TEXT:  
  FURYONDY 
  REGIONAL RULES & 
  META-CAMPAIGN HANDBOOK 
   
   
   
  Written by the Michigan Living Greyhawk™ Triad: 
  Chris Hoffman <poc@furyondy.com> 
  John DuBois <plots@furyondy.com> 
  Pete Cooney <moc@furyondy.com> 
    
  With the Furyondy Meta-Organization Development Team:   
  Former Triad members Roger Bert, John Wyatt, Brian Benoit, Michelle Sharp 
  and Morgan Meachum; Steve Bergen, Tracy Jackson, Andrew Lloyd, Andrew 
  Nuxoll, Steve Yee, Jerry Morris, John Rogers Jr., Lee Sharp, Philip Tchou, Frank 
  Pont, Cliff Meggison, Scott Withington, Brook Cavell, Scott Reid, Jeff Stop, Ken 
  McRowe, Brian Gray. 
   
  DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, DM, GREYHAWK, and RPGA are 
  registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK and LIVING CAMPAIGN 
  are trademarks of Wizards of the Coast, Inc. All D&D characters, character names, and the distinctive 
  likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This document contains no Open 
  Game Content. Not for redistribution.
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 2 
  Table of Contents
  Introduction ................................................................................................................................................. 4 
  Regional Triad ............................................................................................................................................. 4 
  Living Greyhawk Circle ............................................................................................................................. 4 
  Prestige Classes ......................................................................................................................................... 4 
  Influence Points .......................................................................................................................................... 5 
  Purchasing Divine Spell Casting............................................................................................................... 5 
  Meta-Organizations..................................................................................................................................... 8 
  Furyondy Players ........................................................................................................................................8 
  Church of Heironeous...............................................................................................................................11 
  Church of St. Cuthbert..............................................................................................................................15 
  Church of Rao............................................................................................................................................18 
  Church of Trithereon.................................................................................................................................21 
  Church of Mayaheine ................................................................................................................................23 
  Furyondy Association of Small Temples and Churches (FASTC) .......................................................27 
  The Old Faith..............................................................................................................................................30 
  The Mage Council......................................................................................................................................32 
  Furyondy Military.......................................................................................................................................34 
  The Green Jerkins ....................................................................................................................................43 
  Order of the Hart........................................................................................................................................45 
  Twilight Hunters ........................................................................................................................................47 
  Monastery of the Way ...............................................................................................................................50 
  Thunderheart Mercenary Company.........................................................................................................52 
  Sharp Shooters..........................................................................................................................................54 
  The War College ........................................................................................................................................55 
  Feedback.................................................................................................................................................... 55
   
   
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 3 
   
  FURYONDY REGIONAL RULES & 
  META-CAMPAIGN HANDBOOK 
  Introduction 
  This document, Furyondy Regional Rules & 
  Meta-Campaign Handbook, defines all the 
  necessary regional information and regulations 
  you will need to play the Living Greyhawk 
  Dungeons & Dragons campaign in the state of 
  Michigan. For a complete description of the play 
  region of Furyondy please download and use the 
  Furyondy Gazetteer. The gazetteer contains 
  information on the people and history of the 
  Kingdom of Furyondy while this document 
  describes game rules and regulations. 
  This document is a living document and 
  occasional updates and clarifications are to be 
  expected. This document has a version number 
  and date. It is the player’s responsibility to make 
  sure that their character conforms to all rules put 
  forth in the most current version of this 
  document. 
  As more Dungeons & Dragons or Greyhawk 
  material is published, we will want to add those 
  options to the regional rules. Very infrequently 
  we may have to restrict previously available 
  options, though this certainly isn’t a goal, and 
  will only happen after careful consideration. The 
  campaign staff reserves the right to take away 
  any meta-campaign activity, feat, prestige class, 
  skill, spell, benefit, bonus, consideration, item or 
  gold acquired for things which it later finds 
  unreasonable but which were allowed at the 
  time. 
  When new options become available you 
  may take advantage of them by adding them to 
  your character at the next normal opportunity 
  (usually level advancement). You may not 
  retroactively change your character to take 
  advantage of new options. 
  All of the options available in the Dungeons 
  & Dragons Complete series that are Open or 
  Closed by the most current version of the Living 
  Greyhawk Character Sourcebook (LGCS) are 
  detailed in that document. See that document for 
  all allowed resources for player character 
  creation & development. 
  Regional Triad 
  In the Living Greyhawk campaign the real 
  world has been divided into regions based on 
  player activity. The state of Michigan has been 
  given its own region and the corresponding 
  campaign nation of the Kingdom of Furyondy. 
  This means that most players in Michigan will 
  have D&D characters that live in Furyondy. 
  Michigan has three local administrators, called 
  the Regional Triad, that are here to help players, 
  oversee the local plot lines, and manage the local 
  tournament events. 
  The Michigan Regional Triad includes 
  Christ Hoffman poc@furyondy.com (point of 
  contact), John DuBois plots@furyondy.com 
  (plots 
  and 
  editing), 
  and 
  Pete 
  Cooney 
  moc@furyondy.com 
  (meta-organization 
  coordinator). Questions about this document 
  should be directed to the Michigan Regional 
  Triad. 
  Living Greyhawk Circle  
  The Living Greyhawk Circle heads the 
  Living Greyhawk Campaign.  They create all of 
  the core campaign documentation, core plots, 
  meta-regional plots, edit scenarios, and oversee 
  the regions and regional triads.  The Circle 
  representative for Furyondy (Iuz Border States) 
  is Britt Frey brittfrey@gmail.com. 
  Prestige Classes 
  Selected Prestige Classes from the Dungeon 
  Master’s Guide and the Complete books are 
  available for use in the Living Greyhawk 
  Campaign.  This is outlined further in the LGCS.  
  Remember that even for Prestige Classes 
  classified as Open, all requirements (including 
  special 
  requirements) 
  must 
  be 
  met 
  and 
  documented.   
  Certain Prestige Classes that are neither 
  Open nor Closed as defined by the LGCS are 
  currently 
  available 
  in 
  Furyondy 
  through 
  membership within meta-organizations.  These 
  are summarized below. Such Prestige Classes 
  not listed are available through AR access per 
  the LGCS. 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 4 
  • 
  Knights of Furyondy: Knights of the 
  Hart 
  • 
  Nightsong Enforcer: Twilight Hunters 
  Brute Squad. 
  • 
  Nightsong 
  Infiltrator: 
  Twilight 
  Hunters Acquisitions and Investigations. 
  • 
  Shadowbane 
  Stalker: 
  Church 
  of 
  Heironeous Clergy; Church of St. 
  Cuthbert Billets, Church of St. Cuthbert 
  Chapeaux.  
  • 
  Shadowbane Inquisitors: Church of 
  Heironeous Silver Blades, Church of St. 
  Cuthbert Stars. 
  • 
  Spymaster: Furyondy Infantry Scouts, 
  Twilight Hunters Specialist Squad. 
  • 
  Tactical Soldier: Furyondy Military 
  Foot Troops, Monastery of the Way 
  Students, Thunderheart Mercenaries. 
  Influence Points 
  Influence points represent favors owed to a 
  PC by selected individuals or organizations. The 
  PC in question has the ability to call on those 
  individuals for a specifically listed one-time 
  bonus, as noted on the certificate or within a 
  Furyondy regional scenario.  Some influence 
  points could, alternatively, be used to gain entry 
  into 
  Furyondy 
  regional 
  meta-campaign 
  organizations.  Once the influence is used, the 
  favor has been “called in” and the influence 
  point is voided (unless the certificate specifically 
  states otherwise).  Note that influence points 
  obtained from other regions, even if the 
  organization is similar, cannot be used in this 
  manner in Furyondy.  Influence points are either 
  noted on an Adventure Record, a year two 
  Adventure Certificate or represented by regional 
  campaign certificates.   
  Influence can also be used to do any of the 
  following as long as it relates to an organization 
  with which the NPC is affiliated. 
  • 
  Change influence reaction of the NPC 
  noted on the AR one step towards 
  friendly. 
  • 
  Add a +4 competence bonus to 
  Diplomacy or Bluff checks. 
  • 
  Reduce cost of services or supplies by 
  10%. 
  • 
  Gain entry in a meta-organization.  
  • 
  Gain access to selected spells through 
  the appropriate church as outlined in the 
  section on Purchasing Divine Spell 
  Casting. 
   
  By far the above is not a complete list of 
  what Influence can be used for, but serves as a 
  general guideline.  Players may, at the discretion 
  of the judge, be allowed to use influence for 
  other purposes.  Judges should use the above list 
  as a guideline of what is and is not allowed. 
  Purchasing Divine Spell Casting 
  The availability of divine spell casting aid 
  varies by location. If there is not a sufficiently 
  high-level spell caster in the character’s area, he 
  or she may journey (or have others carry the 
  body if he is incapable of travel or dead) to an 
  area with a higher-level caster.  
  In such circumstances, if the trip takes 
  longer than 4 days, one Time Unit must be spent 
  in addition to the costs below.  Travel to another 
  province within Furyondy is assumed to take 
  more than four days. Each traveler on the 
  journey, if applicable, must pay the Time Unit 
  cost 
  (including 
  the 
  deceased). 
  Unless 
  specifically stated in the scenario, characters will 
  be able to find clerics capable of casting 1st and 
  2nd levels spells without having to spend any 
  additional Time Units for travel.  
  Higher-level spells are available within 
  scenarios or by traveling to one of the churches 
  outlined below (in which case travel time must 
  be calculated if required to reach a temple). 
  NPC Availability 
  Each major province in Furyondy is listed 
  below with the notable churches and the 
  maximum spell caster level available (not 
  available spell level).  Generally, the highest 
  level caster is the head of the religious order in 
  that area. 
  County of Crystalreach:  Mayaheine, 
  (8th), Heironeous (6th), St. Cuthbert (6th), and 
  Trithereon (6th). 
  Barony of Kalinstren:  Trithereon (11th), 
  Heironeous (8th), St. Cuthbert (6th), and 
  Mayaheine (6th). 
  Viscounty of the March:  St. Cuthbert (5th) 
  and Zilchus (6th) 
  The Gold County:  Rao (9th) and St. 
  Cuthbert (6th) 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 5 
  Barony of Littleberg:  Rao (6th), Boccob 
  (8th), Garl Glittergold (6th in Claw Gorge only), 
  Corellon Larethian (6th), and Yondalla (6th) 
  Chendl and the Fairwain Province: 
  Heironeous (17th), Pholtus (13th), Pelor (13th), 
  Istus (11th), Rao (15th), Delleb (11th), St. 
  Cuthbert (15th), Kord (10th), Allitur (12th), and 
  Trithereon (14th) 
  Duchy of the Reach:  Small shrines to most 
  of the good pantheon (caster from any good faith 
  of 5th level).  Here are the only formal shrines to 
  dwarven gods (maximum spellcaster level = 5th) 
  Barony of Willip:  Heironeous (8th), Pelor 
  (8th), Rao (8th), Mayaheine (8th), Celestian 
  (7th) Fharlanghn (12th), Osprem (7th – coast 
  areas only), and Procan (11th coast areas only) 
  Spell Costs 
  Having an NPC cast a spell requires a 
  commitment of time and effort from the caster.  
  The cost of having a spell cast requires a 
  donation to the church (represented by the GP 
  cost). Influence can be used to reduce the cost of 
  the spell by 10% per Influence Point used. The 
  influence used must all be with the NPC 
  organization the spell is being purchased from.    
  Some spells require influence expenditure in 
  order to have the spell cast; this is because of the 
  relative low amount of powerful clerics within 
  the lands of Furyondy.  Characters that don’t 
  have the required influence with the NPC 
  organization to purchase a spell requiring 
  influence may increase their donation to buy the 
  spell (1 IP = 1000 gp). However, more powerful 
  spells (7th level and higher) cannot be purchased 
  in this way.  Characters without the appropriate 
  influence points who desire to have powerful 
  spells (7th level and higher) may request a 
  special scenario by writing the Furyondy Triad. 
  The gold piece cost listed may be purchased 
  either in gold or Influence points or any 
  combination thereof. Note that spells not listed 
  on the chart may not typically be purchased in 
  Furyondy. 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 6 
   
  Spell Casting Costs 
  Spell Name 
  Spell 
  Type 
  Spell
  Level
  Minimum 
  Caster 
  Level 
  Influence 
  Points 
  Required
  Total GP 
  Cost 
  Cure Minor Wounds 
  Divine 
  0 
  1 
  0 
  5 
  Detect Magic 
  Divine 
  0 
  1 
  0 
  5 
  Detect Poison 
  Divine 
  0 
  1 
  0 
  5 
  Purify Food and Drink
  Divine 
  0 
  1 
  0 
  5 
  Cure Light Wounds 
  Divine 
  1 
  1 
  0 
  10 
  Identify 
  Arcane 
  1 
  1 
  0 
  110 
  Cure Moderate 
  Wounds 
  Divine 
  2 
  3 
  0 
  60 
  Delay Poison 
  Divine 
  2 
  3 
  0 
  60 
  Gentle Repose 
  Divine 
  2 
  3 
  0 
  60 
  Lesser Restoration 
  Divine 
  2 
  3 
  0 
  60 
  Cure Serious Wounds 
  Divine 
  3 
  5 
  0 
  150 
  Dispel Magic 
  Divine 
  3 
  5 
  0 
  150 
  Remove Blindness or 
  Deafness 
  Divine 
  3 
  5 
  0 
  150 
  Remove Curse 
  Divine 
  3 
  5 
  0 
  150 
  Remove Disease 
  Divine 
  3 
  5 
  0 
  150 
  Cure Critical Wounds 
  Divine 
  4 
  7 
  0 
  280 
  Neutralize Poison 
  Divine 
  4 
  7 
  0 
  280 
  Restoration 
  Divine 
  4 
  7 
  0 
  380 
  Atonement 
  Divine 
  5 
  9 
  5 
  3000 
  Break Enchantment 
  Divine 
  5 
  9 
  1 
  450 
  Raise Dead 
  Divine 
  5 
  9 
  1 
  5450 
  Greater Dispelling 
  Divine 
  6 
  11 
  1 
  660 
  Heal 
  Divine 
  6 
  11 
  1 
  660 
  Stone to Flesh 
  Arcane 
  6 
  11 
  1 
  660 
  Greater Restoration 
  Divine 
  7 
  13 
  2 
  3410 
  Regenerate 
  Divine 
  7 
  13 
  2 
  910 
  Resurrection 
  Divine 
  7 
  13 
  2 
  10910 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 7 
  Meta-Organizations 
  Meta-Organizations are groups or orders that 
  specialize in a specific area of expertise or cover 
  a service to the populous.   
  To join a meta-organization one must be a 
  Furyondy 
  regional 
  character, 
  meet 
  the 
  requirements of the order and contact the meta-
  organization coordinator or the Triad if one is 
  not listed. If your character changes regions, 
  your membership in any Furyondy regional 
  meta-organizations is immediately ended. Only 
  characters that have Furyondy as their home 
  region may belong to Furyondy regional meta-
  organizations. You will need to send your name, 
  character name, RPGA number, class(es) and 
  level of your PC to the coordinator of the org 
  you would like to join. The coordinator will send 
  you the appropriate Campaign Certificate for the 
  level of the organization that you have requested 
  to join. You must show the judge of your next 
  regional event that you meet the requirements to 
  join that level of the organization and they will 
  sign your Certificate confirming that you meet 
  the requirements and are now a member of that 
  meta-organization.     
  Some equipment is made available by meta-
  organizations that is neither Open nor Closed in 
  the LGCS. This equipment is available in 
  regular or masterwork forms. 
  Some of the meta-organizations presented 
  here are tiered. Tiered organizations require 
  membership in the previous tier and sometimes 
  in other organizations. Belonging to a tiered 
  organization requires that all requirements be 
  met for all tiers up to the level of the PCs 
  membership. 
   
  Example: Xavier belongs to the Church 
  Clergy of Rao; this also requires Church 
  membership from him.  Xavier receives benefits 
  from both tiers of the Churches of Furyondy and 
  has to pay the cost for both tiers.  
  Furyondy Players 
   
  The Furyondy Players are the most well 
  known group of bards and other performers in 
  Furyondy. The Furyondy Players is an offshoot 
  of the Talespinners League (see Complete 
  Adventurer), so their charters and hierarchies are 
  fairly similar. 
   
  They are devoted to entertainment as well as 
  its business aspects. Furyondy campuses of the 
  Furyondy Players are located in all of the 
  provinces’ capitals. The main branch of the 
  Furyondy Players is located in the Duchy of the 
  Reach, in the capital city of Caronis. The players 
  are often called simply The Caronis Players. 
   
  Student of Arts 
  Entry Requirements     
  Furyondy Players Student membership is 
  open to any Furyondy resident that can pass the 
  audition test in the presence of a Furyondy 
  official.    
  • 
  One TU is spent at the time of 
  application for travel to the test.   
  • 
  Members must also have a minimum of 
  4 ranks in one Perform skill. 
  • 
  The applicant must succeed at a DC 20 
  Perform check in the performance category 
  of his or her choice. No magic is allowed 
  during the test, and all magical equipment is 
  confiscated before entering the audition 
  chamber. Campaign cards cannot be used 
  for this skill check. The PC may gain a 
  circumstance bonus to this check by 
  spending influence points with nonlawful 
  organizations within Furyondy, the nobility 
  of Furyondy, or the King of Furyondy.  Each 
  influence 
  point 
  used 
  grants 
  a 
  +2 
  circumstance bonus to the check, to a 
  maximum of +6. Applicants who fail the 
  Perform check must wait four months/16 
  TUs (scenario time only) to re-apply; at the 
  time of subsequent attempts, all fees and the 
  TU travel cost must be paid again. Note that 
  PCs MAY choose to take 10 (but not 20) on 
  this Perform check.   
  Yearly Cost   
  • 
  Members of the Players are required to 
  spend 4 TU per year studying at one of the 
  colleges. There is no life-style cost for this, 
  as room and board is free for members 
  staying at the campus. 
   
  • 
  Members of the Furyondy Players must 
  pay 200 gp in tuition & fees once per game 
  year. 
  Benefits 
  • 
  PCs receive a +1 circumstance bonus 
  due to training in Bluff and Disguise skills 
  when portraying another individual (e.g. 
  playing a part). 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 8 
  • 
  PC’s receive a +1 circumstance bonus to 
  Diplomacy and Bardic Knowledge skills. 
  The Players are able to hone their skill with 
  the most knowledgeable of critics and they 
  also trade tales and tidbits of knowledge 
  constantly. 
  • 
  Members of the Furyondy Players 
  receive a +4 circumstance bonus to Perform 
  checks when performing in their chosen 
  field. 
  The 
  Players 
  are 
  well 
  known 
  throughout the land and their skill is well 
  respected. Their chosen field is considered 
  the area of their highest Perform skill. 
  • 
  Members of the Furyondy Players 
  receive free standard adventurer's life-style 
  cost for any Furyondy regional adventure. 
  • 
  Furyondy Players have a permanent 
  Influence Point with the Nobility of 
  Furyondy. This benefit may not be invoked 
  more than once in any given adventure. This 
  influence point may not be used to assist in 
  Perform checks to gain promotions. 
  • 
  Furyondy Players may purchase the 
  following mundane items: song collar 
  (CAD), Elven harp, hand (RW), earplugs 
  (AEG), jester's kit (AEG). 
  • 
  Furyondy Players who are not already 
  bards may take the alternate class features 
  Bardic Knack (PH2) and Spellbreaker Song 
  (CM) at their first level of bard. Players who 
  are bards may retrain to gain this alternate 
  class feature. 
  Master Level 
  Masters in the Furyondy Players have attained 
  an unusual level of skill in their allotted area of 
  arts, and now in turn share what they have 
  learned with aspiring performers. Apart from 
  traditional performance mastery, however, the 
  war with Old Wicked has caused some of the 
  Players’ faculty to expand their fields of study.  
  Members may now pursue other fields of study 
  useful in adventuring; spellcasting bards and 
  sublime chords may find a degree in Arcane 
  Arts useful, while many combative bards and 
  war-chanters take classes at the College of 
  Combative Arts. 
   
  After 26 TU’s (scenario time only) in 
  the meta-org, any student may choose to take the 
  master’s exam in their chosen field.  If they do 
  not succeed, they must wait 26 TU’s (scenario 
  time) to try again.  A student may only master 
  one of the three major disciplines the school 
  teaches; once they gain one Master rank, they 
  may never try for another.  PCs who are 
  members of the Furyondy Players prior to June 
  2006 and meet the requirements of their chosen 
  Master rank need not take the exam. 
   
