TEXT: The March of Bissel Meta-Organization Handbook v1.3 
   
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  The March of Bissel 
  Meta-Organization Handbook 
   
  Version 1.4 
  May, 2003 
   
   
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
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  Introduction................................................................................................................3 
  Baklunish Brotherhood ..............................................................................................6 
  The Bardic Circle.......................................................................................................8 
  Brotherhood of Flame and Steel ..............................................................................12 
  The Church of Fharlanghn .......................................................................................13 
  The Church of Geshtai .............................................................................................15 
  The Church of Heironeous.......................................................................................18 
  The Church of Istus..................................................................................................21 
  The Church of Pelor.................................................................................................24 
  The Church of Rao...................................................................................................25 
  The Church of Zilchus .............................................................................................28 
  Company of the Brightpath......................................................................................31 
  The Cult of the Daring Feat .....................................................................................34 
  The Fraternity of Arms.............................................................................................35 
  The Great Army of Bissel ........................................................................................37 
  The Guild of the Arcane Path...................................................................................45 
  Investigators of Bissel..............................................................................................49 
  Medig Hill Clan .......................................................................................................52 
  The Mist Chameleons ..............................................................................................53 
  The Nightwatch........................................................................................................56 
  The Order of the Path of Honor ...............................................................................58 
  The Order of the Serene Thought.............................................................................59 
  The Order of the Silver Scythe.................................................................................61 
  Order of the Vigilant................................................................................................63 
  Seekers of the Twilight Path ....................................................................................65 
  Srinivan Heavy Horse ..............................................................................................70 
  Thieves’ Guild of Dountham ...................................................................................73 
  The Way of the Root................................................................................................76 
   
  
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  Introduction 
  Foreword 
  Welcome to the Bissel Meta-Organization Handbook.  Before delving into the depth and breadth of the organizations represented 
  herein, the Bissel Triad would like to outline its policy regarding meta-organizations and their place in the Living Greyhawk 
  campaign. 
   
  The Triad would like to thank the POCs for their assistance and effort in compiling this volume.  It is suggested that, if you should 
  have questions, you direct them first to the POC (Point of Contact) for the organization in question.  Many of the decisions have 
  actually been made by the POCs, and they are consulted on most major design changes.   
   
  Special thanks also go to Wes Wright, AKA the Booted Menace, for his work in editing and organizing this book.   
   
  Lastly, a note on philosophy: It is the attitude of the Triad that meta-organizations are role-playing tools, not avenues for access to 
  magic items.  While the organizations do confer access to certain items, we do not consider it their primary purpose.  If you are 
  interested in joining an organization simply for the item access, then we suggest that perhaps you are doing so for the wrong reasons.   
   
  This document is not graven in stone.  It will be updated periodically.  At that time, suggestions received will likely be incorporated, 
  and changes as a result of player actions enacted.  It is our intention that these organizations be living, breathing organisms, growing 
  and changing as they are affected by the actions of PCs.   
   
  Those wishing to contact the Triad may do so at the following addresses: 
   
  Matt Pennington, POC: bisselpoc@adelphia.net 
  John G. Williams: jwalrus@charter.net 
  Max Kushner: max.kushner@yale.edu 
  How to Join a Meta-Organization 
  To have your PC join a meta-organization in Bissel you must meet one of the following conditions: 
  • 
  You live in New England (CT MA ME NH RI VT) and your PC’s home region is Bissel. 
  • 
  You recently moved to New England (CT MA ME NH RI VT) and you changed your PC’s home region to Bissel for this 
  reason. 
  • 
  You live outside of New England (CT MA ME NH RI VT), but your PC’s home region is Bissel.   
   
  Unless otherwise noted in a specific meta-organization, your PC’s home region must be Bissel in order to join.   
   
  How to join: 
  1. Contact the meta-organization POC to get approval for joining the meta-organization.  Once the approval is granted, the POC 
  will inform the meta-organizations coordinator (John G. Williams) and you will receive a temporary certificate or e-mail 
  confirmation. 
  2. Make an entry on your next adventure certificate in the Notes field to denote joining the meta-organization and pay whatever 
  costs necessary to join that group. 
  3. You will receive a permanent certificate that indicates your membership in the meta-organization. 
   
  Note: Although the triad coordinates meta-organizations, several have player POCs.  It is ultimately the responsibility of the POC to 
  determine eligibility of a PC for the meta-org membership.  In most cases membership is not difficult to attain if the requirements are 
  met, but some organizations have a deeper role-playing foundation and will be more “exclusive.”  Every effort will be made to include 
  a PC who wishes to join an organization, but some PCs will not be suited to the premises of an organization even if it seems that PC 
  meets the requirements.  If you feel that your PC has been unjustly rejected from a meta-organization, notify the Triad and the POC 
  for the organization and we will try to work out why that PC does not fit or why he/she should be allowed to join. 
   
  Certificates: Meta-organizations are certed organizations.  To demonstrate membership in a meta-organization you must possess an 
  adventure record showing you joined or renewed membership in a meta-organization for the current year (including paying the costs 
  
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  for that membership).  In addition you must possess a certificate from the POC or Triad indicating that you have been enrolled in the 
  meta-organization.  To use your membership, you must bring a copy of all relevant pages of this book, your adventure records, and 
  your meta-organization certificate with you to the gaming table. 
    
  Should the POC of an organization fail to respond within a reasonable amount of time (use two weeks as a rule of thumb), contact the 
  Triad for assistance.   
  Overview of Meta-Organizations and Terminology 
  In order to avoid confusion about how meta-organizations work we will explain in detail the meaning of each entry.   
   
  Organization Name, Overview, History and Point of Contact: These should be self-explanatory.   
   
  Requirements:  Each “tier” of a meta-organization lists a set of requirements that must be met for a PC to join.  In order, they are: 
  1) Character level or levels in specific classes 
  2) Minimum BAB 
  3) Level of spellcasting ability 
  4) Minimum skill rank 
  5) Feats 
  6) Alignment restrictions 
  7) Time required in another organization 
  8) GP requirements, including tithes, initial dues or payments, and yearly dues or payments 
  9) Time Unit costs, divided into initial (one-time) costs and yearly costs 
  10) Any requirements not covered by the above 
   
  As mentioned, several organizations have multiple tiers.  In order to progress from one tier to another, a PC must meet the 
  requirements for the new tier.  Some of these requirements are cumulative, while others are not.  Unless otherwise specified, only GP 
  requirements, tithes, and TU costs are additive when advancing in an organization.   
   
  When advancing from one tier to another, a PC may be required to have served at a lower level for a period of time.  This is in real 
  time, counted from the date of the Adventure Record, Adventure Certificate, or logsheet entry where the PC joined the organization; 
  thus, someone wishing to advance from Initiate to Trouvere in the Bardic Circle would have to wait four real months from the time 
  they joined, even if they otherwise met the requirements.   
   
  For PCs who are already a member of a meta-organization, their time already served in the organization counts towards advancement.  
  It is therefore possible for someone who joined an organization early in the campaign to advance rapidly now, so long as they have the 
  TU and GP to spend and meet all the requirements.   
   
  TU and GP costs should be paid immediately upon joining the organization and yearly costs should be paid on the character’s first AR 
  of each year that he or she intends to remain a member.  Failure to do so will constitute loss of membership in the organization, and 
  the loss of all benefits and access granted by it.   
   
  Benefits:  This section lists unusual benefits that do not fall under any of the categories below.  This usually includes, but is not 
  limited to Skill bonuses, discounts on upkeep, reaction bonuses from NPCs, Influence gained with certain organizations, and so forth.  
  Unless otherwise specified, skill bonuses are considered Competence bonuses and do not stack with Competence bonuses granted 
  from other sources.   
   
  Feats:  The PC gains access to the feats listed.  Note that the character must still have a feat slot available in order to take a feat; these 
  are not bonus feats.  In instances where the feat listing indicates the character must choose a limited number from the list (“Pick One” 
  or “Pick Two”), the choice must be made upon joining the organization unless specifically stated otherwise.   
   
  Spells:  These spells are made available to the PC.  In the case of divine spellcasters, they may prepare them as usual.  Arcane 
  spellcasters may learn them in the case of sorcerers and bards, and scribe them in the case of wizards, up to their normal maximum 
  allowances at the end of any regional Bissel scenario.   
   
  
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  Spells Available to Scribe: These are spells from the PHB that are made available to the PC.  Again, sorcerers and bards may learn 
  them, and wizards may scribe them into their spellbooks, subject to normal maximum numbers of spells allowed, at the end of any 
  regional Bissel scenario.   
   
  Prestige Classes: Mostly self-explanatory.  These classes are made available to the PC.  Some organizations allow the PC to take the 
  class only after a training period costing them 1 Time Unit; in any case, the PC must remain a member of the organization in order to 
  continue advancing in the class.   
   
  Note:  Some prestige classes are now specific to certain meta-organizations, where they were available to any PCs in Bissel before.  
  Characters who had levels in these classes previously can continue to advance in the class as normal.  In order to meet the special 
  requirements of the Templar, the PC must join a church.  Currently, the following organizations apply:  Brotherhood of the Hearth, 
  Church of Fharlanghn, Church of Geshtai, Church of Heironeous, Church of Istus, Church of Pelor, Church of Rao, Church of 
  Zilchus, and Seekers of the Twilight Path.   
   
  Magic Items for Purchase and Mundane Items for Purchase: These items are made available to the character through the 
  organization, effectively giving them an availability of “Any”.  The items may be purchased after any scenario, regardless of region.  
  Items constructed of special materials are considered magic items for the purpose of classification.   
   
  Weapon and armor enhancements listed in this section are available as upgrades to existing items.  However, when upgrading an 
  enhancement bonus—such as a +2 sword or +2 armor—the item may only be upgraded from the next increment down.  That is to say, 
  if an organization offers an upgrade to +2 weapon, then the weapon must already be +1; a masterwork weapon could not be upgraded 
  directly to +2 unless the character had access to a +1 upgrade from another source.   
   
  Upgrades listed in the form of a “plus” do not allow an upgrade to a specific weapon or armor ability, as these are listed specifically 
  when they are allowed. 
   
  Leaving a Meta-Organization 
  Typically, a PC may leave an organization at any time.  They will need to announce their intent to the POC.  This may be done at any 
  time.  Alternately, as mentioned above, they may fail to pay the yearly costs of the organization.  In this case, the player should still 
  notify the POC.   
   
