TEXT: The Skeptics 
  By Brad Street 
  Version 1, reviewed by Jon Thompson 
  Released 3/22/2007 
   
  To count as campaign documentation, this Meta-Org 
  must be accompanied by the “Meta-Organization 
  Overview” page (in the DoU Meta-Org Book) and the 
  appropriate Meta-Org Record 
  A History of the Skeptic Movement 
  Urnst had never been an overly religious land, and many 
  in the nation openly doubted the worth of following the 
  gods. These feelings found voice in the writings of the 
  scholars Daesnar Braden and Elbain Hothchilde, who 
  founded the Skeptic belief.  
  The Skeptics question the intentions and divine nature of 
  the gods, proclaiming that true divinity lies in the hearts 
  of mankind.  While they do not deny that the so called 
  “gods” have great power, they argue that humans have 
  the very same potential for power.  They often look to 
  the examples of deities such as Kelanon, Murlynd, and 
  St. Cuthbert who ascended to godhead from a mortal 
  form.  To a Skeptic, the “gods” not only do not deserve 
  the worship of humans, offering up one’s worship 
  involves giving up something of the power one has 
  within. 
  In 570 CY was the peak of the Skeptic Movement's 
  popularity.  Their words found a ready audience amongst 
  many of the nobles of the Duchy, including Justinian 
  Lorinar. When Justinian took the throne, he set out to 
  free his people from the chains of religion.  He forced 
  out many of the more religious members of the 
  Honorable Chamber.  Then, with the support of the 
  Skeptic majority in the Chamber, he tripled the taxes 
  upon the Temples.  
  When the Temple of Zilchus refused to pay the new 
  taxes, Justinian ordered their temple razed and their 
  assets seized.  Reaction was swift and bloody. The 
  Temple Coalition Revolt gripped the streets of Leukish, 
  embroiling the capital in chaos and riots. In the aftermath 
  of the Revolt, most of clergy withdrew from the Duchy, 
  declaring that as the Duchy had turned their backs on the 
  gods, so too would the gods turn their back on Urnst.  
  Justinian’s rule was a short one; in 571 CY, he perished 
  from wounds inflicted in battle with the dervishes of the 
  Bright Desert. Some say that no cleric would heal his 
  wounds, others say that Justinian refused all such 
  treatment, standing by his principles to the end. The next 
  year, Justinian’s sole-surviving brother took the throne.    
  Duke Karll made an effort to invite back those faithful 
  who had left the Duchy after the revolts, but continued to 
  face a large number of Skeptics within the Honorable 
  Chamber and among the Noble Houses.  Rumor has it 
  that it was Jolen’s devout worship of Lendor that 
  prevented him being elected Regent in his father’s 
  absence.  Whatever the cause, there are many Skeptics 
  among the ranks of the Strong Harts, and there are those 
  who feel they are once more in ascendance in the Duchy. 
  Allies of the Skeptics 
  While no longer in its heyday, the Skeptic Movement 
  still has allies, fervent followers, knowledgeable scholars 
  and thoughtful philosophers expanding upon its beliefs.   
  The following Duchy Houses are considered allies of the 
  Skeptic Movement: Arginar, Baercol, D’Dolch, Durnix, 
  Eisener, Gaernot, Holomaer, Kressel, Meissel , Regin, 
  Samaris, Sidae, Tarnel, U'Morael, Vaer, Verana, & 
  Xiotha.  Influence with “Skeptics” may be used as 
  influence with one of the allied houses and interaction 
  bonuses apply to the allied houses as well (as per the 
  Listing of Duchy Houses document). 
  Enemies of the Skeptics 
  There are also many who see the Skeptics as an enemy of 
  their church and their faith.  They have not forgotten the 
  brief reign of Duke Justinian, and work to prevent the 
  Skeptics from once again ascending to power in the 
  Duchy.   
  A number of organizations are sworn enemies of the 
  Skeptics:  House Kruske, House Amelung, House 
  Meissel (Uther supporters only), and all Duchy of Urnst 
  Religious Organizations.  Any penalties with enemies 
  apply to all of the organizations listed. 
  Role-playing a Skeptic in the Duchy 
  It is not easy to be a Skeptic and can be particularly 
  challenging as an adventurer.  Scorning and/or refusing 
  the aid of Clerics sets one up for a life as short as Duke 
  Justinian’s.  Fortunately, the Movement is not monolithic 
  and there is room for Skeptics who are willing to accept 
  the aid of those who are foolish enough to give up their 
  will to a so-called “god.” Above all, players of Skeptics 
  are encouraged to role-play in a way that does not 
  impinge upon the experience of other players at the table 
  Characters who identify themselves as Skeptics can 
  expect a certain level of scorn from Clerics in the Duchy. 