  Discipline 1: Master of Performing 
  Arts 
   
  Entry Requirements     
  • 
  One TU is spent at the time of 
  application for travel to the test.   
  • 
  Members must have a minimum of 8 
  ranks in one Perform skill and a minimum of 
  5 ranks in another. 
  • 
  Members must also have at least one 
  Bardic Music feat and the Skill Focus 
  (perform) feat. 
  • 
  The applicant must succeed at a DC 30 
  Perform check in the performance category 
  of his or her choice. No magic is allowed 
  during the test, and all magical equipment is 
  confiscated before entering the audition 
  chamber. Campaign cards cannot be used 
  for this skill check. The PC may gain a 
  circumstance bonus to this check by 
  spending influence points with nonlawful 
  organizations within Furyondy, the nobility 
  of Furyondy, or the King of Furyondy.  Each 
  influence 
  point 
  used 
  grants 
  a 
  +2 
  circumstance bonus to the check, to a 
  maximum of +6. Applicants who fail the 
  Perform check must wait four months/16 
  TUs (scenario time only) to re-apply; at the 
  time of subsequent attempts, all fees and the 
  TU travel cost must be paid again. Note that 
  PCs MAY choose to take 10 (but not 20) on 
  this Perform check.   
  Yearly Cost   
  • 
  Masters of the Players are required to 
  spend 2 TU per year teaching at one of the 
  colleges, in addition to the normal 4 TU for 
  study. There is no life-style cost for this, as 
  room and board, as for Students. TU cost 
  must be paid at time of elevation to Master 
  status. 
  • 
  Masters of the Furyondy Players must 
  pay an additional 100 gp once per game year 
  to assist the players in research. 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 9 
  Benefits 
  • 
  Masters of the Furyondy Players are 
  entitled to use the honorific title “Maestro.” 
  • 
  Masters of Performing Arts receive an 
  additional +1 circumstance bonus due to 
  training in Bluff and Disguise skills when 
  portraying another individual (e.g. playing a 
  part). 
  • 
  Masters of Performing Arts receive an 
  additional 
  +1 
  circumstance 
  bonus 
  to 
  Diplomacy and Bardic Knowledge skills. 
  The Players are able to hone their skill with 
  the most knowledgeable of critics and they 
  also trade tales and tidbits of knowledge 
  constantly. 
  • 
  Masters of Performing Arts receive a +2 
  circumstance bonus to Perform checks when 
  performing in their secondary field. Their 
  secondary field is considered the area of 
  their second-highest ranked Perform skill. 
  • 
  Masters of the Furyondy Players receive 
  a +2 circumstance bonus to Knowledge 
  (nobility & royalty) checks. 
  • 
  Masters of the Furyondy Players receive 
  free rich life-style cost for any Furyondy 
  regional or Iuz meta-regional adventure. 
  • 
  Masters 
  of 
  Performing 
  Arts 
  may 
  purchase and receive training in one 
  masterwork instrument (CAd) relevant to 
  their highest Perform skill. They may 
  replace this item no more often than once 
  per year.  
  Discipline 2: Master of Arcane Arts  
  Entry Requirements     
  • 
  One TU is spent at the time of 
  application for travel to the test.   
  • 
  Members must have a minimum of 8 
  ranks in one Perform skill. 
  • 
  Members must also have 5 ranks in 
  either Spellcraft or Knowledge (arcana).  
  • 
  Members must also have any of the 
  following: a metamagic feat; an item 
  creation feat; or the Lyric Spell (CAd) feat. 
  • 
  Members must also be able to cast a 3rd 
  level arcane spell. 
  • 
  The applicant must succeed at a DC 25 
  Perform check in the performance category 
  of his or her choice. No magic is allowed 
  during the test, and all magical equipment is 
  confiscated before entering the audition 
  chamber. Campaign cards cannot be used 
  for this skill check. The PC may gain a 
  circumstance bonus to this check by 
  spending influence points with arcane 
  spellcasting organizations within Furyondy.  
  Each influence point used grants a +2 
  circumstance bonus to the check, to a 
  maximum of +6. Applicants who fail the 
  Perform check must wait four months/16 
  TUs (scenario time only) to re-apply; at the 
  time of subsequent attempts, all fees and the 
  TU travel cost must be paid again. Note that 
  PCs MAY choose to take 10 (but not 20) on 
  this Perform check.   
  Yearly Cost   
  • 
  Masters of the Players are required to 
  spend 2 TU per year teaching at one of the 
  colleges, in addition to the normal 4 TU for 
  study. There is no life-style cost for this, as 
  room and board, as for Students. TU cost 
  must be paid at time of elevation to Master 
  status. 
  • 
  Masters of the Furyondy Players must 
  pay an additional 100 gp once per game year 
  to assist the players in research. 
  Benefits 
  • 
  Masters of the Furyondy Players are 
  entitled to use the honorific title “Maestro.” 
  • 
  Masters of Arcane Arts receive a +1 
  circumstance bonus due to training in 
  Diplomacy.  The Masters are able to hone 
  their skill with the most knowledgeable of 
  critics. 
  • 
  Masters of Arcane Arts receive an 
  additional +2 circumstance bonus to Bardic 
  Knowledge skills. The Masers trade tales 
  and tidbits of knowledge constantly. 
  • 
  Masters of Arcane Arts receive a +2 
  circumstance 
  bonus 
  to 
  Spellcraft 
  and 
  Knowledge (arcana) checks. The need to be 
  knowledgeable on arcane matters during 
  class forces a bit of extra study from a 
  Master.  
  • 
  Masters of Arcane Arts receive a +2 
  circumstance bonus to Knowledge (nobility 
  & royalty) checks. 
  • 
  Masters of the Furyondy Players receive 
  free rich life-style cost for any Furyondy 
  regional or Iuz meta-regional adventure. 
  • 
  Masters of Arcane Arts may learn the 
  spell undersong (SpC).  
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 10 
  Discipline 3: Master of Combative 
  Arts  
  Entry Requirements     
  • 
  One TU is spent at the time of 
  application for travel to the test.   
  • 
  Members must have a minimum of 8 
  ranks in one Perform skill. 
  • 
  Members must also have 5 ranks in one 
  of the following skills: Climb, Craft, Handle 
  Animal, Intimidate, Jump, Ride, or Swim.  
  This requirement is waived for any PC who 
  has attained the rank of Corporal or higher 
  in the Furyondy Military. 
  • 
  Members must also have any one feat 
  from the list of fighter bonus feats apart 
  from Exotic Weapon Proficiency. 
  • 
  Members must also be proficient with at 
  least one martial or exotic weapon that is 
  neither a racial weapon nor a weapon all 
  bards are proficient with. 
  • 
  The applicant must succeed at a DC 25 
  Perform check in the performance category 
  of his or her choice. No magic is allowed 
  during the test, and all magical equipment is 
  confiscated before entering the audition 
  chamber. Campaign cards cannot be used 
  for this skill check. The PC may gain a 
  circumstance bonus to this check by 
  spending influence points with the Furyondy 
  Military.  Each influence point used grants a 
  +2 circumstance bonus to the check, to a 
  maximum of +6. Applicants who fail the 
  Perform check must wait four months/16 
  TUs (scenario time only) to re-apply; at the 
  time of subsequent attempts, all fees and the 
  TU travel cost must be paid again. Note that 
  PCs MAY choose to take 10 (but not 20) on 
  this Perform check.   
  Yearly Cost   
  • 
  Masters of the Players are required to 
  spend 2 TU per year teaching at one of the 
  colleges, in addition to the normal 4 TU for 
  study. There is no life-style cost for this, as 
  room and board, as for Students. TU cost 
  must be paid at time of elevation to Master 
  status. 
  • 
  Masters of the Furyondy Players must 
  pay an additional 100 gp once per game year 
  to assist the players in research. 
  Benefits 
  • 
  Masters of the Furyondy Players are 
  entitled to use the honorific title “Maestro.” 
  • 
  Masters of Combative Arts receive a +1 
  circumstance bonus due to training in 
  Diplomacy.  The Masters are able to hone 
  their skill with the most knowledgeable of 
  critics. 
  • 
  Masters of Combative Arts receive an 
  additional +2 circumstance bonus to Bardic 
  Knowledge skills. The Masers trade tales 
  and tidbits of knowledge constantly. 
  • 
  Masters of Combative Arts receive a +2 
  circumstance bonus to Profession (soldier) 
  and Knowledge (history) checks. These 
  Masters are often called upon to call the 
  forces of Furyondy to greater discipline and 
  honor through story and song.  
  • 
  Masters of Combative Arts receive a +2 
  circumstance bonus to Knowledge (nobility 
  & royalty) checks. 
  • 
  Masters of the Furyondy Players receive 
  free rich life-style cost for any Furyondy 
  regional or Iuz meta-regional adventure. 
  • 
  Masters of Combative Arts may learn 
  the feat Snowflake Wardance (FB) 
  Church of Heironeous 
  The faithful in Furyondy follow the older 
  interpretations of Heironeous, upholding the 
  values of chivalry, honor, justice, and valor 
  above all else. In the eyes of his followers within 
  Furyondy, the Arch Paladin stands for virtues 
  that lend one the strength to face evil on any 
  battlefield. They believe that to seek battle for its 
  own sake is to forget honor and justice, but to 
  seek battle in the defense of truth, freedom, and 
  innocence is to embrace the highest of ideals, 
  thus it is a just and honorable cause.  
  The Church has changed significantly in just 
  the last few years. Some of its greatest heroes 
  fell supporting Furyondy in the fight against Iuz.  
  Additionally, the church has taken in thousands 
  of those made homeless by the war.  Supporting 
  these people saps much of the resources that it 
  would use to support troops, but also supplies it 
  with a very large population of extremely devout 
  followers.  The war has increased support for the 
  church throughout the previously complacent 
  nation and it finds itself with many new recruits, 
  but without the necessary veterans to properly 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 11 
  guide them. This has led to a small schism in the 
  church, with many of the veterans being 
  members of the nobility and remembering the 
  time only nobles served in the church, versus the 
  large number of new commoners recruited into 
  the fold during the wars.  It is a time of great 
  growth and opportunity for the church, but also a 
  time of great responsibility.   
  The church sees as its responsibility to 
  provide the counter for Iuz’s demonic forces as 
  well as its clerics to defend against Iuz’s greater 
  use of mages and sorcery. The Church is now in 
  reality the official Church of Furyondy and not 
  just because it was declared such by King 
  Belvor IV but because the common people of 
  the land have embraced it. The new members 
  have enabled the leaders of the Church to 
  concentrate on grooming new clergy to care for 
  the flock and the highest tiers of the Church 
  Clergy are now recruiting the brightest and the 
  best of their membership for their most martial 
  arm, the newly created Silver Blades of 
  Heironeous. The Church needs to replace the 
  many spiritual and martial leaders that were lost 
  in the previous conflicts at this time and they 
  also see the very real need for a select group to 
  spearhead the effort of removing the threat of 
  Iuz from Oerth for all time. To that end the 
  Church leaders are recruiting those of pure heart 
  that have earned influence with the Church and 
  the Military of Furyondy to become Silver 
  Blades of Heironeous, special members of the 
  highest level of the Church. These Blades will 
  be the weapon that the Church will use to strike 
  against Iuz and all those of evil intent who 
  threaten Furyondy. 
  The Church has a long history of service in 
  Furyondy.  The Church has been a critical force 
  in all of Furyondy’s previous conflicts and has 
  had a guiding influence on Furyondy’s politics 
  and attitude.  However, Furyondy has generally 
  seen reasonably peaceful times over the last few 
  hundred years, and the Church grew complacent 
  from neglect.  Due to strong ties with nobility it 
  never lacked for sufficient funds, but it became 
  stratified and equated with the nobility, losing 
  much of its common following. The recent 
  conflict with Iuz made the church realize the 
  mistakes of its insular ways. The Church has 
  taken in thousand of refugees and has been 
  critical to the support of the Shield Landers who 
  fled to Furyondy. The militarization of Furyondy 
  has also aided the church’s attendance, as most 
  able-bodied folk now attend military training at 
  least once per month, on Freeday. Thus, many 
  new people see Heironeous as an active part of 
  their life and the Church has much greater 
  exposure to the public as it often assists in the 
  training classes. 
  Leadership  
  The current head of the Church is Garaeth 
  Heldenster. He is in his sixties but appears only 
  36 due to a wish, which has slowed his aging.  
  Because of this he stands to be the head of the 
  Church in Furyondy for many years to come.  
  Since Garaeth is a strong supporter of the king, 
  the Church of Heironeous strongly backs the 
  king’s initiatives. Several junior priests and 
  warriors always accompany Garaeth as he 
  attends to the needs of the faith and Furyondy in 
  Chendl. Garaeth is of noble blood but has 
  supported increased recruiting of commoners 
  and the increased proselytizing of the common 
  folk to Heironeous.  He feels that the increased 
  support for Heironeous among the common folk 
  is important to Furyondy’s defense and that the 
  Church and the faith are Furyondy’s best 
  defense against Iuz.  Despite his strong belief 
  that greater openness is the future of the Church, 
  the increased membership of commoners has 
  lead to a quiet schism in the church.  The older 
  clerics of noble blood in the Church feel that the 
  increased membership and importance of 
  commoners and common soldiers in addition to 
  knights is debasing the “Valorous” nature of 
  their Church. Meanwhile, the commoners feel 
  that the noble older members of the Church are 
  still too unwilling to accept that the Church 
  needs the support of the people and common 
  soldiers and that without the support and 
  membership of “commoners” the Church would 
  be shrinking rather than growing, in the time of 
  its greatest need.  This division often creates 
  tension between the faithful servants of the 
  Church, but so far it has not become widely 
  known outside the Church or affected them in 
  the performance of their duties in a noticeable 
  way. 
  Members 
  The Church recognizes those that support 
  the Church with tithing or time and in turn 
  supports these individuals in their effort to bring 
  the war to Iuz.   
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 12 
  Yearly Cost   
  • 
  The members of the church are expected 
  to contribute to the Church, to help pay for 
  its role in the community, as well as for its 
  role in bolstering the defenses of the 
  kingdom. The Church accepts a tithe of 1% 
  of parishioners’ income.  
  • 
  Members are expected to aid the Church 
  in its many endeavors, not the least of which 
  are the care and feeding of thousands of 
  displaced people and the defense of the land 
  against the machinations of Iuz. This service 
  requires 2 TUs from each member a year.  
  • 
  In an effort to rebuild the infrastructure 
  of the land, members are required to donate, 
  on a yearly basis, the sum of 100 GP to the 
  Church 
  of 
  Heironeous 
  nearest 
  their 
  residence.  
  Benefits  
  • 
  Members of the Church can expect to 
  receive aid from the nobility of Furyondy. 
  The nobility tend to look favorably on 
  anyone formally associated with the Church.  
  Members receive a 50% discount on 
  standard and rich lifestyles during regional 
  adventure.  
  • 
  Members of the Church are in the good 
  graces of the citizens of Furyondy and the 
  members of the Churches of Mayaheine, 
  Rao and Pelor; as such they receive a +2 
  circumstantial bonus to all Diplomacy 
  checks with these individuals. 
  • 
  Members of the church receive one 
  permanent influence point with the church, 
  and can expect to receive aid from 
  clergymen throughout Furyondy.  
  • 
  Members of the church of Heironeous 
  qualify as members of a Good church for 
  purposes of the Sacred Exorcist (CD) 
  prestige class. 
  • 
  Members of the Church are allowed to 
  purchase the following equipment at a 10% 
  discount to the standard cost of the 
  following items: antitoxin, everburning 
  torch, holy water, sunrod, healer’s kit, and 
  silver holy symbol.  
  Clergy 
  Clerics of Heironeous wear robes of dark 
  blue with silver trim, adorned with a silver holy 
  symbol. As their status within the Church 
  increases, many add elaborate embroidery to the 
  trim of their robes, but otherwise avoid adding 
  additional ostentation to their daily garb.  In 
  battle, many clerics and paladins alike seek to 
  emulate their lord by donning the finest chain 
  mail armor and wielding the most masterful 
  battleaxe they can afford.  This is by no means a 
  requirement, however, as most paladins and 
  many clerics wear heavier armor than chainmail. 
  A recent trend in the Church has seen an 
  increase in the use of the longsword as a favored 
  weapon of faithful of the Valorous One. The 
  Church of Heironeous in Furyondy is considered 
  the seat of power for the entire faith and as such 
  it had been steadfast in its observance of its 
  clergy wielding the tradition weapon of the faith, 
  a battleaxe. With the new infusion of young 
  members and the pressing need for those young 
  in the faith to step up to positions of leadership 
  in the Church, Garaeth has declared the 
  longsword an acceptable weapon for clergy of 
  the faith in Furyondy to wield in service to The 
  Arch Paladin. 
  In Furyondy, clerics of Heironeous offer 
  prayers to their deity in the quiet moments just 
  before dawn. Their meditations allow them to 
  focus their minds for the coming day and regain 
  divine spells.  Within the faith, pre-dawn is often 
  associated with the last moments before an 
  important battle and the private reflection 
  warriors undergo before facing death. 
  Yearly Cost   
  • 
  Clergy are required to spend 2 TUs each 
  year in service to the Church in addition to 
  those spent as a Member. This makes a total 
  of 4 TU’s spent each year for membership as 
  a Clergy of Heironeous. 
  • 
  Clergy tithe an additional 2% of their 
  earnings to the Church. This makes a total of 
  3% when combined with the tithe of the 
  Members.  
  • 
  Clergy also donate an additional 200 GP 
  yearly to the church nearest where they grew 
  up (this makes a total of 300 GP when 
  combined with the 100 GP they donate as 
  members).  
  Entry Requirements   
  Clergy must meet the following criteria: 
  • 
  Individuals who wish to join the clergy 
  must have a sponsor. This sponsor must be a 
  Noble of Lawful or Good persuasion or a 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 13 
  high-ranking clergyman of the Church of 
  Heironeous.  This consumes one influence 
  point with a noble of Furyondy or the 
  Church of Heironeous in Furyondy.   
  • 
  Must worship Heironeous. 
  • 
  Must be a member (in good standing) of the 
  Church of Heironeous for six months. 
  • 
  Clergy must be able to cast divine spells.  
  • 
  Clergy must be able to turn undead. 
  • 
  Clergy must have 4 ranks in Knowledge 
  (religion).  
  • 
  Clergy must be proficient with the battleaxe 
  or longsword. 
  Benefits  
  • 
  Clergy of Heironeous are very well 
  received among the populous of Furyondy 
  and among the faithful of the Churches of 
  Mayaheine, Rao and Pelor. They gain a +2 
  circumstantial bonus to Diplomacy checks 
  when dealing with these individuals.  
  • 
  The nobility of Furyondy holds the 
  Clergy of Heironeous in the highest regard 
  and the Clergy have permanent influence 
  with them. 
  • 
  The 
  doctrine 
  the 
  Church 
  teaches 
  includes martial history of Furyondy and the 
  history of the rulers of the land. Clergy 
  received a +2 circumstance bonus on 
  Knowledge 
  (history) 
  and 
  Knowledge 
  (nobility and royalty) skill checks.  
  • 
  Clergy enjoy a 50% discount on the 
  Rich or Luxury lifestyle cost during 
  Furyondy regional events. Nobility of 
  Furyondy view the Church of Heironeous as 
  the preeminent faith in the land and they are 
  always willing to help support the members 
  of the Church when on a mission for the 
  good of the Furyondy. 
  • 
  When the permanent war with Iuz was 
  declared, the church provided further 
  encouragement of the martial skills of its 
  clergy.  Consequently, Clergy are given a 
  suit of scale mail, a heavy steel shield and a 
  battleaxe or longsword, which will be 
  replaced if ever lost or destroyed.  
  • 
  Members of the Clergy have access to 
  the Prestige Class Shadowbane Stalker 
  (CAD). 
  • 
  Members of the Church who are not 
  already clerics may take the alternate class 
  feature Spontaneous Domain Casting (PH2) 
  at their first level of cleric. Players who are 
  clerics may retrain to gain this alternate 
  class feature.  They may also take the Divine 
  Counterspell (CM) alternate class feature. 
  • 
  Clergy of the Church who are favored 
  souls may take the alternate class feature 
  Deity’s Favor (PH2).  
  • 
  Clergy of the Church who are paladins 
  may take the Charging Smite (PH2), Curse 
  Breaker (CM) or Divine Counterspell (CM) 
  alternate class features. 
  Silver Blades 
  The Silver Blades represent the best and the 
  brightest of the most powerful worshippers left 
  to Heironeous. Many of the leaders of the 
  Church fell in the recent wars and the Church 
  needs to replace that guidance within its ranks. 
  The current leaders of the Church are actively 
  recruiting from the pool of Clergy worshippers a 
  group of people to lead the Church in its fight 
  against Iuz. These individuals will have the full 
  support of the Church behind their endeavors.  
  Initial Cost   
  • 
  Silver Blades perform duties for the 
  Church upon becoming a member that result 
  in a one-time cost of 3 TU. These duties are 
  typically a quest to test the mettle of those 
  who oppose Iuz’s machinations at the 
  highest level. 
  • 
  Silver blades donate 100 gold on 
  entrance to the order to fund needed church 
  activities. 
  Yearly Cost   
  • 
  Silver Blades tithe an additional 2% of 
  their earnings to the Church.  This makes a 
  total of 5% when combined with the tithe of 
  the Members and the Clergy.  
  • 
  Silver Blades also donate an additional 
  200 GP yearly to the church nearest where 
  they grew up (this makes a total of 500 GP 
  when combined with the 100 GP the 
  members donate and the 200 GP Clergy 
  donate).  
  • 
  Silver Blades are of such outstanding 
  character and have immersed themselves in 
  the teachings of the Church to such a degree 
  that they have a hard time trying to conceal 
  their nature. They suffer a –2 circumstantial 
  penalty to the Bluff and Disguise skills.  
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 14 
  • 
  Silver Blades also perform regular 
  duties for the Church of the most delicate or 
  difficult nature and this service results in a 
  yearly cost of 2 TU’s to the member in 
  addition to the 4 for being a Member and 
  Clergy. 
  Entry Requirements   
  Silver Blades must meet the following criteria: 
  • 
  Possess a BAB +8 and the ability to cast a 
  divine spell or the ability to cast 5th level 
  divine spells. 
  • 
  Must be a Member (in good standing) of 
  the Church of Heironeous for one year.  
  Benefits  
  • 
  The Silver Blades of Heironeous are 
  held in the highest regard by the Military of 
  Furyondy and the Silver Blades have 
  permanent influence with all Furyondy 
  Military branches. 
  • 
  The Silver Blades often find themselves 
  in contact with the Nobility of Furyondy.  
  This results in a +2 circumstantial bonus to 
  Knowledge (nobility and royalty) skill rolls.   
  • 
  The nobility and the church recognize 
  that the Silver Blades will be attending to 
  important and delicate matters and they fully 
  support these individuals while on missions 
  in Furyondy. Silver Blades receive free 
  Luxury lifestyle during all adventures in the 
  region of Furyondy.  
  • 
  Members of the Silver Blades have 
  access to the Prestige Class Shadowbane 
  Inquisitor (CD). 
  • 
  Members of the Silver Blades who meet 
  the class requirements may take the alternate 
  class features Adrenaline Boost, Elusive 
  Attack and Counterattack (PH2).  
  Church of St. Cuthbert 
  St. Cuthbert of the cudgel has long enjoyed 
  a strong following among the people of 
  Furyondy. Many of the kingdom’s commoners 
  find much more in common with the church of 
  St. Cuthbert’s promotion of common sense, 
  wisdom, and dedication than they do with the 
  nation’s 
  official 
  religion, 
  the 
  church 
  of 
  Heironeous, 
  and 
  its 
  promotion 
  of 
  more 
  chivalrous and seemingly esoteric ideals. Many 
  Furyondians identify with St. Cuthbert’s long-
  standing enmity with Iuz, again adding to the 
  attraction of St. Cuthbert’s church.  
  In addition to ministering to the faithful, the 
  church of St. Cuthbert has long played an 
  important 
  role 
  in 
  Furyondy, 
  serving 
  as 
  magistrates for smaller towns and villages, 
  presiding over local matters that do not warrant 
  the attention of regional government. More 
  recently, the church has played a role in the war 
  to the north, continually preaching vigilance, 
  and working to bolster the defenses of the 
  common lands of the kingdom. This has led to 
  the church of St. Cuthbert having a large 
  following among the common folk of Furyondy, 
  rivaling that of the Old Faith, predominant 
  throughout the land. The nobility tends to look 
  down upon the church of St. Cuthbert and its 
  members, viewing the promotion of common 
  sense over courtly sensibilities to be vulgar, and 
  lacking in refinement, but they also realize that 
  followers of St. Cuthbert do much to aid in the 
  defense of Furyondy, and their wisdom and zeal 
  make them staunch allies in the war against the 
  evil to the north. 
  Members 
  Followers of St. Cuthbert tend to be 
  common people, who find the church’s lack of 
  pretense and emphasis on tangible ideas such as 
  common sense and hard work appealing. Many 
  Furyondians identify with St. Cuthbert’s enmity 
  with Iuz, and see the church as a rallying point 
  for the defense of their lands.  
  Initial Cost   
  All followers of St. Cuthbert are welcome to 
  be counted among the faithful of the church. 
  Chaotic behavior is not tolerated among the 
  faithful, however. 
  Yearly Cost   
  • 
  The members of the church are expected 
  to contribute to the church, to help pay for 
  its role in the community, as well as for its 
  role in bolstering the defenses of the 
  kingdom. A tithe of 2% of parishioners’ 
  income is considered adequate. 
  • 
  Members must also donate 2 TU’s of 
  their time to help the church with 
  community service. 
  Entry Requirements   
  • 
  Must be of non-chaotic alignment. 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 15 
  • 
  Must revere St. Cuthbert 
  Benefits  
  • 
  Members of the church of St. Cuthbert 
  have a permanent influence point with the 
  Church. They can expect to receive aid from 
  clergymen throughout Furyondy.  
  • 
  Members of the church of St. Cuthbert 
  qualify as members of a Good church for 
  purposes of the Sacred Exorcist (CD) 
  prestige class. 
  • 
  Members of the church of St. Cuthbert 
  can purchase the following non-magical 
  items: armor maintenance kit (AEG), holy 
  text (AEG).   
  Clergy 
  The clergy of the church of St. Cuthbert is 
  highly 
  organized 
  and 
  broken 
  into 
  three 
  divisions; 
  Billets, 
  Chapeaux, 
  and 
  Stars. 
  Characters may only belong to one of the 
  divisions at any given time. 
  Billets 
  The Billets are the most numerous division 
  of St. Cuthbert’s church, responsible for 
  ministering to and protecting the faithful. 
  Dressed in simple brown and russet garments 
  adorned with St. Cuthbert’s symbol in oak or 
  bronzewood, they are often observed among 
  small towns and villages in Furyondy, serving 
  not only as spiritual leaders, but also civil 
  magistrates and militiamen. They have taken the 
  defense of Furyondy’s common people upon 
  themselves, and spend long hours directing and 
  aiding in the construction of walls and like 
  defenses for smaller villages throughout the 
  land. They also are often responsible for the 
  creation and direction of organized militias 
  throughout the towns of Furyondy, for in 
  addition to the ideals of wisdom and dedication, 
  they preach unending vigilance against the 
  armies of Old Wicked.  
  Yearly Cost   
  • 
  Billets are required to be Members of 
  the Church. 
  • 
  Billets are expected to provide service to 
  the church, helping aid in the defense of the 
  lands of Furyondy, as well as spread the 
  message of St. Cuthbert by word and deed. 
  They must donate 4 TU each year to the 
  church.  
  • 
  As Billets tend to be adventurers, and as 
  such have a reduced time commitment to the 
  church, they are expected to donate a portion 
  of their gains from adventuring to the 
  church. They are expected to donate an 
  additional 2% of their income (added to the 
  2% expected of the Members for a total of 
  4%) to the church.  
  • 
  Members of the clergy of St. Cuthbert 
  often find themselves the recipients of some 
  degree of disdain by many of the nobles 
  throughout Furyondy who find the teachings 
  of St. Cuthbert to be rather vulgar. Members 
  of the clergy receive a -2 circumstance 
  bonus to Diplomacy checks when dealing 
  with nobility throughout Furyondy.  
  Entry Requirements   
  Followers of St. Cuthbert who are in good 
  standing with the church (current members of 
  the Faithful of St. Cuthbert) that demonstrate 
  martial ability and knowledge of the church 
  doctrine may become members of the Billets.  
  • 
  Must have a BAB of +4  
  • 
  Must have 3 ranks in Knowledge: 
  (religion) and 3 ranks in Heal.  
  Benefits 
  • 
  Billets spend a great deal of time among the 
  commoners of Furyondy, and tend to be well 
  received. They gain a +3 circumstance 
  bonus to Diplomacy checks when dealing 
  with the common folk of Furyondy.  
  • 
  Billets are given additional training in 
  the Heal skill during their indoctrination, 
  which results in a +3 circumstance bonus. 
  • 
  Billets may purchase the following 
  items from the church: lucerne hammer 
  (AEG), maul (AEG), throwing hammer (RS), 
  priest’s bullets (LM), holy water sprinkler 
  (LM). 
  • 
  Members of the Billets may take levels 
  in the following prestige class, provided 
  they meet the requirements: Shadowbane 
  Stalker (CAD).  
  • 
  Clergy of the church of St. Cuthbert 
  who are not already clerics may take the 
  alternate class feature Spontaneous Domain 
  Casting (PH2) at their first level of cleric. 
  Players who are clerics may retrain to gain 
  this alternate class feature.  They may also 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 16 
  take the Divine Counterspell (CM) alternate 
  class feature. 
  • 
  Clergy of the Church who are favored 
  souls may take the alternate class feature 
  Deity’s Favor (PH2) at 3rd level. 
  • 
  Clergy of the Church who are paladins 
  may take the Charging Smite (PH2), Curse 
  Breaker (CM) or Divine Counterspell (CM) 
  alternate class features. 
  • 
  In addition, members of the Billets who 
  meet the class requirements may take the 
  alternate class features Adrenaline Boost, 
  Elusive Attack and Counterattack (PH2). 
  Chapeaux 
  The Chapeaux are easily spotted throughout 
  Furyondy, wearing crumpled brown and green 
  hats bearing St. Cuthbert’s holy symbol and 
  loudly espousing the virtues of wisdom and 
  dedication. They are the division of the church 
  that actively seeks converts. They are known for 
  speaking their minds freely, a trait that endears 
  them to many of Furyondy’s commoners, but 
  often draws the ire of nobles and followers of 
  other deities. In particular, they are often looked 
  down upon by nobles, for their lack of courtly 
  sensibility, and by the clergy of the churches of 
  Heironeous and Pholtus, with whom they 
  compete for the hearts of the common folk. 
  Nonetheless, the Chapeaux continue spreading 
  the word of St. Cuthbert throughout Furyondy, 
  and continue to gain followers, appealing to the 
  masses of Furyondy with their message of 
  vigilance and zeal. 
  Yearly Cost   
  • 
  Chapeaux must be Members of the 
  Church of St. Cuthbert. 
  • 
  Members of the Chapeaux must also 
  spend time ministering to the faithful 
  throughout Furyondy. This requires a 
  commitment of 4 TU/year.  
  • 
  Chapeaux tend to be adventurers, and as 
  such have a reduced time commitment to the 
  church. They are expected to donate a 
  portion of their gains from adventuring to 
  the church. They are expected to donate an 
  additional 2% of their income (added to the 
  2% expected of the Members for a total of 
  4%) to the church. 
  • 
  Members of the clergy of St. Cuthbert 
  often find themselves the recipients of some 
  degree of disdain by many of the nobles 
  throughout Furyondy who find the teachings 
  of St. Cuthbert to be rather vulgar. Members 
  of the clergy receive a -2 circumstance 
  bonus to diplomacy checks when dealing 
  with nobility throughout Furyondy.  
  Entry Requirements   
  • 
  Members of the Chapeaux must be 
  followers of St. Cuthbert who are capable of 
  casting 2nd level divine spells.  
  Benefits 
  • 
