoD, ChR, ChSt, 
   
   
   
   
   
  ChH, InqH 
  Flame of Faith 
   
   
   
  CoD, InqH 
  Genesis  
   
   
   
  Domain 
  Greater Aspect of the Deity 
   
  Domain 
  Harrier  
   
   
   
  Unknown 
  Knife Spray 
   
   
   
  CoD, ChSt, ChH, 
   
   
   
   
   
  InqH 
  Lesser Aspect of the Deity  
   
  Domain 
  Lesser Telepathic Bond 
   
   
  CoD 
  Maddening Scream 
   
   
  Domain 
  Monstrous Thrall  
   
   
  Domain 
  Otyugh Swarm 
   
   
   
  Domain 
  Plague of Rats 
   
   
   
  Domain 
  Probe Thoughts  
   
   
  Domain 
  Rage 
   
   
   
   
  Domain 
  Recitation 
   
   
   
  Unknown 
  Righteous Wrath of the Faithful 
   
  Unknown 
  Scourge  
   
   
   
  Domain 
  Slime Wave 
   
   
   
  Banned 
  Spikes  
   
   
   
  CoD 
  Sweet Water 
   
   
   
  CoD 
  Sword Stream 
   
   
   
  CoD, InqH 
  Touch of Madness 
   
   
  Domain 
  True Creation 
   
   
   
  Domain 
  
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  True Domination  
   
   
  Domain 
  Unbinding 
   
   
   
  Domain 
  Unfailing Endurance 
   
   
  Unknown 
  Weapon of the Deity 
   
   
  Domain 
  Weather Eye 
   
   
   
  Unknown 
  Zeal 
   
   
   
   
  KoW, TmGr 
  Tome & Blood  
   
   
   
   
  Absorption 
   
   
   
  Unknown 
  Acid Orb 
   
   
   
  CoA 
  Arcane Sight 
   
   
   
  CoA 
  Chain Contingency 
   
   
  Unknown 
  Choke  
   
   
   
  CoA 
  Cold Orb 
   
   
   
  Unknown 
  Command Undead 
   
   
  Banned 
  Corpse Candle 
   
   
   
  CoA 
  Dimensional Lock 
   
   
  Unknown 
  Disguise Undead  
   
   
  Banned 
  Eagle’s Splendor  
   
   
  Unknown 
  Electric Orb 
   
   
   
  CoA 
  Energy Buffer 
   
   
   
  Unknown 
  Energy Immunity  
   
   
  Unknown 
  Enhance Familiar  
   
   
  CoA 
  Familiar Pocket  
   
   
  CoA 
  False Life 
   
   
   
  Unknown 
  Feign Death 
   
   
   
  Unknown 
  Filter 
   
   
   
   
  CoA, CoD, ChR, 
   
   
   
   
   
  ChSt 
  Fire Orb  
   
   
   
  CoA 
  Fortify Familiar  
   
   
  Unknown 
  Fox’s Cunning 
   
   
   
  Unknown 
  Gaze Screen 
   
   
   
  CoA, CoD, ChR, 
   
   
   
   
   
  ChH 
  Ghostform 
   
   
   
  Unknown 
  Great Shout 
   
   
   
  Unknown 
  Hide Life 
   
   
   
  Unknown 
  Ice Burst 
   
   
   
  CoA 
  Ice Knife 
   
   
   
  Unknown 
  Imbue Familiar with Spell Ability  
  Unknown 
  Indifference 
   
   
   
  CoA 
  Lesser Acid Orb  
   
   
  CoA 
  Lesser Cold Orb  
   
   
  CoA 
  Lesser Electric Orb 
   
   
  Unknown 
  Lesser Fire Orb  
   
   
  CoA 
  Lesser Sonic Orb  
   
   
  CoA 
  Mass Darkvision  
   
   
  CoA 
  Mass Fly 
   
   
   
  Unknown 
  Mass Resist Elements 
   
   
  CoA, CoD 
  Mass Teleport 
   
   
   
  Unknown 
  Mordenkainen’s Private Sanctum  
  Unknown 
  Negative Energy Burst 
   
   
  Banned 
  Negative Energy Ray 
   
   
  Banned 
  Negative Energy Wave 
   
   
  Banned 
  Otiluke’s Dispelling Screen 
   
  Unknown 
  Otiluke’s Greater Dispelling Screen  
  Unknown 
  Owl’s Wisdom 
   
   
   
  CoA, CoD, ChR, 
   
   
   
   
   
  ChSt, ChH 
  Polymorph Other  
   
   
  Banned 
  Polymorph Self  
   
   
  Banned 
  Repair Critical Damage 
   
   
  Unknown 
  Repair Light Damage 
   
   
  CoA 
  Repair Minor Damage 
   
   
  CoA 
  Repair Moderate Damage  
   
  Unknown 
  Repair Serious Damage 
   
   
  CoA 
  Sonic Orb 
   
   
   
  CoA 
  Spiritwall 
   
   
   
  Banned 
  Undeath to Death  
   
   
  Banned 
   
   
  
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        Page 6 of 36 
  Prestige Classes: 
   
       Per RUP-1, all prestige classes fall into one of three 
  categories.  
   
  Core: 
  Any character in the Living Greyhawk campaign that 
  meets the requirement of a core prestige class may take that 
  prestige class without any other requirements. 
   
  Adaptable: 
  These classes may or may not be available 
  depending on your region. They may also have additional 
  requirements to join added to them. Below you will find a list 
  of adaptable prestige classes in Veluna and their specific rules.  
  If you gained a prestige class outside of Veluna, you may use 
  it in Veluna, but may not advance in level without meeting the 
  Veluna requirements. 
   
  Special:  
  PC’s cannot take special prestige class 
  unless a campaign certificate specifically grants the right to do 
  so.  
   
  Veluna Adaptable Prestige Classes: 
   
  Special 
   
  Darkhagard:     This class is allowed ‘as is’. This prestige 
  class can be found in Living Greyhawk Journal #2. 
   
  Veth:      This class is allowed ‘as is’. This prestige class can 
  be found in Living Greyhawk Journal #2. 
   
   
  Sword & Fist 
   
   
   
   
   
  Drunken Master : 
       At the current time it is not 
  possible to take this class. It may or may not turn up as an 
  option in a future module or interactive. 
   
   
   
   
   
  Master of Chains:      At the current time it is not possible to 
  take this class. It may or may not turn up as an option in a 
  future module or interactive. 
   
   
   
   
  Order of the Bow Initiate:     This prestige class is a benefit 
  of membership in the Masters of the Way meta-group. 
   
  Red Avenger:      At the current time it is not possible to take 
  this class. It may or may not turn up as an option in a future 
  module or interactive. 
   
   
  Warmaster: This class is available in Veluna with minor 
  modifications.  The person wishing to take this class must be 
  sponsored by a graduate of the Furyondy War College or a 
  noble of Veluna (certed). This sponsor can be a PC or NPC 
  (certed).  Any land or holdings gained through this prestige 
  class will be through the Church of Rao in Veluna.  The PC 
  must expend 4 TU’s for each level gained in this prestige class 
   
   
   
   
   
   
   
  Defenders of the Faith 
   
   
   
   
   
   
   
  Church Inquisitor:     This prestige class is a benefit of 
  membership in any of the following meta-groups. Church of 
  Rao, Church of St. Cuthbert, Church of Heironeous, Knights 
  of Whitehale, or Mitrik Temple Guard. 
   
  Hospitaler:     This prestige class is a benefit of the meta-
  groups Mitrik Temple Guard, Church of St. Cuthbert, Church 
  of Heironeous, and the Knights of Whitehale. 
   
  Hunter of the Dead:      This prestige class is a benefit of the 
  following meta-groups. Church of Rao, Church of St. 
  Cuthbert, Church of Heironeous, Knights of Whitehale, or the 
  Mitrik Temple Guard. You must  have a judge sign-off on the 
  module where you received your ‘Scar of Life’ and the nature 
  of  the scar. If this happened in a past module ask that judge to 
  sign a new log entry on your sheet with the circumstances and 
  that will work as well. 
   
  Knight of the Chalice:      This prestige class is a benefit of 
  the meta-groups Church of Rao and Church of St. Cuthbert. 
        
  Knight of the Middle Circle:      At the current time it is not 
  possible to take this class. It may or may not turn up as an 
  option in a future module or interactive. 
   
   
  Tome & Blood  
   
   
   
   
  Alienist:     At the current time it is not possible to take this 
  class. It may or may not turn up as an option in a future 
  module or interactive. 
   
  Dragon Disciple:      This class is available as written with the 
  following changes.  When a character qualifies for this 
  prestige class he must contact me at wavester@neo.rr.com and 
  request a Dragon Disciple sheet (these will also be available at 
  meta-group booths). The player  fills in character information 
  and background. He will then receive (in person or through the 
  mail) a prestige class cert showing his right to take the prestige 
  class if he wants and the color of the metallic dragon which 
  was his ancestor. 
   
  Mage of the Arcane Order:     This prestige class is a benefit 
  of membership in the College of the Arcane meta-group. 
   
  Mindbender:      At the current time it is not possible to take 
  this class. It may or may not turn up as an option in a future 
  module or interactive. 
   
  Wayfarer Guide:      At the current time it is not possible to 
  take this class. It may or may not turn up as an option in a 
  future module or interactive. 
  
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        Page 7 of 36 
  Meta-Groups 
   
   
       This is to go over the basics of joining meta-group 
  organizations in Veluna. Meta-groups in Veluna are going to 
  be certed organizations. These certs will come in many 
  different forms and there are many ways to go about acquiring 
  the necessary paperwork to join. We are going to do this the 
  best way we can think of to make it as easy as possible for the 
  majority of you. Below we will list the possible ways to join 
  the groups in Veluna. 
   
  1. Come to a Meta-Group activity booth at any 
  convention that is premiering Veluna regional 
  modules. 
   
  2. Go to a Meta-Group activity booth being run at your 
  local convention or gameday. If you are running one 
  and wish to have it there contact me about arranging 
  one. It is not going to be possible to get to all of 
  them, but we will do our best to be fair.  
   
  3. Download the meta-group signup form on the 
  webpage. Fill it out, have your DM sign off on it that 
  you have paid the requirements necessary and mail it 
  to me (address on the form). Please enclose a self-
  addressed stamped envelope.  Your cert will then be 
  mailed back to you. Once you mail the form you can 
  start using the meta-group, even if you have not 
  received the cert back. Just take this book and a copy 
  of the form you sent in with you. 
   
       This should let anybody who wishes to join a group do so 
  with just a small bit of effort on their parts.  
   
  Residency: 
   
       Many meta-groups require that the PC be a resident of 
  Veluna. The following describes how to determine if you are a 
  resident of Veluna and if not how to go about becoming one.  
   