  Access to all items, feats, and other benefits are lost immediately upon leaving an organization.  Feats already selected, and spells 
  already learned, remain.  Divine spellcasters, however, lose access to the spells granted by a meta-organization once they leave it.   
   
  Characters with levels in an adaptable prestige class cannot progress in that class unless they subsequently join another organization 
  which also grants access to the class.  Levels of the class already gained are not affected.   
   
  Abbreviations Used in this Document 
  For ease of reference, the following abbreviations have been used: 
   
  DMG 
  Dungeon Masters Guide 
  DotF 
  Defenders of the Faith 
  MotW Masters of the Wild 
  S&F 
  Sword and Fist 
  S&S 
  Song and Silence 
  T&B 
  Tome and Blood 
  
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  Baklunish Brotherhood 
   
  The Baklunish Brotherhood exists as a fraternity between Baklunish characters in the oppressed nation of Bissel. The purpose is to 
  establish solidarity in the Baklunish community and a voice in Bissel for the Baklunish population. 
   
  History: Ramius Ramirez founded the Baklunish Brotherhood in Ebbernant shortly after his Baklunish village in northern Bissel was 
  destroyed by Knights of the Watch for suspicion of collaboration with the forces of Ket during the war. It was an unjust and bigoted 
  act by the Suloise members of the KotW against lawful Baklunish citizens of Bissel. The taxes levied by the Margrave have shown 
  again how slanted the powers in Bissel are towards the Suel and Oeridian citizenry and oppressive to the native Baklunish of the 
  region. 
  Since the formation of the Grand Army of Bissel a number of sympathizers have begun to join the ranks of the Brotherhood 
  in opposition to the Knights of the Watch’s ever growing presence in Pellak.   
  The Brotherhood makes its home in the township of Ebbernant in northwestern Bissel, far from the spying eyes of Castle 
  Oversight.  Many people aren’t sure what to make of the Brotherhood but the actions of the members to date have proven nothing less 
  than honorable.  A number of citizens owe their very lives to the actions of members of the Brotherhood when the local authorities and 
  the Knights of the Watch did nothing.  Among the Baklunish communities, the Brotherhood is looked to as local heroes who watch 
  over their people when others, still bitter about the actions of the Mullahs of Ket, lump the Baklunish of Bissel together as 
  warmongering religious fanatics.   
   
  Contact: 
   
  Kevin Hogan (noreaster62@yahoo.com) 
  Friend of the Brotherhood 
  Requirements to Join the Baklunish Brotherhood as a Friend of the Brotherhood: 
  • 
  Must be at least 2nd level.   
  • 
  Must have 1 rank in Knowledge (Baklunish) 
  • 
  5% tithe to Baklunish charities and organizations expected but not required.   
  • 
  2 Time Units a year performing charitable works in the Baklunish community.   
  • 
  Possess at least one Influence Point from a Baklunish official or church in Bissel. 
  • 
  Must not be directly associated with the Knights of the Watch, either as a member or a squire.   
   
  Benefits: 
  • 
  +1 Competence bonus to reaction checks with Baklunish citizens of Bissel.  
  • 
  Adventurers’ Standard Upkeep costs 50% less in Baklunish baronies and townships (Bandalar, Dount, Ebbernant, the 
  Horsehills, Jadarta, Parulla).  
  • 
  The PC has access to the following Feats: 
   
  Feats: 
  • 
  Alluring (S&S) 
  • 
  Arcane Defense (T&B) 
  • 
  Obscure Lore (S&S) 
  • 
  Persuasive (S&S) 
  • 
  Shadow (S&S, MotW) 
  • 
  Trustworthy (S&S) 
  • 
  Zen Archery (S&F) 
  Brother 
  Requirements to Join the Baklunish Brotherhood as a Brother: 
  • 
  Must be at least 4th level.   
  • 
  Must have 2 ranks in Knowledge (Baklunish).  
  • 
  Must speak Ancient Baklunish.   
  • 
  Must tithe 5% of any wealth gained during an event to Baklunish charities and organizations.   
  • 
  3 Time Units a year performing charitable works in the Baklunish community.   
  • 
  Must be of pure Baklunish descent. 
  • 
  Must be sponsored by an existing Brother.  
  • 
  Must have spent four months as a Friend of the Brotherhood.    
  
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  Benefits: 
  • 
  Additional +1 Competence bonus to reaction checks with Baklunish citizens of Bissel (+2 total).  
  • 
  A Brother of the Brotherhood is considered to be Class II for determining cost and eligibility for spells from a temple or 
  cleric of Geshtai or Istus in Bissel.   
  • 
  The PC has access to the following Feats and Magic Items: 
   
  Feats: 
  • 
  Dirty Fighting (S&F) 
  • 
  Fleet of Foot (S&S) 
   
  Magic Items for Purchase: 
  • 
  Bead of Force (DMG) 
  • 
  Fortification, Light Armor Enhancement (DMG) 
  • 
  Keen Weapon Enhancement (DMG) 
  • 
  Potion of Tongues (DMG) 
  • 
  Upgrade Armor or Shield to +2 (DMG) 
  • 
  Upgrade Weapon to +2 (DMG) 
  Patron of the Brotherhood 
  Requirements to Join the Baklunish Brotherhood as a Patron of the Brotherhood: 
  • 
  Must be at least 7th level.   
  • 
  Must have 4 ranks in Knowledge (Baklunish).  
  • 
  Must speak Ancient Baklunish.   
  • 
  Must tithe 2% of any wealth gained during an event to Baklunish charities and organizations.  This is in addition to the tithe 
  required of a Brother.   
  • 
  3 Time Units a year performing charitable works in the Baklunish community.   
  • 
  Must be of pure Baklunish descent. 
  • 
  Must have the unanimous approval of all existing Patrons.  
  • 
  Must have spent one year as a Brother.  
  • 
  Cannot be a member of the Bissel military.    
  • 
  At any time there will be no more than three Patrons of the Brotherhood.      
   
  Benefits: 
  • 
  Additional +2 Competence bonus to reaction checks with Baklunish citizens of Bissel (+4 total).  
  • 
  Free Adventurers’ Standard Upkeep in Baklunish baronies and townships (Bandalar, Dount, Ebbernant, the Horsehills, 
  Jadarta, Parulla).  
  • 
  The PC has access to the following Feats and Magic Items: 
   
  Feats: 
  • 
  Multicultural (S&S) 
  • 
  Greater Two-Weapon Fighting (MotW) 
  • 
  Off-Hand Parry (S&F, MotW) 
  • 
  Remain Conscious (S&F) 
   
   
  Magic Items for Purchase: 
  • 
  Cloak of Displacement, Minor (DMG) 
  • 
  Monk’s Belt (DMG) 
  • 
  Rod of Enemy Detection (DMG) 
  • 
  Shadow Armor Enhancement (DMG) 
  • 
  Upgrade Armor or Shield to +3 (DMG) 
  • 
  Upgrade Weapon to +3 (DMG) 
  
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  The Bardic Circle 
   
  The Bardic Circle in Calpius’ Craft has been established as a place for bards of the Sheldomar Valley to learn, teach, congregate and 
  pass stories, lore and traditions in comfort.  Membership in the circle is considered an honor and most bards jump at a chance to join. 
   
  History: Officially, Baron Darius Besselar formed the Bardic Circle in CY 574 shortly after his ascendancy to title.  However, a loose 
  collection of bards had been gathering in Calpius' Craft much earlier than this, at least as far back as CY 508 when a temple to Lydia, 
  goddess of music and knowledge, was built there. Young Bards would come to Calpius' Craft seeking to learn from their more 
  experienced counterparts. Students would rent lodgings in inns or with music-loving locals and masters would teach from either the 
  temple or from local alehouses. This type of study could be very temporary, due to most bards' unwillingness to remain in one place. 
  Also, the College of Music and Art in Thornward could draw in more bards due to its prestige at the time. However, a few talented 
  bards chafed at the aristocratic air of the College of Music and Art and the Temple Circle of Bards was formed in CY 561.  
  This first incarnation of the Bardic Circle was a college in name only, with students and masters following their old style of 
  teaching in alehouses and no permanent structures or codes were ever made. Despite this many young bards did indeed come to 
  Calpius' Craft to hone their arts, and the flood of students began to cause friction with the local populace. The tension became a full-
  fledged crisis when, in CY 572, a young bard threw a pot of wine at an innkeeper's face. The townsfolk rioted and drove all bards from 
  Calpius Craft, ending the short existence of the Temple Circle of Bards and shutting down the Temple of Lydia for two years. It 
  should be noted that many residents of the Barony of Besselar consider spilling wine just as insulting as personal assault. In CY 574, 
  Darius Besselar invited music back to Calpius' Craft by forming the Bardic Circle. Thanks to generous donations from the Baron, 
  buildings adjacent to the Temple of Lydia were constructed as living quarters for the bards coming to study. This has kept personal 
  interactions between the Bardic Circle and the townsfolk at a minimum, but as further appeasement to the locals, a statute exists 
  saying that no bard can drink wine while within Calpius' Craft. This statute is not strictly enforced; however, and many Bardic Circle 
  members sneak wine during their stay within the town.  
  During the war with Ket, many bards fled the College of Music and Arts in Thornward. Most of these talented individuals 
  ended up in Calpius' Craft, and have elected to stay due to the politically unstable atmosphere of Thornward. This flood of bards has 
  greatly diminished the prestige of the College of Music and Arts and has greatly increased that of the Bardic Circle, which is now the 
  largest bardic organization and college in Bissel.  
  Members of the Bardic Circle are easy to spot on the streets of Calpius' Craft. They wear red robes with black lines on the 
  sleeves that denote rank: one line for Initiates, two for Trouveres, three for Masters. Those members of Virtuoso rank wear red robes 
  with three silver lines on the sleeves. Advancement within the Circle is very informal; Initiates wishing to advance to the Trouvere 
  level simply find five Trouveres who are willing to sit down and hear the Trouvere candidate audition. The process is the same for 
  Trouveres wishing to advance to the Master level, and likewise for Masters wishing to advance to the Virtuoso rank. The current 
  Virtuoso members (of whom there are only two) are very demanding, and no Virtuoso candidate has passed the examinations in three 
  years.  
  Numbers fluctuate constantly, but during any given week there are about twenty Initiates, fifty Trouveres and twenty Masters 
  at the Circle. Of late, a handful of Bardic Circle members have begun staging anti-military demonstrations, a development that greatly 
  upsets Baron Besselar.  
   