  The Chapeaux are provided for while 
  attending 
  to 
  their 
  duties 
  throughout 
  Furyondy. They receive free standard 
  lifestyle for all TUs spent in Furyondy.  
  • 
  Clergymen spend a great deal of time 
  among the commoners of Furyondy, and 
  tend to have a rapport with them. They 
  receive a +2 circumstance bonus to 
  Diplomacy checks when dealing with the 
  common folk of Furyondy. 
  • 
  Additional 
  training 
  in 
  Knowledge 
  (religion) for Chapeaux’ results in a +2 
  circumstance bonus to this skill.   
  • 
  Members of the Chapeaux have access 
  to purchase the following non-magical 
  items: lucerne hammer (AEG), priest’s 
  bullets (LM), holy water sprinkler (LM)  
  • 
  Members of the Chapeaux may take 
  levels in the following   prestige class, 
  provided they meet the requirements: 
  Shadowbane Stalker (CAD).  
  • 
  Clergy of the church of St. Cuthbert 
  who are not already clerics may take the 
  alternate class feature Spontaneous Domain 
  Casting (PH2) at their first level of cleric. 
  Players who are clerics may retrain to gain 
  this alternate class feature.  They may also 
  take the Divine Counterspell (CM) alternate 
  class feature. 
  • 
  Clergy of the Church who are favored 
  souls may take the alternate class feature 
  Deity’s Favor (PH2) at 3rd level. 
  • 
  Clergy of the Church who are paladins 
  may take the Charging Smite (PH2), Curse 
  Breaker (CM) or Divine Counterspell (CM) 
  alternate class features. 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 17 
  Stars 
  The Stars are the division of St. Cuthbert’s 
  church that takes responsibility for maintaining 
  doctrinal purity among the faithful. They 
  typically dress in dark green robes adorned with 
  St. Cuthbert’s starburst symbol in copper, gold, 
  or platinum (depending on rank). Their 
  appearance is often taken as an ill omen, for they 
  are typically seen only on official church 
  business. Grim and taciturn, the Stars tolerate no 
  weakness in word or deed among St. Cuthbert’s 
  followers. They do not suffer fools, and do not 
  look favorably upon those who do not live by 
  the virtues of forthrightness and dedication. The 
  Stars are quick to judge, and deal out harsh 
  discipline to those who fall from their faith, but 
  they are also staunch defenders of those who 
  follow the ideals of the church. 
  Yearly Cost   
  Members of the Stars must spend an 
  additional 6 TU per year overseeing the 
  operation of the church of St. Cuthbert and 
  ensuring doctrinal purity among the clergy. 
  Entry Requirements 
  • 
  Must be of lawful alignment. 
  • 
  Must have served in the Chapeaux for at 
  least 6 months.  
  • 
  Stars must be able to cast fourth level 
  divine spells. 
  • 
  Prospective 
  members 
  must 
  also 
  demonstrate considerable knowledge of the 
  doctrine of the church of St. Cuthbert. They 
  must have 10 ranks in Knowledge (religion).  
  Benefits 
  • 
  The Stars are provided for while 
  attending 
  to 
  their 
  duties 
  throughout 
  Furyondy. They receive free standard 
  lifestyle for all TUs spent in Furyondy.  
  • 
  Additional specialized training for Stars 
  results in a +2 circumstance bonus to the 
  Knowledge (religion), (arcana) and (the 
  planes) skills provided the member has 
  ranks in them. 
  • 
  Stars 
  are 
  also 
  given 
  additional 
  specialized training in recognizing visual 
  clues such as body language to better 
  discern the truth of any given situation. This 
  training provides a +4 circumstance bonus 
  to the Sense Motive skill. 
  • 
  The members of the clergy that 
  comprise the Stars are specially trained in 
  gathering information to ensure that none of 
  St. Cuthbert’s followers stray from the 
  deity’s ideals. Stars receive a +4 competence 
  bonus to Intimidate checks made to gather 
  information.  They receive this same bonus 
  to Gather Information checks relating to the 
  church or legal activities.  
  • 
  Members of the Stars have access to 
  purchase the following non-magical items: 
  lucerne hammer (AEG), priest’s bullets 
  (LM), holy water sprinkler (LM). 
  • 
  Members may take levels in the prestige 
  class 
  Shadowbane 
  Inquisitor 
  (CAD) 
  provided they meet the other requirements.  
  • 
  Clergy of the church of St. Cuthbert 
  who are not already clerics may take the 
  alternate class feature Spontaneous Domain 
  Casting (PH2) at their first level of cleric. 
  Players who are clerics may retrain to gain 
  this alternate class feature.  They may also 
  take the Divine Counterspell (CM) alternate 
  class feature. 
  • 
  Clergy of the Church who are favored 
  souls may take the alternate class feature 
  Deity’s Favor (PH2) at 3rd level. 
  • 
  Clergy of the Church who are paladins 
  may take the Charging Smite (PH2), Curse 
  Breaker (CM) or Divine Counterspell (CM) 
  alternate class features. 
  Church of Rao 
  The Church of Rao, in many ways, 
  represents what many of the people of Furyondy 
  wish for: Peace and Serenity.  As such, it attracts 
  a great deal of interest from those who have 
  grown weary of the constant wars that have 
  plagued the nation. Its teachings stress the 
  search for inner peace, even in times of great 
  conflict, and as a church of reason, is also the 
  caretaker of some of the largest and most 
  detailed libraries in all of Furyondy. 
  This is not to say, however, that the church 
  is full only of pacifists and "navel-gazers."  Rao 
  does sponsor Paladins, and he is also a popular 
  patron of Monks. Rao is the God of Peace, but 
  his followers understand that peace is something 
  that must paradoxically be fought for, as well as 
  vehemently defended from those who would 
  destroy it.  Indeed, one of the turning points in 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 18 
  the war with Iuz was the use of a powerful 
  artifact called the Crook of Rao to banish Old 
  Wicked's fiendish allies. 
  The Church of Rao historically enjoyed a 
  healthy position of influence within the courts of 
  Furyondy (especially in county of Littleberg), 
  both due to its robust membership and its 
  popularity in the neighboring kingdom of 
  Veluna, making Canon Vendenn of Chendl a 
  powerful man, though the head of the Church of 
  Rao in Furyondy is Aubin Gyraisonne in the city 
  of Pantarn, also home to a monastery dedicated 
  to Rao. While some decry the influence held by 
  the Raoists (who some see as little more than 
  lobbyists for Veluna), the Church has used its 
  influence only as one would expect: with careful 
  deliberation and an eye towards peace. These 
  same attitudes are the reason that Clerics of Rao 
  are often utilized by the courts of Furyondy to 
  help settle disputes and see justice done. Lately 
  the influence of the Church has shown modest 
  decline 
  in 
  the 
  political 
  arena 
  following 
  withdrawal of the knights of Veluna at a critical 
  time during the war with Iuz, as well as the 
  reception of troops sent to aid Veluna in recent 
  conflicts. 
  There are close connections between the 
  Church of Rao in Furyondy and the Church in 
  Veluna. The Church in Furyondy is primarily 
  staffed with native Furyondian followers, but 
  does respect the Canon of Veluna. Recently 
  many Raoan churches sent flocks of children 
  and initiates to the relative safety of Littleberg in 
  Southern Furyondy to weather the invasion of 
  the Vale of Luna and even the holy city of 
  Mitrik, itself (the seat of the Church) by fiendish 
  forces. While it is hoped this disturbance will 
  soon be ended, and many native Furyondians 
  resent this incursion, a new, larger church 
  foundation has been laid in Littleberg. The 
  Church of Rao is largely funding this great 
  compound, though Baron Jemian has made a 
  few public donations. Still an amazing amount 
  of money seems to be being spent, and many are 
  surprised that the church has money for such a 
  venture at this time. 
  Members 
  While all worshippers are welcome to attend 
  services to Rao, those who wish to be formally 
  recognized as members in good standing are 
  required to show their devotion to him and the 
  things he holds dear. 
  Yearly Cost   
  • 
  All members must spend at least two 
  weeks (2 TU) per year engaged in 
  meditation and service to the church.  This 
  practice is often referred to as a "retreat," as 
  members usually take lodging with the 
  church to allow them to better escape the 
  detriments to peace provided by everyday 
  life. Since this time is spent on church 
  property the church subsidizes the lifestyle 
  cost associated with these TUs. 
  • 
  All members of the church are also 
  expected to tithe 1% of their income to the 
  church, which is used for the maintenance of 
  its buildings and libraries. 
  Benefits  
  • 
  Members of the Church of Rao enjoy a 
  reputation as rational, peace loving folks; as 
  such, they enjoy a +2 circumstance bonus to 
  Diplomacy checks made to defuse hostile 
  situations and improve the attitudes of 
  hostile NPCs. 
  • 
  The Church is always willing to provide 
  succor to members in need, but its resources 
  are somewhat limited, so it is willing to 
  provide support equal to half (50%) of the 
  Standard 
  Upkeep 
  costs 
  for 
  regional 
  adventures.  
  • 
  Members of the church of Rao qualify 
  as members of a Good church for purposes 
  of the Sacred Exorcist (CD) prestige class. 
  • 
  Members have a permanent influence 
  point with the Church of Rao. 
  Clergy  
  Members of Rao's clergy are those clerics, 
  favored souls or paladins who have devoted at 
  least part of their time to serving their god by 
  helping to minister to his flock.  They are the 
  public face of the church most often seen by the 
  average person (or, for that matter, the nobility). 
  Yearly Cost   
  • 
  Clergy of Rao are expected to spend 
  more time in supporting the church and 
  engaging in meditation, and so they must 
  spend four more weeks per year in the 
  service of the church; this service is both 
  direct aid in the teaching of acolytes, 
  administering to normal duties, and quiet 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 19 
  contemplation.  Clergy spend 4 TUs in 
  addition to the 2 spent by members every 
  year (total of 6 TUs).  
  • 
  Finally, Clergy of Rao are expected to 
  tithe 5% (an additional 4% to that of 
  Members) of their income to the church, for 
  the betterment of the faith and the 
  maintenance of its libraries.   
  Entry Requirements   
  • 
  The clergy of Rao are expected to also 
  be members in good standing of the church.  
  Before a person can be appointed to the 
  clergy, he or she must first be a member in 
  good standing of the church of Rao for six 
  months.   
  • 
  Clergy of Rao are expected to be 
  experienced in his works, and thus must be 
  able to cast 2nd level Divine spells.   
  • 
  Potential clergy must have strong 
  knowledge about the faith, as represented by 
  6 ranks in Knowledge (religion).   
  • 
  Furthermore, the clergy are required to 
  have broader horizons to encourage the 
  development of sound reason, so Clergy of 
  Rao must also possess at least 3 ranks in any 
  other Knowledge skill.   
  • 
  Finally, those who wish to join the 
  clergy must realize that they represent the 
  face of Rao to all people. They are required 
  to have 5 ranks in Diplomacy.   
  Benefits  
  • 
  Clergy of Rao receive all benefits 
  accorded to members. 
  • 
  Clergy of Rao enjoy the same reputation 
  as members of the church, but are even more 
  respected and beloved.  As such, they enjoy 
  an additional +2 circumstance bonus to 
  Diplomacy checks (for a total of +4) made 
  to defuse hostile situations and improve the 
  attitudes of hostile NPCs. 
  • 
  The clergy spend long hours of focus 
  and meditation which provides them with a 
  +2 circumstance bonus to Concentration 
  checks to operate in spite of distractions, as 
  they are able to maintain their serenity in the 
  face of adversity (this bonus does not apply 
  to Concentration rolls to cast defensively).   
  • 
  Clergy of Rao have access to some of 
  the greatest libraries of philosophy and 
  religion in the kingdom, and thus enjoy a +4 
  circumstance 
  bonus 
  on 
  Knowledge 
  (religion) checks.   
  • 
  Clergy are provided with full lodging 
  within churches during travel, providing 
  them with free standard upkeep in Furyondy 
  regional adventures.  
  • 
  Clergy of Rao may purchase basic 
  meditation supplies including: focusing 
  candle 
  (AEG), 
  restful 
  candle 
  (AEG), 
  candelabra 
  (AEG), 
  holy 
  text 
  (AEG) 
  signature crest (RS). 
  • 
  Clergy of Rao can also buy the 
  following mundane items: holy water 
  sprinkler (LM), priest’s bullets (LM), 
  gravebane (AEG). 
  • 
  The church provides, at no cost to the 
  Clergy member, a silver holy symbol and a 
  set of cleric's vestments, and will replace 
  these items should they be lost or stolen.   
  • 
  Clergy have had so much practice at 
  using the Diplomacy skill they gain a +2 
  circumstance bonus. This bonus does not 
  stack with that given for diffusing hostile 
  situations.  
  • 
  Clergy of the Church who are not 
  already clerics may take the alternate class 
  feature Spontaneous Domain Casting (PH2) 
  at their first level of cleric. Players who are 
  clerics may retrain to gain this alternate 
  class feature.  They may also take the Divine 
  Counterspell (CM) alternate class feature. 
  • 
  Clergy of the Church who are favored 
  souls may take the alternate class feature 
  Deity’s Favor (PH2) at 3rd level. 
  • 
   Clergy of the Church who are paladins 
  may take the Charging Smite (PH2), Curse 
  Breaker (CM) or Divine Counterspell (CM) 
  alternate class features. 
  Order of Rao’s Gentle Hands  
  The Order of Rao's Gentle Hands is a loose 
  association of monks devoted to the god who 
  practice a form of martial arts emphasizing non-
  lethal techniques.  Its members seek to resolve 
  violent conflicts as peacefully as possible by 
  disabling or disarming combatants rather than 
  killing them.  Its members are not fools, 
  however, and are more than willing to use the 
  more lethal forms of their techniques against 
  monsters and dangerous beasts (as well as those 
  who have sold themselves entirely to the forces 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 20 
  of evil).   
  The Order of Rao's Gentle Hands was 
  founded by Tara Risalle, a Raoist monk from the 
  monastery in Pantarn, as a result of her attempts 
  to reconcile her deity's peaceful aspect with the 
  killing arts in which she had been trained.  
  Eventually settling on a style that allowed her to 
  resolve conflicts with minimal harm; she 
  attracted the attention of many others within the 
  church trouble by the same dilemma.  While its 
  founder has long since fallen in battle remaining 
  true to her ideals, the order has spread 
  throughout Furyondy, and has become one of 
  the most important protectors of the Church of 
  Rao. 
  Yearly Cost   
  • 
  Members of the order must be Members 
  of the Church of Rao meta-organization in 
  good standing. 
  • 
  Members of the Order are required to 
  spend four weeks a year in residence at one 
  of the church's temples in meditation and 
  service to the Church (additional yearly cost 
  of 4 TUs).  During this period, the initiate 
  contemplates his actions of the past year, 
  deciding which could have been solved with 
  more peaceful means.   
  • 
  Since members of the Order have little 
  need of material wealth, they are expected to 
  tithe an additional 5% of their income to the 
  church, for the betterment of the faith and 
  the maintenance of its libraries.   
  Entry Requirements   
  • 
  Members of the Order are expected to 
  also be Members in good standing of the 
  church.   
  • 
  Must be lawful in alignment. 
  • 
  Members are required to have at least 4 
  ranks 
  in 
  the 
  following 
  two 
  skills:  
  Knowledge (religion) and Concentration.  
  This represents the effort spent in learning 
  about and contemplating the nature of their 
  deity.   
  • 
  All members must already possess 
  strong skill at "soft-style" martial arts. 
  Prospective members must have 3 of the 
  following feats; Improved Unarmed Strike, 
  Improved 
  Grapple, 
  Deflect 
  Arrows, 
  Improved Disarm, and Improved Trip.   
  • 
  Finally, the potential initiate must 
  possess the Still Mind class feature (as the 
  Monk ability).   
  Benefits  
  • 
  Members of the Order have spent a great 
  deal of time and effort on perfecting their 
  minds and focusing on serenity.  They 
  therefore receive a +4 circumstance bonus 
  on Concentration checks to remain focused 
  in spite of distractions. (This bonus does not 
  apply to casting spells defensively) 
  • 
  Members are widely recognized as 
  champions of Rao.  They receive a +2 
  circumstance bonus on Diplomacy checks 
  made with respect to those favorably 
  disposed to the god.  
  • 
  Finally, members of the Order have 
  access to some of the greatest libraries of 
  philosophy and religion in the kingdom, and 
  thus enjoy a +4 circumstance bonus on a 
  single Knowledge skill of their choice, to 
  reflect this extensive study.  In addition, 
  they receive a +2 circumstance bonus to 
  Knowledge (religion) checks relating to Rao 
  and his listed allies and enemies. These two 
  bonuses cannot stack. 
  • 
  Members of the order are provided with 
  full lodging within churches during travel, 
  providing them with free standard upkeep in 
  Furyondy regional adventures. 
  • 
  Members of the Order are considered 
  members of the clergy for access on module 
  ARs.   
  • 
  Members of the Order are allowed to 
  take the alternative class feature Decisive 
  Strike (PH2) at their 1st level of monk, or to 
  retrain the class ability at higher monk 
  levels. They may also take the Spell 
  Reflections (CM) alternate class feature at 
  the appropriate level.  
  Church of Trithereon 
  Trithereon has not typically enjoyed the 
  strong following among the people of Furyondy 
  that other churches have. Revenge, equality, 
  individuality, liberty, self-sufficiency, and self-
  determination are just not ideas to make a 
  monarchy and feudal society run smoothly. Then 
  again, these ideals take on a whole new appeal 
  when your country is savagely attacked, your 
  family brutally raped and killed, and your 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 21 
  kingdom 
  left 
  unable 
  to 
  fight 
  back 
  by 
  unfathomable 
  diplomacy 
  in 
  the 
  city 
  of 
  Greyhawk. Many of the kingdom’s northern 
  refugees and citizens, commoner and noble 
  alike, find much more in common with the 
  church of Trithereon’s promotion of taking the 
  fight back to Old Wicked, and sticking a finger 
  in his eye. 
  The wisdom of Trithereon’s clergy was 
  rewarded by the resumption of hostilities, and 
  the return of Crockport and surrounding areas to 
  the dominion of Furyondy. Many Furyondians 
  identify with Trithereon’s enmity with Iuz, even 
  if they don’t fully understand the church’s 
  chaotic arguments against monarchies and 
  feudal societies.  
  The church of Trithereon has not long 
  played an important role in Furyondy. However, 
  the church is a major influence with Crockport, 
  Redoubt, and the Barony of Kalinstren due to its 
  role in gaining the cooperation of the crown in 
  the resumption of hostilities. The church of 
  Trithereon is now the largest church in this 
  region, sporting a fairly large, new church in 
  Redoubt.  The church’s role in the war to the 
  north went far beyond merely preaching 
  vigilance, but included working to bolster the 
  defenses of the common lands of the kingdom, 
  training any interested, able bodied folks, and 
  maintaining the physical health and morale of 
  nobles and commoners alike.  
  This church frequently rubs other churches 
  the wrong way, due to their chaotic faith and 
  vengeful natures. They advocate aggressive 
  action, even when others counsel to wait, rest, 
  and rearm. The church does occasionally score 
  points with folks, as it did when it supported the 
  king in declaring his son dead. The church 
  recognized the king, the nobles, and the land 
  needed to move beyond this issue, in order to 
  make the painful but necessary decisions on the 
  future of the royal house.  While popular with a 
  significant minority of Furyondy citizens, the 
  church does pose a disruptive influence in the 
  long-term, although the aid in the defense of 
  Furyondy, and their wisdom and zeal make them 
  staunch allies in the war against the evil to the 
  north in the near term. 
  Members 
  Followers of Trithereon tend to be common 
  people, simply because peasants outnumber 
  nobles so greatly, and peasants are much more 
  likely to have lost everything over the course of 
  hostilities. Many Furyondians identify with 
  Trithereon’s desire for righteous vengeance, and 
  see the church as a rallying point for the defense 
  of their lands.  
  All followers of Trithereon are welcome to 
  be counted among the faithful of the church. 
  Chaotic behavior is encouraged as a sign of self-
  acceptance and individuality.  The church is not 
  especially formal or rigid, in terms of 
  ceremonies.  
  Yearly Cost   
  • 
  All members must spend at least two 
  weeks (2 TU) per year engaged in service to 
  the church.   
  • 
  All members of the church are also 
  expected to tithe 2% of their income to the 
  church.   
  Entry Requirements   
  • 
  Must be of non-lawful alignment. 
  • 
  Must revere and possess a holy symbol 
  of Trithereon  
  Benefits  
  • 
  Members of the church of Trithereon 
  can expect to receive aid from clergymen 
  throughout Furyondy. Members in good 
  standing receive +1 circumstance bonus on 
  the following skill checks, representing the 
  active assistance being given by brothers 
  and 
  sisters 
  in 
  the 
  faith: 
  Knowledge 
  (religion), Knowledge (local [Iuz Border 
  States MR] and Gather Information. 
  • 
  Members of the church receive one 
  permanent influence point with the church 
  and can expect to receive aid from 
  clergymen 
  and 
  faithful 
  throughout 
  Furyondy. 
  Among 
  other 
  things, 
  this 
  influence point reduces the cost of spells 
  cast by the Church of Trithereon for its 
  members by 10%. 
  • 
  Members of the church of Trithereon 
  qualify as members of a Good church for 
  purposes of the Sacred Exorcist (CD) 
  prestige class. 
  • 
  Members of the Church are allowed to 
  purchase the following equipment at a 10% 
  discount to the standard cost of these items: 
  antitoxin, everburning torch, holy water, 
  sunrod, healer’s kit, and silver holy symbol.  
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 22 
  Clergy 
  The clergy of the church of Trithereon is not 
  especially well organized, but still manages to 
  provide adequate support to their faithful. 
  Yearly Cost   
  • 
  Members of the clergy are expected to 
  serve an additional 2 TU per year (for a total 
  of 4 TU) overseeing the operation of the 
  church in support of Furyondy and her allies 
  in the war against Old Wicked in the 
  northern border areas.  
  • 
  Clergy are also expected to tithe an 
  additional 2% of their income to the church 
  (total of 4%).   
  Entry Requirements 
  • 
  Must be a member of the Church of 
  Trithereon. 
  • 
  Must be able to cast second level divine 
  spells. 
  Benefits 
  • 
  Clergy members receive all benefits 
  granted to the common lay members of the 
  church. 
  • 
  The members of the Trithereon clergy 
  are specially trained in cutting through the 
  nonsense others use to obfuscate their true 
  intentions.  The clergy gain +2 circumstance 
  bonus to any Sense Motive checks from 
  their experience interrogating prisoners, 
  questioning the faithful, and debating the 
  need to press attacks against oppressors such 
  as Old Wicked and the Horned Society.   
  • 
  Members of the Trithereon clergy 
  receive +2 circumstance bonus on the 
  following skill checks, representing prior 
  tutoring and active assistance being given by 
  brothers and sisters in the faith:  Knowledge 
  (religion) and Knowledge (local [Iuz Border 
  States MR]).  
  • 
  Due to support of other members of the 
  clergy throughout the kingdom, clergy 
  members receive free standard lifestyle in 
  Furyondy regional adventures.   
  • 
  Members of the clergy of Trithereon are 
  given a silver holy symbol, three flasks of 
  holy water, and a set of cleric vestments.  
  The holy symbol and vestments will be 
  replaced if they are ever lost or destroyed. 
  • 
  Clergy of the Church who are not 
  already clerics may take the alternate class 
  feature Spontaneous Domain Casting (PH2) 
  at their first level of cleric. Players who are 
  clerics may retrain to gain this alternate 
  class feature.  They may also take the Divine 
  Counterspell (CM) alternate class feature. 
  • 
   Clergy of the Church who are favored 
  souls may take the alternate class feature 
  Deity’s Favor (PH2) at 3rd level. 
  Templars 
  Templars are the warrior branch of the 
  church.  They fight to end oppression, overturn 
  evil laws and free those enslaved. Pious 
  templars, warriors and holy liberators are 
  common in their ranks.  These are the elite 
  forces of the church.  
  Yearly Cost   
  • 
  Members of the templars are expected to 
  serve an additional 2 TU per year overseeing 
  the operation of the church in support of 
  Furyondy and her allies in the war against 
  Old Wicked in the northern border areas 
  (total of 6 TU).  
  • 
  All templars are expected to tithe an 
  additional 2% of their income to the church 
  (total of 6%).   
  Entry Requirements 
  • 
  Must be a member of the clergy for six 
  months.  
  • 
  Must have a BAB of +5 
  • 
  Must have served at least one mission 
  against tyranny and wickedness (Must have 
  gained full experience in at least 1 Iuz 
  metaregional adventure and two Furyondy 
  regional adventures).  
  Benefits 
  • 
  Templars receive all benefits granted to 
  the Clergy of the church. 
  • 
  Members of the Trithereon templars 
  receive +1 circumstance bonus on the 
  following skill checks, representing prior 
  tutoring and active assistance being given by 
  brothers and sisters in the faith: Knowledge 
  (religion) and Knowledge (local [Iuz Border 
  States MR]).  Their training in war craft also 
  gives them a +2 circumstance bonus to 
  Knowledge (history) checks relating to 
  combat and war.  
  • 
  Due to their reputation, Templars 
  receive a +2 circumstance bonus to 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 23 
  Diplomacy checks with worshippers of 
  Trithereon or allied deities. 
  • 
  Templars are provided equipment for 
  their fight in the name of the church. They 
  are issued scale mail armor, a short spear or 
  longsword and a silver holy symbol. They 
  are also issued surcoats, which display their 
  affiliation. These items are replaced if ever 
  lost or destroyed.  
  • 
  Templars 
  who 
  meet 
  the 
  class 
  requirements may take the alternate class 
  features Adrenaline Boost, Elusive Attack 
  and Counterattack (PH2). 
  Church of Mayaheine 
  The 
  church 
  of 
  Mayaheine 
  is 
  one 
  considerably on the increase in beleaguered, 
  non-evil Flanaess lands, for Mayaheine is a 
  demipower 
  of 
  protection 
  and 
  survival.  
  Mayaheine rose from mortal ranks as an epic 
  hero, a paladin of Pelor. She does not originate 
  from Oerth and has traveled, with Pelor’s aid, 
  from some unknown alternate world in the 
  Prime Material. Flanaess folk see this act as 
  potential salvation and revere her for coming to 
  aid them.   
  Mayaheine is a fine warrior, but above all, 
  she is a protector.  Her clergy and followers are 
  encouraged to be the same.  Mayaheine strives 
  to defend the poor and downtrodden.  As such, 
  this deity, very new to Oerth, is gaining many 
  adherents among the most intelligent of the elite 
  fighting men.  Her blend of protective strength 
  and 
  warrior-on-the-ramparts-during-the-siege 
  imagery is a powerful emotional tug at the 
  heartstrings of such people.  The church draws 
  worshippers from the exiled refugees, who have 
  fled from their own, conquered homelands 
  including the Shield Lands, Nyrond, Bissel, the 
  Lost Lands and the Bandit Kingdoms. Thus, the 
  congregation in Furyondy is a very diverse and 
  peculiar melting pot.  Partly because she is new 
  to Oerth, she seems to offer new hope, a chance 
  to break the cycle of Furyondy’s adversity.  
  Those converted to her faith show true zeal.  Her 
  affinity with Pelor, always a very popular (if not 
  diligently revered) deity of ordinary folk, has 
  helped strengthen her standing in the lands.  
  King Belvor and most of his provincial rulers 
  are happy with this, for Mayaheine’s priests 
  encourage rebuilding of northern defenses. 
  Faithful 
  Followers of Mayaheine come from all 
  walks of life, from the common man to military 
  personnel to the nobility.  The church recognizes 
  those that support the church with time or tithing 
  and in turn supports these individuals in their 
  effort to bring the war to Iuz.  Services to 
  Mayaheine include hymn singing with the 
  congregation linking arms, consecration of 
  weapons, armor, and shields, and collection of 
  alms for the needy.  Her priests are few, since 
  the church is but newly come to Furyondy. 
  Yearly Cost   
  • 
  The members of the church are expected 
  to contribute to the church to help pay for its 
  role in the community, as well as for its role 
  in bolstering defenses of the kingdom, the 
  church accepts a tithe of 1% of parishioners’ 
  income.  
  • 
  Members are expected to aid the church 
  in its many endeavors, including the 
  rebuilding of Furyondy’s defenses. This 
  service requires 2 TU’s from each member a 
  year.  
  Entry Requirements 
  All followers of Mayaheine are welcome to 
  be counted among the faithful of the church.  
  Chaotic behavior is not tolerated among the 
  faithful, however. 
  Benefits 
  • 
  Members of the church of Mayaheine 
  can expect to receive aid from clergymen 
  throughout Furyondy.  Members in good 
  standing receive a permanent Influence 
  Point with the Church of Mayaheine and the 
  Church of Pelor in Furyondy. 
  • 
  Members of the church of Mayaheine 
  are in the good graces of the citizenry of 
  Furyondy and the members of the churches 
  of St. Cuthbert, Heironeous, Rao, Pelor and 
  Trithereon, as such they receive a +2 
  circumstance bonus to all Diplomacy checks 
  with these individuals. 
  • 
  Members of the church of Mayaheine 
  qualify as members of a Good church for 
  purposes of the Sacred Exorcist (CD) 
  prestige class. 
  • 
  Members of the church are allowed to 
  purchase the following equipment at a 10% 
  discount to the standard cost of these items: 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 24 
  antitoxin, everburning torch, holy water, 
  sunrod, healer’s kit, silver holy symbol.    
  • 
  Members of the church of Mayaheine 
  receive 
  +2 
  circumstance 
  bonus 
  on 
  Knowledge (religion) checks. 
  • 
  Members of the church of Mayaheine 
  qualify as members of a Good church for 
  purposes of the Sacred Exorcist (CD) 
  prestige class.  
  Clergy 
  This priesthood is still organizing itself, 
  often under the auspices of priests of Pelor, to 
  whom Mayaheine’s priest are most respectful.  
  The priests are often young and train for combat 
  using self-defense exercises.  Traveling priests 
  aid 
  border 
  communities 
  in 
  constructing 
  defenses.  Cellinor is the head of the growing 
  church of Mayaheine in Grabford.  He served in 
  the Great Northern Crusades and was recognized 
  for his command abilities, shrewd tactical skills, 
  and personal bravery.  Cellinor is a charismatic 
  leader with strong ties to the Furyondy military 
  who often stop and listen to him speak about 
  Mayaheine.  Cellinor is also great friends with 
  Master Davros, who is the Abbot of the Shields 
  of Mayaheine, a monastery order dedicated to 
  Mayaheine, which is also in the same town as 
  the church.  The church and monastery do many 
  great works apart and together.  
  Yearly Cost   
  • 
  Clergy of the church are expected to 
  contribute to the church to help pay for its 
  role in the community, as well as for its role 
  in bolstering defenses of the kingdom the 
  church accepts a additional tithe of 4% of 
  their income beyond that expected of the 
  faithful (total of 5 %).  
  • 
  Clergy are expected to aid the church 
  more so than the faithful and they are 
  required to spend an additional 2 TU each 
  year in service to the church (total of 4 TU). 
  • 
  Clergy donate 100 GP yearly to the 
  church in Grabford, in addition to their tithe 
  as members. 
  Entry Requirements 
  • 
  Faithful of Mayaheine who are in good 
  standing with the church and have been 
  members of the church of Mayaheine for six 
  months may be offered membership in the 
  clergy of Mayaheine.    
  • 
  Clerics or paladins who wish to join the 
  clergy of Mayaheine must have one 
  influence point with a Noble of Furyondy or 
  the Church of Pelor or the Church of 
  Mayaheine (beyond that given as members). 
  • 
  Clergy must be able to cast divine spells 
  and turn undead.   
  • 
  Clergy must have studied their faith and 
  that of others, attaining 4 ranks in the 
  Knowledge (religion) skill. 
  Benefits 
  • 
  Clergy of Mayaheine receive all benefits 
  of the Faithful.  
  • 
  Clergy of the church of Mayaheine 
  receive a +2 circumstance bonus to all 
  Diplomacy checks with the Furyondy 
  military and nobility, who remember their 
  support of the war effort. 
  • 
  Clergy of Mayaheine study defense 
  extensively. 
   