  • 
  If you live in Ohio and your home region is Veluna 
  you are considered a resident for meta-groups. 
  • 
  If you have moved to Ohio recently and your home 
  region has thus changed to Veluna you are 
  considered a resident for meta-groups. 
  • 
  If you live out of state and your home region is 
  Veluna then you must meet this additional 
  requirement. Your home region must have been 
  Veluna for a minimum of 52 Time Units. This means 
  if we count back 52 TU’s from now you must have 
  paid for regional modules as if your home region was 
  Veluna. <which means 1 TU for Veluna regional, and 
  2 TU for anybody else’s>. If you meet this then you 
  are considered a resident for meta-groups. 
   
   
   
  Reaction Bonus:     
   
       Many groups provide a reaction bonus when dealing with 
  certain NPC’s in the game. This bonus (or penalty) applies to 
  the following skills at the DM’s discretion. If he says no then 
  no is no. Respect that.  
   
  • 
  Bluff (Cha) 
  • 
  Diplomacy (Cha) 
  • 
  Gather Information (Cha) 
   
   
       For more information head to the website at 
  www.veluna.com. There you will find full rosters of the meta-
  groups. More background information as well as special 
  events that might be going on in the future for them.  
  Remember these groups will be as fun as the effort you put 
  into them.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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        Page 8 of 36 
  Knights of Whitehale 
   
   
  The Knights of Whitehale were created over 40 years ago by Duke Mar Landis. Duke Mar recognized the threat that the 
  northern kingdoms presented to Veluna if Furyondy was ever to fall and went to the Celestial Order with a proposal for a northern 
  defense force.  When the other leaders of the northern Diocese’s laughed at him and voted down his proposal he took matters into his 
  own hands. He gathered together his most experienced and honorable warriors in his diocese and formed the Knights of Whitehale. 
  Originally the Knights consisted of only 14 men, but have grown greatly in the past 40 years. They now number over 40 knights and 
  200 men-at-arms and squires. They are currently led by the Knight Imperious Ellard Rojan. He has lead the Knighthood for 6 years 
  and their membership has gone up almost 50% in that time and they have started moving into their new base of operations in Castle 
  Sepher. The knighthood is a very strict and martial order. They have a very strong code of honor and expect all in their organization to 
  adhere to it to the letter. Knights of Whitehale are known far and wide as strong warriors and they are welcome in almost any group 
  during battle.  
   
  Code of Honor 
   
   
   
  “I am a Knight of Whitehale. I stand righteous in the light and shall brook no evil in my presence. I shall defend those who 
  cannot defend themselves. I shall search out evil in all its forms and banish it from this world. I shall answer pleas of help from the 
  weak and calls to arms from my lord. I will defend Veluna with my life and my very being. With our Lord Rao’s blessing in all things, 
  I shall strive to uphold all of this and more with every action I do and word I speak.” 
   
  Base of Operations: 
  Based in Whitehale but currently in the process of moving to Castle Sepher. 
  Area of Influence: 
  Diocese of Whitehale and northern borders of Veluna. May be found elsewhere in Veluna on rare 
  occasions. 
  Sponsor: 
   
  Diocese of Whitehale and the Landis family. 
  Contact Person:  
  David Christ (knights@veluna.com) 
   
  Requirements to become a Squire: 
   
  • 
  +4 base attack bonus 
  • 
  3 Ranks in Riding  
  • 
  Proficient in Lance and one other martial melee weapon 
  • 
  Race: 
  Human, Elf, ½ Elf 
  • 
  Veluna Resident 
  • 
  Alignment of LG or LN 
  • 
  Knightly Sponsor 
  • 
  Squire Application and Acceptance 
   
  Once accepted the character must spend 8 TU’s. This represents the characters basic training and duties to the knighthood.  
  After this initial period the character is considered a full squire to a Knight of Whitehale. He now gains all benefits associated with a 
  Squire as long as he remains in good standing with the Knighthood.  At the beginning of each year the Squire character must spend 4 
  TU’s which represent time spent on his squire duties. 
   
  Benefits: 
   
   
  • 
  Upon completion of basic training the squire gains the following bonuses 
  • 
  A squire of the Knights of Whitehale gains a +2 bonus on any social interaction skill with any member of the Knights of 
  Whitehale when he presents himself as a squire to them.  
  • 
  A squire of Whitehale may also request sanctuary in Castle Sepher when in its area. This is for the Squire only.  
   
  The Squire also has access to the following feats from the Class books: 
   
  • 
  Off-Hand Parry (S&F) 
  • 
  Power Lunge (S&F) 
  • 
  Shield Expert (S&F) 
  • 
  Improved Shield Bash (S&F) 
  
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        Page 9 of 36 
   
  Requirements to become a Knight of the Vale (lowest level Knight of Whitehale) 
   
  • 
  Must be a squire of the Knights of Whitehale 
  • 
  Veluna Resident 
  • 
  +7 base attack bonus 
  • 
  6 Ranks in Riding 
  • 
  3 Ranks in Knowledge (Whitehale) or 6 Ranks in Knowledge (Local) 
  • 
  2 Ranks in Wilderness Lore 
  • 
  Mounted Combat Feat 
  • 
  Weapon Focus (any martial melee weapon) 
  • 
  1 Influence Points in Knights of Whitehale or Diocese of Whitehale 
  • 
  A Knight of Whitehale may not purchase a lifestyle cost below Common at anytime. 
  • 
  Knightly application and acceptance 
   
  Once accepted the character must spend 16 TU’s. This represents the characters training and duties to the knighthood.  After 
  this initial period the character is considered a full Knight of Whitehale. He now gains all benefits associated with a Knight of the Vale 
  as long as he remains in good standing with the Knighthood.  At the beginning of each year the Knight character must spend 12 TU’s 
  which represent time spent on his knightly duties. 
   
   
   
  Benefits: 
   
   
  • 
  Upon completion of training the Knight gains the following bonuses 
  • 
  A knight of the Knights of Whitehale gains a +4 bonus on any social interaction skill with any member of the Knights of 
  Whitehale when he presents himself as a knight to them. A knight also may gain a bonus with the local population of the 
  Diocese of Whitehale if recognized  
  • 
  A Knight of Whitehale can request sanctuary at any Church of Rao within the Diocese of Whitehale and be admitted. He 
  may also claim sanctuary at a Church of Rao outside of the Diocese of Whitehale and will be admitted if recognized as a 
  Knight.  
  • 
  A Knight of Whitehale may also request sanctuary in Castle Sepher when in its area. This is for the Knight and his party. 
  (Note: PC’s with a bad reputation or unsavory types may be denied entry)  
   
  The Knight also has access to the following Feats, Spells, and Prestige Classes from the class books: 
   
   
  Feats: 
   
  • 
  Close Quarters Fighting (S&F) 
  • 
  Expert Tactician (S&F) 
  • 
  Hold the Line (S&F) 
  • 
  Improved Sunder (S&F) 
  • 
  Off-Hand Parry (S&F) 
  • 
  Pin Shield (S&F) 
  • 
  Power Lunge (S&F) 
  • 
  Shield Expert (S&F) 
  • 
  Improved Shield Bash (DoF) 
  • 
  Shield Charge (DoF) 
   
   
   
  Spells: (if caster) 
   
  • 
  Divine Sacrifice (DoF) 
  • 
  Zeal (DoF) 
  • 
  Blessed Aim (DoF) 
  • 
  Curse of the Brute (DoF) 
   
  Prestige Classes: 
   
  • 
  Church Inquisitor (DoF) 
  • 
  Hospitaler (DoF) 
  • 
  Hunter of the Dead (DoF) 
   
  
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        Page 10 of 36 
  Defenders of Veluna 
   
   
  The Defenders of Veluna are a powerful group of individuals seeking to protect Veluna from forces unknown. Their first 
  recorded appearance was in Mitrik in 318 CY. A group of thieves from Ket attempted to make off with the Crook of Rao. They would 
  have been successful, if not for a group of adventurers that met them as they left the church grounds. They were quickly defeated and 
  turned over to the church guards. When asked who there were they responded “We are the Defenders of the Heart of Veluna” and then 
  they vanished back into the city. Since that time, they have been spotted in almost every part of Veluna. They always seem to show up 
  whenever a threat makes itself known. Their symbol is a large medallion with a wolf howling on it. The symbol is not openly worn, 
  but is usually being carried on their person somewhere. A few members of this organization are known, but not much more then their 
  names are recorded. 
   
  Known Members: 
   
  Dar’en Silverwood 
  Kirit Silverwood 
  Darven Ironroot  
   
   
  Base of Operations: 
  Unknown base of operations.  
  Area of Influence: 
  May be found anywhere in Veluna and the surrounding kingdoms. 
  Sponsor: 
   
  Unknown 
   
  Requirements to Join: 
   
  Unknown. Although this organization is known to exist, it is not known  how entry is gained. Most assume it is by invitation 
  only. 
   
  This organization does not require any specific skills, feats, etc.  to be taken. If you are invited you are in. That simple. 
  
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  Brotherhood of the Vale 
   
   
  This monastery of Rao Monks is set high in the Yatil Mountains NW of Mitrik. Its exact origins are shrouded in history, but 
  most agree it was sometime in the century following the discovery of the Crook of Rao at Mitrik. The monastery is self-sufficient and 
  is very strict on allowing outside visitors in. At present the monastery is home to 52 monks with another 20 out on missionary work. 
  The Brotherhood strives to teach inner-peace and harmony through following the teachings of Rao. All members of the Brotherhood 
  are masters of self-defense and are known around Veluna for being capable of taking care of themselves. Grandmaster Ven is the 
  leader of the Brotherhood and is a long time friend of Canon Hazen. Rumor says the Canon makes several retreats to the monastery 
  each year. 
   
  All decision making for the order is made by a five member staff of Brotherhood members, including Grandmaster Ven. The 
  remaining members represent the four seasonal winds, and are listed below. These members are decided by a ritualistic competition 
  that commences when their office expires, which is every seven years.  
   
   
  Base of Operations: 
  Yatil Mountains Monastery, exact location unknown 
  Area of Influence: 
  Mitrik and Diocese of Whitehale 
  Sponsor: 
   
  None 
  Contact Person:  
  Bruce Jones (monks@veluna.com) 
   
  Requirements to Join as a Brother: 
   
  ! Must swear oath to defend Veluna, champion the weak, and uphold Rao’s will in all things. 
  ! Must worship Rao 
  ! Alignment of LG, LN 
  ! Feat Required: Improved Unarmed Strike 
  ! Base Attack: +3 
  ! Resident of Veluna 
  ! Time Units Required per year:  6 
  ! May not be in any other meta-group other than Church of Rao. 
  ! Must Donate 200 gp per year for monastery upkeep and support 
   
  Benefits: 
   
  ! A Brother of the Vale may request sanctuary in the monastery or any temple of Rao for himself only. 
  ! A member of the Brotherhood of the Vale is considered to be Class 1 for determining cost and eligibility for spells from a temple 
  or priest of Rao in Veluna. 
  ! A Brother is provided with a very nicely sewn robe with the symbol of the Brotherhood on the front and Rao on the back.  
  ! +2 on all social skill checks with worshippers of Rao while wearing his robes.  
   