  Contact: 
   
  Cameron Logan (clogan@mail.hartford.edu) 
  Initiates 
   
  Initiates represent those bards who have honed their skills just enough to be considered as beginning the path to true artistry 
  by members of the Circle. Their duties include staging performances and passing lore to the younger members. In turn, Initiates are 
  meant to study with those of Trouvere rank in order to one day attain the Trouvere level themselves. Since the Trouveres are in 
  general fairly lax, most Initiates find it easy to advance after at least half a year.   
   
  Requirements to Join the Bardic Circle as an Initiate: 
  • 
  Must have 6 ranks of Perform. 
  • 
  Must have 1 rank in any two Knowledge skills. 
  • 
  Initial cost of 400 GP for study materials.   
  • 
  Initial cost of 5 TU spent training at the Circle’s collegium. 
  • 
  Yearly cost of 100 GP in dues.   
  • 
  Yearly cost of 2 TU spent studying at the collegium. 
  • 
  Pass an audition before a jury of Trouvere and Master level members (contact POC for details). 
  
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  Benefits: 
  • 
  Free Adventurer’s Standard Upkeep while in the Barony of Besselar. 
  • 
  The PC has access to the following Feats, Spells, Magic Items and Mundane Items: 
   
  Feats: 
  • 
  Extra Music (S&S) 
  • 
  Lingering Song (S&S) 
   
  Spells: 
  • 
  Ambient Song (S&S) 
  • 
  Crescendo (S&S) 
  • 
  Easy Math (S&S) 
  • 
  Fine-Tuning (S&S) 
  • 
  Focusing Chant (S&S) 
  • 
  Fortissimo (S&S) 
  • 
  Harmonize (S&S) 
  • 
  Joyful Noise (S&S) 
  • 
  Lullaby (S&S) 
  • 
  Percussion (S&S) 
  • 
  Summon Instrument (S&S
   
  Magic Items for Purchase:  
  • 
  Arrow of Cure Light Wounds (MotW) 
  • 
  Bracers of Armor +2 (DMG) 
  • 
  Cloak of Charisma +2 (DMG) 
  • 
  Ring of Feather Falling (DMG) 
  • 
  Wand of Charm Person (DMG) 
  • 
  Wand of Cure Light Wounds (DMG)  
  • 
  Wand of Summon Monster I (DMG) 
   
  Mundane Items for Purchase: 
  • 
  Bagpipes (S&S) 
  • 
  Banjolele (S&S) 
  • 
  Bones (S&S) 
  • 
  Crumhorn (S&S) 
  • 
  Drum (S&S) 
  • 
  Bongo Drums (S&S) 
  • 
  Fiddle (S&S) 
  • 
  Flute (S&S) 
  • 
  Hammered Dulcimer (S&S) 
  • 
  Handbell (S&S) 
  • 
  Harmonica (S&S) 
  • 
  Hautbois (S&S) 
  • 
  Herald’s Trumpet (S&S) 
  • 
  Lap-Harp (S&S) 
  • 
  Lute (S&S) 
  • 
  Lyre (S&S) 
  • 
  Mandolin (S&S) 
  • 
  Natural Horn (S&S) 
  • 
  Pan Pipes (S&S) 
  • 
  Psaltery (S&S) 
  • 
  Recorder Flute (S&S) 
  • 
  Shawm (S&S) 
  • 
  Shell Horn (S&S) 
  • 
  Tabor (S&S) 
  • 
  Water-Pipe (S&S) 
  • 
  Whistle-Pipe (S&S)
  Note: Masterwork instruments from this list purchased through the Bardic Circle bestow the special bardic music abilities as listed on 
  page 42 of Song and Silence. 
  Trouveres 
   
  The Trouveres represent the majority of Bardic Circle members. Their duties include staging performances and teaching lore 
  to Initiates as well as each other. Older Trouveres study with Master level bards, hoping to attain that rank and its associated 
  responsibilities. Unfortunately, few trouveres have the necessary ambition to achieve this goal. Most trouveres are extremely mobile, 
  only staying in Calpius' Craft for a few weeks out of the year. A few are more or less permanent fixtures in Calpius' Craft, much to the 
  chagrin of the local populace. It is from the trouveres that the Circle gets its bad reputation with the locals; more than a few trouveres 
  have let their puckish sense of humor get out of hand.  
   
  Requirements to Join the Bardic Circle as a Trouvere: 
  • 
  Must have 8 ranks of Perform. 
  • 
  Must have 3 ranks in any two Knowledge skills.   
  • 
  Must have spent at least four months as an Initiate. 
  • 
  Initial cost of 200 GP for more advanced study materials. 
  • 
  Yearly cost of 100 GP in dues.   
  • 
  Yearly cost of 4 TU spent teaching at the collegium. 
  • 
  Pass an audition before a jury of Trouvere and Master level members (contact POC for details). 
  
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  Benefits: 
  • 
  +2 Competence bonus to Bardic Knowledge checks while in Bissel. 
  • 
  The PC has access to the following Feats, Spells, Magic Items and Mundane Items: 
   
  Feats: 
  • 
  Acrobatic (S&S) 
  • 
  Arcane Preparation (T&B) 
  • 
  Augment Summoning (T&B) 
  • 
  Charlatan (S&S) 
  • 
  Dirty Fighting (S&F) 
  • 
  Persuasive (S&S) 
  • 
  Trustworthy (S&S) 
   
  Spells (Arcane Versions Only): 
  • 
  Eagle’s Splendor (T&B) 
  • 
  Fox’s Cunning (T&B) 
  • 
  Owl’s Wisdom (T&B) 
   
  Magic Items for Purchase:  
  • 
  Bracers of Armor +3 (DMG) 
  • 
  Circlet of Persuasion (DMG) 
  • 
  Hat of Disguise (DMG) 
  • 
  Glamered Armor Enhancement (DMG) 
  • 
  Mithral Shirt (DMG) 
  • 
  Pipes of Sounding (DMG) 
  • 
  Spell Storing Weapon Enhancement (DMG) 
   
  Mundane Items for Purchase: 
  • 
  Double-Sided Clothes (S&S) 
  • 
  Mighty Whip (S&F) 
  • 
  Mighty Whip Dagger (S&F) 
  • 
  Waterproofing (S&S) 
  • 
  Weighted Sleeve (S&S) 
  • 
  Whip Dagger (S&F)
  Masters 
  Masters in the Bardic Circle are bards who have attained enough experience and prestige to be recognized as among the best 
  bards in Bissel. Their duties are to organize large-scale performances and impart their experience and knowledge onto Initiates. There 
  are about three dozen Masters within the Bardic Circle, but due to the impermanence of most bards' wandering lifestyles, no more than 
  twenty masters are ever in Calpius' Craft at any time. Of these, the most important is Headmaster Garon Dellifin who is responsible 
  for the day-to-day operations of the college. His staff, made up of low-ranking initiates, sees that each Circle bard has lodgings while 
  they stay in Calpius' Craft, that study materials are available, and that there is some semblance to orderly studies.  
   
  Requirements to Join the Bardic Circle as a Master: 
  • 
  Must have 10 ranks in Perform. 
  • 
  Must have 5 ranks in any two Knowledge skills. 
  • 
  Must have spent at least four months as a Trouvere. 
  • 
  Yearly cost of 100 GP in dues.   
  • 
  Yearly cost of 4 TU spent teaching at the collegium. 
  • 
  Pass a series of examinations and auditions before a jury of Masters level members. 
   
  Benefits: 
  • 
  Additional +1 Competence bonus to Bardic Knowledge checks while in Bissel (Total +3). 
  • 
  The PC has access to the following Feats, Spells, and Magic Items: 
   
  Feats: 
  • 
  Alluring (S&S) 
  • 
  Extra Spell (T&B) 
  • 
  Greater Spell Focus (T&B) 
  • 
  Greater Spell Penetration (T&B) 
  • 
  Jack of All Trades (S&S) 
  • 
  Multicultural (S&S) 
  • 
  Obscure Lore (S&S)
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  11 
  Spells: 
  • 
  Allegro (S&S) 
  • 
  Blunt Weapon (S&S) 
  • 
  Choir (S&S) 
  • 
  Follow the Leader (S&S) 
  • 
  Harmonic Chorus (S&S) 
  • 
  Healthful Slumber (S&S) 
  • 
  Hymn of Praise (S&S) 
  • 
  Listening Coin (S&S) 
  • 
  Spectral Weapon (S&S) 
  • 
  Zone of Silence (S&S) 
   
  Magic Items for Purchase:  
  • 
  Bracers of Armor +4 (DMG) 
  • 
  Chime of Opening (DMG) 
  • 
  Cloak of Charisma +4 (DMG) 
  • 
  Cloak of Resistance +2 (DMG) 
  • 
  Horn of Goodness/Evil (DMG) 
  • 
  Pipes of Haunting (DMG) 
  • 
  Potion of Tongues (DMG) 
  • 
  Wand of Cure Moderate Wounds (DMG) 
  • 
  Wand of Daylight (DMG) 
  • 
  Wand of Summon Monster II (DMG) 
  Virtuosos 
   
  Those who have attained Virtuoso status within the Bardic Circle are the most famous and skilled performers in Bissel. 
  Currently there are only two Circle members of this rank. They are Ezlen the Old and Demil Medtrink. Neither is seen in Calpius' 
  Craft but once a year, and never at the same time. While they are there, Ezlen or Demil are called on to stage at least a week's worth of 
  performances, including private shows for the Baron and his family. Most members of the Circle clamor to learn something from these 
  most famous of bards, but few are given the opportunity.  
   
  Requirements to Join the Bardic Circle as a Virtuoso: 
  • 
  Must have at least one level in the Virtuoso Prestige Class. 
  • 
  Must have 12 ranks of Perform. 
  • 
  Must have 7 ranks in any two Knowledge skills. 
  • 
  Must have spent at least four months as a Master. 
  • 
  Yearly cost of 100 GP in dues.   
  • 
  Yearly cost of 4 TU spent teaching at the collegium. 
  • 
  Must pass a series of examinations and auditions. 
  • 
  Must possess at least one Influence Point with Baron Darius Besselar.   
   