  They 
  receive 
  a 
  +2 
  circumstance 
  bonus 
  to 
  Knowledge 
  (architecture 
  and 
  engineering) 
  and 
  Knowledge (history) checks related to 
  warfare and defense.  
  • 
  Clergy have access to the feat Defensive 
  Expert (DM315). 
  • 
  Clergy receive the support of their 
  church during their travels. They receive 
  free standard lifestyle in Furyondy regional 
  adventures.     
  • 
   Clergy of the Church who are not 
  already clerics may take the alternate class 
  feature Spontaneous Domain Casting (PH2) 
  at their first level of cleric. Players who are 
  clerics may retrain to gain this alternate 
  class feature.  They may also take the Divine 
  Counterspell (CM) alternate class feature. 
  • 
  Clergy of the Church who are favored 
  souls may take the alternate class feature 
  Deity’s Favor (PH2) at 3rd level. 
  • 
   Clergy of the Church who are paladins 
  may take the Charging Smite (PH2), Curse 
  Breaker (CM) or Divine Counterspell (CM) 
  alternate class features. 
  Golden Swords 
  The Golden Swords of Mayaheine include 
  the best and the brightest clerics and paladins of 
  Mayaheine. 
  They 
  are 
  the 
  most 
  zealous 
  worshippers of her church and the most 
  knowledgeable of her doctrines. They are the 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 25 
  champions of the defenseless, protect the towns 
  and cities and try to emulate their deity to the 
  best of their abilities. Since Mayaheine is a 
  relatively new church to Furyondy their numbers 
  are few. These individuals will have the full 
  support of the church behind their endeavors. 
  This organization models itself after the shining 
  example of the Silver Blades of Heironeous.   
  Yearly Cost    
  • 
  Golden Swords of Mayaheine perform 
  regular duties for the church of the most 
  delicate or difficult nature and this service 
  results in an additional yearly cost of 2 TU’s 
  (total of 6 TUs).  
  • 
  Golden Swords donate 200 GP yearly to 
  the church in Grabford, in addition to the 
  100 GP they pay as Clergy and their tithe as 
  members. 
  Entry Requirements 
  • 
  Clergy of Mayaheine who are in good 
  standing with the church and have been 
  members of the church of Mayaheine for six 
  months may be offered membership in the 
  Golden Swords of Mayaheine.    
  • 
  Must have a BAB + 9 and the ability to 
  cast a divine spell OR the ability to cast fifth 
  level divine spells. 
  Benefits  
  • 
  Golden Swords of Mayaheine receive all 
  benefits of the Clergy. 
  • 
  The nobility and church recognize that 
  the Golden Swords will be attending to 
  important and delicate matters and they fully 
  support these individuals while on missions 
  in Furyondy.  Golden Swords of Mayaheine 
  receive free high lifestyle in the region of 
  Furyondy.   
  • 
  The military of Furyondy holds the 
  Golden Swords in the highest regard.  They 
  have permanent influence with them.  
  Golden Swords gain an additional +2 to 
  Diplomacy rolls with military.   
  • 
  Golden Swords are well respected by 
  the citizenry of Furyondy and the members 
  of the churches of St. Cuthbert, Heironeous, 
  Rao, Pelor and Trithereon, as such they 
  receive an additional +2 circumstance bonus 
  to all Diplomacy checks with these 
  individuals.   
  • 
  Due to extensive study at the church, 
  Golden Swords receive an additional +2 
  bonus on Knowledge (religion) checks 
  relating to Mayaheine and her enemies and 
  allies.  
  • 
  Golden Swords have many contacts and 
  receive +2 circumstance bonus on Gather 
  Information checks relating to religious or 
  military affairs.  
  • 
  Golden Swords who meet the class 
  requirements may take the alternate class 
  features Adrenaline Boost, Elusive Attack 
  and Counterattack (PH2). 
  Church of Pelor 
   
   
  One of the oldest and most widespread 
  religions in Oerth, the worship of Pelor enjoys a 
  widespread support among the common folk of 
  Furyondy. The church of Pelor is second only to 
  the church of St. Cuthbert in terms of its support 
  among the common folk, and does not wane 
  despite increasing devotion to other deities such 
  as Trithereon, Zilchus and Rao.  
   
   
  However, this common support for 
  Pelor's church also likely explains its lack of 
  major presence. As Pelor's adherents in 
  Furyondy are poor, so his church in Furyondy is 
  of limited means, with few major temples and 
  little political influence.  
   
   
  However, recent events have improved 
  the status of the church of Pelor somewhat. 
  Firstly, the very popular and growing church of 
  Mayaheine relies upon the clergy of Pelor for 
  much of their ritual life as yet, so the rise of 
  Mayaheine's prominence in Furyondy has done 
  much to improve the visibility and practical 
  support for Pelor's lights. Secondly, the recent 
  surge in the presence of undead and the seeming 
  omnipresence of servants of Pelor in combating 
  them has created a groundswell of practical 
  support for the church. This sudden influx of 
  resources enabled the church of Pelor to gently 
  remove itself from its association with FAST-C 
  in day-to-day operations and more formally 
  establish a presence in the various states of 
  Furyondy. 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 26 
  Members 
  Followers of Pelor come from all walks of life, 
  from the common man to military personnel to the 
  to a few nobility. Services are fairly traditional and 
  simple, with many candles and other displays of 
  light, many hymns and an exhortation. Perhaps 
  through the influence of Mayaheine, or perhaps 
  because of the Great Northern Crusade and its 
  aftermath, services of Pelor in Furyondy tend to 
  emphasize a tad more proactive stance, encouraging 
  steadfast resistance to darkness, but still emphasizes 
  traditional Pelorite values on cherishing and 
  nurturing light and life. 
   
  Yearly Cost   
  • 
  The members of the church are expected to 
  contribute to the church to help pay for its 
  role in the community, as well as for its 
  role in bolstering defenses of the kingdom, 
  the church accepts a tithe of 1% of 
  parishioners’ income.  
  • 
  Members are expected to aid the church in 
  its many endeavors, including tending to 
  the sick, ensuring proper burial of the dead, 
  and aiding common folk against evil. This 
  service requires 2 TU’s from each member 
  a year.  
   
  Entry Requirements 
  All good-aligned followers of Pelor are 
  welcome to be counted among the faithful of the 
  church. Members of the church of Mayaheine may 
  find it beneficial to join the church of Pelor as well.  
   
  Benefits 
  • 
  Members of the church of Pelor can expect 
  to receive aid from clergymen throughout 
  Furyondy.  Members in good standing 
  receive a permanent Influence Point with 
  the Church of Pelor and the Church of 
  Mayaheine in Furyondy. 
  • 
  Members of the church of Pelor are in the 
  good graces of the common NPC citizenry 
  of Furyondy and the members of the 
  churches of St. Cuthbert, Heironeous, Rao, 
  Mayaheine and Trithereon, as such they 
  receive a +2 circumstance bonus to all 
  Diplomacy checks with these individuals. 
  • 
  Members of the church are allowed to 
  purchase the following equipment at a 10% 
  discount to the standard cost of these items: 
  antitoxin, everburning torch, holy water, 
  sunrod, healer’s kit, silver holy symbol.    
  • 
  Members of the church of Pelor receive +2 
  circumstance 
  bonus 
  on 
  Knowledge 
  (religion) checks and on Heal checks. 
  • 
  Members of the church of Pelor qualify as 
  members of a Good church for purposes of 
  the Sacred Exorcist (CD) prestige class. 
  Clergy 
   
  The clergy of Pelor in Furyondy strive to pursue 
  greater goods without a lot of concern for 
  politics or policy. Perhaps as a result of this, the 
  church has not invested excessively in structures 
  or formal programs. At this time, by far the most 
  popular temple of Pelor in the kingdom is the 
  temple of Chendl, which shines in new glory 
  after the recent dissolution of the shadow-shield 
  over the capital city. The other notable temple to 
  Pelor is in Willip, and there is some rumor that 
  the Baroness Scheredenn of Littleberg intends to 
  build a temple in that capital as well. Apart from 
  that, smaller shrines and temples dot the 
  countryside and are found in cities around the 
  kingdom with little pomp but a consistent 
  ubiquity. 
   
  Clergy of Pelor are expected to spend a goodly 
  amount of time performing the works of mercy 
  that they are famous for among the people; to 
  that end, their time is often more hampered than 
  some other clergy. However, they are deeply 
  loved by the common folk of Chendl and 
  respected by the Military for their consistent and 
  highly effective help against undead and 
  outsider enemies. They also are often called 
  upon by members of the church of Mayaheine, 
  whose deity’s close bond with Pelor binds the 
  two churches closely. 
   
  The current head of the church of Pelor in 
  Furyondy is Marcel Etier du Soleil 
  (Clr7/Radiant Servant 7), an older man with 
  grey, close-cropped hair and a well-worn face 
  with more wrinkles from smiles than frowns. 
  Reflecting the sentiment of his flock in 
  Furyondy, Marcel is of a more martial bent than 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 27 
  many of his peers throughout the Oerth, 
  advocating defense of the helpless and innocent 
  from dark forces, particularly undead. However, 
  despite his martial leanings, he is primarily a 
  tireless worker on behalf of the poor and sick, 
  and has been known to miss invitations to 
  important events because of his single-minded 
  devotion to those who need him.  
   
  Yearly Cost   
  • 
  Clergy of the church are expected to 
  contribute to the church to help pay for its 
  role in the community, the church accepts a 
  additional tithe of 4% of their income 
  beyond that expected of the faithful (total of 
  5 %).  
  • 
  Clergy are expected to aid the church 
  more so than the faithful and they are 
  required to spend an additional 2 TU each 
  year in service to the church (total of 4 TU). 
  • 
  Clergy donate 100 GP yearly to the 
  cathedral in Chendl, in addition to their tithe 
  as members. 
   
  Entry Requirements 
  • 
  Faithful of Pelor who are in good 
  standing with the church and have been 
  members of the church of Pelorfor six 
  months may be offered membership in the 
  clergy of Mayaheine.    
  • 
  Clerics or paladins who wish to join the 
  clergy of Pelor must have one influence 
  point with a Noble of Furyondy or the 
  Church of Pelor or the Church of Mayaheine 
  (beyond that given as members). 
  • 
  Clergy must be able to cast divine spells 
  and turn undead.   
  • 
  Clergy must have studied their faith and 
  that of others, attaining 4 ranks in the 
  Knowledge (religion) skill. They must also 
  have some knowledge in the care of others, 
  attaining 2 ranks in the Heal skill.  
   
  Benefits 
  • 
  Clergy of Pelor receive all benefits of 
  the Faithful.  
  • 
  Clergy of the church of Pelor receive an 
  additional 
  +2 
  circumstance 
  bonus 
  in 
  Diplomacy checks when dealing with the 
  common NPC citizenry of Furyondy and the 
  members of the churches of St. Cuthbert, 
  Heironeous, 
  Rao, 
  Mayaheine 
  and 
  Trithereon. 
  • 
  Clergy of Pelor receive a 20% discount 
  on the following items: PHB--holy water, 
  lamp, bull’s-eye lamp, everburning torch, 
  antitoxin, sunrod, tindertwig, healer’s kit, 
  holy symbol (silver or wooden), cleric’s 
  vestments. AEG: candelabra, heat mat, holy 
  text, insect netting, mess kit, pestle & 
  mortar, sprayer, tarp, tent (one-person, 
  four-person or pavilion), tongs (metal), 
  lawful water, bullet (priest’s), candle 
  (focusing 
  or 
  restful), 
  clearbreath, 
  gravebane, longbreath. 
  • 
  Clergy have access to the spell close 
  wounds (SpC).  
  • 
  Clergy receive the support of their 
  church during their travels. They receive 
  free standard lifestyle in Furyondy regional 
  adventures.     
  • 
  Clergy of the Church who are not already 
  clerics may take the alternate class feature 
  Spontaneous Domain Casting (PH2) at their 
  first level of cleric. Players who are clerics may 
  retrain to gain this alternate class feature.  They 
  may also take the Divine Counterspell (CM) 
  alternate class feature. 
  • 
  Clergy of the Church who are favored souls 
  may take the alternate class feature Deity’s 
  Favor (PH2) at 3rd level. 
  • 
  Clergy of the Church who are paladins 
  may take the Charging Smite (PH2), Curse 
  Breaker (CM) or Divine Counterspell (CM) 
  alternate class features. 
  Furyondy Association of Small 
  Temples and Churches (FASTC) 
  Throughout history Furyondy has relied 
  more upon the skill of its army and their soldiers 
  than any other resource. As such, the formal 
  churches have not grown in power or prestige 
  until the last 20 years or so when troubles with 
  Iuz intensified into full-scale war.  In addition to 
  the major churches outlined above, there are 
  several 
  smaller, 
  formal 
  churches 
  found 
  throughout Kingdom.   
  The 
  Furyondy 
  Association 
  of 
  Small 
  Temples and Churches (or FASTC) is an 
  organization composed of several churches.  The 
  minor churches were encouraged by the Nobles 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 28 
  Council 
  to 
  band 
  together 
  into 
  a 
  loose 
  organization of churches which could offer more 
  effective support than these small churches 
  could on their own. Tithing is paid into the local 
  church, where half of the fees remain while the 
  rest go into a fund to reimburse all the churches 
  that provides service throughout the kingdom, as 
  based on their need and use by all.  Support can 
  therefore be given to adventuring clerics from all 
  the represented faiths. This meta-organization 
  covers all churches in the kingdom not outlined 
  in a separate organization (see those outlined 
  below). The churches that have joined this 
  organization (and the location of their main 
  temple) 
  are 
  referenced 
  below. 
   
  Unique 
  information 
  on 
  the 
  history 
  and 
  current 
  organization of each of these churches is 
  outlined at the end of this meta-organization 
  book. 
  • 
  Allitur: Chendl 
  • 
  Boccob: Pantarn 
  • 
  Celestian: Willip 
  • 
  Corellon Larethian: Littleberg 
  • 
  Delleb: Chendl 
  • 
  Fharlanghn: Willip 
  • 
  Garl Glittergold: Claw Gorge 
  • 
  Istus: Chendl 
  • 
  Kord: Chendl 
  • 
  Osprem: Willip 
  • 
  Pholtus: Chendl 
  • 
  Procan: Willip  
  • 
  Yondalla: Littleberg 
  • 
  Zilchus: Caronis 
   