  A Brother of the Vale has access to the following Feats from the class books: 
   
  Feats: 
   
  ! Close Quarters Fighting (S&F) 
  ! Prone Attack (S&F) 
  ! Circle Kick (S&F) 
  ! Extra Stunning Attacks (S&F) 
  ! Feign Weakness (S&F) 
  ! Fists of Iron (S&F) 
  ! Lightning Fists (S&F) 
  
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        Page 12 of 36 
   
  Requirements to Join as a Journeyman: (2nd level of Brotherhood of the Vale) 
   
  ! Must swear oath to defend Veluna, champion the weak, and uphold Rao’s will in all things. 
  ! Must worship Rao 
  ! Alignment of LG, LN 
  ! Feat Required: Improved Unarmed Strike, Improved Trip, one feat from 7 allowed as a Brother from S&F 
  ! Base Attack: +5 
  ! Time Units Required per year:  6 
  ! Resident of Veluna 
  ! May not be in any other meta-group other than Church of Rao. 
  ! Must Donate 400 gp per year for monastery upkeep and support 
  ! Must have completed six months of service at the Brother level in the group. 
   
   
  Benefits: 
   
  ! A Journeyman member of the Brotherhood of the Vale may request sanctuary in the monastery or any temple of Rao for himself 
  and up to 3 + his Cha bonus additional people. 
  ! A member of the Brotherhood of the Vale is considered to be Class 1 for determining cost and eligibility for spells from a temple 
  or priest of Rao in Veluna. 
  ! A Brother is provided with a very nicely sewn robe with the symbol of the Brotherhood on the front and Rao on the back.  
  ! +2 on all social skill checks with worshippers of Rao while wearing his robes.  
  ! Free Common lifestyle while adventuring in Veluna (Regionals and Adaptables set in Veluna) 
   
   
  A Journeyman member of the Brother of the Vale has access to the following Feats from the class books: 
  <all feats allowed at previous level of membership plus> 
   
  Feats:  
   
  ! Monkey Grip (S&F) 
  ! Throw Anything (S&F) 
  ! Eagle Claw Attack (S&F) 
  ! Mantis Leap (S&F) 
  ! Snatch Arrows (S&F) 
  
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  College of the Arcane 
   
   
  Our gracious Lord Rao counts many wizards and sorcerers in his flock. The Grand College of Rao is where they gather 
  together to further their studies. Founded in 315 CY by Canon Heriz, the Grand College is the center of higher learning in Veluna. The 
  College consists of large walled compound in the High Ward in Mitrik. Within this compound you will find the Great Library of Rao, 
  the Grand College (both Arcane and Divine), and several boarding houses and stables. The College Arcane is located in its own 
  building attached to the Great Library of Rao. The College of the Arcane is setup as a collection of arcane materials, spells, and 
  knowledge. Students of the College may take classes on such things as divination magic, mating habits of fungus men, or the 
  migratory patterns of Xvarts. The College contains many levels of membership and it is rumored that the Archmage Bigby has an 
  honorific seat on the College’s board. 
   
  Base of Operations: 
  Grand College of Rao in Mitrik  
  Area of Influence: 
  Mitrik 
  Sponsor: 
   
  Church of Rao 
  Contact: 
   
  Greg Bartholomew (collegearcane@veluna.com) 
   
  Requirements to Join at Initiate Level: 
   
  " Ability to cast 2nd Level Arcane spells 
  " 150 GP Yearly Fee or Sponsor 
  " 4 Ranks Knowledge: Arcana 
  " 6 Time Units a year (classes) 
  " Resident of Veluna 
   
  Benefits: 
   
  " When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2 
  circumstance bonus to their roll. 
  " Members of the College of the Arcane are considered Class 2 for determining cost and eligibility for spells from a priest 
  or temple of Rao in Veluna. 
  " Due to the large concentration of wizards, a PC may have the opportunity to swap spells with other wizards while a 
  member of the college. A PC wizard may pick 2 spells per year from levels 1-3 and copy them into his spell book at 20% 
  off the normal cost. The Time Unit costs remain the same. This does not allow the wizard to learn restricted spells or 
  ones he would not be normally allowed to choose when gaining a level. Choosing these spells can only be done at a 
  meta-booth with the proper signatures on your certificate. 
   
  The PC also has access to the following Feats, Spells, and Prestige Classes from the class books: 
   
  Feats: 
   
  " Arcane Defense (T&B) 
  " Arcane Preparation (T&B) 
  " Augment Summoning (T&B) 
  " Energy Substitution (T&B) 
  " Eschew Materials (T&B) 
  " Sanctum Spell (T&B) 
  " Sculpt Spell (T&B) 
  " Split Ray (T&B) 
  " Subdual Substitution (T&B) 
   
  Prestige Classes: 
   
  " Mage of the Arcane Order 
   
  Spells: 
   
  " Choke (T&B) 
  " Familiar Pocket (T&B) 
  " Indifference (T&B) 
  " Lesser Acid Orb (T&B) 
  " Lesser Cold Orb (T&B) 
  " Lesser Fire Orb (T&B) 
  " Lesser Sonic Orb (T&B) 
  " Repair Light Damage (T&B) 
  " Repair Minor Damage (T&B) 
  " Filter (T&B) 
  " Gaze Screen (T&B) 
  " Owl’s Wisdom (T&B) 
   
   
   
   
  
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        Page 14 of 36 
   
  Requirements to Join at Acolyte Level: (2nd level of College of the Arcane) 
   
  " Ability to cast 4th Level Arcane spells 
  " 300 GP Yearly Fee or Sponsor 
  " 8 Ranks Knowledge: Arcana 
  " 6 Time Units a year (classes) 
  " Resident of Veluna 
  " 2 meta-magic feats 
  " Must have completed minimum of 6 months at Initiate level in the group. 
   
  Benefits: 
   
  " When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2 
  circumstance bonus to their roll. 
  " Members of the College of the Arcane are considered Class 2 for determining cost and eligibility for spells from a priest 
  or temple of Rao in Veluna. 
  " Due to the large concentration of wizards, a PC may have the opportunity to swap spells with other wizards while a 
  member of the college. A PC wizard may pick 2 spells per year from levels 1-5 and copy them into his spell book at 20% 
  off the normal cost. The Time Unit costs remain the same. This does not allow the wizard to learn restricted spells or 
  ones he would not be normally allowed to choose when gaining a level. Choosing these spells can only be done at a 
  meta-booth with the proper signatures on your certificate. 
  " Magic Item Creation Rules (to follow later) 
   
  The PC has access to the following Feats,  and Spells from the class books: 
  <all feats and spells allowed at previous level of membership plus> 
   
   
  Feats: 
   
  " Chain Spell (T&B) 
  " Cooperative Spell (T&B) 
  " Delay Spell (T&B) 
  " Energy Admixture (T&B) 
  " Extra Slot (T&B) 
  " Extra Spell (T&B) 
  " Greater Spell Focus (T&B) 
  " Greater Spell Penetration (T&B) 
  " Persistent Spell (T&B) 
  " Repeat Spell (T&B) 
  " Spell Specialization (T&B) 
  " Widen Spell (T&B) 
   
   
  Spells: 
   
  " Acid Orb (T&B) 
  " Arcane Sight (T&B) 
  " Corpse Candle (T&B) 
  " Electric Orb (T&B) 
  " Enhance Familiar (T&B) 
  " Fire Orb (T&B) 
  " Ice Burst (T&B) 
  " Mass Darkvision (T&B) 
  " Mass Resist Elements (T&B) 
  " Repair Serous Damage (T&B) 
  " Sonic Orb (T&B) 
  
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        Page 15 of 36 
  College of the Divine 
   
   
  Being a nation founded around the tenets and wisdom of Rao, it only makes sense that a College of the Divine holds a 
  revered place in Veluna. Priests and holy men from around the Archclericy gather here to discuss all things divine. The College 
  Divine is located in its own building attached to the Great Library of Rao. Worshippers of any good god are welcome in the college as 
  only through learning more about other religions can you understand your place in the grand scheme of the world. The College of the 
  Divine maintains the religious records in the Great Library and they are considered some of the most comprehensive religious records 
  in the Flanaess. Many of the current members of the College of Bishops and other high-ranking Rao priests started as deans and 
  professors in the College Divine.  
   
  Base of Operations: 
  Grand College of Rao in Mitrik  
  Area of Influence: 
  Mitrik 
  Sponsor: 
   
  Church of Rao 
  Contact: 
   
  David Christ (collegedivine@veluna.com) 
   
  Requirements to Join at Initiate Level: 
   
  # 
  Ability to cast 2nd Level Divine spells. 
  # 
  Worship of a god not disliked or hated in Veluna (see Religions section below) 
  # 
  Knowledge: Religion 4 ranks 
  # 
  Resident of Veluna 
  # 
  150 GP a year or Sponsor 
  # 
  8 Time Units a year. 
   
  Benefits: 
   
  # 
  When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2 
  circumstance bonus to their roll. 
  # 
  Members of the College of the Divine are considered Class 2 for determining cost and eligibility for spells from a priest 
  or temple of Rao in Veluna. 
  # 
  They can memorize any of the new spells from the class books listed below (note: You must have the book or 
  appropriated text with you at the table to use them.) 
   
  The PC has access to the following Feats, and Spells from the class books: 
   
   
  Feats: 
   
  # 
  Divine Cleansing (DoF) 
  # 
  Divine Might (DoF) 
  # 
  Divine Vengeance (DoF) 
  # 
  Divine Vigor (DoF) 
  # 
  Empower Turning (DoF) 
  # 
  Heighten Turning (DoF) 
  # 
  Quicken Turning (DoF) 
  # 
  Augment Summoning (T&B) 
  # 
  Energy Substitution (T&B) 
   
   
   
  Spells: 
   
  # 
  Brambles (DoF) 
  # 
  Burial Blessing (DoF) 
  # 
  Divine Flame (DoF) 
  # 
  Divine Zephyr (DoF) 
  # 
  Filter (T&B) 
  # 
  Gaze Screen (T&B) 
  # 
  Knife Spray (DoF) 
  # 
  Owl’s Wisdom (T&B) 
   
   
  
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        Page 16 of 36 
  Requirements to Join at Acolyte Level: (2nd level of the College of the Divine) 
   
  # 
  Ability to cast 4th Level Divine spells. 
  # 
  Worship of a god not disliked or hated in Veluna (see below) 
  # 
  Knowledge: Religion 8 ranks 
  # 
  300 GP a year or Sponsor 
  # 
  8 Time Units a year 
  # 
  Resident of Veluna 
  # 
  Must have completed minimum of 6 months as Initiate of the group.  
   