  Benefits: 
  • 
  Virtuoso level members may apply the Great Prestige modifier to their Leadership score, provided they have the feat. 
  • 
  Additional +1 Competence bonus to Bardic Knowledge checks while in Bissel (Total +4). 
  • 
  The PC has access to the following Feats, Spells, and Magic Items: 
   
  Feats: 
  • 
  Disguise Spell (S&S) 
  • 
  Extra Slot (T&B) 
  • 
  Green Ear (S&S) 
  • 
  Requiem (S&S) 
  • 
  Subdual Substitution (T&B) 
  • 
  Subsonics (S&S) 
   
  Spells: 
  • 
  Fanfare (S&S) 
  • 
  Improvisation (S&S) 
  • 
  Insidious Rhythm (S&S) 
  • 
  Otto’s Resistible Dance (S&S) 
  • 
  Protégé (S&S) 
  • 
  Song of Discord (S&S) 
  • 
  Sympathetic Vibration (S&S) 
  • 
  Wail of Doom (S&S) 
   
  Magic Items for Purchase:  
  • 
  Bracers of Armor +5 (DMG) 
  • 
  Flute of the Snake (S&S) 
  • 
  Harp of Charming (DMG) 
  • 
  Harp of the Immortal Maestro (S&S) 
  • 
  Horn of Blasting (DMG) 
  • 
  Horn of Triumph (S&S) 
  • 
  Lute of the Wandering Minstrel (S&S) 
  • 
  Lyre of Building (DMG) 
  • 
  Mandolin of the Inspiring Muse (S&S) 
  • 
  Singing Sword (S&S) 
  • 
  Staff of Charming (DMG) 
  • 
  Strings of Spell Storing (S&S) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  12 
  Brotherhood of Flame and Steel 
   
  The dwarves of the Barrier Peaks have their own organization of churches, dedicated to the gods most worshipped among them:  
  Berronar Truesilver, Clanggedin Silverbeard, Dumathoin, and Moradin.   
   
  History: Of the non-human races found in Bissel, dwarves are the most populous.  The townships of Beruak, Ebbernant, Sareden, and 
  Wrekin, and the baronies of Bandalar, Dount, Gerorgos, Helbek, Jadarta, Menawyk, Parulla, Saltrenhill, and Wintrigvale all have 
  significant dwarven populations and, accordingly, temples to their gods have sprung up.  These temples are united by a loose 
  confederation, led by the high priests of each of the gods who are widely worshipped among the dwarves of Bissel: Berronar 
  Truesilver, Clanggedin Silverbeard, Dumathoin, and Moradin, chief of the dwarven pantheon.  The confederation itself is known as 
  the Brotherhood of Flame and Steel.   
   
  Contact: 
   
  Dave Kayserman (relientplan@yahoo.com) 
  Worshipper 
  Most dwarves in Bissel worship one of the four gods represented by the Brotherhood.  Those who do not are still welcome at services, 
  but they will not receive the full blessing of the church.    
   
  Requirements to Join the Dwarven Alliance as a Worshipper: 
  • 
  Alignment LG, LN, or N.   
  • 
  Must tithe 5% of any wealth gained during an event.   
  • 
  Yearly cost of 2 TU spent in service to the church.   
  • 
  Must be a dwarf who worships Berronar Truesilver, Clanggedin Silverbeard, Dumathoin, or Moradin.   
   
  Benefits: 
  • 
  50% off Standard upkeep in any of the following baronies or townships: Bandalar, Beruak, Davoniya, Dount, Ebbernant, 
  Gerorgos, Helbek, Jadarta, Menawyk, Parulla, Saltrenhill, Sareden, Wintrigvale, and Wrekin.  The worshipper may seek 
  hospitality from any temple or shrine to one of the four gods.   
  • 
  +2 bonus to reactions from dwarves of Bissel.   
  • 
  The PC has access to the following Feats, Spells and Magic Items: 
   
  Feats (Pick two): 
  • 
  Divine Might (DotF) 
  • 
  Divine Shield (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Extra Smiting (DotF) 
  • 
  Greater Resiliency (MotW) 
  • 
  Hold the Line (S&F) 
  • 
  Improved Shield Bash (DotF) 
  • 
  Power Critical (MotW) 
  • 
  Remain Conscious (S&F) 
  • 
  Shield Expert (S&F) 
   
  Spells (Pick two): 
  • 
  Castigate (DotF) 
  • 
  Curse of the Brute (DotF) 
  • 
  Divine Flame (DotF) 
  • 
  Divine Zephyr (DotF) 
  • 
  Knife Spray (DotF) 
  • 
  Flame of Faith (DotF) 
  • 
  Recitation (DotF) 
  • 
  Righteous Wrath of the Faithful (DotF) 
  • 
  Sword Stream (DotF) 
  • 
  Weapon of the Deity (DotF)
   
  Magic Items for Purchase: 
  • 
  Bracers of Health +2 (DMG) 
  • 
  Gauntlets of Ogre Power (DMG) 
  • 
  Upgrade Armor to +2 (DMG) 
  • 
  Wand of Cure Light Wounds (DMG)
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  13 
  The Church of Fharlanghn 
   
  History: Fharlanghn is worshipped by many in Bissel, particularly by adventurers, merchants, and travelers.  He is extremely popular 
  amongst commoners who view him as a god who most embodies the positive aspects of the ethnically diverse population of Bissel.  
  The church of Fharlanghn tends not to concern itself with political maneuvering and is not a major influence on the government of 
  Bissel. 
  The center of worship for Fharlanghn in Bissel is Dountham.  Besides the high temple in Dountham, there are major temples 
  to Fharlanghn in Thornward, Pellak, and Clunther.  In most parts of the Flanaess, Fharlanghn is worshipped as a traveling god, and 
  priests of Fharlanghn are usually traveling priests.  Thus it is unusual for many permanent temples to Fharlanghn to be in a given 
  nation. In Bissel, Fharlanghn is worshipped more as a deity who represents the positive aspects of travel and is seen as a representation 
  of ethnic diversity and the representation of Bissel as the crossroads of the Sheldomar Valley.  Thus there are actually a few major 
  temples to Fharlanghn, which are manned by priests on a regular basis.  Unattended chapels and shrines to Fharlanghn can be found 
  throughout Bissel, especially along roadways.  These are maintained by traveling priests of Fharlanghn.  There are no monastic orders 
  dedicated Fharlanghn in Bissel, nor paladins of Fharlanghn in Bissel.  
  Most priests of Fharlanghn wander the March, protecting or aiding travelers.  They often work as guides or help expeditions 
  into the wilder areas of Bissel (the Dim Forest, the Barrier Peaks, and the Lorridges).  Priests of Fharlanghn are referred to as 
  Guidebrothers and Guidesisters, though elder priests are known as Far Wanderers.  Lay members are known as Fellow Wanderers. 
  The church of Fharlanghn is on good terms with the churches of Zilchus and Heironeous.  It is on great terms with the 
  churches of Geshtai and Istus, more so than any other church of non-Baklunish origin.  The church of Fharlanghn is regarded 
  positively by the church of Rao. 
   
  Contact: 
   
  Max Kushner (max@anonycon.com) 
  Fellow Wanderer 
  Requirements to Join the Church of Fharlanghn as a Fellow Wanderer (Lay Worshipper): 
  • 
  Alignment LN, NG, N, or CN.   
  • 
  Donation of 100 GP per year to the church. 
  • 
  Yearly cost of 2 TU for community service.   
  • 
  Must be a worshipper of Fharlanghn.   
   
  Benefits: 
  • 
  A Fellow Wanderer of the Church of Fharlanghn is considered to be Class I for determining cost and eligibility for spells 
  from a temple or cleric of Fharlanghn in Bissel.   
  • 
  The PC has access to the following Spells and Magic Items: 
   
  Spells:
  • 
  Bloodhound (MotW) 
  • 
  Nature’s Favor (MotW)
   
  Magic Items for Purchase: 
  • 
  Boots of Striding and Springing (DMG) 
  • 
  Cloak of Resistance +2  (DMG) 
  • 
  Horseshoes of Speed (DMG) 
  • 
  Ring of Jumping (DMG) 
  • 
  Ring of Protection +2 (DMG) 
  Guidebrother 
  Requirements to Join the Church of Fharlanghn as a Guidebrother: 
  • 
  Must be able to cast 2nd level Divine spells.   
  • 
  Must have 6 ranks in Knowledge (Religion) or Wilderness Lore. 
  • 
  Alignment LN, NG, N, or CN.   
  • 
  Must tithe 5% of any wealth gained during an event. 
  • 
  Yearly cost of 2 TU assisting travelers and merchants along the roads of Bissel.   
  • 
  Must travel to two foreign nations each year to assist with mapping efforts and atlas editing. 
  • 
  Must be a worshipper of Fharlanghn. 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  14 
  Benefits: 
  • 
  The PC has access to the following Feats, Spells and Magic Items: 
   
  Feats: 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Empower Turning (DotF) 
  • 
  Eschew Materials (T&B) 
  • 
  Heighten Turning (DotF) 
  • 
  Quicken Turning (DotF) 
   
  Spells: 
  • 
  Beastmask (DotF) 
  • 
  Briar Web (DotF) 
  • 
  Bloodhound (MotW) 
  • 
  Brambles (DotF) 
  • 
  Divine Flame (DotF) 
  • 
  Divine Zephyr (DotF) 
  • 
  Filter (T&B) 
  • 
  Gaze Screen (T&B) 
  • 
  Nature’s Favor (MotW) 
  • 
  Regenerate Light Wounds (MotW) 
  • 
  Regenerate Moderate Wounds (MotW)
   
  Magic Items for Purchase: 
  • 
  Boots of Striding and Springing (DMG) 
  • 
  Cloak of Resistance +2 (DMG) 
  • 
  Horseshoes of Speed (DMG) 
  • 
  Pearl of Power, 1st level (DMG) 
  • 
  Potion of Tongues (DMG) 
  • 
  Ring of Jumping (DMG) 
  • 
  Ring of Protection +2 (DMG) 
  • 
  Wand of Cure Light Wounds (DMG) 
  Far Wanderer 
  Requirements to Join the Church of Fharlanghn as a Far Wanderer: 
  • 
  Must be able to cast 5th level Divine spells. 
  • 
  Must have 8 ranks in Knowledge (Religion) or Wilderness Lore. 
  • 
  Must have spent at least six months as a Guidebrother.   
  • 
  Yearly commitment of 4 TU assisting church visitors and travelers.   
  • 
  Travel to at least four foreign nations each year to assist travelers and merchants. 
  • 
  Must be a worshipper of Fharlanghn. 
   