  Members of FASTC must be very politically 
  correct, since it would be very easy for a 
  FASTC 
  member 
  to 
  concentrate 
  on 
  the 
  differences between the supporting churches 
  instead of the goal of supporting their collective 
  adventuring clerics. In addition, the FASTC 
  clergy must be very knowledgeable about the 
  member churches and their sensitivities. 
  Costs for the association are slightly higher 
  than the granted benefits due to the extra layer of 
  management and accounting. (The non-lawful 
  members of the association just shake their 
  heads at this.)   
  Members 
  Adventuring members of FASTC must be in 
  good standing with their local church and have 
  no outstanding disfavors with the Kingdom of 
  Furyondy, its major churches or any supporting 
  member churches. These are the first tier of 
  membership and comprise the worshippers of 
  the churches.   
  Initial Cost   
  Upon joining the FASTC, members must 
  pay a 100 gold fee and fill out an application 
  form.   
  Yearly Cost   
  • 
  Members must donate 2 TU’s to assist 
  whatever church the association determines 
  needs help at that time such as making 
  repairs to the temples or cleaning various 
  outhouses and stables that member churches 
  might own. 
  • 
  Members of the FASTC tithe 1% of 
  their income in a year. 
  Entry Requirements 
  • 
  Must worship one of the gods whose 
  church is a member of the organization.   
  Benefits 
  • 
  Adventuring Members of FASTC can 
  expect to receive aid from the participating 
  clergymen throughout Furyondy. Members 
  in good standing receive a permanent 
  Influence Point with the association as long 
  as they remain a member.  
  • 
  Members of FAST-C who are clerics or 
  paladins of a Good deity qualify as members 
  of a Good church for purposes of the Sacred 
  Exorcist (CD) prestige class. 
  • 
  Adventuring Members of FASTC can 
  purchase the following non-magical items: 
  banner or standard (AEG), holy text (AEG), 
  ghost oil (AEG), gravebane (AEG). 
  Clergy 
  These are typically the clerics of the faiths, 
  although in some cases holy warriors, such as 
  paladins or templars, join as well.  The main task 
  of the clergy is to minister to the faithful through 
  verbal preaching as well as support from divine 
  spells.  In some faiths, the martial members such 
  as paladins join as well with their focus on 
  defense 
  and 
  support 
  of 
  the 
  common 
  membership.  
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 29 
  Yearly Cost   
  • 
  Clergy of the FASTC tithe an additional 
  2% of their income in a year (for a total of 
  3% tithed). 
  • 
  Each year Clergy of the FASTC must 
  study with their respective temple to renew 
  their familiarity with all of the basic tenets 
  of 
  the 
  respective 
  Churches 
  of 
  the 
  association. 
  This 
  study 
  requires 
  an 
  additional 2 TU from the member (total of 4 
  TUs). 
  Entry Requirements 
  Adventuring clergy of FASTC must be 
  members of the organization, and pay all costs 
  associated therein.  They have access to all 
  benefits of general membership.   
  • 
  Must be a member of the organization 
  for six months. 
  • 
  Must be able to cast divine spells. 
  • 
  Must have one influence point with a 
  good-aligned church in Furyondy (other 
  than their own or the one gained for being a 
  member of the association) to demonstrate 
  willingness and ability to work with other 
  religions. 
  • 
  Individuals must be familiar with the 
  tenets of different religions. They must have 
  5 ranks in Knowledge (religion).    
  Benefits 
  • 
  Clergy 
  members 
  receive 
  a 
  +2 
  circumstance bonus to a single skill in which 
  they receive additional training by their 
  faith, as outlined below.   
  o 
  Allitur: Diplomacy 
  o 
  Boccob: Knowledge (arcana) 
  o 
  Celestian: Knowledge  (planes) 
  o 
  Corellon: Survival (woods) 
  o 
  Delleb: Knowledge  (history) 
  o 
  Fharlanghn: Knowledge  
  (geography) 
  o 
  Garl Glittergold: Appraise 
  o 
  Istus: Sense Motive 
  o 
  Kord: Intimidate 
  o 
  Osprem: Survival (sea) 
  o 
  Pholtus: Diplomacy 
  o 
  Procan: Profession (sailor)  
  o 
  Yondalla: Profession (farmer) 
  o 
  Zilchus: Bluff 
  • 
  Clergy members receive a 10% discount 
  on the following PHB items, through their 
  contacts in the church: healers kit, holy 
  water, everburning torch, silver holy symbol 
  and the chosen weapon of their deity. 
  • 
  Clergy of FASTC who are not already 
  clerics may take the alternate class feature 
  Spontaneous Domain Casting (PH2) at their 
  first level of cleric. Players who are clerics 
  may retrain to gain this alternate class 
  feature.  They may also take the Divine 
  Counterspell (CM) alternate class feature. 
  • 
  Clergy of FASTC who are favored souls 
  may take the alternate class feature Deity’s 
  Favor (PH2) at 3rd level. 
  • 
   Clergy of FASTC who are paladins 
  may take the Charging Smite (PH2), Curse 
  Breaker (CM) or Divine Counterspell (CM) 
  alternate class features. 
  Senior Clergy 
  After some time in the FASTC, members 
  may advance within the ranks to senior clergy.  
  These members command more respect and 
  their word is given more weight than that of 
  regular clergy.  
  Senior clergy are still considered members 
  of the clergy and must continue to pay all costs 
  associated with that.  They continue to have 
  access to all benefits of regular clergy members.  
  Yearly Cost   
  • 
  Senior clergy of the FASTC tithe an 
  additional 2%of their income in a year (for a 
  total of 5% tithed). 
  • 
  Senior clergy are expected to donate 100 
  gold to a different church from their faith in 
  the association each year. The association 
  does not work without the willingness of its 
  members to support all of the different 
  religions of the organization. 
  • 
  Senior clergy spend an additional 2 TU 
  a year assisting the churches in their work 
  (total of 6 TUs). 
  Entry Requirements 
  • 
  Must be a member of the clergy for six 
  months. 
  • 
  Individuals must have more than a 
  passing interest in the tenets of the different 
  religions in the association.  They must have 
  10 ranks in Knowledge (religion) as well as 
  5 ranks in Diplomacy.    
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 30 
  Benefits 
  • 
  Senior clergy members receive an 
  additional +2 circumstance bonus (for a total 
  of +4) to the single skill in which they 
  receive additional training by their faith, as 
  outlined in the clergy section above. 
  • 
  Senior clergy are respected throughout 
  the nation, and are supported during their 
  travels.  They receive free standard lifestyle 
  in Furyondy regional adventures. 
  • 
  Members of the Senior Clergy have 
  access to purchase the following non-
  magical items: priest’s bullets (LM), holy 
  water sprinkler (LM). 
  The Old Faith 
  The “Old Faith” originally referred to 
  followers of Beory, who were long established 
  in the lands that constituted Old Ferrond.  The 
  clergy of Beory supported the peasants who 
  were tied to the lands and tended to the needs of 
  the good and common folk for centuries.  Over 
  time, due to the variety of gods interested in the 
  lands, the conflicts racing across the lands, and 
  the change in government in the lands that 
  eventually constituted Furyondy, Highfolk, 
  Shield Lands, and Veluna, the number of folk 
  holding true to Beory began to wane. 
  The recent generations who have contended 
  with multiple wars have looked to other deities 
  to help them cope with the new situations and 
  unique problems found throughout the remnants 
  of Old Ferrond.  This is especially true in 
  Furyondy, where some of the folk who for 
  generations long past used to follow the tenants 
  of Beory, have moved to other faiths.  While 
  those who were conscripted or chose to serve in 
  the fight against Old Wicked frequently found 
  themselves drawn to the churches of St. 
  Cuthbert, Heironeous, and Trithereon, many 
  who stayed in the remote villages and isolated 
  enclaves still remained loyal to the land.  Several 
  other faiths have poached upon the flocks of 
  Beory, in areas where the local populace was 
  receptive to nature and elemental faiths.  
  Nonetheless, the nature and elemental faiths 
  have worked in unison to protect the lands from 
  the deprivations of Old Wicked.  Beory 
  continues to remain the anchor of the old faith, 
  although rangers, clerics, and druids of neutral 
  alignment with a true dedication to protecting 
  the land are invited to work alongside Beory’s 
  faithful. 
  With the exception of the Barony of 
  Kalinstren and the Barony of Willip, the druid 
  groves found in the other provinces are led by 
  Beory’s faithful, with the participation of clergy 
  of Ehlonna, Obad-Hai, and Merikka in a lesser 
  role.  The Barony of Willip boasts unique druid 
  “groves” on some islands and costal areas, 
  jointly operated by faithful of Procan and Beory, 
  while inland, the druid groves are operated by an 
  unorganized mix of Obad-Hai, Berei, and Beory.  
  In the Barony of Kalinstren, Ehlonna’s followers 
  have spilled over from Highfolk, bringing their 
  talents to bear on the land’s behalf.  Unlike other 
  areas, which see considerable strife between 
  some of the nature and elemental gods, in 
  Furyondy, the faiths have been united in a 
  common cause against the deprivations of Old 
  Wicked. 
  The followers of the Old Faith do continue 
  to pass down the magical secrets and dark 
  practices which used by the druids of antiquity, 
  hence many followers of the Old Faith are 
  neutral, rather than good.   
  Sometimes, it is necessary to dust off some 
  of the more arcane and obscure ceremonies and 
  practices, to defeat the efforts of those, who seek 
  to ruin the peace and fertility of the sacred 
  circles and ancient shrines.  One such overrun 
  shrine, in the vicinity of Crockport, has been 
  retaken and rededicated to Velnius, Bleredd, 
  Joramy, and Procan, representing the four 
  elements, linked by Beory at the center.  The 
  shrine is actually a huge complex, contained 
  within a dormant volcano.  Within the cone of 
  the volcano lies an isolated grotto and pristine 
  lake that was only defiled in passing by the 
  armies of old wicked, who were not in the area 
  for sufficient time to commit lasting harm to the 
  area.  Followers of Bleredd and Joramy find 
  solace and comfort within the old fissures within 
  the bowels of the volcano.  Followers of Procan 
  enjoy the pristine waters, while followers of 
  Velnius and the lesser gods of the winds, make 
  their home in perches on the lip of the volcano 
  rim.  Followers of Beory maintain a grotto at the 
  center of the lake within the volcano, as well as 
  a seemingly ancient shrine complex and 
  outbuildings.   This is the primary shrine for the 
  elemental gods and is located in Kalinstren.  
  In the Barony of Kalinstren, while Beory 
  maintains a place of influence, the followers of 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 31 
  Ehlonna have become dominant, especially as 
  the elven clans have brought their faith from 
  Highfolk. The followers of Procan and Beory, in 
  the Barony of Willip, work together to maintain 
  the old faith.  In the Gold County, the followers 
  of Beory play a supporting role to the clergy of 
  Berei and Obad-Hai in the area nearest the 
  Gnarly Forest.  In both the County of 
  Crystalreach and the Viscounty of the March, 
  Beory remains dominant, with a significant 
  presence from the faithful of Obad-Hai.  In the 
  Farwain Province, Beory remains dominant, 
  with a significant minority consisting of 
  followers of Berei.  In the Barony of Littleberg 
  and the Duchy of the Reach, Beory remains 
  dominant, 
  with 
  significant 
  support 
  from 
  followers of Merikka.  The best-known druid in 
  Furyondy is actually an archdruid follower of 
  Beory, Krishena of Dapple.  Most of the other 
  major druids prefer anonymity, although all 
  recognize the necessity of having a liaison 
  capable of working with the giant owls in the 
  Dapple Wood and the humans in the nearby 
  settlements. 
  Ovates 
  The ovates are the common worshippers of 
  the Old Faith.  They include some nature-
  oriented adventurers but also many of the 
  farmers, herdsmen and other simple folk who 
  follow Beory or one of the other nature gods. 
  The Initiates are the spokesmen for the Druids, 
  who tend to be a more secretive lot. They 
  minister more directly to the common folk and 
  tend to the more visible representatives of the 
  Old Faith. 
  Yearly Cost   
  • 
  Ovates support the Old Faith by dedicating 
  2 TU’s a year to the upkeep and preservation 
  of the land. 
  Entry Requirements   
  • 
  Ovates must revere Beory or one of the 
  other nature deities.  They may follow more 
  than one deity however, and all citizens of 
  Furyondy are welcomed into the flocks of 
  the ovates. 
  Benefits   
  • 
  Ovates receive training in living in harmony 
  with nature.  They receive a +2 competence 
  bonus to Survival checks for finding shelter 
  and living off the land.  If they have the 
  Track feat, they also receive this bonus 
  when tracking. 
  • 
  Ovates are especially skilled with selected 
  types of animals, with which they develop 
  an affinity.  They may select one type of 
  animal (e.g. canines, felines, equines, etc).  
  When working with this type of animal, they 
  receive a +2 circumstance bonus to Handle 
  Animal checks. 
  • 
  Ovates are taught the tenets of their faith as 
  well as information about the world around 
  them.  They receive a +2 circumstance 
  bonus to Knowledge (nature) checks and to 
  Knowledge (religion) checks involving 
  religions related to Iuz, the Ur-Flan or any 
  nature or elemental faith.  
  • 
  Ovates are able to shut out many of the 
  distractions of the natural world in times of 
  need.  They receive a +2 circumstance 
  bonus to Concentration checks.  
  • 
  Through their contacts with the many 
  worshippers of the Old Faith Ovates develop 
  a deep bond with nature and may learn the 
  feat Ehlonna’s Way (DM 315).  
  Initiates 
  The Initiates are the spokesmen for the 
  Druids, who tend to be a more secretive lot. 
  They minister more directly to the common folk 
  and tend to the more visible representatives of 
  the Old Faith  
  Yearly Cost   
  • 
  Initiates are expected to spend an additional 
  4 TUs (total of 6 TUs) a year in service to 
  the land maintaining and founding groves 
  and shrines or instructing Ovates in the Old 
  Faith.  
  Entry Requirements   
  • 
  Initiates must be able to cast third level 
  divine spells or two ranger spells (of any 
  level).  
  Benefits   
  • 
  Initiates receive all the benefits of ovates. 
  • 
  Initiates receive a +4 circumstance bonus to 
  Diplomacy checks with the common folk of 
  Furyondy, due to their extensive work with 
  them. 
  • 
  Due to their advanced study of magic and 
  the land, initiates receive a +2 circumstance 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 32 
  bonus to Spellcraft checks for divine or 
  ranger spells and a +2 circumstance bonus to 
  Knowledge (geography) checks made to 
  determine the appropriate direction for 
  travel and to understand climates of other 
  areas. 
  • 
  Initiates may learn the feat Natural Bond 
  (CAD).  
  • 
  Due to the support of the common folk, 
  initiates receive free standard lifestyle in 
  Furyondy regional adventures.  
  • 
  Initiates of the Old Faith who are favored 
  souls may take the alternate class feature 
  Deity’s Favor (PH2) at 3rd level. 
  Druids 
  The 
  Druids 
  are 
  the 
  highest-ranking 
  worshippers of the Old Faith. The term “druid” 
  is their title, not necessarily their class. For 
  included in their number are clerics of nature 
  deities, as well as high-level rangers. The druids 
  take upon themselves the responsibility of caring 
  for the land itself, and have less contact with the 
  ovates, preferring to speak through the initiates. 
  Yearly Cost   
  • 
  Druids spend an additional 2 TUs patrolling 
  and caring for the land that they live in and 
  maintaining and founding groves and 
  shrines (total of 8 TUs yearly).  
  Entry Requirements   
  • 
  Must be an initiate of the Old Faith for 
  one year. 
  • 
  Druids must be able to cast two 4th level 
  divine spells OR four ranger spells (of any 
  level). 
  Benefits  
  • 
  Due to their advanced study of magic and 
  the land, Druids receive an additional +2 
  circumstance bonus to Spellcraft checks 
  (total bonus +4) for divine or ranger spells 
  and an additional +2 circumstance bonus to 
  Knowledge (geography) checks (total bonus 
  +4) made to determine the appropriate 
  direction for travel and to understand 
  climates of other areas.   
  • 
  Druids receive additional training in living 
  in harmony with nature.  They receive an 
  additional 
  +2 
  circumstance 
  bonus 
  to 
  Survival checks (total bonus +4) for finding 
  shelter, tracking and living off the land. 
  • 
  Druids are especially skilled with selected 
  types of animals, with which they develop 
  an affinity.  They may select one type of 
  animal (e.g. canines, felines, equines, etc).  
  When working with this type of animal, they 
  receive an additional +2 circumstance bonus 
  to Handle Animal checks (total bonus +4). 
  • 
  Druids are taught deeper tenets of their faith 
  as well as more in depth information about 
  the world around them.  They receive an 
  additional 
  +2 
  circumstance 
  bonus 
  to 
  Knowledge (nature) checks (total bonus +4) 
  and to Knowledge (religion) checks (total 
  bonus +4) involving religions related to Iuz, 
  the Ur-Flan or any nature or elemental faith.  
  • 
  Druids are taught to achieve an inner peace 
  in times of turmoil.  They receive an 
  additional 
  +2 
  circumstance 
  bonus 
  to 
  Concentration checks (total bonus +4).  
  • 
  Druids receive one permanent influence 
  point in rural or wilderness areas with the 
  common folk as well as with worshippers of 
  nature or elemental deities.   Among other 
  uses, this influence point may be used as 
  special access to the spell reincarnate.  
  Druids who wish to obtain this spell may 
  travel to the nearest grove (1 TU) and 
  through their influence; the head druid of 
  that grove will cast the spell for them.   
  The Mage Council 
  Following the disastrous war with Iuz, King 
  Belvor IV began to realize that one of the 
  Kingdom’s weaknesses lies in its reluctance to 
  wield arcane power effectively.  The nation has 
  long been averse to mages, and compared to 
  many other nations, Furyondy is magician poor. 
  Recently, Belvor sanctioned his Council of 
  Four to begin a formal recruitment and training 
  program for mages within the country.  They 
  responded by forming a larger Mage Council, 
  which they govern.  This accomplishes two of 
  the King’s goals:  first, to better prepare for the 
  trials to come against Iuz and second, to keep 
  tabs on those capable of wielding arcane power 
  within Furyondy.  The Mage Council is 
  governed by the Council of Four: Gorn 
  Gyrdresol, Pisenten, and Dramaynen, the fourth 
  member Karzalin has recently gone missing, if 
  anyone 
  has 
  knowledge 
  of 
  him 
  or 
  his 
  whereabouts they should report it to the Council.  
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 33 
  Each of these four mages professes mastery 
  over one of the four elements, and the Mage 
  Council is set up in a similar manner.  There are 
  four separate fraternities, called guilds, within 
  the Council.  Each has its own focus in terms of 
  magic and each is headed up by one of the 
  Council of Four.  Contrary to the manner of 
  separation, member wizards are in no way 
  limited to any particular selection of spells. 
  The flame guild focuses on the raw power of 
  magic.  They are usually the combat mages sent 
  in with troops as extra firepower.  Most military 
  commanders favor this arm of the Council over 
  all others.  Karzalin commands the flame guild. 
  The water guild is the guild for the trickster.  
  It focuses on the subtler, finer points of 
  thaumaturgy.  Illusions are commonplace when 
  a water guildsman is nearby.  Thus, guile and 
  trickery through magic are the hallmarks of this 
  fraternity.  Pisenten controls this guild. 
  The earth guild deals in defense and 
  protection and is the polar opposite of the fire 
  guild.  It is the smallest arm of the Council, but 
  its members are well respected.  Many a mage 
  and soldier owes his life to a well-placed spell or 
  counter spell cast by earth guildsmen.  Divine 
  spellcasters who tinker with arcane magic are 
  sometimes found within their ranks.  Dramaynen 
  directs the protective efforts of this guild. 
  The air guild is the wild, unpredictable 
  group of wizards who always seem to have one 
  last card up their sleeve.  Many commanders 
  believe them to be useless to the cause of war, 
  but the more experienced generals see them as 
  valuable assets even when they’re not leveling 
  the battlefield with one high powered spell after 
  another.  In addition to providing useful 
  communication spells, they carry a host of spells 
  allowing them to thoroughly scout out an area 
  before sending troops into it.  Gorn Gyrdresol 
  claims to control the guild of the wind and its 
  often-chaotic members. 
  To outsiders, there is very little difference 
  from one guild to another just by looking at 
  them.  There are no separate headquarters for 
  each guild or any sort of dividing lines and they 
  mix freely.  To a wizard, however, the difference 
  is stunning, though aesthetic. 
  The Council of Four is wary of the Mages of 
  the Arcane Order and they have taken a dim 
  view of this organization. At least one member 
  of the Council is rumored to be working on 
  unlocking the secrets of the Spell Pool to create 
  something similar for the mages of Furyondy. 
  Though many disregard these claims pointing to 
  the recent magical disasters in Chendl. 
  Initiates 
  Recently, the Council of Four began a 
  formal recruitment and training program for 
  mages within the country: the Mage Council, 
  which they govern. The apprenticeships offered 
  by the wizards of the Mage Council have drawn 
  a surprising number of recruits. Initiates are 
  required to perform services to the Council to 
  prove their loyalty to the kingdom and thus their 
  trustworthiness to wield magic within Furyondy. 
  The Council is expecting to swear many new 
  members into the service of Furyondy in the 
  coming years ahead. 
  Yearly Cost   
  • 
  Mage Council Initiates are expected to 
  spend time in service to the Council and in 
  study of their craft. This translates to 3 TUs 
  annually.  
  Entry Requirements   
  • 
  Initiates must have studied magic, as 
  evidenced by 5 ranks in Knowledge (arcana) 
  and 5 ranks in Spellcraft.   
  • 
  Initiates must be able to cast arcane 
  spells without the use of song. 
  • 
  Initiates must possess the Scribe Scroll 
  feat. 
  Benefits 
  • 
  Initiates of the Mage Council are able to 
  purchase the following items: Pestle and 
  mortar (AEG), Spellbook materials from 
  Table: 5-1 Spellbooks on page 140 of 
  Complete Arcane except for dragonhide 
  covers and metal foil pages.   
  • 
  Mage 
  Council 
  Initiates 
  receive 
  additional training in the ways of magic to 
  deal with Iuz demons and fiends.  They 
  receive a +2 circumstance bonus on the 
  following 
  skills: 
  Craft 
  – 
  Alchemy, 
  Knowledge (arcana) and Knowledge (the 
  planes). 
  • 
  Mage Council members also receive a 
  +2 circumstance bonus for Knowledge 
  (religion) skill checks relating to Iuz, his 
  allies or enemies.  This includes checks on 
  knowledge relating to undead.   
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 34 
  • 
  The additional training received through 
  the council grants its Initiates a +2 
  circumstance bonus to Spellcraft checks 
  relating to arcane magic. 
  Members  
  Initiates become Members through training and 
  service. Upon reaching a level of mastery 
  deemed appropriate by thorough testing they are 
  offered a position on the Council and become 
  full Members of the Mage Council. They must 
  swear loyalty and service to the kingdom of 
  Furyondy and in return they enjoy the best 
  laboratory and materials that the kingdom can 
  provide and an environment and atmosphere 
  conducive to research and experimentation.  
  Yearly Cost   
  • 
  Mage Council Members are expected to 
  spend time participating in Council activities 
  including recruiting, testing, and teaching.  
  This translates to an additional 3 TU 
  annually (total of 6 TUs).  
  Entry Requirements   
  • 
  Members must have studied magic, as 
  evidenced by 8 ranks in Knowledge (arcana) 
  and 8 ranks in Spellcraft.   
  • 
  Members must be Initiates of the 
  Council. 
  • 
  Members must possess the Scribe Scroll 
  feat and one other meta-magic or item 
  creation feat.  
  Benefits 
  • 
  Members continue to receive all benefits 
  of Initiates. 
  • 
  Members of the Mage Guild are able to 
  purchase the following items: freeze powder 
  (FB), frostbite salve (FB), melt powder 
  (FB), distillation kit (SS), keepcool slave 
  (SS), metal tongs (AEG), scryer’s kit (AEG), 
  darkvision powder, Spellbook materials 
  from Table: 5-1 Spellbooks on page 140 of 
  Complete Arcane that are available to the 
  Members are; dragonhide covers and metal 
  foil pages. 
  • 
  Mage 
  Council 
  members 
  receive 
  advanced training in the ways of magic to 
  deal with Iuz' demons and fiends.  They 
  receive an additional +2 circumstance bonus 
  (total of +4) on the following skills: Craft – 
  Alchemy, 
  Knowledge 
  (arcana) 
  and 
  Knowledge (the planes). 
  • 
  Mage Council members also receive an 
  additional +2 circumstance bonus (total 
  bonus +4) for Knowledge (religion) skill 
  checks relating to Iuz, his allies or enemies.  
  This includes checks on knowledge relating 
  to undead.   
  • 
  The additional training received through 
  the council grants its members an additional  
  +2 circumstance bonus (total bonus +4) to 
  Spellcraft checks relating to arcane magic. 
  • 
  Members have access to the library of 
  the council for spell scribing. After any 
  Furyondy regional adventure, they may 
  choose two spells of a level that they are 
  able to cast to scribe into their spellbook. 
  The spells must be selected from those 
  designated as Open in the current version of 
  the LGCS and normal cost of scribing the 
  spells must be paid.  
  • 
  Members have one permanent influence 
  point with Furyondy government officials, 
  as well as other members of the Mage 
  Council. 
  • 
  Members may belong to any of the four 
  branches of the organization.  Should they 
  choose to do so, they may add a title to their 
  name corresponding to the branch that they 
  choose: Flame Guildsman, Earth Guildsman, 
  Air Guildsman or Water Guildsman.  
  • 
  Members who fulfill the requirements 
  may take the alternate class features 
  Armored Mage (CM), Focused Specialist 
  (CM) and Eclectic Learning (PH2). 
  Furyondy Military 
  The Greyhawk Wars (582cy-584cy) and The 
  Great Northern Crusade (586cy-588cy) were 
  very costly to the Armies of Furyondy.  Many 
  veteran soldiers were killed or are missing in 
  action.   Under the Grand Marshal Baron 
  Jemian, chosen by King Belvor IV to unite the 
  provinces military forces, the Furyondy Military 
  has slowly rebuilt, with a few minor setbacks.  
  At the same time King Belvor strives to bring 
  the nation’s soldiers under a single banner. 
  Despite this inter-region bickering and rivalry 
  continues in the rank and file. Nearly fifty 
  thousand soldiers now serve the kingdom 
  awaiting another full-scale war with Iuz. This 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 35 
  includes some mercenaries and adventurers. 
  Despite this, the vast majority of the army is still 
  lacking many experienced veterans.  
  Furyondy has traditionally had a strong 
  military base, primarily sponsored by the noble 
  houses, each of which maintains a standing 
  army.  Those of the northern lords are 
  considerable – some approaching 8000 strong – 
  while those in the south may be as few as 1500.  
  By feudal right, however, King Belvor IV can 
  call on these armies as long as he helps to 
  support them financially if he uses their services 
  longer than two months.  Because of this 
  tradition, the typical tour of duty for a private is 
  about two months of time.  The King may 
  support more seasoned soldiers (higher ranking) 
  for longer periods of time, and the national army 
  stands over twenty thousand, roughly equal to 
  that supplied by the lords. There are many 
  regions that support “specialized” troops, such 
  as the Bootmen of the Reach or the Cavalry of 
  Littleberg and the March. 
  Military Branches 
  The Furyondy Military is divided up into 
  three major branches:  Infantry, Cavalry and 
  Naval.   
   
  Infantry: The Furyondy Infantry is comprised 
  largely of mercenaries, peasant levies and 
  adventurers.  Their main purpose is to serve as 
  infantry, archers, and scouts during war.  During 
  peacetime or breaks in the war with Iuz, the 
  Infantry helps rebuild damaged structures and 
  serves as Militia in the Northern provinces.   
  Many of the Warmasters of the kingdom serve 
  within the infantry and occasionally the infantry 
  does receive support from the Mage Council.  
   
  Cavalry: The Furyondy Cavalry is comprised 
  largely of mercenaries and adventurers; while all 
  knights are members of the cavalry their overall 
  numbers are very small compared to the whole.  
  Their main purpose is to support the infantry 
  troops during war.  During peacetime or breaks 
  in the war with Iuz, the cavalry helps rebuild 
  damaged structures and serves as Militia in the 
  Northern provinces.  The cavalry also supports 
  the Mail Riders during wartime.   The cavalry is 
  led primarily by the Knights of Furyondy.    
   
   
  Naval (The Furyondy Royal Navy):  The 
  Furyondy Royal Navy is the most elite navy in 
  the Flanaess, with its primary base in Willip.  
  The navy consists of eight great galleons, thirty 
  caravels, and fifty other assorted river and sea 
  vessels that patrol the Nyr Dyv and trade rivers 
  of Furyondy keeping them free from dangers.  
  Rules of Conduct 
  Members of all branches of the Furyondy 
  military must always follow these rules of 
  Conduct. 
  • 
  Must obey all orders from a superior 
  ranking officer. 
  • 
  Must present one’s self with full 
  military rank and branch of the 
  Furyondy military to all superiors, city 
  officials, 
  government, 
  knights, 
  and 
  nobles.   
  • 
  Must openly wear the Furyondy emblem 
  except on covert missions.  
  • 
  Must show respect to the citizen of 
  Furyondy. 
  • 
  Must obey all laws of Furyondy. 
  If a military member ever knowingly commits a 
  crime, he or she will be dismissed from the 
  Furyondy military and punished according to 
  Furyondy laws.   
  Furyondy Infantry 
  Soldiers of the Furyondy Infantry are placed 
  in the foot-troops, scouts or archers, depending 
  on their talents and training.  The groups are 
  separated into squadrons with different tasks, but 
  ultimately report to the same commander on the 
  battlefield.  Each section of the country has 
  specialists within the infantry but currently all 
  answer to Grand Marshall Baron Jemian. 
  Rank 
  Promotion in Rank requires the character to 
  serve 6 months (26 TU) of service at their 
  current rank.  The 26 TU must be spent on 
  adventure TU cost only, not item creation, 
  profession skills checks, or unused TU at the end 
  of the year.  They must meet all the other 
  requirements of the new rank as well. To be 
  promoted to the rank of Corporal the character 
  must have a minimum intelligence score of 8, 
  and to be promoted to the rank of Sergeant the 
  character must have a minimum intelligence 
  score of 10. Additionally the character must 
  spend 1 Influence Point from the Military, 
  Knighthoods, or Nobility of Furyondy.   
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 36 
   
  Infantry 
  Ranks 
  TU cost 
  per year 
  Profession 
  (Soldier)  
  Private 
  6 
  +2 bonus  
  Corporal 
  8 
  +3 bonus  
  Sergeant 
  12  
  +4 bonus  
  Pay 
  Furyondy Military Infantry personnel (foot-
  troops, scouts and archers) earn a minimal 
  yearly wage of 50 gold pieces per year. With 
  advancement in rank this wage increases by 25 
  gold to a maximum of 100 gold pieces per year, 
  at the rank of sergeant.  This fee is earned at the 
  beginning of the year immediately after the PC 
  pays their yearly TU cost. 
  In addition, they may earn pay based on 
  their Profession (Soldier) skill.  After each 
  Furyondy regional scenario played, the PC may 
  make a Profession (Soldier) skill check with the 
  bonus noted above.  This check is treated as 
  their one benefit from non-adventuring activity 
  after a regional scenario as described in the 
  LGCS.    
  Foot-troops  
  Yearly Cost   
  Infantry privates are required to spend 6 TU per 
  year.  This TU cost per year increases with 
  promotions in rank, as outlined in the chart 
  above.   
  Entry Requirements  
  • 
  Melee attack +4  
  • 
  Proficient in Light, Medium, and Heavy 
  Armors 
  • 
  Proficient in Simple and Martial weapons  
  Benefits  
  • 
  All foot troops are equipped by the 
  military with the following: studded leather, 
  light steel shield, longsword, shortbow, 20 
  arrows, backpack, bedroll, tent and cold 
  weather outfit.  If the armor or weapon is 
  lost or destroyed during service for the 
  kingdom it is replaced. Otherwise the 
  member is responsible for replacement 
  costs.  
  • 
  Foot troops members may purchase the 
  following mundane equipment from the 
  Arms and Equipment Guide at a 20% 
  discount: armor maintenance kit, hammock, 
  mess kit, tent-four person, bladefire, signal 
  torch, sparkstone.  
  • 
  Foot troops members may purchase the 
  following weapons from the Arms and 
  Equipment Guide: 
   
  Private: 
  bladed 
  gauntlet, 
  duom, 
  fullblade, spinning javelin, lucerne hammer. 
   