  Benefits: 
   
  # 
  When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2 
  circumstance bonus to their roll. 
  # 
  Members of the College of the Arcane are considered Class 2 for determining cost and eligibility for spells from a priest 
  or temple of Rao in Veluna. 
  # 
  They can memorize any of the new spells from the class books listed below (note: You must have the book or 
  appropriated text with you at the table to use them.) 
  # 
  Magic Item Creation Rules (to follow later) 
   
  The PC has access to the following Feats, and Prestige Classes from the class books: 
  <all feats and spells allowed at previous level of membership plus> 
   
   
  Feats: 
   
  # 
  Cooperative Spell (T&B) 
  # 
  Divine Resistance (DoF) 
  # 
  Divine Shield (DoF) 
  # 
  Extra Slot (T&B) 
  # 
  Extra Smiting (DoF) 
  # 
  Extra Spell (T&B) 
  # 
  Persistent Spell (T&B) 
  # 
  Reach Spell (DoF) 
  # 
  Sacred Spell (DoF) 
  # 
  Widen Spell (T&B) 
   
  Spells: 
   
  # 
  Beast Claws (DoF) 
  # 
  Blessed Aim (DoF) 
  # 
  Briar Web (DoF) 
  # 
  Chain of Eyes (DoF) 
  # 
  Curse of the Brute (DoF) 
  # 
  Flame of Faith (DoF) 
  # 
  Lesser Telepathic Bond (DoF) 
  # 
  Mass Resist Elements (T&B) 
  # 
  Spikes (DoF) 
  # 
  Sweet Water (DoF) 
  # 
  Sword Stream (DoF) 
  
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        Page 17 of 36 
  Church of Rao 
   
   
  This group represents the most powerful church in Veluna. It contains all the members of the Church of Rao in Veluna. For 
  the most part this consists of priests and paladins of Rao though a few other classes are known to have gained entry on special 
  occasions. This organization contains many levels ranging from a 1st level priest at a local temple all the way up to Canon Hazen.  
   
   
  Base of Operations: 
  Veluna  
  Area of Influence: 
  Veluna 
  Sponsor: 
   
  Church of Rao 
  Contact: 
   
  David Christ <churchofrao@veluna.com> 
   
   
  Requirements to Join as an Initiate: 
   
  " At least one level of Paladin or Priest of Rao. 
  " Alignment LG or LN 
  " 4 Time Units per year 
  " Resident of Veluna 
  " 2 Ranks in Knowledge: Religion 
  " 10% Tithe of money earned 
   
   
   
  Benefits: 
   
  " May claim sanctuary in any temple of Rao in Veluna. 
  " A member of the Church of Rao is considered to be Class 1 for determining cost and eligibility for spells from a temple 
  or priest of Rao in Veluna. 
  " An Acolyte in the Church of Rao gains free favors in the church during each module. At the Acolyte level the PC is 
  granted 2 Lesser Favors of Rao per Veluna regional module (or adaptable set in Veluna). These cannot be saved and 
  must be used in the module or they are lost.  
  " An Acolyte gains a +1 bonus on social skills with worshippers of Rao while wearing his holy vestments (symbol of Rao 
  must be obvious). At the same time this can cause negative reactions with opposed religions. 
   
  
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  Requirements to Join as a Acolyte: (2nd level of the Church of Rao) 
   
  ♦ At least three levels of Paladin or Priest of Rao <Levels of priest or paladin add together for this purpose. Prestige classes allowed 
  by this group also count towards this total> 
  " Alignment of LG or LN 
  " 6 Time Units per year 
  " 6 Ranks in Knowledge: Religion 
  " Resident of Veluna 
  " 10% Tithe of money earned 
  " 6 Months service at Initiate Level 
   
   
   
   
  Benefits: 
   
  " May claim sanctuary in any temple of Rao in Veluna. 
  " A member of the Church of Rao is considered to be Class 1 for determining cost and eligibility for spells from a temple 
  or priest of Rao in Veluna. 
  " A Brother in the Church of Rao gains free favors in the church during each module. At the Brother level the PC is 
  granted 6 Lesser Favors of Rao per Veluna regional module (or adaptable set in Veluna). These cannot be saved and 
  must be used in the module or they are lost. 
  " A Brother gains a +2 bonus on social skills with worshippers of Rao while wearing his holy vestments (symbol of Rao 
  must be obvious). At the same time this can cause negative reactions with opposed religions. 
   
   
  The PC has access to the following Feats, Spells, and Prestige Classes from the class books: 
   
   
  Feats: 
   
  " Divine Cleansing (DoF) 
  " Divine Might (DoF) 
  " Empower Turning (DoF) 
  " Heighten Turning (DoF) 
  " Quicken Turning (DoF) 
  " Augment Summoning (T&B) 
   
  Prestige Classes: 
   
   
  Spells: 
   
  " Burial Blessing (DoF) 
  " Divine Flame (DoF) 
  " Divine Zephyr (DoF) 
  " Filter (T&B) 
  " Gaze Screen (T&B) 
  " Owl’s Wisdom (T&B) 
   
  " Church Inquisitor (DoF) 
  " Hunter of the Dead (DoF) 
  " Knight of the Chalice (DoF) 
  
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        Page 19 of 36 
  Church of St. Cuthbert 
   
   
  The church of St. Cuthbert is the second largest religion in Veluna. The largest temple to St. Cuthbert is in Falsridge though 
  many smaller temples exist in most towns of any size. Members of this organization include priests and paladins of St. Cuthbert 
  though worshippers of other classes have gained entry on special occasions. There are many levels of organization in the group from 
  the Iniate priest at a small temple all the way up to High Clerist of St. Cuthbert. 
   
  Base of Operations: 
  Falsridge (largest temple)  
  Area of Influence: 
  Veluna 
  Sponsor: 
   
  Church of St. Cuthbert 
  Contact: 
   
  David Christ <churchofstc@veluna.com> 
   
  Requirements to Join as an Initiate: 
   
  ♦ At least one level of Paladin or Priest of St. Cuthbert 
  ♦ Alignment LG or LN 
  ♦ 4 Time Units per year 
  ♦ 2 Ranks in Knowledge: Religion 
  ♦ Resident of Veluna 
  ♦ 10% Tithe of money earned 
   
   
   
  Benefits: 
   
  ♦ May claim sanctuary in any Temple of St. Cuthbert in Veluna. 
  ♦ A member of the Church of St. Cuthbert is considered to be Class 1 for determining cost and eligibility for spells from a 
  temple or priest of St. Cuthbert in Veluna. 
  ♦ An Acolyte in the Church of St. Cuthbert gains free favors in the church during each module. At the Acolyte level the PC is 
  granted 2 Lesser Favors of St. Cuthbert per Veluna regional module (or adaptable set in Veluna). These cannot be saved and 
  must be used in the module or they are lost.  
  ♦ An Acolyte gains a +1 bonus on social skills with worshippers of St. Cuthbert while wearing his holy vestments (symbol of 
  St. Cuthbert must be obvious). At the same time this can cause negative reactions with opposed religions. 
   
   
  
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  Requirements to Join as a Acolyte: (2nd level of the Church of St. Cuthbert) 
   
  ♦ At least three levels of Paladin or Priest of St. Cuthbert  <Levels of priest or paladin add together for this purpose. Prestige classes 
  allowed by this group also count towards this total> 
  ♦ Alignment of LG or LN 
  ♦ 6 Time Units per year 
  ♦ 6 Ranks in Knowledge: Religion 
  ♦ Resident of Veluna 
  ♦ 10% Tithe of money earned 
  ♦ 6 Months service at Initiate Level 
   
   
   
   
  Benefits: 
   
  ♦ May claim sanctuary in any Temple of St. Cuthbert in Veluna. 
  ♦ A member of the Church of St. Cuthbert is considered to be Class 1 for determining cost and eligibility for spells from a 
  temple or priest of St. Cuthbert in Veluna. 
  ♦ A Brother in the Church of St. Cuthbert favors in the church during each module. At the Brother level the PC is granted 6 
  Lesser Favors of St. Cuthbert per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be 
  used in the module or they are lost. 
  ♦ A Brother gains a +2 bonus on social skills with worshippers of St. Cuthbert while wearing his holy vestments (symbol of St. 
  Cuthbert must be obvious). At the same time this can cause negative reactions with opposed religions. 
   
   
  The PC has access to the following Feats, Spells, and Prestige Classes from the class books: 
   
   
  Feats: 
   
  ♦ Divine Cleansing (DoF) 
  ♦ Divine Might (DoF) 
  ♦ Divine Vengeance (DoF) 
  ♦ Divine Vigor (DoF) 
  ♦ Empower Turning (DoF) 
  ♦ Heighten Turning (DoF) 
  ♦ Augment Summoning (T&B) 
   
  Prestige Classes: 
   
   
  Spells: 
   
  ♦ Burial Blessing (DoF) 
  ♦ Divine Flame (DoF) 
  ♦ Divine Zephyr (DoF) 
  ♦ Gaze Screen (T&B) 
  ♦ Knife Spray (T&B) 
  ♦ Owl’s Wisdom (T&B) 
   
  ♦ Church Inquisitor (DoF) 
  ♦ Hospitaler (DoF) 
  ♦ Hunter of the Dead (DoF) 
  ♦ Knight of the Chalice (DoF) 
   
   
  
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        Page 21 of 36 
  Church of Heironeous 
   
   
  The worship of Heironeous is rather new in Veluna but has been gaining strength fast since the start of the Greyhawk wars. 
  Worship of Heironeous is centered in the Diocese of Whitehale and the northern Veluna border area, though a temple has opened 
  recently in Devarnish as well. The Church of Heironeous contains all priests and paladins of Heironeous in Veluna. Unlike other 
  churches though, Heironeous welcomes other classes into his flock and rogues and wizards hold special status in the church. 
   
  Base of Operations: 
  Whitehale (largest temple)  
  Area of Influence: 
  Northern Veluna 
  Sponsor: 
   
  Church of Heironeous 
  Contact: 
   
  David Christ <churchofheir@veluna.com> 
   
  Requirements to Join as an Initiate: 
   
  • 
  At least one level of Paladin or Priest of Heironeous 
  • 
  Alignment LG or LN 
  • 
  4 Time Units per year 
  • 
  2 Ranks in Knowledge: Religion 
  • 
  Resident of Veluna 
  • 
  10% Tithe of money earned 
   
   
   
  Benefits: 
   
  • 
  May claim sanctuary in any Temple of Heironeous in Veluna. 
  • 
  A member of the Church of Heironeous is considered to be Class 1 for determining cost and eligibility for spells from a 
  temple or priest of Heironeous in Veluna. 
  • 
  An Acolyte in the Church of Heironeous gains free favors in the church during each module. At the Acolyte level the PC 
  is granted 2 Lesser Favors of Heironeous per Veluna regional module (or adaptable set in Veluna). These cannot be 
  saved and must be used in the module or they are lost.  
  • 
  An Acolyte gains a +1 bonus on social skills with worshippers of Heironeous while wearing his holy vestments (symbol 
  of Heironeous must be obvious). At the same time this can cause negative reactions with opposed religions. 
   