  Benefits: 
  • 
  The PC has access to the following Feats, Spells, and Magic Items: 
   
  Feats: 
  • 
  Divine Resistance (DotF) 
  • 
  Greater Spell Focus (T&B) 
  • 
  Greater Spell Penetration (T&B) 
  • 
  Sacred Spell (DotF) 
   
  Spells: 
  • 
  Blessed Aim (DotF) 
  • 
  Castigate (DotF) 
  • 
  Chain of Eyes (DotF) 
  • 
  Divine Agility (DotF) 
  • 
  Mass Resist Elements (T&B) 
  • 
  Owl’s Wisdom (T&B) 
  • 
  Regenerate Serious Wounds (MotW) 
  • 
  Regenerate Critical Wounds (MotW) 
  • 
  Spikes (DotF) 
  • 
  Sweet Water (DotF) 
  • 
  Unfailing Endurance (DotF) 
  • 
  Weapon of the Deity (DotF)
   
  Magic Items for Purchase: 
  • 
  Banded Mail of Luck (DMG) 
  • 
  Cloak of Resistance +3  (DMG) 
  • 
  Gloves of Swimming and Climbing (DMG) 
  • 
  Greater Holy Symbol (DotF) 
  • 
  Horseshoes of a Zephyr (DMG) 
  • 
  Mithral Shirt (DMG) 
  • 
  Pearl of Power 2nd level (DMG) 
  • 
  Periapt of Wisdom +2 (DMG) 
  • 
  Potion of Natural Clarity (MotW) 
  • 
  Ring of Protection +3 (DMG) 
  • 
  Ring of Sustenance (DMG) 
  • 
  Wand of Cure Moderate Wounds (DMG) 
  • 
  Wings of Flying (DMG) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  15 
  The Church of Geshtai 
   
  History: Geshtai is worshipped in the wilder areas of Bissel and along the major waterways of the March.  She is worshipped most 
  frequently by farmers, herders, and ferrymen.  Individuals in need of water regularly or who do business on the water often make 
  prayers or offerings to Geshtai.  Many druids and rangers in Bissel who do not worship nature as a force unto itself worship Geshtai.  
  The Baklunish worship her more frequently than any other racial group.  In terms of political power, the church of Geshtai does not 
  involve itself in political machinations.  Priests of Geshtai turn their attention to the natural world and to the people living in it. 
   
  The center of worship for Geshtai in Bissel is Beruak.  Besides the high temple in Beruak, there are major temples to Geshtai 
  in Thornward, Dimhaven, and Ebbernant.  Chapels and shrines to Geshtai can be found throughout Bissel, but they are more common 
  in areas of Bissel where the population is predominantly Baklunish (especially the northwest corner of Bissel) and in areas along 
  major waterways.  In the most rural areas, fixed places of worship are less common; traveling priests serve the people of those regions. 
  There are no monastic orders dedicated to the worship of Geshtai in Bissel.  Temples of Geshtai are very open and natural places filled 
  with running water. 
  Priests of Geshtai spend much of their time helping protect Bissel’s natural resources, especially the rivers and lakes.  They 
  are often found in desolate areas helping travelers and residents find good sources of water.  Adventuring clerics of Geshtai are neither 
  common nor rare.  Priests of Geshtai are referred to as Waterbearers. 
   
  Contact: 
   
  Mike Johnson (SoulShad0w@aol.com) 
  Initiate or Lay Worshipper 
  Requirements to Join the Church of Geshtai as an Initiate or Lay Worshipper: 
  • 
  Must be able to cast 1st-level divine spells, OR spend one Influence Point with the church.  
  • 
  Must have 2 ranks in Knowledge (Religion) OR Knowledge (Nature).   
  • 
  Alignment LN, NG, CN, or N. 
  • 
  Must tithe 5% of any wealth gained during an event. 
  • 
  Initial cost of 2 TU.   
  • 
  Yearly cost of 2 TU in annual fertility rites.  
  • 
  Must be a worshipper of Geshtai.    
   
  Benefits: 
  • 
  A member of the Church of Geshtai is considered to be Class I for determining cost and eligibility for spells from a temple or 
  cleric of Geshtai in Bissel. 
  • 
  The PC has access to the following Feats, Spells, Prestige Classes and Magic Items: 
   
  Feats: 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Might (DotF) 
  • 
  Divine Vengeance (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Empower Turning (DotF) 
  • 
  Eschew Materials (T&B) 
  • 
  Greater Spell Focus (T&B) 
  • 
  Greater Spell Penetration (T&B) 
  • 
  Heighten Turning (DotF) 
  • 
  Quicken Turning (DotF) 
  • 
  Resist Poison (MotW) 
  • 
  Sanctum Spell (T&B)
   
  Spells: 
  • 
  Brambles (DotF) 
  • 
  Burial Blessing (DotF) 
  • 
  Divine Flame (DotF) 
  • 
  Divine Zephyr (DotF) 
  • 
  Eagle’s Splendor (T&B) 
  • 
  Filter (T&B) 
  • 
  Fox’s Cunning (T&B) 
  • 
  Gaze Screen (T&B) 
  • 
  Knife Spray (DotF) 
  • 
  Owl’s Wisdom (T&B) 
  • 
  Regenerate Light Wounds (MotW)
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  16 
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.   The PC must still remain a member of the Church to continue to advance in the class, however.   
  • 
  Hospitaler 
  • 
  King/Queen of the Wild (Marsh and Seas only) 
   
  Magic Items for Purchase: 
  • 
  Quaal’s Feather Token (Swan) 
  • 
  Wand of Cure Light Wounds (DMG) 
  Acolyte 
  Requirements to Join the Church of Geshtai as an Acolyte: 
  • 
  Must be able to cast 3rd-level divine spells. 
  • 
  Must have 5 ranks in Knowledge (Religion) OR Knowledge (Nature). 
  • 
  Must have spent at least six months as a member of the Church.   
  • 
  Must tithe 5% of any wealth gained during an event. 
  • 
  Yearly cost of 2 TU in service to the church.  .   
   
  Benefits: 
  • 
  +2 Competence bonus to Knowledge (Local) checks in Bissel.   
  • 
  The PC has access to the following Feats, Spells, Prestige Classes, Magic Items and Mundane Items: 
   
  Feats: 
  • 
  Divine Resistance (DotF) 
  • 
  Sacred Spell (DotF) 
  • 
  Split Ray (T&B)
   
  Spells: 
  • 
  Beast Claws (DotF) 
  • 
  Blessed Aim (DotF) 
  • 
  Briar Web (DotF) 
  • 
  Castigate (DotF) 
  • 
  Chain of Eyes (DotF) 
  • 
  Curse of the Brute (DotF) 
  • 
  Divine Storm (DotF) 
  • 
  Flame of Faith (DotF) 
  • 
  Gaze Screen (T&B) 
  • 
  Harrier (DotF) 
  • 
  Lesser Telepathic Bond (DotF) 
  • 
  Mass Resist Elements (T&B) 
  • 
  Recitation (DotF) 
  • 
  Regenerate Moderate Wounds (MotW) 
  • 
  Regenerate Serious Wounds (MotW) 
  • 
  Spikes (DotF) 
  • 
  Sweet Water (DotF) 
  • 
  Sword Stream (DotF) 
  • 
  Unfailing Endurance (DotF) 
  • 
  Weapon of the Deity (DotF) 
  • 
  Weather Eye (DotF)
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.   The PC must still remain a member of the Company to continue to advance in the class, however.   
  • 
  Hunter of the Dead (DotF) 
   
  Magic Items for Purchase: 
  • 
  Decanter of Endless Water (DMG) 
  • 
  Gloves of Swimming and Climbing (DMG) 
  • 
  Horn of the Tritons (DMG) 
  • 
  Pearl of Power 1st level (DMG) 
  • 
  Pearl of Power 2nd level (DMG) 
  • 
  Ring of Swimming (DMG) 
  • 
  Trident of Fish Command (DMG) 
  • 
  Wand of Cure Moderate Wounds (DMG
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  17 
  Waterbearer 
  Requirements to Join the Church of Geshtai as a Waterbearer: 
  � Must be able to cast 5th-level divine spells. 
  � Must have 8 ranks in Knowledge (Religion) OR Knowledge (Nature). 
  � Must have spent at least six months as an Acolyte.   
  � Initial training cost of 4 TU.  
  � Yearly cost of 4 TU in service to the church.   
   
  Benefits: 
  • 
  The PC has access to the following Feats, Spells, and Magic Items: 
   
  Feats: 
  • 
  Chain Spell (T&B) 
  • 
  Delay Spell (T&B) 
  • 
  Energy Admixture (T&B) 
  • 
  Energy Substitution (T&B) 
  • 
  Greater Resiliency (MotW) 
  • 
  Improved Swimming (MotW) 
  • 
  Innate Spell (T&B) 
  • 
  Persistent Spell (T&B) 
  • 
  Repeat Spell (T&B) 
  • 
  Resistance to Energy (MotW) 
  • 
  Twin Spell (T&B)
   
  Spells (Divine Versions Only): 
  • 
  Bear’s Heart (DotF) 
  • 
  Brain Spider (DotF) 
  • 
  Dimensional Lock (DotF) 
  • 
  Divine Agility (DotF) 
  • 
  Regenerate Critical Wounds (MotW) 
  • 
  Righteous Wave of the Faithful (DotF) 
  • 
  Slime Wave (MotW) 
  • 
  Undeath to Death (T&B)
   
  Magic Items for Purchase: 
  • 
  Amulet of Memory (DotF) 
  • 
  Aquatic Armor Enhancement w/Water Breathing 
  (DotF) 
  • 
  Helm of Underwater Action (DMG) 
  • 
  Pearl of Power 3rd level (DMG) 
  • 
  Pearl of the Sirines (DMG) 
  • 
  Periapt of Wisdom +4 (DMG) 
  • 
  Ring of Water Walking (DMG) 
  • 
  Rod of Flame Extinguishing (DMG) 
  • 
  Vibrant Purple Ioun Stone (DMG) 
  • 
  Wand of Cure Serious (DMG) 
  
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  18 
  The Church of Heironeous 
   