  Corporal: all of the above plus, signal 
  arrow, claw bracers, mighty whip, tonfa. 
   
  Sergeant: all of the above plus, maul, 
  gryspike, double mace, panther claw, 
  butterfly sword. 
  • 
  Foot troop members of the rank of 
  sergeant have access to take levels in the 
  Tactical 
  Soldier 
  (MH) 
  Prestige 
  Class 
  provided they meet all the requirements of 
  the class. 
  • 
  Foot troops receive free standard life-
  style cost for all Furyondy regional 
  adventures.  Members receive this benefit by 
  staying at the local Military barracks.  
  Additionally, military members are exempt 
  from all Furyondy taxes while serving the 
  Kingdom.  
  • 
  All 
  infantry 
  personnel 
  receive 
  a 
  circumstance bonus to Profession (soldier) 
  skill checks based on their rank.   
  • 
  Foot 
  troop 
  personnel 
  receive 
  a 
  circumstance bonus to Diplomacy skill 
  checks 
  when 
  dealing 
  with 
  Furyondy 
  Military personnel of equal or lower rank 
  that is equal to the bonus they receive for 
  their Profession (soldier) skill.  
  • 
  Foot troop personnel of rank corporal or 
  higher who meet the class requirements may 
  take the alternate class features Adrenaline 
  Boost, Elusive Attack, Counterattack and 
  Shield of Blades (PH2).  
  • 
  Foot troop members of the rank corporal 
  or higher gain a permanent influence point 
  with 
  any 
  Furyondy 
  Military 
  meta-
  organization. 
  • 
  Upon reaching the rank of Sergeant, foot 
  troops may petition to study at the Furyondy 
  College of War.  After spending one 
  Influence Point with a related group (e.g. the 
  War College, Furyondy nobility or the 
  Furyondy Military [this IP must be separate 
  from that earned simply by being a member 
  of the military MO]) on admission and 
  studying for 20 TUs, they graduate from the 
  college.  Such individuals receive an 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 37 
  additional 
  +2 
  circumstance 
  bonus 
  to 
  Knowledge (local [Iuz Border States MR]), 
  Knowledge (architecture and engineering) 
  and Knowledge (history) checks due to their 
  extensive study.  Warmasters receive 
  deference 
  from 
  other 
  military 
  and 
  government members who treat them with 
  more respect. Such individuals receive a 
  permanent 
  influence 
  point 
  with 
  the 
  Furyondy 
  Military 
  and 
  the 
  Furyondy 
  government and receive free High lifestyle 
  in all Furyondy regional adventures. 
   Scouts 
  Entry Requirements   
  • 
  Melee OR Ranged attack +4  
  • 
  Proficient in light armor and simple 
  weapons 
  • 
  3 ranks each in Hide and Move Silently 
  • 
  3 ranks in either Search OR Spot  
  Benefits  
  • 
  All scouts are equipped by the military with 
  the following: studded leather armor, short 
  sword, 
  dagger, 
  shortbow, 
  40 
  arrows, 
  backpack, 50 feet silk rope, small steel 
  mirror and a cold weather outfit. 
  • 
  Scouts may purchase the following mundane 
  equipment from the Arms and Equipment 
  Guide at a 20% discount from military 
  stores: black bodysuit*, mess kit, tent-one 
  person, 
  signal 
  torch, 
  silent 
  shoes*, 
  sparkstone and spider poles*.  *These items 
  are confiscated if discovered as being used 
  in illegal activities against citizens of 
  Furyondy. 
  • 
  Scouts may purchase the following armors: 
   Private: leafweave armor (RW), wildwood 
  armor (RW). 
   Corporal: all of the above plus, tumbler’s 
  breastplate (RS), quick escape enhancement 
  (AEG). 
   Sergeant: all of the above plus, brigandine 
  armor (AEG), lamellar armor (AEG).  
  • 
  Scouts may purchase the following weapons 
  from the Arms and Equipment Guide: 
   Private: bladed gauntlet, signal arrow, 
  spinning javelin, triple dagger, warfan. 
   Corporal: all of the above plus, claw 
  bracers, mighty whip, panther claw, tonfa. 
   Sergeant: all of the above plus, butterfly 
  sword, sai, throwing iron, tiger claws. 
  • 
  Scouts receive free standard life-style cost 
  for all Furyondy regional adventures.  
  Members receive this benefit by staying at 
  the local Military barracks.  Additionally, 
  military members are exempt from all 
  Furyondy taxes while serving the Kingdom.  
  • 
  All infantry personnel receive a competence 
  bonus to Profession (soldier) skill checks 
  based on their rank.   
  • 
  Scouts receive a circumstance bonus to 
  Diplomacy skill checks when dealing with 
  Furyondy Military personnel of equal or 
  lower rank that is equal to the bonus they 
  receive for their Profession (Soldier) skill.   
  • 
  Scouts of corporal rank or higher receive a 
  permanent 
  influence 
  point 
  with 
  any 
  Furyondy Military meta-organization. 
  • 
  Due to extensive practice and study, scouts 
  receive a +2 circumstance bonus on Hide, 
  Move Silently, Listen, Search and Spot 
  checks when gathering information about 
  hostile forces.  This bonus increases to +3 
  upon reaching the rank of Corporal and +4 
  upon reaching the rank of Sergeant.  
  • 
  Scouts of rank corporal or higher who meet 
  the class requirements may take the alternate 
  class features Adrenaline Boost, Dungeon 
  Specialist, Elusive Attack and Counterattack 
  (PH2). 
  • 
  Upon reaching the rank of Sergeant, 
  scouts may take ranks in the Spymaster 
  prestige class. 
  Archers 
  Entry Requirements   
  • 
  Ranged attack +4  
  • 
  Proficient in Light Armor 
  • 
  Proficient in Simple and Martial weapons  
  • 
  Point Blank Shot  
  • 
  Far Shot OR Precise Shot OR Rapid Shot 
  Benefits  
  • 
  All archers are equipped with the following: 
  studded leather armor, short sword, short 
  bow or light crossbow, 40 arrows or bolts, 
  backpack, and cold weather outfit.  If the 
  armor or weapon is lost or destroyed during 
  service for the kingdom it is replaced. 
  Otherwise the member is responsible for 
  replacement costs.  
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 38 
  • 
  Archers 
  may 
  purchase 
  the 
  following 
  mundane equipment from the Arms and 
  Equipment Guide at a 20% discount, from 
  military stores: black bodysuit*, darkvision 
  powder, mess kit, tent-four person, signal 
  torch, silent shoes*, sparkstone and tree 
  stand.  *These items are confiscated if 
  discovered as being used in illegal activities 
  against citizens of Furyondy. 
  • 
  Archers may purchase the following 
  armor from the Arms and Equipment Guide: 
   
  Private: leather scale, wicker armor. 
   
  Corporal: all of the above plus, cord 
  armor, quick escape enhancement.  
   
   Sergeant: all of the above plus, brigandine 
  armor, lamellar armor. 
  • 
  Archers 
  may 
  purchase 
  the 
  following 
  weapons: 
   Private: alchemist’s arrow (AEG), signal 
  arrow (AEG), triple dagger (AEG), blunt 
  arrow (RW), skiprock (RW). 
   Corporal: all of the above plus, claw 
  bracers (AEG), flight arrow (AEG), thunder 
  arrow (AEG), war sling (RW), swiftwing 
  arrow (RW). 
   Sergeant: all of the above plus, Elven 
  double bow (AEG), sai (AEG), tumbling bolt 
  (AEG), 
  Elvencraft 
  bow 
  (RW), 
  serpentstongue arrow (RW). 
  • 
  Archers receive free standard life-style cost 
  for all Furyondy regional adventures.  
  Members receive this benefit by staying at 
  the local Military barracks.  Additionally, 
  military members are exempt from all 
  Furyondy taxes while serving the Kingdom.  
  • 
  All 
  infantry 
  personnel 
  receive 
  a 
  circumstantial bonus to Profession (soldier) 
  skill checks based on their rank.   
  • 
  Archers receive a circumstance bonus to 
  Diplomacy skill checks when dealing with 
  Furyondy Military personnel of equal or 
  lower rank that is equal to the bonus they 
  receive for their Profession (Soldier) skill. 
  • 
  Archers of corporal rank or higher 
  receive a permanent influence point with all 
  Furyondy Military meta-organizations.   
  • 
  Archers of rank corporal or higher who 
  meet the class requirements may take the 
  alternate class features Adrenaline Boost, 
  Distracting Attack, Dungeon Specialist and 
  Elusive Attack (PH2). 
  Furyondy Cavalry 
  Yearly Cost  
  Privates in the Furyondy cavalry are 
  required to spend 6 TU per year.  This TU cost 
  per year increases with promotions in rank, as 
  outlined in the chart below.   
  Rank   
  Promotion in Rank requires the character to 
  serve 6 months (26 TU) of service at their 
  current rank.  The 26 TU must be spent on 
  Scenario TU cost only, not item creation, 
  profession skills checks, or unused TU at the end 
  of the year.  They must meet all the other 
  requirements of the new rank as well. To be 
  promoted to the rank of Corporal the character 
  must have a minimum intelligence score of 8, 
  and to be promoted to the rank of Sergeant the 
  character must have a minimum intelligence 
  score of 10. Additionally the character must 
  spend 1 Influence Point from the Military, 
  Knighthoods, or Nobility of Furyondy.   
   
  Cavalry Ranks TU cost 
  per year 
  Profession 
  (Soldier)  
  Private 
  6  
  +2 bonus  
  Corporal 
  8  
  +3 bonus  
  Sergeant 
  12  
  +4 bonus  
  Pay 
  Furyondian Military Cavalry personnel earn 
  a minimal yearly wage of 50 gold pieces per 
  year. With advancement in rank this wage 
  increases by 25 gold to a maximum of 100 gold 
  pieces per year, at the rank of sergeant.    This 
  fee is earned at the beginning of the year 
  immediately after the PC pays their yearly TU 
  cost.  
  In addition, they may earn pay based on 
  their Profession (Soldier) skill.  After each 
  Furyondy regional scenario played, the PC may 
  make a Profession (Soldier) skill check with the 
  bonus noted above.  This check is treated as 
  their one benefit from non-adventuring activity 
  after a regional scenario as described in the 
  LGCS. 
  Entry Requirements   
  • 
  BAB +5  
  • 
  Proficient in Light and Medium Armor 
  • 
  Proficient in Simple and Martial weapons 
  • 
  Ride skill: 6 ranks  
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 39 
  Benefits: 
  • 
  All members of the cavalry are equipped by 
  the military with the following: studded 
  leather, light steel shield, short bow, 20 
  arrows, longsword, lance, backpack, cold 
  weather outfit. If the armor or weapon is lost 
  or destroyed during service for the kingdom 
  it is replaced. Otherwise the member is 
  responsible for replacement costs.   
  • 
  Cavalry 
  may 
  purchase 
  the 
  following 
  mundane equipment from the Arms and 
  Equipment Guide at a 20% discount, from 
  military stores: animal call, animal trainers 
  kit, bladefire, instant rope, mess kit, net-
  butterfly, tent-four person, tent-pavilion. 
   
  Corporals can purchase a flyer’s saddle 
  (RS). 
   
  Sergeants can purchase a burrower’s 
  saddle (RS). 
  • 
  Cavalry may purchase the following 
  armor: 
   
  Private: leather scale(AEG), ring armor, 
  rider’s shield (RS), riding straps (RS). 
   
   Corporal: all of the above plus, quick 
  escape enhancement (AEG), fast donning 
  straps (RS).  
   
  Sergeant: all of the above plus, 
  brigandine 
  armor 
  (AEG), 
  lamellar 
  armor(AEG). 
  • 
  Cavalry 
  may 
  purchase 
  the 
  following 
  weapons: mighty whip (AEG), chain dagger 
  (AEG). 
  • 
  Cavalry members have access to the 
  Horselore feat (DM 315).     
  • 
  Cavalry receive free standard life-style 
  cost for all Furyondy regional adventures.  
  Members receive this benefit by staying at 
  the local Military barracks.  Additionally, 
  military members are exempt from all 
  Furyondy taxes while serving the Kingdom.   
  • 
  All 
  cavalry 
  personnel 
  receive 
  a 
  circumstance bonus to Profession (soldier) 
  skill checks based on rank, as outlined 
  above.   
  • 
  Cavalry receive a +2 circumstance 
  bonus to the Ride skill checks when in 
  combat; this increases to +3 as a corporal 
  and +4 as a sergeant.  In addition, as privates 
  they receive a +2 circumstance bonus to 
  Concentration checks while riding, which 
  increases by +1 for each increase in rank to 
  a total of +3 as a corporal and +4 as a 
  sergeant.   
  • 
  Cavalry receive a circumstance bonus to 
  Diplomacy skill checks when dealing with 
  Furyondy Military personnel of equal or 
  lower rank that is equal to the bonus they 
  receive for their Profession (Soldier) skill.  
  • 
  Cavalry of rank corporal or higher who 
  meet the class requirements may take the 
  alternate class features Adrenaline Boost, 
  Elusive Attack and Counterattack (PH2).   
  • 
  Cavalry of corporal rank or higher 
  receive a permanent influence point with 
  any Furyondy Military meta-organization. 
  • 
  Upon reaching the rank of Sergeant, 
  Cavalry may petition to study at the 
  Furyondy College of War.  After spending 
  one Influence Point with a related group 
  (e.g. the War College, Furyondy nobility or 
  the Furyondy Military [this IP must be 
  separate from that earned simply by being a 
  member of the military MO]) on admission 
  and studying for 20 TUs, they graduate from 
  the college.  Such individuals receive an 
  additional 
  +2 
  circumstance 
  bonus 
  to 
  Knowledge (local [Iuz Border States MR]), 
  Knowledge (architecture and engineering) 
  and Knowledge (history) checks due to their 
  extensive study.  Warmasters receive 
  deference 
  from 
  other 
  military 
  and 
  government members who treat them with 
  more respect. Such individuals receive a 
  permanent 
  influence 
  point 
  with 
  the 
  Furyondy 
  Military 
  and 
  the 
  Furyondy 
  government and receive free High lifestyle 
  in all Furyondy regional events. 
  Furyondy Royal Navy 
  Naval personnel are assigned by vessel, and 
  serve not only in wartime combat but also as 
  patrols on the Nyr Dyv.  The Furyondian Royal 
  Navy is a long-established waterpower on the 
  Nyr Dyv, occasionally forging into Whyestil 
  Lake.  Currently, the navy consists of eight great 
  galleons, thirty caravels, and fifty other assorted 
  river and sea vessels.  Its primary base is in 
  Willip. 
  Entry Requirements   
  • 
  Melee attack +4  
  • 
  Proficient in Light Armors 
  • 
  Proficient in Simple and Martial weapons 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 40 
  • 
  Swim: 3 ranks 
  • 
  Use Rope OR Spot: 3 ranks 
  • 
  Profession (sailor): 4 ranks  
  Yearly Cost   
  Navy personnel are required to spend 6 TU 
  per year.  This TU cost per year increases with 
  promotions in rank.   
  Rank  
  Promotion in Rank requires the character to 
  serve 6 months (26 TU) of service at their 
  current rank.  The 26 TU must be spent on 
  Scenario TU cost only, not item creation, 
  profession skills checks, or unused TU at the end 
  of the year.  They must meet all the other 
  requirements of the new rank as well. To be 
  promoted to the rank of Corporal the character 
  must have a minimum intelligence score of 8, 
  and to be promoted to the rank of Sergeant the 
  character must have a minimum intelligence 
  score of 10. Additionally the character must 
  spend 1 Influence Point from the Military, 
  Knighthoods, or Nobility of Furyondy.   
   
  Royal Navy 
  Ranks  
  TU cost 
  per year 
  Profession 
  (Sailor)  
  Private 
  6  
  +2 bonus  
  Corporal 
  8  
  +3 bonus  
  Sergeant 
  12  
  +4 bonus  
  Pay    
  Furyondian Military Cavalry personnel earn 
  a minimal yearly wage of 50 gold pieces per 
  year. With advancement in rank this wage 
  increases by 25 gold to a maximum of 100 gold 
  pieces per year, at the rank of sergeant.    This 
  fee is earned at the beginning of the year 
  immediately after the PC pays their yearly TU 
  cost.   
  In addition, they may earn pay based on 
  their Profession (Sailor) skill.  After each 
  Furyondy regional scenario played, the PC may 
  make a Profession (Sailor) skill check with the 
  bonus noted above.  This check is treated as 
  their one benefit from non-adventuring activity 
  after a regional scenario as described in the 
  LGCS.    
  Benefits  
  • 
  All members of the Navy are equipped 
  by the military with the following: Leather 
  armor, rapier, dagger, spear, light crossbow, 
  20 bolts, cold weather outfit and silk rope 
  (50ft).  
  • 
  Access to purchase the following armor 
  with a 20% discount;  
  Private, bark armor (AEG). 
  Corporal, all of the above plus, 
  leafweave armor (RW), shell armor 
  (AEG), 
  quick 
  escape 
  enhancement 
  (AEG). 
  Sergeant, 
  all 
  of 
  the 
  above 
  plus, 
  wildwood armor (RW), wood armor 
  (AEG), lamellar armor (AEG). 
  • 
  Access to purchase the following 
  weapons with a 20% discount;  
  Private, mighty whip (AEG), sai (AEG), 
  stump knife (AEG), tonfa (AEG), gnome 
  swordcatcher (RS). 
  Corporal, all of the above plus, signal 
  arrow (AEG), triple dagger (AEG), 
  gnome twistcloth (RS). 
  Sergeant, 
  all 
  of 
  the 
  above 
  plus, 
  serpentstongue arrow (RW). 
  • 
  Access to purchase the following mundane 
  gear from the Arms and Equipment Guide 
  with a 20% discount: dwarfhead-stout, 
  grappling 
  hook-collapsible, 
  hacksaw, 
  hammock, instant rope, longbreath, mess kit, 
  navigator’s kit, butterfly net, signal torch, 
  snorkel, swimmer’s kit, vest knife. 
  • 
  Access to purchase the following mundane 
  gear from the Races of Stone with a 20% 
  discount;  
   
   
  Corporal, earthsilk rope. 
  Sergeant, 
  earthsilk 
  jersey, 
  blasting 
  pellets.   
  • 
  Naval members have access to take the 
  feat Spirit of the Sea (DM 319). 
  • 
  Naval personnel receive free standard 
  life-style cost for all Furyondy regional 
  adventures.  Members receive this benefit by 
  staying at the local military barracks.  
  Additionally, military members are exempt 
  from all Furyondy taxes while serving the 
  Kingdom.   
  • 
  All 
  Naval 
  personnel 
  receive 
  a 
  circumstance bonus to Profession (Sailor) 
  skill checks based on rank, as outlined 
  above.   
  • 
  Naval personnel also receive a +2 
  circumstance bonus to Swim skill checks, 
  when swimming in a large body of water. 
  This bonus increases by +1 for each increase 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 41 
  in rank to a total of +3 for corporals and a 
  +4 for Sergeants.   
  • 
  Naval personnel receive a circumstance 
  bonus to Diplomacy skill checks when 
  dealing with Furyondy Military personnel of 
  equal or lower rank that is equal to the 
  bonus they receive for their Profession 
  (Sailor) skill. 
  • 
  Naval personnel of corporal rank or 
  higher receive a permanent influence point 
  with 
  all 
  Furyondy 
  Military 
  meta-
  organizations. 
  • 
  Due to extensive practice and training, 
  privates in the Navy receive a +2 
  circumstance bonus to Rope Use checks for 
  securing items and Climb checks made 
  when using rope.  This bonus increases by 
  +1 for each increase in rank to a total of +3 
  for corporals and a +4 for Sergeants.   
  • 
  Naval 
  personnel 
  receive 
  a 
  +2 
  circumstance bonus on Balance checks 
  made due to insecure footing or while on 
  rope.  This bonus increases by +1 for each 
  increase in rank to a total of +3 for corporals 
  and a +4 for Sergeants.   
  • 
  Members of the Furyondy Navy receive 
  a +2 circumstance bonus to Survival checks 
  made to predict the weather or to intuit 
  direction while at sea.  This bonus increases 
  by +1 for each increase in rank to a total of 
  +3 for corporals and a +4 for Sergeants.    
  • 
  Naval personnel of rank corporal or 
  higher who meet the class requirements may 
  take the alternate class features Adrenaline 
  Boost, Elusive Attack, Counterattack and 
  Shield of Blades (PH2). 
  • 
  Upon reaching the rank of Sergeant, 
  navy personnel may petition to study at the 
  Furyondy College of War.  After spending 
  one Influence Point with a related group 
  (e.g. the War College, Furyondy nobility or 
  the Furyondy Military [this IP must be 
  separate from that earned simply by being a 
  member of the military MO]) on admission 
  and studying for 20 TUs, they graduate from 
  the college. Such individuals receive an 
  additional 
  +2 
  circumstance 
  bonus 
  to 
  Knowledge (local [Iuz Border States MR]), 
  Knowledge (architecture and engineering) 
  and Knowledge (history) checks due to their 
  extensive study.  Warmasters receive 
  deference 
  from 
  other 
  military 
  and 
  government members who treat them with 
  more respect. Such individuals receive a 
  permanent 
  influence 
  point 
  with 
  the 
  Furyondy 
  Military 
  and 
  the 
  Furyondy 
  government and receive free High lifestyle 
  in all Furyondy regional events. 
  Furyondy Arcane Artillery Corps 
  Most people in Furyondy view arcane casting as 
  questionable at best, including in the Military. 
  However, the success of the Mage Council and 
  the influence of a number of good-aligned 
  arcanist adventurers in Furyondy have persuaded 
  the King and others to heed the advice of arcane 
  advisors. Thus, in early 597 CY, a special unit of 
  the military was created known as the 
  “Furyondy Arcane Artillery.” They are the fast-
  response and heavy-hitter squads who stand toe-
  to-toe with the enemy and give as good as they 
  get.  Like the rest of Furyondy Military, they 
  know the risks they face, but fealty and honor 
  call them to the front lines. The effect of this 
  unit of arcane spellcasters on the war effort has 
  yet to be determined, but their initial reception 
  has been fairly warm from units of infantry and 
  cavalry who have seen fireballs and sleet storms 
  save their lives in a couple early skirmishes.  
  Rank 
  Promotion in Rank requires the character to 
  serve 6 months (26 TU) of service at their 
  current rank.  The 26 TU must be spent on 
  adventure TU cost only, not item creation, 
  profession skills checks, or unused TU at the end 
  of the year.  They must meet all the other 
  requirements of the new rank as well. Criteria 
  for promotion is somewhat different and more 
  rigorous in the Artillery Corps: To be promoted 
  to the rank of Corporal, the character must have 
  2 additional ranks in all skills required for entry 
  (see below) and have advanced 2 levels as a 
  spellcaster; to be promoted to the rank of 
  Sergeant, the character must have added 4 
  additional ranks in all skills required for entry 
  and advance an additional spellcasting level. 
  Additionally the character must spend 1 
  Influence Point from the Military, Knighthoods, 
  or Nobility of Furyondy.   
   
  Infantry 
  Ranks 
  TU cost 
  per year 
  Profession 
  (Soldier)  
  Private 
  6 
  +2 bonus  
  Corporal 
  8 
  +3 bonus  
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 42 
  Sergeant 
  12  
  +4 bonus  
   
  Code of Conduct 
  Given how the average Furyondy citizen views 
  arcane magicians, members of the Artillery 
  Corps must be especially respectful of law and 
  order in Furyondy. If the artillerist’s actions 
  directly cause the death of innocent Furyondy 
  citizens, on or off-duty, the character’s superior 
  officers discipline the character for 13 TUs on 
  first offense, and on second offense the character 
  is stripped of all rank and privilege and 
  dishonorably discharged from the military, with 
  no option to return to any branch. 
  Pay 
  Furyondy Military Infantry personnel (foot-
  troops, scouts and archers) earn a minimal 
  yearly wage of 50 gold pieces per year. With 
  advancement in rank this wage increases by 25 
  gold to a maximum of 100 gold pieces per year, 
  at the rank of sergeant.  This fee is earned at the 
  beginning of the year immediately after the PC 
  pays their yearly TU cost. 
  In addition, they may earn pay based on 
  their Profession (Soldier) skill.  After each 
  Furyondy regional scenario played, the PC may 
  make a Profession (Soldier) skill check with the 
  bonus noted above.  This check is treated as 
  their one benefit from non-adventuring activity 
  after a regional scenario as described in the 
  LGCS.   
   
  Yearly Cost   
  Artillery Corps privates are required to spend 6 
  TU per year.  This TU cost per year increases 
  with promotions in rank, as outlined in the chart 
  above.   
  Entry Requirements  
  • 
  Knowledge (history) 3 ranks, additional 
  ranks required for promotion (see Rank 
  above). 
  • 
  4 ranks in one of the following other skills: 
  Knowledge (arcana), Knowledge (local: Iuz 
  Border States), Knowledge (local: VTF) or 
  Profession 
  (soldier). 
  Additional 
  ranks 
  required for promotion (see Rank above). 
  • 
  Non-Chaotic alignment 
  • 
  Must know and be able to cast any 3 
  Evocation spells of 1st or 2nd level. 
  Advancement 
  in 
  spellcasting 
  level 
  is 
  required for promotion (see Rank above). 
   
  Benefits  
  • 
  All 
  Artillery 
  Corps 
  members 
  are 
  equipped by the military with the following: 
  studded leather, light steel shield, a simple 
  melee weapon of choice, light crossbow, 20 
  bolts, backpack, bedroll, tent, cold weather 
  outfit.  If the armor or weapon is lost or 
  destroyed during service for the kingdom it 
  is replaced. Otherwise the member is 
  responsible for replacement costs.  
  • 
  Artillery Corps members may purchase 
  a spyglass at a 20% discount from a military 
  store. The following mundane equipment 
  from the Arms and Equipment Guide are 
  also available at a 20% discount from a 
  military store: armor maintenance kit, 
  hammock, 
  mess 
  kit, 
  tent-four 
  person, 
  bladefire, signal torch, sparkstone. 
  • 
  Artillery Corps members may purchase 
  the following armor from the Arms and 
  Equipment Guide at a 20% discount: 
   
  Private: leather scale, wicker armor. 
   