   
  
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        Page 22 of 36 
  Requirements to Join as a Crusader: (2nd level of the Church of Heironeous) 
   
  ♦ At least three levels of Paladin or Priest of Heironeous <Levels of priest or paladin add together for this purpose. Prestige classes 
  allowed by this group also count towards this total> 
  • 
  Alignment of LG or LN 
  • 
  6 Time Units per year 
  • 
  6 Ranks in Knowledge: Religion 
  • 
  Resident of Veluna  
  • 
  10% Tithe of money earned 
  • 
  6 Months service at Initiate Level 
   
   
   
   
  Benefits: 
   
  • 
  May claim sanctuary in any Temple of Heironeous in Veluna. 
  • 
  A member of the Church of Heironeous is considered to be Class 1 for determining cost and eligibility for spells from a 
  temple or priest of Heironeous in Veluna. 
  • 
  A Brother in the Church of Heironeous favors in the church during each module. At the Brother level the PC is granted 6 
  Lesser Favors of Heironeous per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be 
  used in the module or they are lost. 
  • 
  A Brother gains a +2 bonus on social skills with worshippers of Heironeous while wearing his holy vestments (symbol of 
  Heironeous must be obvious). At the same time this can cause negative reactions with opposed religions. 
   
   
  The PC has access to the following Feats, Spells, and Prestige Classes from the class books: 
   
   
  Feats: 
   
  ♦ Divine Cleansing (DoF) 
  ♦ Divine Might (DoF) 
  ♦ Divine Vengeance (DoF) 
  ♦ Divine Vigor (DoF) 
  ♦ Empower Turning (DoF) 
  ♦ Heighten Turning (DoF) 
   
  Prestige Classes: 
   
   
  Spells: 
   
  ♦ Burial Blessing (DoF) 
  ♦ Divine Flame (DoF) 
  ♦ Divine Zephyr (DoF) 
  ♦ Gaze Screen (T&B) 
  ♦ Knife Spray (T&B) 
  ♦ Owl’s Wisdom (T&B) 
   
  ♦ Hospitaler (DoF) 
  ♦ Hunter of the Dead (DoF) 
  ♦ Church Inquisitor (DoF) 
   
  
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        Page 23 of 36 
  Inquisitors of Heironeous 
   
   
  The Inquisitors are a special branch of the Church of Heironeous. They are skilled in subterfuge and information gathering. 
  Their purpose is to root out evil so it may be dragged out into the light and destroyed. While they will not take the law into their own 
  hands, they will do what is necessary to insure that innocents are not brought to harm. Membership in the organization is kept secret 
  from the general church population and only higher ranking church officials know who is in it and even then they only know a few of 
  them.  
   
   
  Base of Operations: 
  Whitehale  
  Area of Influence: 
  Veluna and surrounding kingdoms 
  Sponsor: 
   
  Church of Heironeous 
  Contact: 
   
  David Christ <Inquisitors@veluna.com>  
   
  Requirements to Join as a Novice Inquisitor: 
   
  ! 
  Must be in Church of Heironeous for one year 
  ! 
  One level of Church Inquisitor Prestige Class 
  ! 
  4 Ranks Gather Information 
  ! 
  2 Ranks Diplomacy 
  ! 
  4 Ranks Move Silently 
  ! 
  4 Ranks Hide in Shadows 
  ! 
  8 Time Units a year 
   
  Benefits: 
   
  ! A member of the Inquisitors of Heironeous is considered to be Class 1 for determining cost and eligibility for spells from a 
  temple or priest of Heironeous in Veluna 
  ! May claim sanctuary in any church of Heironeous in Veluna 
  ! An Inquisitor of Heironeous gets free favors in the church during each module. At the Novice level the PC is granted 3 
  Greater Favors of Heironeous per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be 
  used in the module or they are lost. 
  ! An Inquisitor may try to contact others of his order when in any town of over 500 people in Veluna. Have him make a Gather 
  Information roll (DC 16). If successful, he has contacted another of his order who will help him with information if possible 
  (judges call on benefits).  
  ! An Inquisitor is also granted free common lifestyle as long as the module starts or spends the majority of its time in any of 
  the major cities in Veluna (Veluna City, Mitrik, Devarnish, or any Diocese capital) 
   
   
  The PC has access to the following Feats, Spells, and Prestige Classes from the class books: 
   
  Feats: 
   
  ! Close Quarter Fighting (S&F) 
  ! Divine Cleansing (DoF) 
  ! Divine Might (DoF) 
  ! Divine Vengeance (DoF) 
  ! Divine Vigor (DoF) 
  ! Empower Turning (DoF) 
  ! Heighten Turning (DoF) 
   
  Prestige Class: 
   
  ! Church Inquisitor (DoF) 
   
  Spells: 
   
  ! Beast Claws (DoF) 
  ! Blessed Aim (DoF) 
  ! Burial Blessing (DoF) 
  ! Chain of Eyes (DoF) 
  ! Divine Flame (DoF) 
  ! Divine Zephyr (DoF) 
  ! Flame of Faith (DoF) 
  ! Knife Spray (DoF) 
  ! Sword Stream (DoF) 
   
   
  
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        Page 24 of 36 
  Mitrik Temple Guard 
   
   
  The Mitrik Temple Guard is actually much more than the name implies.  The Guard is the police arm of the Church of Rao, 
  the official church of Veluna.  The name is rooted in the origins of the organization.  Originally, they were the guard unit formed to 
  guard the temple grounds of the first organized temple of Rao in Mitrik.  Over the centuries, as the church grew, so did it’s Guard.  
  Today, the Guard is responsible for protecting the temples of Rao throughout Veluna, as well as the clergy and worshippers of the god 
  of peace.  Members of the Guard come from all walks of life, but are all devoted followers of Rao, recruited from amongst the 
  congregation, and are expected to uphold the tenets of the God of Peace, Serenity, and Knowledge.  Many members of the Knights of 
  Serenity are drawn from the ranks of the Mitrik Temple Guard. 
   
  The following are the ranks of the Mitrik Temple Guard (from lowest to highest): 
   
  • 
  Guardsman 2nd class 
  • 
  Guardsman 1st class 
  • 
  Guard Sergeant 
  • 
  Guard Lieutenant 
  • 
  Guard Captain 
  • 
  Guard Commander (1 per diocese) 
  • 
  Guard Commandant (1 total) 
   
  Base of Operations: 
  Great Temple grounds  
  Area of Influence: 
  Veluna 
  Sponsor: 
   
  Church of Rao 
  Contact: 
   
  Jeff Richards <templeguard@veluna.com>  
   
  Requirements to Join the Temple Guard as Guardsman 2nd Class: 
   
  ! Worship Rao 
  ! Base Attack Bonus +2 
  ! 1 Rank Knowledge: Religion 
  ! Diplomacy bonus of +1 or higher 
  ! Medium Armor Proficiency 
  ! Shield Proficiency 
  ! Proficiency with at least 1 martial weapon 
  ! Resident of Veluna 
  ! Recommendation of a sponsoring priest (either NPC or PC). All this requires is a signed paper with the name and RPGA 
  # of the sponsoring PC priest, or the name, RPGA #, modules and con name/date of a judge willing to provide the 
  recommendation of an NPC priest.  
  ! Upon acceptance to the Guard, the PC must expend 6 time units to account for the basic training.  After that, they must 
  spend double the time units per module to account for official assigned duties.  However, if the PC is considered to be on 
  duty during the module, these extra time units can be waived (essentially the time units spent on the module are applied 
  towards his Guard commitment).  It is up to the discretion of the DM whether or not the guardsman can be considered to 
  be on official business or not.  As a general guideline, the DM should allow this whenever reasonable.  So long as the 
  setup of the module in question does not preclude this, and as long as the player has a reasonable explanation for how he 
  could be participating in the module while on official business, it should be allowed.  This should be noted on the players 
  log with the judge’s initials.  The PC must spend at least 26 time units per year on Guard duty minimum.  This includes 
  the extra time units spent per module played, or the time units spent on the module itself IF the extra time units were 
  waived. 
   
  Code of Conduct: 
   
  • 
  Always protect church property and priests of Rao, with no rewards required or accepted for missions requested officially by the 
  church of Rao. 
  • 
  Defend worshippers of Rao, rewards may be accepted but not required by the guardsman. 
  • 
  Always obey the lawful orders of a priest of Rao. 
  • 
  Uphold the peace. 
  
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        Page 25 of 36 
  Benefits: 
   
  • 
  A member of the Mitrik Temple Guard is considered to be Class 1 for determining cost and eligibility for spells from a 
  temple or priest of Rao in Veluna. 
  • 
  Upon completion of basic training, the church will give you a free chain shirt, uniform tabard, medium shield, and a 
  choice of long sword, heavy mace, flail, or battle axe. This is all normal equipment. 
  • 
  +2 on all charisma related checks related to worshippers of Rao while in uniform (uniform only allowed on official 
  business of the church). 
  • 
  Police authority when on official business for the church (Veluna regional and adaptables only). 
  • 
  Pay from the guard reduces the cost of common or lower lifestyles for Veluna regional and adaptable modules by 2 gp. 
   
   
   
  Requirements to advance to Guardsman 1st Class:  
   
  • 
  Currently Guardsman 2nd Class. 
  • 
  Spend 26 time units as Guardsman 2nd Class, OR 13 time units and have a recommendation for promotion from a priest of 
  Rao. 
   
  Benefits: 
   
  As Guardsman 2nd Class plus 
   
  • 
  Pay from the guard reduces the cost of common or lower lifestyles for Veluna regional and adaptable modules by 4 gp. 
   
   
  Requirements to advance to Guard Sergeant: 
   
  • 
  Currently Guardsman 1st Class. 
  • 
  +4 base attack bonus. 
  • 
  +2 total diplomacy bonus. 
  • 
  2 ranks Knowledge (Religion-Rao) skill. 
  • 
  Spend 26 time units as Guardsman 1st Class, OR 13 time units and have a recommendation for promotion from a priest of 
  Rao 
   
  Benefits: 
   
  As Guardsman 1st Class plus 
   
  • 
  Pay from the guard reduces the cost of common or lower lifestyles for Veluna regional and adaptable modules by 8 gp. 
  • 
  +3 on all charisma related checks related to worshippers of Rao while in uniform (uniform only allowed on official 
  business of the church). 
   