  This organization is not recommended for those who do 
  not want a challenge.  
  
  General Requirements 
  Code of Conduct 
  A Code of Conduct has developed among members of 
  the skeptic movement, and there is a lot of pressure for 
  all to follow it.  Members (excluding "Friends") are 
  expected to obey the following strictures: 
  • 
  Not cast Divine Spells. 
  • 
  May not join nor pay money to any religious 
  organization or cleric.  
  • 
  May not purchase an item created with divine magic 
  from the creator. Paying for (and later using) an item 
  taken as loot does not break this rule. 
  • 
  May not ask for a Divine caster to cast a divine spell 
  upon them. 
  • 
  In addition, Scholars and Philosophers may not 
  willingly submit to the casting of a Divine Spell.  
  This means that when a spell is cast upon them 
  without asking, they must attempt a saving throw 
  against it (if allowed). 
  Consequences of Breaking the Code 
  Not all Skeptics adhere to their code of conduct; some 
  argue for permitting the use of divine magic as long as 
  worship does not occur, while others are willing to be 
  hypocritical when their life is on the line.  At the same 
  time clerics and their gods are always watching for a 
  chance to point out skeptic hypocrisy and breaking the 
  code draws the ire of others in the movement.  Those 
  who break the code suffer the following consequences 
  for 52 TUs  from the date of the most recent violation: 
  • 
  May not hold a position higher than Scholar 
  (Philosophers immediately drop in status). 
  • 
  Convert any bonus to Diplomacy and Gather 
  Information with the skeptics and their allies to an 
  equivalent minus (e.g. a +2 becomes a -2). 
  • 
  Loose all influence points currently held with the 
  skeptics. 
  • 
  Loose access to “Skeptical Casters.” 
  Leaving the Skeptic Movement 
  While one can stop being an active member of the 
  Skeptics at any time, one’s adherence to the Skeptic’s 
  beliefs will continue to impact people’s perceptions for 
  some time to come.  Those who continue to adhere to the 
  code retain all Burdens from the highest position held.  
  Those who abandon the code (and/or go against one of 
  their burdens) instead receive their former positions skill 
  penalty with the Skeptics and their allies.  
  Those desiring to rejoin the movement must do so as a 
  Follower but retain the penalties held while in-active. 
  General Benefits 
  Skeptical Casters 
  There are many arcane casters among the skeptics.  
  Bards are the most common, but there are also brilliant 
  wizards developing new theories and sorcerers proving 
  through example the power one can wield from within.  
  The College of Sages and Sorcery is particularly known 
  for the skeptics in its ranks.   
  The skeptics are very aware of the common person’s 
  dependence upon divine casters to overcome their 
  ailments.  Many of the spellcasting skeptics have focused 
  their energies on mastering the spells that can duplicate 
  the powers of the gods.  Those that are capable make a 
  particular effort to make them available to their brethren 
  in the movement.   
  The following spell list is provided to highlight the spells 
  that skeptics will cast for fellow members without 
  needing divine intervention.  Casters can be found in the 
  major towns of the Duchy (and among many of the 
  estates of the Skeptic houses).  Those playing a non-
  Duchy of Urnst adventure must spend an extra TU 
  (traveling home) to make use of them. 
  The spells listed that aren’t available as arcane spells use 
  Limited Wish or Wish to duplicate the effects instead.  
  Resurrection (the only one requiring a Wish spell) 
  requires the expenditure of an extra TU and in influence 
  with the skeptics.  
  Spell Name  
  Caster Level Cost (gp)# 
  Cure Light Wounds  
  2 
  20 
  Cure Moderate Wounds 
  4 
  80   
  Delay poison 
  4 
  80 
  Lesser Restoration* 
  15 
  2,410 
   
  Cure Serious Wounds 
  7 
  210 
  Dispel Magic  
  5 
  150 
  Gentle Repose 
  5 
  150 
  Heal* 
  15 
  2,410 
  Remove Blindness/Deafness* 15 
  2,410 
  Remove curse 
  7 
  210 
  Remove disease* 
  15 
  2,410 
  Speak with dead* 
  15 
  2,410 
  Cure critical wounds 
  10 
  400 
  Neutralize poison 
  10 
  400 
  Restoration* 
  15 
  2,410 
  Break Enchantment 
  9 
  450 
  Raise Dead* 
  15 
  7,410 
  Greater Dispel Magic  
  11 
  660 
  Stone to Flesh 
  11 
  660 
  Resurrection ~ 
  17 
  26,530 
  # Scholars and Philosophers reduce the price 
  (including components) by 10% and Philosophers 
  reduce it by 20% (see below). Characters may pay 
  off the costs of a Raise Dead or Resurrection using 
  the methods provided in the LGCS.  