  Corporal: all of the above plus, cord 
  armor, quick escape enhancement.  
  Sergeant: all of the above plus, 
  brigandine armor, lamellar armor 
  • 
  Artillery Corps members receive free 
  standard life-style cost for all Furyondy 
  regional adventures.  Members receive this 
  benefit by staying at the local Military 
  barracks.  Additionally, military members 
  are exempt from all Furyondy taxes while 
  serving the Kingdom.  
  • 
  All Artillery Corps personnel receive a 
  circumstance bonus to Profession (soldier) 
  skill checks based on their rank.   
  • 
  Artillery Corps personnel receive a 
  circumstance bonus to Diplomacy skill 
  checks 
  when 
  dealing 
  with 
  Furyondy 
  Military personnel of equal or lower rank 
  that is equal to the bonus they receive for 
  their Profession (soldier) skill.   
  • 
  Artillery Corps members of the rank 
  corporal or higher gain a permanent 
  influence point with any Furyondy Military 
  meta-organization. 
  • 
  Upon reaching the rank of Sergeant, 
  Artillery Corps members may petition to 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 43 
  study at the Furyondy College of War.  
  After spending one Influence Point with a 
  related group (e.g. the War College, 
  Furyondy nobility or the Furyondy Military 
  [this IP must be separate from that earned 
  simply by being a member of the military 
  MO]) on admission and studying for 20 
  TUs, they graduate from the college.  Such 
  individuals 
  receive 
  an 
  additional 
  +2 
  circumstance bonus to Knowledge (local 
  [Iuz Border States MR]), Knowledge 
  (architecture 
  and 
  engineering) 
  and 
  Knowledge (history) checks due to their 
  extensive study.  Warmasters receive 
  deference 
  from 
  other 
  military 
  and 
  government members who treat them with 
  more respect. Such individuals receive a 
  permanent 
  influence 
  point 
  with 
  the 
  Furyondy 
  Military 
  and 
  the 
  Furyondy 
  government and receive free High lifestyle 
  in all Furyondy regional adventures. 
  • 
  Artillery Corps members wear the 
  insignia of the corps (crossed lightning bolts 
  over the Furyondy blue & red shield without 
  the central device). Officers of Corporal 
  rank or above receive special cooperation 
  from 
  regional 
  authorities—Corporals 
  receive a +2 circumstance modifier to 
  Diplomacy, Bluff or Intimidate checks when 
  interacting 
  with 
  local 
  authorities 
  in 
  Furyondy, while Sergeants receive a +4 
  circumstance modifier to the same skills. 
  • 
  Artillery Corps members gain access to 
  the spell guiding light (SpC). 
  • 
  Artillery 
  Corps 
  members 
  of 
  rank 
  corporal 
  or 
  higher 
  who 
  fulfill 
  the 
  requirements may take the alternate class 
  features Armored Mage (CM), Focused 
  Specialist (CM) and Eclectic Learning 
  (PH2). 
  The Green Jerkins  
  The Green Jerkins, also known as the 
  Furyondy Ranger’s Guild, is an order of rangers 
  and woodsmen dedicated to protecting the open 
  lands and frontiers of Furyondy.  Named for 
  their forest-colored clothing, the Green Jerkins 
  watch over wilderness areas and patrol the roads 
  between towns. 
  Based out of Stalmaer in the Gold County, 
  the Green Jerkins were originally formed to 
  watch over the northern reaches of the Gnarley 
  Forest.  Comprised of about 40 to 50 rangers, the 
  Green Jerkins worked with the local druids, 
  acting as protectors of the Gleaming Glades and 
  policing the local area.  The guild also kept a 
  look out for humanoid incursions into the forest 
  and any possible signs of a revival of the Cult of 
  Elemental Evil. 
  In 592 CY, Sir Quill Kith'Barden, a Green 
  Jerkin Ranger and Knight of Furyondy, 
  sponsored legislation in the Knightly Conclave 
  calling for an expansion of the Green Jerkins to 
  help patrol the roads of Furyondy.  The 
  Conclave was overall very supportive of the 
  move, as it would provide extra defense of the 
  heartlands and the occasional patrol of the 
  borders of Furyondy.  With a resurgence of 
  warfare with Iuz looming, many politicians saw 
  the Green Jerkins as an elite guard capable of 
  defending needed supplies on the move in 
  Furyondy.  King Belvor was easily convinced 
  that 
  empowering 
  this 
  ranger 
  force, 
  coincidentally outside the political machinations 
  of any provincial lord, was an excellent idea. 
  Belvor put his seal of approval on the project 
  and plans for drafting some of the best recruits 
  into the Royal Furyondy Navy. 
  The proposal called for the Green Jerkins to 
  protect wilderness areas as well as the roads and 
  paths between the towns and settlements of 
  Furyondy.  The Green Jerkins would also work 
  to train and domesticate a small number of 
  animals for use by the Kingdom and sometimes 
  for sale.  Occasionally, bounties would be given 
  to the Guild to apprehend villains and enemies 
  of the crown. 
  Expanding their operations throughout all of 
  Furyondy required more manpower than the 
  Green Jerkins had at the time, so a lesser 
  division, the “Scouts,” was created to support 
  the Rangers.  Their primary role would be to 
  patrol roads, dealing with bandits or marauding 
  beasts and reporting any signs of larger 
  problems.  They would also be called upon 
  should a threat require significant manpower to 
  deal with.  The requirements to become a Scout 
  were less stringent than those for becoming a 
  full Ranger, and thus the Guild was able to 
  recruit enough individuals to meet their needs.  
  Rank within the Green Jerkins is indicated by 
  simple jeweled clasps in the shape of a silver 
  maple leaf. Scouts clasps use simple dark 
  colored stones (mostly brown) while Rangers 
  clasps use green gemstones. 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 44 
  Today, the Green Jerkins can be found 
  throughout Furyondy, keeping the roads and 
  their travelers free of danger and protecting 
  remote settlements.  They also guard over 
  particularly dangerous areas, such as the lands 
  surrounding Bronzeblood Keep, making sure 
  that both the unwary and foolish are kept out. 
  The Green Jerkins pride themselves on 
  diplomacy and intelligent actions whenever 
  possible, and are sometimes called upon to settle 
  disputes 
  between 
  neighboring 
  homesteads.  
  Individual members of the Furyondy Ranger’s 
  Guild are often hired by travelers to act as 
  guides between various towns in the heartlands.  
  Such requests are welcomed by the Green 
  Jerkins, as the duties of the Guild rarely extend 
  beyond the borders of Furyondy and these jobs 
  provide opportunities for members to learn the 
  cultures and customs of other regions as well as 
  gather information on events outside of 
  Furyondy. 
  With 
  the 
  recently 
  renewed 
  military 
  campaign against Iuz, the Green Jerkins play a 
  vital role in protecting Furyondy’s resources and 
  supply lines as well as acting as additional eyes 
  on the lookout for spies.  Some members 
  participate more directly in the war effort, 
  providing reconnaissance for the Royal Army or 
  serving in the Royal Navy as archers or landing 
  troops. 
  The Green Jerkins are well respected by the 
  people of Furyondy.  However, all is not perfect 
  within the Ranger’s Guild.  The difference in 
  skill and training between the Rangers and the 
  Scouts is significant, and while some Scouts 
  aspire to become full Rangers, many do not have 
  the ability or simply do not wish to make the 
  sacrifices.  Some of the older Rangers worry that 
  the Scouts represent a weakness that the enemies 
  of Furyondy could exploit, while some of the 
  Scouts see the Rangers as overly paranoid and 
  disconnected from the world outside of their 
  forests. 
   
  Differences 
  in 
  strategies 
  and 
  commitment between the die-hard Rangers and 
  the less rugged Scouts have led to some internal 
  disputes and there are slight but growing 
  feelings of frustration and resentment on both 
  sides. 
  Scouts 
  Entry Requirements 
  • 
  Base Attack Bonus +2 
  • 
  Track feat 
  • 
  2 ranks in Knowledge (nature) OR 
  Knowledge (geography) 
  • 
  2 ranks in Survival 
  Yearly Cost 
  Green Jerkins Scouts are required to spend 5 
  TU per year serving the order.  
  Benefits  
  • 
  All Scouts are given a brown leaf clasp 
  identifying them as Green Jerkin Scouts.  
  • 
  Immediately upon joining, Scouts are 
  allowed to select up to 100gp worth of 
  standard armor (including barding) and 
  weapons from the PHB, paid for by the 
  Rangers’ Guild.  
  • 
  Access to the following non-magical 
  equipment:  silent shoes (AEG), animal 
  trainer’s kit (AEG), forester’s cloak (AEG). 
  • 
  Access to the feat Natural Bond (CAD). 
  • 
  Green Jerkin Scouts receive a +2 
  circumstance bonus to the skills Knowledge 
  (geography), 
  Knowledge 
  (nature) 
  and 
  Survival while in the nation of Furyondy. 
  • 
  They also receive a +1 circumstance 
  bonus to Diplomacy and Gather Information 
  checks when dealing with residents of 
  Furyondy. 
  Rangers 
  Entry Requirements 
  • 
  Good alignment 
  • 
  Base Attack Bonus +4 
  • 
  Track feat 
  • 
  Endurance feat 
  • 
  4 ranks in Knowledge (nature) or 
  Knowledge (geography) 
  • 
  Special: Must have a minimum number 
  or ranks in Survival equal to character 
  level. If a Ranger does not have an equal 
  amount of ranks in the Survival skill as 
  his character level he loses all benefits 
  of being a Ranger and is considered a 
  Scout. If this requirement is met again in 
  the future then all benefits are restored 
  as long as current costs are met. 
  Initial Cost 
  Membership in the Green Jerkin Rangers 
  requires one Influence Point from any good, 
  nature-based, or Military organization within 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 45 
  Furyondy.  Individuals who have been members 
  of the Green Jerkin Scouts for a year do not need 
  to spend this influence point. 
  Yearly Cost 
  Green Jerkins Rangers are required to spend 
  an additional 3 TU per year serving the order 
  (total of 8 TUs).  
  Benefits  
  • 
  Rangers receive all the benefits of the 
  Green Jerkin Scouts. 
  • 
  All Rangers are given a green leaf clasp 
  identifying them as Green Jerkin Rangers.  
  • 
  Access 
  to 
  the 
  following 
  items: 
  darkwood 
  buckler, 
  darkwood 
  shield, 
  darkwood elven craft bow, and darkwood 
  quarterstaff.  
  • 
  Green 
  Jerkin 
  Scouts 
  receive 
  an 
  additional +2 circumstance bonus (total of 
  +4) to the skills Knowledge (geography), 
  Knowledge (nature) and Survival while in 
  the nation of Furyondy. 
  • 
  They also receive an additional +3 
  circumstance bonus (total of +4) to 
  Diplomacy and Gather Information checks 
  when dealing with residents of Furyondy. 
  • 
  One permanent influence point that can 
  be used with any nature-based organization 
  in Furyondy.  This benefit may not be 
  invoked more than once in a given 
  adventure module. 
  • 
  One permanent influence point that can 
  be used with any Military organization in 
  Furyondy.  This benefit may not be invoked 
  more than once in a given adventure 
  module. 
  • 
  Green Jerkin Rangers who meet the 
  requirements may take the Distracting 
  Attack (PH2), Dungeon Specialist (PH2), or 
  Spell Reflection (CM) alternate class 
  features. 
  Order of the Hart 
  The Knights of Furyondy along with other 
  nobles form the “Knightly Conclave” in Chendl. 
  This conclave is a semi-parliamentary group that 
  considers more or less any issue it wishes, and 
  then offers its opinions to King Belvor IV. The 
  Knights of the Hart are influential in this 
  conclave. King Belvor doesn’t have to listen to 
  the conclave’s advice, but he needs their support 
  to implement his decisions. This does give them 
  power and influence within the Kingdom. There 
  is one major rift between King Belvor and the 
  knights. The Knights of the Hart generally 
  regard the Knights of Holy Shielding, the Shield 
  Land émigrés, with contempt. They see the pride 
  and incompetence of the Shield Land leaders 
  during the war as culpable, and consider the 
  Knights of Holy Shielding “witless intruders”. 
  Some are incensed that Belvor made Count 
  Artur Jakartai (a very powerful Knight of Holy 
  Shielding) ruler of Crystalreach, and have 
  expressed their discontent to Belvor in person 
  and in the Knightly Conclave. King Belvor 
  offered the assistance of Furyondy to the Shield 
  Land leaders during the war. They refused his 
  help, and many regard this as the main reason 
  why the Shield Lands fell quickly during the 
  Greyhawk Wars. 
  The knights' primary defenses are along the 
  northern border with “Old Wicked”, although 
  some knights argue the southern shore of 
  Whyestil Lake is a much more defensible 
  boundary. They argue for an offensive to 
  recapture lost land. King Belvor may have taken 
  this to heart. He has proclaimed a perpetual and 
  never ending war with “Old Wicked", and just 
  recently taken the city of Molag across the Veng 
  river.  
  The Knights of Furyondy are the largest of 
  the three orders, with 169 knights. The primary 
  concern now is the recruitment of new knights, 
  without lowering their standards. This is due to 
  the deaths of around 50 knights in the Greyhawk 
  Wars and the Great Northern Crusade.  Their 
  coat of arms is a pair of antlers on azure.  
  Squires 
  Initial Cost 
  • 
  Spend one influence point with the Knights 
  of the Hart.   
  Yearly Cost   
  A Squire must spend 4TUs yearly in training in 
  the ways of the Knights of the Hart.   
  Entry Requirements 
  To qualify to become a squire to a Knight of 
  Furyondy, a character must fulfill all the 
  following criteria. 
  • 
  Human or half-elf 
  • 
  Lawful good or neutral good alignment 
  • 
  Base Attack Bonus of +4 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 46 
  • 
  4 ranks in Ride 
  • 
  Armor Proficiency (heavy) and Power 
  Attack 
  • 
  Must have come to the attention of the 
  Order through play in a Furyondy 
  Regional or Iuz meta-regional event.   
  Typically, this will be documented 
  through an influence point or specified 
  notice of the Knighthood. 
  Benefits 
  • 
  The Order of the Hart is highly regarded 
  throughout the Kingdom.  Squires 
  receive free standard life-style cost for 
  all Furyondy regional adventures.   
  • 
  Squires are well respected by the 
  Military of Furyondy and they receive a 
  permanent influence point with that 
  organization. 
  • 
  The reputation of the Order of the Hart 
  precedes its members.  All Squires 
  receive a +2 circumstance bonus to 
  Diplomacy skill checks when dealing 
  with matters concerning the Kingdom of 
  Furyondy.   
  • 
  A Squires long association with and 
  caring for Knights horses provides a 
  circumstance bonus of +2 to Handle 
  Animal skill checks for horses and a +2 
  to the Ride skill.  
  • 
  A Squires long association with the 
  Knights 
  provides 
  them 
  a 
  +2 
  circumstance bonus to the Knowledge 
  (nobility and royalty) skill. 
  • 
  Squires have access to purchase the 
  following 
  mundane 
  items: 
  armor 
  insulation (FB), bladed gauntlet (AEG), 
  darkvison powder (AEG), dehydrated 
  food (AEG), keepcool salve (SS), mess 
  kit (AEG), signal arrow (AEG), signal 
  torch (AEG), spelunker’s outfit (AEG), 
  tent-four person (AEG). 
  • 
  Squires who meet the class requirements 
  may take the alternate class features 
  Adrenaline Boost, Elusive Attack and 
  Counterattack (PH2). 
  Knights 
  Yearly Cost 
  A Knight must spend an additional 4TUs 
  yearly in service to King and Country for a total 
  of 8TUs.  
  Entry Requirements 
  To qualify to become a Knight of Furyondy, 
  a character must fulfill all the following criteria. 
  • 
  Human or half-elf 
  • 
  Lawful good or neutral good alignment 
  • 
  Base Attack Bonus of +7 
  • 
  2 ranks in Diplomacy 
  • 
  2 ranks in Knowledge (local) 
  • 
  2 ranks in Knowledge (nobility and 
  royalty) 
  • 
  6 ranks in Ride 
  • 
  Armor Proficiency (heavy), Leadership, 
  Martial Weapon Proficiency (lance), 
  Mounted Combat, and Power Attack. 
  • 
  Joining the Knights meta-org is by 
  invitation only.  A prospective knight is 
  invited 
  only 
  after 
  demonstrating 
  exceptional honor, bravery, courage or 
  service.  This could be by slaying a 
  powerful enemy of the order, or 
  rescuing comrades from such an enemy.  
  The knight must live the Code of 
  Conduct of the Order or face expulsion. 
  Benefits 
  • 
  Knights receive all benefits of squires.  
  • 
  The Order of the Hart is highly regarded 
  throughout the Kingdom.  Knights 
  receive free rich life-style cost for all 
  Furyondy regional adventures.   
  • 
  The reputation of the Order of the Hart 
  precedes its members.  All Knights 
  receive a +2 circumstance bonus to 
  Diplomacy skill checks when dealing 
  with matters concerning the Kingdom of 
  Furyondy.  This stacks with the +2 
  bonus in the squire level for a total of a 
  +4 bonus.  
  • 
  Knights are well respected by the 
  Nobility of Furyondy and they receive a 
  permanent influence point with them. 
  • 
  A Knights training in caring for their 
  mounts is both long and extensive. This 
  training results in an additional +2 
  circumstance bonus (total of +4) to the 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 47 
  Handle Animal skill and Ride skill for 
  equines. 
  • 
  A Knights long association with the 
  nobility of Furyondy and the knightly 
  council provides them an additional  +2 
  circumstance bonus (total +4) to the 
  Knowledge (nobility and royalty) skill. 
  • 
  Knights have access to the Knight of 
  Furyondy prestige class. 
  Twilight Hunters 
  There are many thieves’ guilds that operate 
  in Furyondy - some small, some large – but all 
  dabbling in some aspect of crime.  The largest of 
  these thieves’ guilds is the Twilight Hunters.  
  Crime has always been low in Furyondy until 
  after the Greyhawk Wars and the Great Northern 
  Crusade.  With taxes being high to support an 
  ongoing war with Old Wicked, many destitute 
  individuals across Furyondy have turned to 
  thievery.  In a short period of time, a secret 
  network was created under leadership unknown 
  to most and recruits are watching the streets for 
  potential candidates for their local guild branch.   
  The Twilight Hunters is the brainchild of 
  Gilbair le Ronde.  Gilbair currently serves as the 
  Reach’s representative to the Noble council.  
  Portly, bald, and possessing a sharp and vicious 
  wit, the boisterous Gilbair le Ronde is a keen 
  diplomat, an incurable romantic and one of the 
  most vicious knights of Furyondy.  However, an 
  unfortunate injury at the hands of a jealous rival 
  cost Gilbair the full use of his left leg (he still 
  walks with a limp) and kept him from the 
  Greyhawk wars.  Morose for having been left 
  behind, Gilbair gave himself over to gluttony, 
  developing a particularly strong taste for rich 
  desserts and strong ale.  This is the public façade 
  that Gilbair wants everyone to think.  During his 
  injury Gilbair had an epiphany.  If he couldn’t 
  help his king and country on the battlefield he 
  would help in other ways – so the Twilight 
  Hunters was born.  
  Gilbair knew full well, that his liege lord, 
  King Belvor IV, would have nothing to do with 
  the thieves’ guild, as a tool for the crown, he 
  kept this secret well.  He will take it to the grave 
  or suffer a traitor’s death at the headman’s block 
  rather than shame or embarrass his king.   A 
  very small handful of people know the real truth 
  (Nelonshir, the High Guildmaster of Chendl, 
  Karzalin Master Elementalist of Fire from the 
  Council of Four, and Margo Effretti, a 
  spymaster), that not only is the Twilight Hunters 
  thieves guild one of the largest and most 
  lucrative of the thieves guilds but it is also a tool 
  for the crown in the hands of a master statesman.  
  The Twilight Hunters has a guild in every 
  county and cells in the towns that support a 
  population over 300 in Furyondy.  They are now 
  even moving beyond the borders of Furyondy.  
  Each guild has a guild master and spymaster for 
  each county with the high guild located in the 
  capital city of Chendl.  Each guild has personnel 
  for whatever job needs doing!  These personnel 
  are broken down into a couple of groups within 
  the Thieves Guild. 
  All three groups of the Twilight Hunters 
  secretly work to improve the financial position 
  of the guild in and out of Furyondy – whether by 
  alms begged off a nobleman, a small pouch of 
  gold from a merchant or information obtained 
  from a foreign dignitary.  Each cell funnels 
  information and gold to the local branch of the 
  guild, which in turn sends it to the high guild in 
  Chendl. It eventually makes its way into the 
  hands of Gilbair le Ronde, who makes sure it 
  goes where it’s needed to best help the crown in 
  its endeavors and war on Old Wicked. 
  PCs are considered members of only one 
  branch of the Twilight Hunters guild.  
  Brute Squad 
  Sometimes a show of force is necessary to 
  convince others of the need to share their 
  bounty.  On these occasions, a few individuals 
  clearly dedicated to good down home brawling 
  and bashing can make the difference with some 
  shopkeeper from getting stubborn and holding 
  out the extra coin or giving up without making a 
  fuss.  In the Brute Squad is where the seedier 
  side of thievery can be found, such as drugs, 
  extortion, and protection. 
  Yearly Cost   
  • 
  The guild members are expected to 
  contribute towards those individuals who 
  make 
  jobs 
  go 
  smoothly, 
  including 
  information handlers and behind the scenes 
  preparations.  A tithe of 5% of member’s 
  income is considered adequate.  
  • 
  Guild members spend 4 TUs for each 
  year assisting with guild activities. 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 48 
  Entry Requirements 
  • 
  Members of the Brute squad are 
  welcome to come from any professional 
  background. Mostly a degree in “might 
  makes right” will do the trick. Applicants 
  must have at least two of the following 
  skills, abilities or racial features: BAB of +3, 
  3 ranks in Intimidate, a Strength bonus of 
  +3, must be of half-orc or centaur race, and 
  have ability to rage. 
  • 
  Members cannot have any hatred or 
  disfavor from any thieves’ guilds.  This sort 
  of bad news clings to a guy, after all.  
  • 
  Members must expend 1 influence point 
  with a Furyondy Thieves Guild or 100 gp to 
  buy influence to get an invitation.  
  Benefits  
  • 
  Brute squad members are taught time-
  tested methods of intimidation resulting in a 
  +2 circumstance bonus to their skill check. 
  • 
  Members of the Brute Squad can expect 
  to receive aid from other members of the 
  guild throughout Furyondy. Members in 
  good standing receive a +2 circumstance 
  bonus in the following skills:  Gather 
  Information, 
  Knowledge 
  (local-Iuz 
  metaregion) and the Open Lock skill if the 
  check is made in a population center of more 
  than 250 people, if time permits the member 
  to call upon the assistance of another guild 
  member. 
  • 
  Members of the Brute Squad can 
  purchase the following mundane items from 
  guild-contracted 
  craftsmen: 
  fingerblade 
  (SS), gnome swordcatcher (RS), tumbler’s 
  breastplate (RS), gnome twist cloth (RS), 
  knife vest (AEG), boot sheathe (AEG), wrist 
  sheathe (AEG), acid bullet (AEG), flame 
  bullet (AEG).  
  • 
  Occasionally members of the Brute 
  squad become specialists of such quality that 
  they are given additional training. This 
  qualifies the character for the special 
  requirement necessary to gain levels in the 
  Nightsong Enforcer PrC as long as the 
  character meets all other requirements of 
  this PrC. 
  • 
  Members have access to the guild’s 
  legal counsel.  This grants them a +2 
  circumstance bonus to Diplomacy checks 
  made to convince others of their innocence 
  in case of accusations of a crime. 
  • 
  Members receive a permanent influence 
  point with other members of the Furyondy 
  Thieves Guild.  
  • 
  Members always have friends willing to 
  put them up, to make it convenient to share 
  current news on possible jobs.  Standard 
  lifestyle is always provided in Furyondy 
  adventure to guild members, from their 
  comrades based in the area. 
  • 
  Members of the brute squad who meet 
  the class requirements and have been active 
  members for a game year may take the 
  alternate class features Spell Reflection, 
  Spell Sense (CM), Distracting Attack, 
  Disruptive Attack, Dungeon Specialist, 
  Elusive Attack, Counterattack and Shield of 
  Blades (PH2). 
  Acquisitions and Investigations 
  This group pretty much speaks for itself.  It 
  includes 
  beggars, 
  embezzlers, 
  pickpockets, 
  prostitutes, 
  scouts, 
  smugglers 
  and 
  spies. 
  Members of this group compliment each other’s 
  talents by developing information on potential 
  targets. The members are responsible for 
  patrolling of the streets using their various skills 
  to gather information and increase the coffers of 
  the Guild.    
  Yearly Cost   
  • 
  The guild members are expected to 
  contribute towards those individuals who 
  make 
  jobs 
  go 
  smoothly, 
  including 
  information handlers and behind the scenes 
  preparations.  A tithe of 5% of members’ 
  income is considered adequate. Guild 
  members spend 4 TUs for each year 
  assisting with guild activities. 
  Entry Requirements 
  • 
  Members 
  of 
  Acquisitions 
  and 
  Investigations group are welcome to come 
  from 
  any 
  professional 
  background.  
  However, this is a thief’s organization, so it 
  is necessary to be able to demonstrate some 
  elementary skills related to the profession.  
  Members must have at least 3 ranks in two 
  of the following skills: Sleight of Hand, 
  Tumble, Open Locks, Move Silently, 
  Disable Device, Disguise, Escape Artist, and 
  Gather Information. 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 49 
  • 
  Members cannot have any hatred or 
  disfavor from any thieves’ guilds.  This sort 
  of bad news clings to a guy, after all.  
  • 
  Members must expend 1 influence point 
  with a Furyondy Thieves Guild or 100 gp to 
  buy influence to get an invitation.  
  Benefits  
  • 
  Members of the Acquisitions and 
  Investigations group can expect to receive 
  aid from other members of the guild 
  throughout Furyondy. Members in good 
  standing receive a +2 circumstance bonus in 
  the following skills:  Gather Information, 
  Knowledge (local [Iuz Border States MR]) 
  and the Open Lock skill if the check is made 
  in a population center of more than 250 
  people, if time permits the member to call 
  upon the assistance of another guild 
  member. 
  • 
  Members of the Acquisitions and 
  Investigations group are required to practice 
  certain skills regularly to be ready for any 
  job at a moments notice. This gives them a 
  +2 circumstance bonus to the following 
  skills; Disable Device, Forgery, Open Lock 
  and Sleight of Hand. 
  • 
  Members of the Acquisitions and 
  Investigations group can purchase the 
  following mundane items from guild-
  contracted craftsmen: fingerblade (SS), 
  slumber sand (SS), sashling (RW), jeweler’s 
  loupe (AEG), periscope (AEG), thieving 
  helmet (AEG), metal tongs (AEG), forgers’s 
  kit (AEG), smuggler’s boots (AEG), knife 
  vest (AEG).  
  • 
  Members have access to the guild’s 
  legal counsel.  This grants them a +2 
  circumstance bonus to Diplomacy checks 
  made to convince others of their innocence 
  in case of accusations of a crime. 
  • 
  Members receive a permanent influence 
  point with other members of the Furyondy 
  Thieves Guild.  
  • 
  Members always have friends willing to 
  put them up, to make it convenient to share 
  current news on possible jobs.  Standard 
  lifestyle is always provided in Furyondy 
  adventures to guild members, from their 
  comrades based in the area. 
  • 
  Members, 
  through 
  their 
  network 
  of 
  connections in the government and in the 
  dark and shady places, can also take levels 
  in the prestige class Spymaster. 
  • 
  Members who meet the requirements and 
  have been active members for a game year 
  may take the Spell Reflection, Spell Sense 
  (CM), Distracting Attack, Disruptive Attack, 
  and Dungeon Specialist (PH2) alternate 
  class features. 
  The Specialist Squad 
  These stealthy individuals specialize in the 
  highly 
  difficult 
  sneak 
  jobs: 
  infiltrating 
  complicated defenses and shutting down wards 
  and protective magic’s that would otherwise 
  make 
  some 
  missions 
  impossible, 
  using 
  information developed by Acquisitions and 
  Investigations. 
   