  The PC has access to the following Feats, Spells, and Prestige Classes from the class books: 
   
  Feats: 
   
  • 
  Close Quarters Fighting (S&F) 
  • 
  Hold the Line (S&F) 
  • 
  Off-Hand Parry (S&F) 
  • 
  Pin Shield (S&F) 
  • 
  Power Lunge (S&F) 
  • 
  Shield Expert (S&F) 
  • 
  Improved Shield Bash (DoF) 
  • 
  Shield Charge (DoF) 
   
  Spells: (if applicable) 
   
  • 
  Blessed Aim (DoF) 
  • 
  Divine Sacrifice (DoF) 
  • 
  Zeal (DoF) 
   
  Prestige Class: 
   
  • 
  Hospitaler (DoF)
  
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        Page 26 of 36 
  Masters of the Way 
   
   
  This organization is relatively new to Veluna. Based out of Mitrik, they are a group of mercenaries who decided to open a 
  school to teach those who wish to learn the way of the warrior. They figured it was easier then adventuring for a living. Though they 
  are looked down on by most noble orders in Mitrik (Knights, and the Brotherhood of the Vale especially) they train their students very 
  well. Several students have gone on to continued service in the Mitrik Temple Guard and the Knights of Serenity, although it was not 
  an easy task. The school has two branches. One is run by Feren Rilt. An old grizzled warrior who does not like babysitting newbie’s, 
  but does what he is paid to do and does it well. The other is run by Master Len, an old elven bowman. He is respected by those who 
  follow the way of the bow in Mitrik although they frown on his willingness to show it to anyone who has the gold to pay for it. 
   
  Base of Operations: 
  Mitrik 
  Area of Influence: 
  Mitrik 
  Sponsor: 
   
  Fists of Valor (Adventuring Company) 
  Contact Person:  
  David Christ <masters@veluna.com> 
   
  Requirements to become a Student: 
   
  • 
  +3 base attack bonus 
  • 
  Either prof. in a Martial Weapon or Improved Unarmed Strike Feat 
  • 
  250 gp per feat learned for Veluna residents.  375 gp per feat learned for non-Veluna residents  
  • 
  4 TU’s per feat learned for Veluna residents.  6 TU per feat learned for non-Veluna residents. 
  • 
  Note: Unlike other meta-groups non-Veluna residents can only gain benefits from this group at one of the four cons with Veluna 
  regional premiere modules at them. 
   
  Benefits: 
   
   
  • 
  The PC may take any of the feats listed below (as long as they qualify for them) when he is normally allowed to gain a 
  new feat when leveling. The PC must spend 250/375 gp (Veluna resident/non-resident) and 4/6 TU’s (Veluna 
  resident/non-resident) when taking this feat to represent his payment to the school. These must be listed on the log sheet 
  in a separate entry signed off by the judge at the table. 
   
  Feats: 
   
  • 
  Circle Kick (S&F) 
  • 
  Dirty Fighting (S&F) 
  • 
  Eagle Claw Attack (S&F) 
  • 
  Extra Stunning Attacks (S&F) 
  • 
  Feign Weakness (S&F) 
  • 
  Fists of Iron (S&F) 
   
   
   
  • 
  Knockdown (S&F) 
  • 
  Power Lunge (S&F) 
  • 
  Shield Expert (S&F) 
  • 
  Snatch Arrows (S&F) 
  • 
  Throw Anything (S&F) 
   
   
  
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        Page 27 of 36 
  Requirements to become a Student of the Bow: 
   
  • 
  +4 base attack bonus 
  • 
  Point Blank Shot Feat 
  • 
  Precise Shot Feat 
  • 
  6 Time Units for Veluna residents.  9 Time Units for non-Veluna residents.   
  • 
  250 gp per year class fee for Veluna residents.  375 gp per year class fee for non-Veluna residents. 
  • 
  Note: Unlike other meta-groups non-Veluna residents can only gain benefits from this group at one of the four cons with Veluna 
  regional premiere modules at them. 
   
   
  Benefits: 
   
  • 
  The PC may take levels in the Prestige Class: Order of the Bow Initiate when he qualifies to do so. The first level of the 
  class is free. Each additional level requires the PC to pay 4/6 TU’s  (Veluna resident/non-resident) to represent training.  
   
  The PC may take any of the following Feats: 
   
  • 
  Rapid Reload (S&F) 
  • 
  Sharp Shooting (S&F) 
  • 
  Zen Archery (S&F) 
   
   
   
   
   
   
   
  
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        Page 28 of 36 
  The Pack 
   
       The Pack is a loose confederation of  organizations with similar goals and philosophies throughout Veluna.  The organizations are 
  mostly geographically divided, with one Pack overseeing all highwaymen operations in the north, for example.  The separate 
  organizations have existed for generations, but only within the last decade have they come to cooperate on a national level. Thus the 
  Pack was born.  To this day, they make sure that the Pack’s non-evil methods are more profitable than those used by the competition. 
  All of the organizations in the Pack share certain philosophical traits.  Among these are the belief that murder is bad for business and  
  the desire to keep a low profile.  All of these organizations keep as far as possible from any real evil act, as such things have a short 
  life span in Veluna. 
   
   
  Base of Operations: 
  Veluna 
  Area of Influence: 
  Veluna 
  Sponsor: 
   
  The Guildmaster 
  Contact Person:  
  Peter Parker <thepack@veluna.com> 
   
  Requirements to become an Apprentice: 
   
  • 
  Must be recruited by a current member, either a PC or NPC, in a module or interactive 
  • 
  Must be of non-evil, non-lawful alignment 
  • 
  Sneak attack +1d6 or Two Rogue Class skills at Rank 4 
  • 
  6 TU’s per year (Pack related duties) 
  • 
  Resident of Veluna 
  • 
  25 gp yearly license fee 
  • 
  add 5gp to the lifestyle of each module played (dues) 
   
  Benefits: 
   
  • 
  +5% to value received from fencing goods within Veluna 
  • 
  Free Poor Lifestyle within Veluna.  (This does not deduct from the cost of higher lifestyles.) 
  • 
  +2 reaction bonus when dealing with other members of The Pack 
  • 
  If contact is made with Pack members during an adventure the PC may add a +2 circumstance bonus to any Gather 
  Information skill checks   (Judges call on benefits and penalties can be assessed for overuse). 
   
  Requirements to become a Journeyman: 
   
  • 
  Held Apprentice Level for at least one year.   
  • 
  Sneak Attack: 2d6 or 3 Rogue Class skills at 6 ranks 
  • 
  10 time units per year 
  • 
  50 gp yearly license fee 
  • 
  Add 5 gp to the Lifestyle cost for each module played 
   
  Benefits: (All benefits of Apprentice level plus the following) 
   
  • 
  +10% to value received from fencing goods within Veluna. 
  • 
  Free Common Lifestyle within Veluna. (This does not deduct from the cost of higher lifestyles.) 
   
  The PC may choose from the following Feats and Prestige Classes: 
   
  Feats: 
   
  • 
  Dirty Fighting (S&F) 
  • 
  Close-quarters Fighting (S&F) 
  • 
  Rapid Reload (S&F) 
  • 
  Additional feats may be added after Song & Silence is added to the RUP document. 
   
  
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        Page 29 of 36 
  Adventuring Companies 
   
   
  Adventuring Companies in Veluna are groups of like minded 
  PC’s who have decided to band together for the benefit of the 
  group.  These companies are generally formed around some 
  idea of commonality, such as religion, social or moral 
  similarities, or just basic profit and opportunity. Adventuring 
  companies must provide the following information as well as 
  meeting the guidelines listed below. 
   
  Information Needed: 
   
  • 
  Company Name 
  • 
  Company Leaders (Characters and their associated 
  player’s name) 
  • 
  Company Size and number of members 
  • 
  A full roster and real life Point of Contact (POC) 
  • 
  Criteria or trial necessary to join the company 
  • 
  Company’s Patron (Important, see list below of available 
  Patron’s) 
   
  Optional Information: 
   
  • 
  Races (allowed or present) 
  • 
  Company Symbols and/or heraldry 
  • 
  Company Motto 
  • 
  Company’s preferred Deity 
   
  Background (All this is optional, but will help to flesh out 
  and breathe life into the company) 
   
  • 
  Base of Operations 
  • 
  General Alignment  
  • 
  Chain of Command 
  • 
  Company features, dress, markings, etc. 
  • 
  Allies 
  • 
  Rivals or enemies of the Company 
  • 
  General History and Founding Members 
  • 
  Mission History 
  • 
  Company Laws, Traditions, Rules, and Code of Honor 
  • 
  Special Events 
  • 
  Company’s Dues, Tithing, and/or requirements 
   
   
  Why be a part of an adventuring company ?  
   
  Adventuring companies allow a group of regular players to 
  play their PC’s together and receive an in-game benefit for 
  doing so.  A table with 4 or more characters of the same 
  adventuring company qualifies that table as an adventuring 
  company table. You will gain any benefits that your patron 
  provides while at that table. The table of Patrons and their 
  associated benefits are listed below. 
   
   
   
  Available Patrons for Veluna Adventuring 
  Company’s 
   
  • 
  Church of Rao – reduction in cost of spell’s cast on 
  company members by the church by 20%.  
  Requirements:  Founding member must worship Rao 
  and all members must be LG, LN, or NG. 
   
  • 
  Church of St. Cuthbert – reduction in cost of spell’s 
  cast on company members by the church by 20%. 
  Requirements:  Founding member must worship St. 
  Cuthbert and all members must be LG, LN, or NG.  
   
  • 
  High Roads Trading Company – reduction in cost of 
  basic equipment (allowed equipment from the PHB – 400 
  gp and under) by 10%.  Common lifestyle costs 50% less 
  while in Veluna. Requirements: Open to all. 
   
  • 
  College of the Arcane – reduction in the cost of spell’s 
  cast on company members by the college by 20%.  
  Requirements: Founding member must be a member of 
  the College of the Arcane. 
   
  • 
  Lord Corbin Jamorrie –  Lord Corbin will vouch for 
  PC’s if they run into trouble in Veluna and need his help. 
  He will also back them with basic supplies (lifestyle of 
  Common costs 50% less while in Veluna).  
  Requirements: Half the members or more must be 
  gnomes at all times.  
   
  • 
  Elven Court of Asnath – Common Lifestyle cost 
  reduced to zero while adventuring in the Asnath area (1 
  days travel). Reduction in cost of basic equipment when 
  bought in Asnath (allowed equipment from the PHB – 
  400 gp and under) by 25%. Requirements:  All members 
  must be elven. 
   
  • 
  Celestial Order of the Moons – Common Lifestyle 
  cost reduced by 50% while in Veluna. May request 
  audience with noble of Veluna and be granted it within a 
  reasonable amount of time (DM discretion).  
  Requirements: Founding member must be a person of 
  great character and skill (Minimum 5th level PC who has 
  played in at least 10 rounds of modules set in Veluna). 
   
       In addition, adventuring companies that field adventuring 
  company tables will have the chance to present the ‘official’ 
  version of regional scenarios in a report they file after the 
  scenario has been retired. These will be listed on the webpage 
  and announcements will be made when they become available.  
  
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        Page 30 of 36 
   
  So what do I need to do to form one ? 
   