  History: Heironeous is worshipped widely across the March, particularly by knights, nobles, and soldiers.  He is the most commonly 
  worshipped god amongst fighters and warriors.  He is the most worshipped deity in Bissel.  In terms of political power, the church of 
  Heironeous has the ear of more nobles than any other church.  The Margrave, Larrangin, is a devout worshipper of Heironeous.  
  Heironeous counts most Knights of the Watch and members of other knightly orders around Bissel as worshippers.  Members of the 
  Border Companies are often worshippers as well.  Most paladins in Bissel are followers of the Archpaladin. 
  The center of worship for Heironeous in Bissel is Pellak.  The original high temple of Heironeous was in Thornward, but the 
  high priest and his entourage moved to Pellak after the invasion of Bissel by Ket.  The temple of Heironeous in Thornward was not 
  abandoned; other priests from Bissel replaced them.   There are major temples to Heironeous in Clunther, Wrekin, and Sareden.  
  Chapels and shrines to Heironeous can be found throughout Bissel, but they are less common in the predominantly Baklunish 
  northwest.  In rural areas, fixed places of worship are uncommon; traveling priests serve the people of those regions. 
  There is one monastic group in Bissel dedicated to Heironeous.  The monks of the Path of Honor welcome any that want to 
  follow the true of path of Heironeous.  However, few individuals have the patience, strength, and will to study at the monastery long 
  enough to become monks.  The monastery is located on the lands of the Barony of Menawyk within the hills of the Lorridges.  These 
  monks believe in honorable combat and can be counted on to loyally defend innocent citizens of Bissel from both internal and external 
  attacks.  The monastery was decimated during the Ket invasion, but their numbers are slowly returning as Bissel rebuilds. 
  Priests of Heironeous spend much of their time tending the needs of those who fight for Bissel.  They are often found on the 
  battlefield and among adventurers as well.  The church of Heironeous was a major factor in the ousting of the forces of Ket and the 
  retaking of Bissel; hence it is extremely popular amongst the citizenry of Bissel at present.  Priests of Heironeous are referred to as 
  Justiceseekers and/or Battlepriests. 
  Malto Adeur, the high priest in Pellak, runs the church in Bissel.  Malto is the highest-level cleric living in Bissel.  Malto is frequently 
  in contact with the church of Heironeous in Gran March, although he does not take orders from the high priest there.  The churches 
  operate separately but share many common goals and frequently coordinate their efforts. 
  Malto is an aggressive leader and is trying to expand the worship of Heironeous as quickly as possible.  He wishes to take 
  advantage of the positive opinion towards the church of Heironeous, but is stepping on a lot of toes in the process.  Clerics of 
  Heironeous in Bissel have been ordered to be aggressive in their proselytizing of the masses.  The other churches of Bissel, especially 
  in the heavily Baklunish baronies and towns of the northwest corner, do not view this positively.  The second ranking cleric of 
  Heironeous heads the Thornward temple: Theon Justicegiver.  Other known NPC clerics of Heironeous include Manus Karlsen and 
  Zorquiel in Pellak, Trystian Silverblade and Uda in Thornward, Saphrax Arthuen and Chaya in Clunther, Thror in Wrekin, and 
  Theodric in Sareden. 
  The church of Heironeous is on good terms with the churches of Zilchus and Rao.  The churches of Fharlanghn, Geshtai, and Istus do 
  not have particularly good or bad relations with the church of Heironeous, but this could change if the priests of Heironeous continue 
  their aggressive proselytizing. 
   
  Contact: 
   
  Rob Aldred (unglar_axetusk@yahoo.com) 
  Initiate and Lay Worshipper 
  Requirements to Join the Church of Heironeous as an Initiate or Lay Worshipper: 
  • 
  Must be able to cast 1st-level divine spells, OR have at least one level of Paladin, OR spend one Influence Point with the 
  church. 
  • 
  Must have 2 ranks in Knowledge (Religion).   
  • 
  Alignment LG, NG, or LN. 
  • 
  Must tithe 5% of any wealth gained during an event. 
  • 
  Initial cost of 2 TU.   
  • 
  Yearly cost of 2 TU in service to the church. 
  • 
  Must be a worshipper of Heironeous.   
   
  Benefits: 
  • 
  A member of the Church of Heironeous is considered to be Class I for determining cost and eligibility for spells from a 
  temple or cleric of Heironeous in Bissel.   
  • 
  The PC has access to the following Feats, Spells, Magic Items and Mundane Items:
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  19 
  Feats: 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Might (DotF) 
  • 
  Divine Vengeance (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Empower Turning (DotF) 
  • 
  Eschew Materials (T&B) 
  • 
  Greater Spell Focus (T&B) 
  • 
  Greater Spell Penetration (T&B) 
  • 
  Heighten Turning (DotF) 
  • 
  Quicken Turning (DotF) 
  • 
  Sanctum Spell (DotF)
   
  Spells: 
  • 
  Burial Blessing (DotF) 
  • 
  Divine Flame (DotF) 
  • 
  Divine Zephyr (DotF) 
  • 
  Eagle’s Splendor (T&B) 
  • 
  Filter (T&B) 
  • 
  Fox’s Cunning (T&B) 
  • 
  Gaze Screen (T&B) 
  • 
  Knife Spray (DotF) 
  • 
  Owl’s Wisdom (T&B) 
  • 
  Regenerate Light Wounds (DotF) 
   
  Magic Items for Purchase: 
  • 
  Potion of Heroism (DMG) 
  • 
  Wand of Cure Light Wounds (DMG) 
  Justiceseeker 
  Justiceseekers are the most commonly encountered priests of Heironeous.  The church is devoutly supportive of the Margrave’s new 
  army and seeks to strengthen it any way they can; as a result, they have mandated that all their priests must serve alongside their 
  flocks.   
   
  Requirements to Join the Church of Heironeous as a Justiceseeker: 
  • 
  BAB +3. 
  • 
  Must be able to cast 3rd-level divine spells, OR have five levels of Paladin.   
  • 
  Must have 5 ranks in Knowledge (Religion) 
  • 
  Must have spent at least six months as an Initiate.   
  • 
  Initial cost of 4 TU.   
  • 
  Yearly cost of 4 TU in service to the church. 
  • 
  Must be at least a Recruit in the Bissel military.  Note that forged documents will not suffice here; the clergy checks with the 
  character’s superior officers.  Attempts to use forged documentation will have severe consequences.     
   
  Benefits: 
  • 
  +2 Competence bonus to Knowledge (Nobility and Royalty) checks when in Bissel.   
  • 
  The PC has access to the following Feats, Spells, Prestige Classes and Magic Items: 
   
  Feats: 
  • 
  Divine Resistance (DotF) 
  • 
  Divine Shield (DotF) 
  • 
  Extra Smiting (DotF) 
  • 
  Sacred Spell (DotF) 
  • 
  Split Ray (T&B)
   
  Spells: 
  • 
  Blessed Aim (DotF) 
  • 
  Briar Web (DotF) 
  • 
  Castigate (DotF) 
  • 
  Chain of Eyes (DotF) 
  • 
  Curse of the Brute (DotF) 
  • 
  Divine Sacrifice (DotF) 
  • 
  Divine Storm (DotF) 
  • 
  Flame of Faith (DotF) 
  • 
  Harrier (DotF) 
  • 
  Lesser Telepathic Bond (DotF) 
  • 
  Mass Resist Elements (T&B) 
  • 
  Recitation (DotF) 
  • 
  Regenerate Moderate Wounds (MotW) 
  • 
  Regenerate Serious Wounds (MotW) 
  • 
  Sweet Water (DotF) 
  • 
  Sword Stream (DotF) 
  • 
  Unfailing Endurance (DotF) 
  • 
  Weapon of the Deity (DotF) 
  • 
  Weather Eye (DotF) 
  • 
  Zeal (DotF)
   
  
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  20 
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.  The PC must still remain a member of the Church to continue to advance in the class, however.  
  • 
  Church Inquisitor (DotF) 
  • 
  Knight of the Chalice (DotF) 
   
  Magic Items for Purchase: 
  • 
  Gauntlets of Ogre Power (DMG) 
  • 
  Sacred Scabbard (DotF) 
  • 
  Upgrade Armor or Shield to +2 (DMG) 
  • 
  Upgrade Weapon to +2 (DMG) 
  • 
  Wand of Cure Moderate Wounds (DMG) 
  Battlepriest 
  Battlepriests are the leaders of the church in peace and war.  They are expected to be capable on the battlefield; cowardice or failure to 
  acknowledge one’s duty is not acceptable.   
   
  Requirements to Join the Church of Heironeous as a Battlepriest: 
  • 
  BAB +6.   
  • 
  Must be able to cast 5th-level divine spells, OR have 9 levels of Paladin. 
  • 
  Must have 8 ranks in Knowledge (Religion). 
  • 
  Must have spent at least six months as a Justiceseeker.   
  • 
  Initial cost of 2 TU.   
  • 
  Yearly cost of 3 TU in service to the church.  
   
  Benefits: 
  • 
  The PC has access to the following Feats, Spells and Magic Items: 
   
  Feats: 
  • 
  Chain Spell (T&B) 
  • 
  Delay Spell (T&B) 
  • 
  Energy Admixture (T&B) 
  • 
  Energy Substitution (T&B) 
  • 
  Innate Spell (T&B) 
  • 
  Persistent Spell (T&B) 
  • 
  Repeat Spell (T&B) 
  • 
  Resistance to Energy (T&B) 
  • 
  Twin Spell (T&B)
   
  Spells (Divine Versions Only): 
  • 
  Bear’s Heart (DotF) 
  • 
  Brain Spider (DotF) 
  • 
  Dimensional Lock (T&B) 
  • 
  Divine Agility (DotF) 
  • 
  Lesser Aspect of the Deity (DotF) 
  • 
  Regenerate Critical Wounds (MotW) 
  • 
  Righteous Wrath of the Faithful (DotF) 
  • 
  Undeath to Death (T&B)
   
  Magic Items for Purchase: 
  • 
  Celestial Armor (DMG) 
  • 
  Greater Holy Symbol (DotF) 
  • 
  Pearl of Power 1st level (DMG) 
  • 
  Pearl of Power 2nd level (DMG) 
  • 
  Periapt of Wisdom +4 (DMG) 
  • 
  Upgrade Armor or Shield to +3 (DMG) 
  • 
  Upgrade Weapon to +3 (DMG) 
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  21 
  The Church of Istus 
   
  History: Istus is the most popular Baklunish deity.  Hence, the majority of her worshippers are Baklunish people from all walks of 
  life.  In Bissel, Istus’s divination and honesty aspects are very well known.  Ask a question of The Lady of Our Fate.  You may not 
  like the answer, but it will be truth.  The Church of Istus generally does not concern itself with politics, but many of those who hold 
  power in Bissel have consulted with the church before making major decisions.  Why tempt fate? 
   
  The center of worship for Istus in Bissel is Ebbernant.  Besides the high temple in Ebbernant, there are major temples in 
  Thornward and Beruak.  Shrines dedicated to Istus can be found throughout Bissel.  There are no monastic orders dedicated to Istus. 
   