  They 
  also 
  specialize 
  in 
  assassinations and kidnapping victims.  These 
  individuals frequently work in special teams 
  developed on a mission-by-mission basis. 
  Yearly Cost   
  • 
  The guild members are expected to 
  contribute towards those individuals who 
  make 
  jobs 
  go 
  smoothly, 
  including 
  information handlers and behind the scenes 
  preparations.  A tithe of 5% of member’s 
  income is considered adequate. Guild 
  members spend 5 TUs for each year 
  assisting with guild activities. 
  Entry Requirements 
  • 
  Members of the Specialist Squad are 
  welcome to come from any professional 
  background.  However, this is a thief’s 
  organization, so it is necessary to be able to 
  demonstrate some elementary skills related 
  to the profession.  Members must have at 
  least 3 ranks in two of the following skills: 
  Sleight of Hand, Tumble, Open Locks, 
  Move Silently, Disable Device, Disguise, 
  Escape Artist, and Gather Information. 
  • 
  Members cannot have any hatred or 
  disfavor from any thieves’ guilds.  This sort 
  of bad news clings to a guy, after all.  
  • 
  Members must expend 1 influence point 
  with a Furyondy Thieves Guild or 100 gp to 
  buy influence to get an invitation.  
  Benefits  
  • 
  Members of the Specialist Squad can 
  expect to receive aid from other members of 
  the guild throughout Furyondy. Members in 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 50 
  good standing receive a +2 circumstance 
  bonus in the following skills:  Gather 
  Information, Knowledge (local [Iuz Border 
  States MR]) and the Open Lock skill if the 
  check is made in a population center of more 
  than 250 people, if time permits the member 
  to call upon the assistance of another guild 
  member. 
  • 
  Members of the Specialist Squad are 
  required to practice certain skills regularly to 
  be ready for any job at a moments notice. 
  This gives them a +2 circumstance bonus to 
  the following skills; Disable Device, Escape 
  Artist, Open Lock and Sleight of Hand. 
  • 
  Members of the Specialist Squad can 
  purchase the following mundane items from 
  guild-contracted 
  craftsmen: 
  fingerblade 
  (SS), earth silk rope (RS), sashling (RW), 
  ascender/slider (AEG), bolt cutters (AEG), 
  glass cutter (AEG), collapsible grappling 
  hook (AEG), grappling ladder (AEG), 
  periscope (AEG), silent shoes (AEG), 
  thieving helmet (AEG), metal tongs (AEG), 
  black body suit (AEG), smuggler’s boots 
  (AEG), knife vest (AEG).  
  • 
  Occasionally members of the Specialist 
  Squad become specialists of such quality 
  that they are given additional training. This 
  qualifies the character for the special 
  requirement necessary to gain levels in the 
  Nightsong Infiltrator PrC as long as the 
  character meets all other requirements of 
  this PrC. 
  • 
  Members have access to the guild’s 
  legal counsel.  This grants them a +2 
  circumstance bonus to Diplomacy checks 
  made to convince others of their innocence 
  in case of accusations of a crime. 
  • 
  Members receive a permanent influence 
  point with other members of the Furyondy 
  Thieves Guild. 
  • 
  Members always have friends willing to 
  put them up, to make it convenient to share 
  current news on possible jobs.  Free standard 
  lifestyle is always provided in Furyondy 
  adventures to guild members, from their 
  comrades based in the area. 
  • 
  Members who meet the requirements 
  and have been active members for a game 
  year may take the Spell Reflection, Spell 
  Sense (CM), Distracting Attack, Disruptive 
  Attack, Dungeon Specialist and Shield of 
  Blades (PH2) alternate class features. 
  Monastery of the Way 
  The monastery of the Flaming Fist is a 
  nondenominational 
  monastery 
  run 
  by 
  a 
  worshipper of Zuoken who decided to make his 
  home in Furyondy.  The monastery espouses the 
  ideals of perfection in body and mind. All who 
  are interested in those ideals may come to the 
  Monastery to train and learn of these things.  
  Initiates begin with more mundane duties before 
  advancing in their studies.  The Monastery raises 
  its own livestock and grows its own vegetables, 
  so there is no shortage of duties for new 
  initiates. 
  The monastery is situated on elevated terrain 
  several miles outside of Chendl. While not a 
  fortress, it is a solid building in a defensible 
  position. The monastery has an excellent library 
  and good, though spartan, training facilities. 
  Initiates (Way of the Fist and Mind) 
  Yearly Cost 
  • 
  Initiates of The Way of the Fist and 
  Mind must attend a minimum of one 
  training session of two weeks a year as well 
  as perform maintenance and upkeep at the 
  Monastery for two weeks a year.  This 
  translates to a total yearly cost of 4 TUs. As 
  they are staying at the monastery during this 
  time there is no lifestyle cost associated with 
  these TUs for standard upkeep, anyone 
  trying to live in a lifestyle beyond standard 
  would be severely frowned upon by the 
  monks. 
  • 
  Initiates are expected to help with the 
  expenses of running the Monastery as well.  
  They must contribute 1% of their income as 
  a tithe to the Monastery. 
  Entry Requirements 
  • 
  Initiates into the Way of the Fist and 
  Mind 
  must 
  spend 
  time 
  performing 
  maintenance and upkeep duties at the 
  Monastery before they can begin to study 
  the path of the Way. The leaders of the order 
  to determine if the supplicant has the correct 
  mind set and determination to follow the 
  Way of the Fist and the Mind evaluate this 
  service. All Initiates found not to possess a 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 51 
  lawful mien are denied entrance to the 
  school. (Must have lawful alignment) 
  • 
  Initiates must have either the Improved 
  Unarmed Strike feat or have access to the 
  strength, knowledge or mind Domain.  
  Benefits  
  • 
  Initiates of the Way of the Fist and the 
  Mind are trained in esoteric fighting 
  techniques. They are able to learn the feat 
  Defensive Expert (DM315) through this 
  training.  
  • 
  Members of the Way of the Fist and 
  Mind can purchase the following exotic 
  weapons: bladed gauntlet (AEG), chain and 
  dagger (AEG), chakram (AEG), claw 
  bracers (AEG), panther claw (AEG), sai 
  (AEG), tiger claws (AEG), war fan, and 
  ward cestus. 
  • 
  Members of the Way of the Fist and 
  Mind can purchase suregrip (CAD).  
  • 
  The techniques used and time spent 
  training initiates in physical activities, 
  including the skills of Balance, Climb, Jump 
  and Tumble results in a +2 circumstance 
  bonus to these skills.   
  • 
  Initiates are taught to respect everyone 
  and treat them as equals, until given reason 
  not to. This gives initiates a demeanor that 
  people respond well to and results in a +2 
  circumstance 
  bonus 
  to 
  the 
  initiatives 
  Diplomacy skill with non-Nobility (who 
  expect to be treated as superiors, and may be 
  put off by this manner).   
  • 
  Initiates are taught that Knowledge is 
  the key to personal growth. Training is given 
  in the Knowledge skills: (architecture and 
  engineering), (dungeoneering), (geography), 
  (history), (nature) and (religion). This 
  training provides a +2 circumstance bonus 
  to those skills. 
  • 
  Initiates are allowed to take the 
  alternative class feature Decisive Strike 
  (PH2) at their 1st level of monk, or to retrain 
  the class ability at higher monk levels.  
  • 
  When an initiate has the time to consult 
  the library of the monastery a wide variety 
  of topics can be researched. This research 
  provides a +2 circumstance bonus to any 
  Knowledge skill that the initiate has ranks in 
  and has not already received training for. 
  This bonus is contingent on the initiate 
  actually being able to travel to the 
  monastery and spending 1-4 hours in 
  research time looking through the books. 
  Unless 
  the 
  Monastery 
  is 
  specifically 
  mentioned in the adventure, this travel is 
  assumed to take a minimum of two days one 
  way. 
  Students (Way of the Flaming Fist) 
  Yearly Cost 
  • 
  Students of the Way of the Flaming Fist 
  must spend twice as much time as the 
  initiates in training and upkeep of the 
  monastery. Their duties increase as they 
  progress along the Way. This translates to an 
  additional 4 TUs spent yearly at the 
  monastery (total of 8 TUs).  
  • 
  Those who follow the Way of the 
  Flaming Fist are expected to contribute more 
  to the upkeep of the Monastery and must 
  contribute another 1% of their income as a 
  tithe to the Monastery (for a total of 2%). 
  • 
  Deception of any sort is not in the nature 
  of Flaming Fists and they are not very good 
  at it. They receive a –1 penalty to their Bluff 
  skill checks. 
  Entry Requirements 
  • 
  BAB of  +5.  
  • 
  Students must have studied at the 
  monastery (serving as an initiate) for six 
  months before becoming a student.  
   
  Benefits  
  • 
  Students receive all the benefits of 
  initiates.  
  • 
  Students of the Flaming Fist are taught 
  much esoteric lore. Their personal growth 
  depends on mental acuity as much as it 
  depends on physical skill and body control. 
  Students gain a +2 circumstance bonus to 
  the following Knowledge skills: (arcana), 
  and (the planes).   
  • 
  Students 
  are 
  also 
  taught 
  advance 
  techniques to focus their mind and gain a +2 
  circumstance bonus to Concentration skill 
  checks.  
  • 
  Students of the Flaming Fists are widely 
  recognized as exceptional warriors of the 
  utmost character and as such they receive a 
  +2 bonus to Diplomacy skill checks with the 
  Furyondy Military Infantry.   
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 52 
  • 
  Students of the Flaming Fist also receive 
  one permanent influence point with the 
  Military of Furyondy- Infantry. They are a 
  welcome addition on any Military mission 
  for the kingdom and are treated with respect 
  by the soldiers of Furyondy.   
  • 
  As a result of their experience in the 
  library, students have an improved ability to 
  find esoteric information. They now have 
  the experience necessary to research topics 
  that they have little experience with and 
  other Students who are willing to assist them 
  in their research. If the student can 
  logistically travel to the library they can 
  attempt an intelligence check in the place of 
  any knowledge check for which they have 
  no ranks and gain a +2 circumstance bonus 
  to the roll. This attempt takes 1d6 hours of 
  research to make. Unless the Monastery is 
  specifically mentioned in the adventure, this 
  travel is assumed to take a minimum of two 
  days one way. 
  • 
  Students of the Flaming Fist that are 
  inclined to pursue a more martial path in 
  their studies may take levels in the Tactical 
  Soldier Prestige class provided they meet all 
  the requirements of that class.   
  • 
  Students may learn the Spell Reflection 
  (CM) 
  alternate 
  class 
  feature 
  at 
  the 
  appropriate level. 
  Thunderheart Mercenary Company 
  The Thunderheart Company, which started, 
  as a band of local adventurers, is one of several 
  companies working with the Furyondy military.  
  They provided additional support not able to be 
  covered 
  by 
  the 
  regular 
  military. 
  The 
  Thunderhearts 
  are 
  mostly 
  comprised 
  of 
  adventurers looking to use their combat skills to 
  earn a living without being tied down to the rigid 
  discipline of the military. Some of the Furyondy 
  military are also members, providing their 
  soldiering experience to the company while 
  supplementing their off-duty income. Many are 
  members of other organizations such as one of 
  the Churches of Furyondy or the Mage Council, 
  bringing a variety of combat skills to the 
  Company’s ranks. 
  Recruits 
  Initial Cost 
  • 
  Recruits must pay a fee of 100 gold 
  pieces to join the company, which helps 
  defray outfitting costs, and indicates 
  commitment to the company.  
  Yearly Cost   
  • 
  All members of the company are required to 
  contribute 1% of their income as a tithe to 
  the church of their choice.  If the member 
  does not worship a deity or worships an 
  obscure deity not represented in Furyondy, 
  they are required to donate to the FASTC.  
  The company desires to foster good will 
  between the Churches of Furyondy and the 
  Company who coincidentally makes regular 
  visits to the chapels for various services. 
  Adventuring and especially mercenary work 
  is a very dangerous business and the 
  members of the company tend to run into 
  some very strange things on occasion that 
  need the attention of a skilled healer. 
  • 
  Recruits spend a minimum of one month 
  per year attending to the duties of the 
  Company.  (4 TUs) 
  Entry Requirements 
  • 
  Must have a BAB of +3 OR be able to 
  cast 2nd level spells. The company does not 
  accept green recruits.  
  • 
  Recruits cannot have disfavor with the 
  Military, any organized religion of Furyondy 
  or any of the Nobles of Furyondy. Any time 
  a member so earns the disfavor of any in the 
  groups mentioned above they are discharged 
  from the Company. 
  Benefits  
  • 
  Upon graduating from their initial drill 
  training all Recruits are issued a platinum 
  ring embossed with the Crest of the 
  Thunderheart Mercenary Company. 
  • 
  Recruits receive a yearly wage of 100 
  gold. 
  • 
  The Company subsidizes all standard 
  living costs for recruits in Furyondy regional 
  adventures.   
  • 
  Recruits have a +2 circumstance bonus 
  to 
  the 
  Profession 
  Soldier 
  skill 
  and 
  Concentration skill due to the rigorous initial 
  training all recruits are given.  
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 53 
  • 
  Recruits receive training and support 
  from their peers, granting them a +1 
  circumstance bonus on the following skills: 
  Knowledge (arcana) and Spellcraft in 
  Furyondy regional adventures. 
  • 
  Recruits are taught to always keep their 
  ear to the ground for the next job, this gives 
  them a +2 circumstance bonus to the Gather 
  Information and Knowledge (local [Iuz 
  Border States MR]) Skills.  
  • 
  Spellcasters in the Company have access 
  to learn the spell daggerspell stance (CAD). 
  • 
  Thunderheart 
  Company 
  wizards 
  maintain a library of spells collected over 
  the years. Wizards with rank of Recruit are 
  granted access to scribe one Open access 
  spell of 2nd level or lower into their 
  spellbook after every Furyondy regional 
  adventure. Standard rules and costs for 
  scribing spells still apply. 
  • 
  Recruits can purchase the following 
  mundane items: duom (AEG), thunder arrow 
  (AEG), knife vest (AEG). 
  Officers 
  Initial Cost 
  • 
  Recruits must serve in the company for 
  one year before being considered for 
  promotion. Alternately recruits who are also 
  a member of the Furyondy Military or an 
  official member of a Church of Furyondy 
  (including FASTC) meta-organization may 
  spend an influence point from those 
  organizations or a noble of Furyondy to gain 
  a promotion to officer of the company. 
  Yearly Cost 
  • 
  Officers are held to higher standards 
  than recruits.  They are required to 
  contribute an additional 1% of their income 
  as a tithe to the church of their choice (for a 
  total of 2%).  If the member does not 
  worship a deity or worships an obscure deity 
  not represented in Furyondy, they are 
  required to donate to the FASTC.  The 
  company desires to foster good will between 
  the Churches of Furyondy and the Company 
  who coincidentally makes regular visits to 
  the 
  chapels 
  for 
  various 
  services. 
  Adventuring and especially mercenary work 
  is a very dangerous business and the 
  members of the company tend to run into 
  some very strange things on occasion that 
  need the attention of a skilled healer. 
  • 
  Officers spend additional time each year 
  attending to the duties of the Company, for a 
  total of 7 TUs spent yearly for membership. 
  Recruits promoted during the middle of a 
  year need only spend the additional 3 TUs 
  required to reach 7. 
  Entry Requirements 
  • 
  Must have a BAB of +5 OR be able to 
  cast 3rd level divine or arcane spells.   
  • 
  Must meet all requirements of recruits. 
  • 
  Officers must have at least one influence 
  point with the Nobility or Churches of 
  Furyondy to be considered for promotion. 
  Benefits  
  • 
  Officers have access to all benefits of 
  recruits.   
  • 
  Officers have a greater responsibility to 
  represent the Company and the Company 
  subsidizes all Rich living costs for them in 
  Furyondy regional adventures.   
  • 
  Officers have displayed the social skills 
  necessary to carry on a conversation with 
  the Nobility of Furyondy. By virtue of being 
  promoted to an officer in the company they 
  gain 
  a 
  +1 
  circumstantial 
  bonus 
  to 
  Diplomacy with the Nobility of Furyondy. 
  • 
  Officers that are not already members of 
  the Furyondy Military are given a permanent 
  Influence Point with that organization. 
  • 
  Officers pick up all kinds of tidbits of 
  information on their duties for the Company 
  and they gain an additional +2 circumstance 
  bonus (total of +4) to the Gather Information 
  and Knowledge (local [Iuz Border States 
  MR]) skills 
  • 
  Officers that are more inclined to pursue 
  a martial career may take levels in the 
  Tactical Soldier Prestige class provided they 
  meet all the requirements of that class.   
  • 
  Officers have access to the Sudden 
  Widen feat (CA). 
  • 
  Officers have access to learn the spell 
  battlemagic perception (HB). 
  • 
  Officers can purchase the following 
  mundane items: fullblade (AEG), ghost oil 
  (AEG), armor insulation (FB), armorbright 
  (SS), keepcool salve (SS). 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 54 
  • 
  Officers 
  who 
  meet 
  the 
  class 
  requirements may take the alternate class 
  features 
  Adrenaline 
  Boost, 
  Distracting 
  Attack, Dungeon Specialist, Elusive Attack 
  and Counterattack (PH2). 
  Sharp Shooters 
  On the edge of the Claw Gorge is a three-
  story building. This is the home of the Sharp 
  Shooters organization. Above the door hangs a 
  sign painted with a bull’s eye, which reads 
  “Sharp Shooters”. The lower lever is made of 
  castle grade stone, while the upper two levels are 
  made of timber. A well-dressed man, ready to 
  attend to potential members and guests, always 
  attends the door. 
  The Sharp Shooters is an elite shooting club 
  specializing in the crossbow and located near 
  Claw Gorge in the Barony of Littleberg. They 
  practice in the art of shooting while relaxing in a 
  country atmosphere. 
  Ozmon “Dead Eye” is owner and proprietor 
  of Sharp Shooter's.  He is a short, but stout 
  dwarf with a black patch over his left eye.  He 
  was one of the most accurate crossbowmen in 
  the war against Iuz, but he lost his eye when his 
  position was overrun.  After the war, he settled 
  into Claw Gorge, built the club and has been 
  enjoying retirement ever since. 
  Sharp Shooters is an exclusive club, its 
  members earning their place by invitation only.  
  Many of the kingdom's best marksmen can be 
  found at the clubhouse from time to time.  Its 
  members often attend competitions throughout 
  the region and occasionally the club will sponsor 
  its own contests.  These events range from target 
  shooting to game hunting, but all are performed 
  with crossbow and quarrel. 
  Entry Requirements 
  • 
  Members must possess the Point Blank 
  Shot and Precise Shot feats. 
  • 
  Members must possess one of the 
  following 
  feats: 
  Exotic 
  Weapon 
  (any 
  crossbow), Far Shot, Ranged Disarm, 
  Ranged Pin, Ranged Sunder, Rapid Reload, 
  Sharp-Shooting, 
  Weapon 
  Focus 
  (any 
  crossbow). 
  • 
  Members must pay a 100 GP entrance 
  fee. 
  • 
  Special: Membership Invitation 
  An Invitation to join the Sharp Shooters can 
  be gained in two ways: 
  1: Major Competition; Place in the top three 
  in a target-shooting competition hosted by 
  the Sharp Shooters or attended by Ozmon 
  “Deadeye”. You must use a crossbow during 
  the competition. 
  2: Private Invitation; After playing an 
  adventure with a PC member of the Sharp 
  Shooters, the two of you can agree to a 
  private shootout at the clubhouse. You must 
  meet all other entry requirements, and both 
  PC’s must agree to spend 1 TU. You may 
  only do this once per module. 
  The contest is a three-way shoot out 
  between you, the PC member of the Sharp 
  Shooters and Ozmon “Deadeye” (played by 
  the DM). 
   
  Ozman “Dead Eye” 
  Male Dwarf, Fighter 8; Dex 18 
  At: +15 ranged (MW Heavy Crossbow) 
  Feats: Farshot, Greater Weapon Focus (H. 
  Crossbow), Point Blank Shot, Precise Shot, 
  Rapid Reload, Sharp-Shooting, Weapon Focus 
  (H. Crossbow), Weapon Specialization (H. 
  Crossbow). 
   
  The three of you take turns shooting at a 
  target until each of you has had 5 shots. No 
  spells may be cast or in effect and no magic 
  items may be used during the shootout. All shots 
  must be taken using a crossbow. A masterwork 
  crossbow of your preferred type will be provided 
  to you to use for the duration of the competition.  
  Each shooter gets a score per shot based on 
  the AC hit. 
   
  Nat 1 = 0 points     AC 25 = 10 points 
   
  AC 10 = 1 point     AC 28 = 12 points 
   
  AC 15 = 2 points   AC 30 = 15 points 
   
  AC 20 = 5 points   AC 35 = 20 points 
   
  AC 25 = 7 points   Nat 20 = 20 points 
  You may choose the distance from which all 
  shots are taken, but it must be no less than 100 
  feet and no greater than the maximum range of 
  any participant’s crossbow.  
  If you score equal to or higher than either 
  the PC contestant or Ozmon you are granted an 
  invitation. 
  Yearly Cost   
  • 
  Members must spend 6 TUs per year 
  attending club meetings and events. 
  
  Furyondy Regional Rules and Meta-Campaign Handbook 2007 (v1.4) 
  Page 55 
  Benefits  
  • 
  Sharp Shooters often provide lodging 
  and support to other members who are 
  traveling, granting free Rich upkeep while in 
  Furyondy and free Luxury upkeep in the 
  Barony of Littleberg.   
  • 
  Having honed their targeting skills, all 
  Sharp Shooters gain a +3 circumstance 
  bonus to spot checks. 
  • 
  Many of the Sharp Shooters are also 
  members of the social elite, granting their 
  fellows a +3 circumstance bonus to 
  Knowledge (nobility and royalty) checks in 
  the Kingdom of Furyondy. 
  • 
  Some Sharp Shooters have been known 
  to make their own crossbows or come from 
  families that are known for this craft. Any 
  Sharpshooter 
  with 
  ranks 
  in 
  Craft 
  (weaponsmithing) gains a +3 circumstance 
  bonus. 
  • 
  Ozmon “Deadeye” has collected many 
  an odd crossbow and quarrel over the years. 
  As a result all Sharp Shooters have access to 
  purchase the following equipment: tumbling 
  bolt (AEG), spring loaded gauntlet (AEG), 
  quiver scabbard (AEG), gnome crossbow 
  sight (AEG). 
  • 
  Being a member of an elite and 
  exclusive club such as the Sharp Shooters 
  has a noticeable effect on one’s social 
  standing. All Sharp Shooters gain a 
  permanent influence point with members of 
  the Furyondy nobility.  
  • 
  Ozmon knows a thing or two about 
  combat, and can pass it along to his fellows. 
  Sharp 
  Shooters 
  who 
  meet 
  the 
  class 
  requirements may take the alternate class 
  features Distracting Attack and Elusive 
  Attack (PH2).  
  The War College 
  The war college of Furyondy is the original 
  and most prestigious place on Oerth to learn the 
  art of warfare. The College of War was founded 
  in 489 CY and has provided many of the highly 
  skilled military commanders of Furyondy since. 
  The top graduates of the college are known as 
  Warmasters. Typically, entrance to the college is 
  granted only to sergeants in certain branches of 
  the military.   Other selected circumstances may 
  result in an invitation to study at the college, 
  however.  
  Feedback 
  The release of this document, Furyondy 
  Regional Rules & Meta-Campaign Handbook, 
  will be updated periodically in accordance with 
  the LGCS and the LGAH.  
   
  For more information online: 
  Living Greyhawk campaign homepage: 
  http://www.wizards.com/default.asp?x=lg/welcome 
   
  Kingdom of Furyondy regional homepage: 
  http://www.furyondy.com/ 
   
  Dungeons & Dragons homepage: 
  http://www.wizards.com/dnd/ 
   
  RPGA Network homepage: 
  http://www.rpga.com/ 
   
  For more information on the RPGA Network by 
  mail: 
  RPGA Network 
  c/o Wizards of the Coast, Inc. 
  PO BOX 707 
  Renton, WA 98057-0707 
   
  The RPGA Network can be contacted by phone 
  via the Wizards of the Coast customer service 
  line at 1-800-324-6496. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Furyondy/Furyondy Meta-Organizations CY 597 v1.pdf