       Well glad you asked. Read over the information provided 
  above; get a POC (who must be a RPGA guild-level member) 
  for your group.  Have that individual contact me at 
  wavester@neo.rr.com and request an adventuring company 
  log sheet.  Fill out all the information (make sure to choose a 
  patron) and return it to me. Adventuring companies cannot be 
  larger then 10 PC’s, and each player can only have on of 
  his/her PC’s in an adventuring company.  
   
  An Example Adventuring 
  Company 
   
  Company Name: Brotherhood of the Blood  
  Company Leaders: Lithian Hharp 
  Company Size/Number of Members:  
  (Roster & Point of Contact) Lithian Hharp – Pete Jensen 
  (WI) (POC), Balakar “Baka” Bhernocht - Calvin Fort (WI), 
  Philip Wilson – Matt Lininger (WI) 
  How to Join the Company: The company is somewhat bias 
  on whom is eligible to join. Anyone wishing to join the 
  company needs to have at the very least adventured with a 
  current member of the Brotherhood of the Blood. During 
  which time they have to prove that they are capable of 
  following the codes and expected duties of the Brotherhood. 
  The existing member writes a letter of recommendation for the 
  prospective new member.  The commanding officers review 
  the recommendation and either accepts or declines the petition 
  for membership. 
  Company Races (Allowable or Present): Currently, the 
  Brotherhood membership consists of mainly half-elves, elves, 
  and humans, but it is open to all who wish to petition 
  membership. 
  Company Symbol/Heraldry: Two arms clasped upright, on a 
  field and forest with a blue sky.  In the last six months or so 
  some members have begun using just the two arms clasped 
  upright. 
  Company Motto: “Of similar hearts…a brother will be made, 
  those of evil hearts… an enemy will make” 
  Company’s Primary Deity: No one god is worshiped by the 
  entire Brotherhood. The most frequently revered are Ehlonna 
  and Solonor Thelandira. 
  Background:  
  • 
  Founded by three friends, who in their youth who went 
  "adventuring" together. During those days of their youth, they 
  swore to each other that they would form a Brotherhood to 
  honor their commitment as friends and fight a common enemy 
  (Iuz). 
  • 
  This pledge was taken during the Ready’reat of 588 CY. 
  The three began work on gathering funds and like-minded 
  individuals so that they could build a base of operations in the 
  Vesve. 
  • 
  Fort Brotherhood was finally finished in Readying of 590 
  CY and its member began to hire themselves out as scouts, 
  trackers, and guards for the southern and central Vesve. 
  • 
  In 591 CY, the Brotherhood has once again begun to feel 
  the need to raise more funds and gather more men to their 
  banner. So that they can increase their ability to defend the 
  Vesve from the malevolent forces of the forest. Thus members 
  have begun offering themselves as adventurers for all who are 
  willing to pay them. 
  Company’s Base of Operation: Vesve Forest – Fort 
  Brotherhood. 
  Company 
  Social/General 
  Alignment: 
  Any 
  non-evil 
  alignment 
  Chain of Command: Commander Lithian Hharp, Lt. 
  Commander Balakar “Baka”, and Captain Philip Wilson 
  Company’s Attitude towards various races/places/groups: 
  The Brotherhood holds no prejudice against any one other 
  than members of the goblinoid races.  Members of the 
  Brotherhood are at quite happiest when they are out in the 
  wild, hunting down the remnants of Iuz's minions. 
  Common Company Features/Dress/Tattoos: Nothing is 
  required of the members, but usually members of the 
  Brotherhood bear their insignia adorn in a prominent place on 
  their clothing. Lighter armors are the preferred armor of 
  choice for members of the Brotherhood with chain mail being 
  the heaviest most are willing to wear. This is due to the fact 
  that 
  anything 
  heavier 
  would 
  severely 
  reduce 
  their 
  effectiveness while traipsing through the woods. 
  Allies of the Company: The Krysalyn clan is an ally as they 
  helped found and build the company; several of the clan’s 
  members are part of the company. There is a hope that a loose 
  alliance with the Knights of the High Forest can be formed. 
  The Brotherhood has good relations with the Rangers of the 
  Vesve and some of the elven clans located in the southern and 
  central Vesve.  
  Rivals/Enemies of the Company: The forces of Iuz, 
  goblinoid races, and defilers of the forest. 
  Mission History of the Company: Mainly the missions of the 
  Brotherhood have consisted of reconnaissance work in the 
  southern and central Vesve Forest. The people of Ironstead, to 
  scout out a location for logging hired them at one point.   
  There have also been a few skirmishes with those forces being 
  hired to watch. 
  Company’s Laws/Traditions/Rules/Code of Honor: 
  1. 
  Never attack an unarmed opponent, except in self-
  defense or when trying to subdue. 
  2. 
  Protect the innocent or people who cannot defend 
  them selves. 
  3. 
  Never leave a fallen Brother behind, even at the risk 
  of your own lives. 
  4. 
  Do not use, “dirty tricks”, fight honorably. 
  5. 
  No goblinoid creature leaves combat alive, unless 
  you are severely outnumbered. 
  Punishments for Breaking Laws/Traditions/Rules/Code of 
  Honor: 
  Breaking: 
  
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  Veluna Meta-Campaign Sourcebook 
     
   
        Page 31 of 36 
  1. 
  For the next month of real time, the character cannot 
  use weapons other than to subdue others through unarmed 
  attacks. 
  2. 
  Unless there are insinuating circumstances; the 
  character is “thrown out” of the company. 
  3. 
  The character is “thrown out” of the company. 
  4. 
  The character loses the chance for promotion in the 
  ranks of the Brotherhood for one year of real time. 
  5. 
  The character gets a slap on the wrist and is told to 
  kill them first, unless a stronger threat is present. 
  Nonstandard 
  Holidays/Festivals 
  that 
  the 
  Company 
  Celebrates: 
  Members of the Brotherhood tend to spend a 
  night of celebrating any victory over the forces of Iuz that they 
  played a part in. Another of the Brotherhood's holidays is the 
  Night of the Brotherly Pack: this is a two part celebration 
  where new members are recognized, non-field promotions are 
  given out, and during the second part of the celebration is the 
  founding of the Brotherhood.  
  Special Events that affect the Company (weddings, births, 
  deaths, etc.): If a member of the company dies, they are given 
  a true forest burial and the company celebrates the life of that 
  member on Remembrance Day (Winter Solstice).  
  The true forest burial entails that as many of the company will 
  carry his/her body into the forest and locate a young sapling 
  tree and using only their hands and occasionally their belt 
  knives dig a grave for the deceased under the roots of the 
  sapling, while a song of praise and deeds are song in their 
  honor.  The sapling will then be engraved with the deceased’s 
  mark or symbol and a trinket of friendship will be left on the 
  branches of the sapling. 
  Company’s Dues/Tithing/Requirements: There are yearly 
  company dues, which go to the upkeep and expansion of the 
  Fort Brotherhood, and equipment for the members.  If 
  members take time off to adventure or go on special missions, 
  the company asks for a donation or tithe to help fund the 
  company’s activities.  Donations can be in the form of 
  weapons, armor, and money to help new members start.  
   
   
   
  
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        Page 32 of 36 
  Religions in Veluna 
   
   
  Religion is the heart and soul of Veluna. The worship of Rao makes up about 75% of the temples and priests found in 
  Veluna. St. Cuthbert makes up 15%, and Heironeous rounds out the top three at 5%.  You can find small temples and priests to most 
  other gods somewhere in Veluna as Rao is a very open and accommodating god. However, the following religions are frowned upon 
  or illegal in Veluna.  
   
  Disliked Gods 
   
  Kurrell 
  Ralishaz 
  Vatun 
  Wee Jas 
   
  Disliked gods have no temples in Veluna proper. Their 
  priests are looked down upon and service is refused to them 
  at many establishments. 
   
  Banned gods have no temples in Veluna proper. Their priests 
  are arrested on sight. If a temple is found it is quickly 
  smashed into pieces by the knights.
   
  Banned Gods 
   
  Beltar 
  Erythnul 
  Hextor 
  Incabulos 
  Iuz 
  Nerull 
  Phyremius 
  Raxivort 
  Syrul 
  Tharizdun 
  Vecna 
  Wastri
   
   
  The following is a list of major temples in Veluna and the level of spells that may be purchases there. See the next section for 
  the guidelines and purchasing spells in Veluna.  
   
   
  Rao –   
  9th and down - 
  Special (triad only) 
  7th and down -     Mitrik, Veluna City, Devarnish, Whitehale 
             
   
  5th and down -  
  Falsridge, Tempont, Grayington, Kempton 
   
   
  3rd and down -   Any town over 250 people, or DM discretion 
   
  St. Cuthbert - 
  7th and down - 
  Mitrik, Falsridge 
   
   
  5th and down -  
  Devarnish, Whitehale, and Lorrish 
   
   
  3rd and down - 
  any town of 400 or more, or DM  discretion 
   
  Heironeous - 
  7th and down - 
  None 
   
   
  5th and down -  
  Mitrik, Whitehale 
   
   
  3rd and down - 
  Northern areas of Veluna. DM discretion  
   
  Fharlanghn - 
  7th and down - 
  Devarnish 
   
   
  All others - 
  If listed in module only 
   
  Zilchus - 
  5th and down - 
  Devarnish, Mitrik 
   
   
  3rd and down - 
  any large caravan type town otherwise if listed in module only 
    
   
   
  Corellon  
  5th and down -   Asnath 
  Larethain -     
  3rd and down -  
  Mitrik 
   
   
   
  Pelor -  
  3rd and down -  
  Falsridge 
   
   
  Garl  
   
  5th and down -  
  Lorrish 
  Glittergold - 
   
   
   
  Ehlonna - 
  3rd and down - 
  Whitehale 
   
  
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        Page 33 of 36 
  Rules for Divine Spellcasting in Veluna 
   
   
  Below you will find the rules for the casting of Divine spells before, during, or right after a Veluna regional or adaptable 
  module. If you have any questions or problems with these rules you can contact me at wavester@neo.rr.com.  
   
   
  All PC’s in Veluna fall into one of three categories. For the purpose of spellcasting it is the class of the recipient that counts, 
  not who is doing the asking.  
   
  Class One – Paladins and Priests who worship the same god as the caster, and/or members of a meta-game group that have the benefit 
  of counting as class one. 
   
  Class Two -  Worshippers of the same god as the caster, and/or members of a meta-game group that have the benefit of counting as 
  class two.  
   
  Class Three – Everybody else <Note: The judge can refuse service based on a situation that would make the chance of casting 
  virtually impossible> 
   
  All spells list two different ways to pay for them. The first is an influence cost. The class of the recipient does not matter for 
  this. You pay the influence and the spell is cast. The second is a gold cost. Figure out what class the recipient falls into and charge the 
  appropriate amount. 
   