  Priests of Istus are seen as visionaries and advisors.  They spend much of their time teaching people how to achieve their 
  destiny or accept their fate.  Priests of Istus are referred to as Oracles. 
   
  The church of Istus in Bissel is run by the high priestess in Ebbernant, Grand Oracle Aieslyn.  Aieslyn is currently the 
  highest-level cleric of Istus in Bissel.  Aieslyn is both calm and serene.  All clerics of Istus in Bissel answer to Aieslyn as high 
  priestess. 
   
  The church of Istus is on good terms with the churches of Rao and Zilchus.  It is on great terms with the church of 
  Fharlanghn.  The churches of Heironeous and Geshtai view the church of Istus positively. 
   
  Contact: 
   
  Anthony Allaire (allaire@gwi.net) 
  Seeker and Lay Woshipper  
  The Seekers of Istus are a group made up of low-level priests and devout worshippers dedicated to The Lady of Our Fate.  
  Initiate priests in this group are charged with teaching the masses to find their true path through Istus’s Great Web.  Their rank is 
  identified by the badge they wear, a single open eye embroidered on a field of pale yellow. “Achieve your destiny or accept your fate” 
  is a common phrase taught to and used by all members of the church.   
   
  Lay members of this group are often sent on special missions for the church, or are assigned as escorts to priests as they 
  perform their duties.  Fatespinners who count themselves among these ranks hold special favor with the church. 
   
  Requirements to Join the Church of Istus as a Seeker or Lay Worshipper: 
  • 
  Must be able to cast 1st-level divine spells OR make a 100 GP donation to the church. 
  • 
  2 ranks in Knowledge (Religion). 
  • 
  Alignment NG, LN, CN, or N. 
  • 
  Must tithe 5% of any wealth gained during an event. 
  • 
  Initial cost of 4 TU.   
  • 
  Yearly cost of 2 TU in service to the church.   
  • 
  Must be a worshipper of Istus.   
   
  Benefits: 
  • 
  A member of the Church of Istus is considered to be Class I for determining cost and eligibility for spells from a temple or 
  cleric of Istus in Bissel.   
  • 
  The PC has access to the following Feats, Spells, Prestige Classes and Magic Items:
   
  Feats: 
  • 
  Blindsight, 5' Radius (S&F) 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Might (DotF) 
  • 
  Divine Vengeance (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Empower Turning (DotF) 
  • 
  Eyes in the Back of your Head (S&F) 
  • 
  Greater Spell Focus (T&B) 
  • 
  Greater Spell Penetration (T&B) 
  • 
  Heighten Turning (DotF) 
  • 
  Quicken Turning (DotF) 
  • 
  Sanctum Spell (DotF) 
  • 
  Zen Archery (S&F) 
  
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  22 
  Spells: 
  • 
  Brambles (DotF) 
  • 
  Burial Blessing (DotF) 
  • 
  Divine Flame (DotF) 
  • 
  Divine Zephyr (DotF) 
  • 
  Eagle’s Splendor (T&B) 
  • 
  Filter (T&B) 
  • 
  Fox’s Cunning (T&B) 
  • 
  Gaze Screen (T&B) 
  • 
  Knife Spray (DotF) 
  • 
  Owl’s Wisdom (T&B) 
  • 
  Regenerate Light Wounds (DotF) 
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.  The PC must still remain a member of the Church to continue to advance in the class, however.  
  • 
  Order of the Bow Initiate (S&F) 
   
  Magic Items for Purchase: 
  • 
  Incense of Meditation (DMG) 
  • 
  Wand of Cure Light Wounds (DMG) 
  Visionary 
   
  The Visionaries are mid-level priests who are charged with higher aspects of the church.  Visionaries often tend to 
  established temples, act as advisors to influential lay worshippers, or serve as special assistants to Oracles.  The badge worn by 
  Visionaries bears two opened eyes embroidered on a field of pale blue.  In order to achieve this rank, supplicants are required to spend 
  time in solitary contemplation until they receive a vision from Istus.  The vision is seen as proof of the supplicant’s worthiness.   
   
  Requirements to Join the Church of Istus as a Visionary: 
  • 
  Must be able to cast 3rd-level divine spells OR have at least one level of Fatespinner. 
  • 
  Must have 5 ranks in Knowledge (Religion) 
  • 
  Must have spent at least six months as a Seeker or Lay Worshipper. 
  • 
  100 GP spent on materials for the rites of passage required to become a Visionary.   
  • 
  Initial cost of 4 TU spent in meditation and prayer.   
  • 
  Yearly cost of 2 TU in service to the church and advising followers of Istus.  
   
  Benefits: 
  • 
  +2 Competence bonus to Scry checks when in Bissel.   
  • 
  The PC has access to the following Feats, Spells and Magic Items: 
   
  Feats: 
  • 
  Divine Resistance (DotF) 
  • 
  Divine Shield (DotF) 
  • 
  Extra Slot (T&B) 
  • 
  Extra Smiting (DotF) 
  • 
  Sacred Spell (DotF) 
  • 
  Split Ray (T&B)
   
  Spells: 
  • 
  Blessed Aim (DotF) 
  • 
  Briar Web (DotF) 
  • 
  Castigate (DotF) 
  • 
  Chain of Eyes (DotF) 
  • 
  Curse of the Brute (DotF) 
  • 
  Divine Storm (DotF) 
  • 
  Flame of Faith (DotF) 
  • 
  Harrier (DotF) 
  • 
  Lesser Telepathic Bond (DotF) 
  • 
  Mass Resist Elements (T&B) 
  • 
  Recitation (DotF) 
  • 
  Regenerate Moderate Wounds (MotW) 
  • 
  Regenerate Serious Wounds (MotW) 
  • 
  Spikes (DotF) 
  • 
  Sweet Water (DotF) 
  • 
  Sword Stream (DotF) 
  • 
  Unfailing Endurance (DotF) 
  • 
  Weather Eye (DotF)
  
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  23 
  Magic Items for Purchase: 
  • 
  Banded Mail of Luck (DotF) 
  • 
  Helm of Comprehending Languages and Reading 
  Magic (DMG) 
  • 
  Pearl of Power 1st level (DMG) 
  • 
  Pearl of Power 2nd level (DMG) 
  • 
  Periapt of Wisdom +2 (DMG) 
  • 
  Stone of Good Luck (DMG) 
  • 
  Wand of Cure Moderate Wounds (DMG) 
  Oracle 
   
  The Oracles of Istus are a select few indeed.  They are charged with decisions and tasks that could easily affect all members 
  of the church, and sometimes Bissel itself.  Oracles have been consulted by Barons, high-ranking military officials, and powerful 
  adventurers alike.  It’s even whispered that the Margrave himself has sought the council of Grand Oracle Aieslyn on at least one 
  occasion. 
   
  The badge worn by Oracles bears three eyes arranged in a pyramid.  The bottom two eyes are closed, while the third eye on 
  the top remains open.  The image is embroidered on a field of white. 
   
  Requirements to Join the Church of Istus as an Oracle: 
  • 
  Must be able to cast 5th-level divine spells. 
  • 
  Must have 8 ranks in Knowledge (Religion) 
  • 
  Must have spent at least six months as an Oracle. 
  • 
  Initial Cost of 4 TU. 
  • 
  Yearly cost of 2 TU tending to the faithful. 
   
  Benefits: 
  • 
  The PC has access to the following Feats, Spells and Magic Items: 
   
  Feats: 
  • 
  Chain Spell (T&B) 
  • 
  Delay Spell (T&B) 
  • 
  Energy Admixture (T&B) 
  • 
  Energy Substitution (T&B) 
  • 
  Greater Resiliency (MotW) 
  • 
  Innate Spell (T&B) 
  • 
  Persistent Spell (T&B) 
  • 
  Repeat Spell (T&B) 
  • 
  Resistance to Energy (T&B) 
  • 
  Twin Spell (T&B) 
  • 
  Widen Spell (T&B)
   
  Spells (Divine Versions Only): 
  • 
  Bear’s Heart (DotF) 
  • 
  Brain Spider (DotF) 
  • 
  Dimensional Lock (T&B) 
  • 
  Divine Agility (DotF) 
  • 
  Regenerate Critical Wounds (MotW) 
  • 
  Righteous Wrath of the Faithful (DotF) 
  • 
  Undeath to Death (T&B)
   
  Magic Items for Purchase: 
  • 
  Cloak of Charisma +4 (DMG) 
  • 
  Gem of Seeing (DMG) 
  • 
  Medallion of Thoughts (DMG) 
  • 
  Pearl of Power 3rd level (DMG) 
  • 
  Periapt of Wisdom +4 (DMG) 
  • 
  Ring of Protection +2 (DMG) 
  • 
  Robe of Eyes (DMG) 
  • 
  Vest of Resistance +2 (T&B) 
  • 
  Wand of Cure Serious Wounds (DMG) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  24 
  The Church of Pelor 
   
  The newly founded Church of Pelor in Bissel is located in Truelight, Barony of Nightwatch and is dedicated to healing, nourishing, 
  and aiding the needy.  Pelor is the creator of all good things, revered as a peaceful and gentle god who alleviates suffering. He also has 
  a martial side that fights evil and eliminates darkness, a fierce adversary of the undead.  He heals and invigorates champions of good, 
  teaches all to be truthful, kind, compassionate and merciful. 
   
  History:  Although the worship of Pelor is fairly common in the Barony of Nightwatch, there has never before been a true temple in 
  the region.  After the Necromancer Insurrection, worship of Pelor became more ingrained in the populace, as many sought protection 
  from the undead hordes of Evard from the priesthood of Pelor.  Indeed, the current Baron, Argwen Helinaut, is a priest of Pelor 
  himself.  Worship of the sun god has become so widespread in the area that the priesthood pooled their resources to commission a 
  temple.  Thanks to a generous donation of land by Baron Argwen Helinaut, the temple was constructed as a large airy building of 
  white stone.  It faces the south, with an east wing hospital and west wing kitchen that converts to a sleeping area. 
   
  Contact: 
   
  Bob Fields (laffrmf@attbi.com) 
  Follower or Clergy 
  Currently, due to the limited resources of the church, both the clergy and average worshippers can expect to receive the same benefits.  
  As the temple expands its area of influence, this is likely to change. 
   
  Requirements to Join as a Follower or Clergy: 
  • 
  2 ranks in Knowledge (Religion).   
  • 
  Any non-evil alignment.   
  • 
  Must tithe 5% of any wealth gained during an event. 
  • 
  Yearly cost of 2 TU spent in service to the church or doing missionary work. 
  • 
  Must be a worshipper of Mayaheine or Pelor.   
   