  * uses a limited wish spell. 
  ~ uses a wish spell 
  
  Skeptical Writings  
  Several philosophers have explored the ways in which 
  arcane magic can duplicate or even exceed the powers of 
  “divine” magic.  With some research and effort the 
  details of the spells they discuss can be duplicated for 
  copying into a spellbook.  The cost of the copying must 
  still be paid.  1 TU gains access to copy from a single 
  one of the writings below.  Followers may pick a single 
  writing to study, while Scholars and Philosophers have 
  the option of spending additional TUs to master as many 
  writings as they wish. 
  1) Rebuking Death: 2nd - Command Undead, False Life.  
  3rd - Gentle Repose, Halt Undead.  6th - Undeath to 
  Death.  7th - Limited Wish, Control Undead.  8th - Clone.  
  9th* - Wish.   
  2) Dispelling the Divine: 3rd - Dispel Magic.  4th - 
  Remove Curse.  5th - Break Enchantment, Dismissal.  6th 
  Antimagic 
  Field, 
  Greater Dispel Magic.  7th - 
  Banishment.  8th - Greater Bestow Curse (SpC), Mind 
  Blank.   
  3) Divinity Within: 2nd - Bear’s Endurance, Bull’s 
  Strength, Eagle’s Splendor, Fox’s Cunning, Owl’s 
  Wisdom. 4th - Minor Creation.  5th - Sending, Major 
  Creation.  6th - Analyze Dweomer, True Seeing, Legend 
  Lore.  7th - Limited Wish.  8th - Discern Location, 
  Moment of Prescience.  9th* - Foresight, Wish. 
  4) Mastering the Planes: 1st - Protection from 
  Good/Evil/Chaos/Law.  3rd - Magic Circle against 
  Good/Evil/Chaos/Law.  4th - Dimensional Anchor.  5th -  
  Dismissal, Subvert Planar Essence (SpC).  7th Plane 
  Shift. 9th* -Astral Projection. 
  5)  Commanding Servitude:  5th - Contact Other Plane, 
  Lesser Planar Binding,.  6th - Greater Planar Binding.  7th 
  – Banishment.  8th - Dimensional Lock, Greater Planar 
  Binding.  9th* - Gate.    
  *  9th level spells will never be attainable by player 
  characters. 
  Friend of the Skeptics 
  Those who help the Skeptic Movement are considered its 
  friends whether or not they espouse its beliefs.  The 
  skeptics appreciate their friends. 
  Prerequisite 
  • 
  The “Friend” designation can only be provided 
  through an adventure.  It will be listed as “Friend of 
  the Skeptics” on an AR. 
  Benefits 
  • 
  Access to Skeptical Casters as described above. 
  • 
  +2 to Diplomacy and Gather Information with 
  Skeptics and their Allies. 
  Follower 
  Those who are new to the Skeptic organization begin as 
  followers of a particular Philosopher and focus much of 
  their time on that person's teachings.  Followers are free 
  to choose the Philosopher whose views most agree with 
  their own, though on occasion a Follower may study a 
  philosophy out of curiosity or some other interest.  
  Followers may change their focus at any time (and the 
  more easily-persuaded often do). 
  Prerequisite 
  • 
  1 rank in Knowledge (Religion); Skeptics must 
  understand the theory of religion so that they may 
  better argue against it. 
  • 
  1 rank in one of: Perform (oratory), Bluff, 
  Diplomacy, or Intimidate. 
  Costs 
  • 
  2 annual TUs (see page 3) listening to lectures and 
  studying the views of a philosopher. 
  • 
  100gp annually (see page 3) toward supporting a 
  philosopher. 
  Benefits 
  • 
  May spend a TU to master one of the Skeptical 
  Writings (above). 
  • 
  +1 circumstance bonus to the following skills: 
  o 
  Knowledge (any) relating to the philosophies of 
  the Skeptics. 
  o 
  Bluff, Perform (oratory), & Sense Motive when 
  debating or otherwise trying to convince 
  someone of a point of view. 
  o 
  Diplomacy and Gather Information checks with 
  the Skeptics and their Allies. 
  • 
  1 influence with the Skeptics usable once. 
  Burdens 
  • 
  -3 to Diplomacy and Gather Information with 
  Enemies of the Skeptics if they know the character 
  is a skeptic. 
  Scholar 
  Scholars move beyond the ranks of a mere Follower 
  through a broader study of multiple philosophers and 
  research into the foundations of their writings.  They can 
  often be found in deep discussions with other scholars. 