        
  Some spells are listed as Not DM useable. If you need one of these spells cast you must contact your local triad member for 
  the spell. They may require additional costs, special missions, or may just not be available at this time. 
   
  Influence certs of a higher type may be traded in for 3 of a lower type of Influence if wanted. Any left over points are lost if 
  not used. You can never trade any amount of lower influence points for a higher one.  
   
  Any situation written into a Veluna regional module always takes precedent over these rules. The judge at the table always 
  has room to make small changes if things seem out of place or unreasonable. Small changes could be limiting of lower spells 
  available, cost of lower spells, and such. This does not include changing the price of any spell over 3rd level. Especially any sort of 
  raise dead type spells.  
  
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  Veluna Meta-Campaign Sourcebook 
     
   
        Page 34 of 36 
  Chart for Costs of Divine Spellcasting 
   
   
   
  Base 
  Cost 
  DM 
  Cost in Influence 
   
   
   
  Spell Name 
  Level 
  Gold 
  Useable 
  Lesser 
  Greater 
  Major 
  Class 1 
  Class 2 
  Class 3 
   
   
   
   
   
   
   
   
   
   
  Cure Minor Wounds 
  0 
  5 
  Yes 
  1 
  - 
  - 
  Free 
  5 
  10 
  Detect Magic 
  0 
  5 
  Yes 
  1 
  - 
  - 
  Free 
  5 
  10 
  Detect Poison 
  0 
  5 
  Yes 
  1 
  - 
  - 
  Free 
  5 
  10 
  Purify Food and 
  Drink 
  0 
  5 
  Yes 
  1 
  - 
  - 
  Free 
  5 
  10 
  Cure Light Wounds 
  1 
  10 
  Yes 
  1 
  - 
  - 
  10 
  10 
  20 
  Identify 1 
  1 
  110 
  Yes 
  2 
  1 
  - 
  55 
  110 
  220 
  Cure Moderate 
  Wounds 
  2 
  60 
  Yes 
  4 
  2 
  - 
  30 
  60 
  120 
  Delay Poison 
  2 
  60 
  Yes 
  4 
  2 
  - 
  30 
  60 
  120 
  Lesser Restoration 
  2 
  60 
  Yes 
  4 
  2 
  - 
  30 
  60 
  120 
  Cure Serious 
  Wounds 
  3 
  150 
  Yes 
  9 
  3 
  - 
  75 
  150 
  300 
  Dispel Magic 
  3 
  150 
  Yes 
  9 
  3 
  - 
  75 
  150 
  300 
  Remove Blindness/ 
  Deafness 
  3 
  150 
  Yes 
  9 
  3 
  - 
  75 
  150 
  300 
  Remove Curse 
  3 
  150 
  Yes 
  9 
  3 
  - 
  75 
  150 
  300 
  Remove Disease 
  3 
  150 
  Yes 
  9 
  3 
  - 
  75 
  150 
  300 
  Speak with Dead 
  3 
  150 
  Yes 
  9 
  3 
  - 
  75 
  150 
  300 
  Cure Critical 
  Wounds 
  4 
  280 
  Yes 
  16 
  4 
  1 
  210 
  280 
  560 
  Neutralize Poison 
  4 
  280 
  Yes 
  16 
  4 
  1 
  210 
  280 
  560 
  Restoration 
  4 
  280 
  Yes 
  16 
  4 
  1 
  210 
  280 
  560 
  Atonement 
  5 
  3000 
  No 
  N/A 
  6 
  2 
  2250 
  3000 
  N/A 
  Break Enchantment 
  5 
  450 
  Yes 
  N/A 
  6 
  2 
  340 
  450 
  900 
  Raise Dead 2 
  5 
  950 
  Yes 
  N/A 
  6 
  2 
  700 
  950 
  1900 
  Greater Dispelling 
  6 
  660 
  Yes 
  N/A 
  15 
  3 
  500 
  660 
  N/A 
  Heal 
  6 
  660 
  Yes 
  N/A 
  15 
  3 
  500 
  660 
  N/A 
  Stone to Flesh 
  6 
  660 
  Yes 
  N/A 
  15 
  3 
  500 
  660 
  N/A 
  Greater Restoration 
  7 
  3410 
  No 
  N/A 
  24 
  4 
  3410 
  5115 
  N/A 
  Regenerate 
  7 
  910 
  Yes 
  N/A 
  24 
  4 
  910 
  1365 
  N/A 
  Resurrection 3 
  7 
  1410 
  Yes 
  N/A 
  24 
  4 
  1410 
  2115 
  N/A 
  Mass Heal 
  8 
  1200 
  No 
  N/A 
  N/A 
  N/A 
  1200 
  1800 
  N/A 
  Miracle 
  9 
  26530 
  No 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  True Resurrection 
  9 
  6530 
  No 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Wish 
  9 
  26530 
  No 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
   
  1 – Identify is an Arcane spell. It is included here for ease of use. 
   
  2 – Raise Dead has an additional cost of 4 TU’s of service if class 2 and 8 TU’s of service if class 3.  Also note any PC’s bringing the 
  body to the priest for raising must spend 1 TU to represent their travel time in Veluna (unless already in the proper town) 
   
  3 – Resurrection has an additional cost of 8 TU’s of service if class 2 and is not available to class 3. Also note any PC’s bringing the 
  body to the priest for raising must spend 1 TU to represent their travel time in Veluna (unless already in the proper town) 
   
  All Time Unit costs are waived if the PC’s use influence to pay for the spell.  
  
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  Veluna Meta-Campaign Sourcebook 
     
   
        Page 35 of 36 
  Character Death 
   
   
   
   
  As much as most characters try to avoid it, death is something that happens in the Living Greyhawk campaign. Below are 
  rules on how to handle this situation in Veluna as a judge and a player. The only people who have the power to change any of these 
  rules are the Veluna Triad. If you believe you have been wronged in some fashion involving a character death or anything else see the 
  Process for Appeals section on how to file a complaint through the proper channels.  
   
  Judges: 
   
   
  Remember, losing a character is tough for some players so be respectful when it happens. The following guidelines will help 
  you out in the situation. 
   
  • 
  There are no ‘Character Wills’. When a PC dies unless he is raised all his certs are destroyed. He may not give them to other 
  players nor may the other players loot them from his body.  
  • 
  All certs say ‘Property of Wizards of the Coast’ on the bottom of them. PC’s must hand them over to you when requested. If 
  they refuse, let the Convention Coordinator or Triad member (if there) know right away. 
  • 
  For the current time if a PC dies and is not raised at the table or immediately after he has two choices. 
   
  1 
  If she does not want to be raised at a future time then the judge collects her certs and voids them all. He then marks her 
  log sheet that she has died permanently on the tops of all of them in large black ink.  
  2 
  If she wants to be raised in the future then the judge needs to collect her log sheets and certs and put them all in a large 
  envelope and turn them over to the Veluna Triad. The PC then will contact us at a later date. 
   
  • 
  The rules for this will most likely be changing as of the first of the new year. So if you have died you will want to make sure 
  you take care of bringing your character back before the end of the year just in case something changes to no longer make it 
  possible.  
   
   
  Players: 
   
   
  Do not take out dying on your judge. If you have a problem with how it happened or a judgment call you think was incorrect 
  then you need to follow the procedure in Process for Appeals to file a complaint.  
   
  • 
  The DM has a right to void your certs if your character had died and is not coming back. If you feel uncomfortable giving 
  him your certs you can ask to turn them over to the convention coordinator instead. Please do not do this often as they have a 
  lot to do already.  
  • 
  Hiding certs from a judge to prevent them from being destroyed is illegal. If you are found out those certs will be destroyed 
  and you will be reprimanded. If reprimanded, you could be barred from meta-game activities or playing in the Living 
  Greyhawk campaign entirely.  You have been warned!   
   
  
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  Veluna Meta-Campaign Sourcebook 
     
   
        Page 36 of 36 
  Process of Appeals in the Living Greyhawk Campaign 
   
  In a game where a judge must make interpretations or decisions not covered by the rules, not everyone is going to agree on 
  every decision. We have developed a format for handling and processing disagreements. This document describes the process and 
  appeals hierarchy for handling disagreements in the campaign.  
  At the Game Table 
   
  A small debate between player and judge or between two players can take place at the table but shouldn't take up too much time. This 
  is disruptive to the other players at the table. As a player, if you feel than an unjust decision is made at the table, a process of appeals 
  has been set up to ensure a fair course of action. Please remember, everything must be submitted in writing from both sides of the 
  dispute. Also please remember that the appeal process will take some time. Not everyone involved is on site at the game day or 
  convention, and the final decision, if taken beyond the judge level, will not take place on site.  
  Appeal to the Triad 
   
  The first appeal step is to the Triad for the region in which the dispute occurred. You must contact the Point of Contact (POC) for that 
  region and provide the written documentation, judge's name, event name, game-day/convention name, date, time, and slot number, 
  along with a written explanation of the dispute. If the dispute occurs at a large convention not covered by a Triad, such as Gen Con, 
  Winter Fantasy, or Origins, the appeal should be sent directly to the Circle of Six for either review or reassignment to a Triad for 
  judgment. Contact information for the POC for each region is identified on the RPGA web site at http://www.rpga.com. In addition, 
  you may obtain the POC's name and e-mail address from your Regional Director. The POC will communicate the Triad's decision to 
  all parties about a week after all documentation is turned in.  
  Veluna Triad POC Contact Information:   David Christ – wavester@neo.rr.com  
  Appeal to the Living Greyhawk Circle of Six 
   
  If you have appealed to the Triad and you are still dissatisfied with their judgment, you can take the appeal to the next level by 
  contacting the Living Greyhawk Circle of Six. Please send the same documentation described above to the Communications Director, 
  Cheryl Llewellyn. Cheryl will forward the information to the Circle and to the Regional Director and a judgment will be issued during 
  the next regular Circle meeting. Cheryl will communicate the circle decision to you after the meeting. This may take as much as one 
  month.  
  Circle of Six Contact Information:  Cheryl Llewellyn – cheryl@arnak.com  
  Final Appeal to RPGA HQ 
  The last and final appeal must be made to RPGA HQ. All material should be sent to HQ and they will render their decision in a timely 
  manner to all involved parties and the Co6. All judgments issued by RPGA HQ are final.  
  Convention Staff in the Appeal Process 
  Convention and Role-playing coordinators have no official capacity in the appeal process. Their job is to ensure that there is safe play 
  environment, and thus have no authority to over-rule the RPGA judge in the campaign.  
  Contact Information 
  All people listed above can be contacted via e-mail. If you do not have access to e-mail, please contact RPGA HQ for further contact 
  information for the parties listed above.  
  Wizards of the Coast, Inc.  
  1801 Lind Ave. 
  Renton, WA 98055  
  Attn: RPGA/Robert Wiese. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Veluna/VEL1-00b Meta-Campaign Sourcebook - Living Greyhawk RPGA.pdf