  Prerequisite 
  • 
  Must not worship any deity. 
  • 
  8 ranks in one of: Knowledge (Planes), Knowledge 
  (Religion), 
  Knowledge 
  (Arcana), 
  Knowledge 
  (History), or Knowledge (Local).  Alternatively, one 
  may have a Bardic Knowledge score of 12 or higher.  
  • 
  6 calendar months or 26 TUs spent as a Follower of 
  the Skeptics meta-organization 
  
  Costs 
  • 
  3 annual TUs (see page 3) spent in study and debate 
  of Skeptic philosophies  
  • 
  100gp 
  annually 
  (see 
  page 
  3) 
  supporting 
  a 
  philosopher and researching. 
  Benefits 
  • 
  May spend TUs to master the Skeptical Writings 
  (see above). 
  • 
  +2 circumstance bonus to the following skills: 
  o 
  Knowledge (any) relating to information on 
  religions, servants of deities, or the philosophies 
  of the Skeptics. 
  o 
  Bluff, Perform (oratory), and Sense Motive 
  when debating or otherwise trying to convince 
  someone of a point of view. 
  o 
  Diplomacy and Gather Information checks with 
  the Skeptics and their Allies. 
  • 
  1 influence with the Skeptics that renews on the first 
  AR of each year. 
  • 
  10% reduction in the price of spells from Skeptical 
  Casters (see above). 
  Burdens 
  • 
  -3 to Diplomacy and Gather Information with 
  Enemies of the Skeptics 
  Philosopher 
  Philosophers are among the most renowned of the 
  Skeptics.  These individuals actively research new 
  theories (or facts, as some would tell you) relating to 
  Skeptic ideals.  Most Followers in the Skeptics 
  organization align themselves with one of these 
  Philosophers, so it is imperative that a Philosopher be as 
  persuasive as he is intelligent, lest his followers lose 
  interest in his teachings.  Philosophers often participate 
  in theological (and skeptical) debates in an effort to sway 
  others in their point of view. 
  Prerequisite 
  • 
  Must have submitted an article relating to your 
  Philosophy of the Skeptics to the Duchy Wiki 
  (www.duchyurnst.org/wiki). 
  • 
  Must receive the permission of the Triad. 
  • 
  Must not worship any deity. 
  • 
  12 
  ranks 
  in 
  one 
  of: 
  Knowledge 
  (Arcana), 
  Knowledge (History), or Knowledge (Local).   
  • 
  12 ranks total in Knowledge (planes) and/or 
  Knowledge (religion). 
  • 
  Must possess either the Leadership feat or 12 ranks 
  in one of: Perform (oratory), Bluff, Diplomacy, or 
  Intimidate. 
  • 
  1 calendar year or 52 TUs spent as a Scholar of the 
  Skeptics meta-organization. 
  Costs 
  • 
  8 annual TUs (see page 3) spent in study of Skeptic 
  philosophies, writing articles on new discoveries, 
  and teaching Scholars and Followers your views. 
  • 
  Write one article per year relating to the Skeptics 
  and submit it to the Duchy Wiki. 
  • 
  Must participate in at least two debates per year.  
  Participating requires spending a TU after a Duchy 
  of Urnst regional.  Success is rewarded with 
  increased income from new followers: make a 
  perform (oratory), bluff, or diplomacy check as per 
  “Benefits from Nonadventuring Activity” in the 
  LGCS.   
  Benefits 
  • 
  May spend TUs to master the Skeptical Writings 
  (above). 
  • 
  100 gp in donations from followers received on the 
  first AR of each year. 
  • 
  Free Rich lifestyle while in the Duchy of Urnst. 
  • 
  +2 "Great Renown" bonus to your Leadership score; 
  Philosophers have many followers and many well-
  known written works. 
  • 
  +4 circumstance bonus to the following skills: 
  o 
  Knowledge (any) relating to information on 
  religions, servants of deities,  or the 
  philosophies of the Skeptics. 
  o 
  Bluff, Perform (oratory), and Sense Motive 
  when debating or otherwise trying to convince 
  someone of a point of view. 
  o 
  Diplomacy and Gather Information checks with 
  the Skeptics and their Allies. 
  • 
  1 influence with the Skeptics usable once per 
  adventure. 
  • 
  20% reduction in the price of spells from Skeptical 
  Casters (see above). 
  Burdens 
  • 
  -4 to Diplomacy and Gather Information with 
  Enemies of the Skeptics 
  • 
  Demoted to Scholar if breaks Code of Conduct 
  (above). 
  • 
  NPCs from organized churches in the Duchy of 
  Urnst will not cast spells on your behalf. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Duchy of Urnst/The Skeptics.pdf