  Benefits: 
  • 
  Free Standard Upkeep in the Barony of Nightwatch.   
  • 
  +2 Competence bonus to Knowledge (Religion) checks in Bissel. 
  • 
  The PC has access to the following Feats, Spells and Magic Items:  
   
  Feats (Pick 2): 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Might (DotF) 
  • 
  Divine Resistance (DotF) 
  • 
  Divine Vengeance (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Empower Turning (DotF) 
  • 
  Extra Smiting (DotF) 
  • 
  Heighten Turning (DotF) 
  • 
  Quicken Turning (DotF) 
  • 
  Sacred Spell (DotF) 
   
  Spells (Pick 2): 
  • 
  Burial Blessing (DotF) 
  • 
  Castigate (DotF) 
  • 
  Curse of the Brute (DotF) 
  • 
  Divine Sacrifice (DotF) 
  • 
  Eagle’s Splendor (T&B) 
  • 
  Filter (T&B) 
  • 
  Owl’s Wisdom (T&B) 
  • 
  Recitation (DotF) 
  • 
  Sweet Water (DotF) 
  • 
  Zeal (DotF)
   
  Magic Items for Purchase: 
  • 
  Amulet of Turning (DMG) 
  • 
  Greater Holy Symbol (DMG) 
  • 
  Potion of Cure Serious Wounds (DMG) 
  • 
  Wand of Cure Light Wounds (DMG)
   
  
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  25 
  The Church of Rao 
   
  History: Rao is worshipped in many parts of Bissel, particularly in the northeastern section of the March.  He is worshipped most 
  frequently by scholars, diplomats, ambassadors, nobles, mediators, and commoners.  He is the most worshipped deity amongst 
  wizards in Bissel.  In terms of political power, the church of Rao is well connected to many of the barons of Bissel.  The church of 
  Rao is always actively attempting to mediate deals amongst the nobles of Bissel and between Bissel and other nations. 
  The center of worship for Rao in Bissel is Falsford.  Besides the high temple in Falsford, there are major temples to Rao in 
  Thornward and Wrekin.  Chapels and shrines to Rao can be found throughout Bissel, but are most prevalent in the northeast.  In the 
  most rural areas, fixed places of worship are less common; traveling priests serve the people of those regions. 
  There is one monastic group dedicated to the worship of Rao in Bissel.  The brothers and sisters of the Serene Thought 
  monastery welcome any who want to study the arts of Peace and Reason in worship of Rao.  However, very few students have the 
  mental capacity and emotional control to study at the monastery long enough to become monks.  The monastery is located in the 
  Barony of Helbek within the hills of the Lorridges.  The monks of Rao believe in diplomacy before combat, but they can be counted 
  on to loyally defend the innocent citizens of Bissel from attacks both internal and external.  The monks of Rao were demoralized by 
  the Ketite invasion of Bissel that they tried in vain to prevent.  Many monks of Rao departed the monastery during the war to help the 
  citizens of Bissel they though they had failed, but most have returned to the monastery since the end of the war.  The monks of Rao 
  are dedicated to preventing Bissel from being invaded ever again. 
  Paladins of Rao are rare, but not non-existent.  After Heironeous, Rao is the second most common patron of paladins in 
  Bissel.  Priests of Rao spend much of their time working as mediators, diplomats, and educators when they are not studying the 
  wisdom of Rao.  They are extremely rare amongst adventuring clerics.  Priests of Rao are referred to as Peacekeepers. 
  The high priest in Falsford, Bishop Ismartine, runs the church of Rao in Bissel.  Ismartine is currently the highest-level cleric 
  of Rao in Bissel.  Ismartine is a calm and levelheaded leader who is actively interested in any lawful and good idea on keeping peace 
  in Bissel.  He feels a great deal of guilt over the invasion of Bissel by Ket; something he thinks he could have prevented if he had 
  worked harder.  All clerics of Rao in Bissel answer to Bishop Ismartine, and he quietly answers to the Canon in Veluna.  This is 
  unusual for the churches of Bissel; only the high priest of Rao looks for significant direction from a church leader in another nation. 
  The churches of Rao and Zilchus are extremely close to one another.  The church of Rao is on good terms with the churches 
  of Heironeous and Istus.  The churches of Fharlanghn and Geshtai regard it positively. 
   
  Contact: 
   
  John G. Williams (jwalrus@charter.net) 
  Initiate and Lay Worshipper 
  Requirements to Join the Church of Rao as an Initiate or Lay Worshipper: 
  • 
  Must be able to cast 1st-level divine spells, OR have at least 1 level of Paladin, OR spend one Influence Point with the 
  church.  In lieu of an Influence Point, a donation of 100 GP will suffice.   
  • 
  2 ranks in Knowledge (Religion).   
  • 
  Alignment LG, NG, or LN. 
  • 
  Must tithe 5% of any wealth gained during an event. 
  • 
  Initial cost of 2 TU spent in study.   
  • 
  Yearly cost of 2 TU spent in service to the Church.   
  • 
  Must be a worshipper of Rao. 
   
  Benefits: 
  • 
  A member of the Church of Rao is considered to be Class I for determining cost and eligibility for spells from a temple or 
  cleric of Rao in Bissel.   
  • 
  The PC has access to the following Feats, Spells, Magic Items and Mundane Items: 
   
  Feats: 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Might (DotF) 
  • 
  Divine Vengeance (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Empower Turning (DotF) 
  • 
  Eschew Materials (T&B) 
  • 
  Greater Spell Focus (T&B) 
  • 
  Greater Spell Penetration (T&B) 
  • 
  Heighten Turning (DotF) 
  • 
  Multicultural (S&S) 
  • 
  Quicken Turning (DotF) 
  • 
  Sanctum Spell (DotF) 
  • 
  Trustworthy (S&S) 
  
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  Spells: 
  • 
  Burial Blessing (DotF) 
  • 
  Divine Flame (DotF) 
  • 
  Divine Zephyr (DotF) 
  • 
  Eagle’s Splendor (T&B) 
  • 
  Filter (T&B) 
  • 
  Fox’s Cunning (T&B) 
  • 
  Gaze Screen (T&B) 
  • 
  Owl’s Wisdom (T&B) 
  • 
  Regenerate Light Wounds (DotF) 
   
  Magic Items for Purchase: 
  • 
  Cloak of Charisma +2 (DMG) 
  • 
  Wand of Cure Light Wounds (DMG) 
  Mediator 
  Mediators are the most commonly encountered clerics of Rao.  Many of them are wanderers, traveling from one town or village to the 
  next and settling disputes between the locals.  Though the priesthood has no legal authority in these matters, local officials will often 
  defer to their judgment.  In order to be fully ordained within the clergy, a prospective Mediator makes a pilgrimage to Mitrik.  Along 
  the way, the supplicant is expected to aid all those in need whom they encounter, including giving alms to the poor.  This can become 
  quite expensive.   
   
  Requirements to Join the Church of Rao as a Mediator: 
  • 
  Must be able to cast 3rd-level divine spells, OR have five levels of Paladin.   
  • 
  Must have 5 ranks in Knowledge (Religion) 
  • 
  Must have spent at least six months as an Initiate or Lay Worshipper.   
  • 
  400 GP spent in making the pilgrimage to the holy city of Mitrik for ordination. 
  • 
  Initial cost of 4 TU spent on pilgrimage. 
  • 
  Yearly cost of 2 TU spent in service to the Church or mediating disputes.   
   
  Benefits: 
  • 
  +2 Competence bonus to Diplomacy checks in Bissel, so long as the Mediator’s faith and position in the church are known.  
  Mediators are respected throughout the region as diplomats and counselors; many will listen to their advice above all others. 
  • 
  The PC has access to the following Feats, Spells, Prestige Classes and Magic Items: 
   
  Feats: 
  • 
  Divine Resistance (DotF) 
  • 
  Divine Shield (DotF) 
  • 
  Extra Smiting (DotF) 
  • 
  Greater Resiliency (MotW) 
  • 
  Sacred Spell (DotF) 
  • 
  Split Ray (T&B) 
   
  Spells: 
  • 
  Blessed Aim (DotF) 
  • 
  Castigate (DotF) 
  • 
  Chain of Eyes (DotF) 
  • 
  Curse of the Brute (DotF) 
  • 
  Divine Sacrifice (DotF) 
  • 
  Divine Storm (DotF) 
  • 
  Lesser Telepathic Bond (DotF) 
  • 
  Mass Resist Elements (T&B) 
  • 
  Recitation (DotF) 
  • 
  Regenerate Moderate Wounds (MotW) 
  • 
  Regenerate Serious Wounds (MotW) 
  • 
  Sweet Water (DotF) 
  • 
  Unfailing Endurance (DotF) 
  • 
  Weapon of the Deity (DotF) 
  • 
  Weather Eye (DotF) 
  • 
  Zeal (DotF) 
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.  The PC must still remain a member of the Church to continue to advance in the class, however.  
  • 
  Church Inquisitor (DotF) 
  • 
  Knight of the Chalice (DotF) 
  
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  27 
  Magic Items for Purchase: 
  • 
  Circlet of Persuasion (DMG) 
  • 
  Cloak of Charisma +4 (DMG) 
  • 
  Exhausting Weapon Enhancement (MotW) 
  • 
  Helm of Comprehending Languages and Reading 
  Magic (DMG) 
  • 
  Periapt of Wisdom +2 (DMG) 
  • 
  Wand of Cure Moderate Wounds (DMG) 
  Peacekeeper 
  Peacekeepers are the highest ranking clergy of Rao in Bissel, answering directly to the Bishop himself.  They are frequently found 
  tending the shrines and temples of Rao, but some few continue to wander, and still others serve as advisors to local officials.  The 
  Baroness of Gerorgos in particular relies upon the advice of a Peacekeeper.   
   
  Requirements to Join the Church of Rao as a Peacekeeper: 
  • 
  Must be able to cast 5th-level divine spells, OR have 9 levels of Paladin. 
  • 
  Must have 8 ranks in Knowledge (Religion) 
  • 
  Must have spent at least one year as a member of the Church.   
  • 
  Initial cost of 4 TU spent in study.   
  • 
  Yearly cost of 2 TU spent in service to the Church.  
   
  Benefits: 
  • 
  Additional +1 Competence bonus to Diplomacy checks in Bissel, so long as the Mediator’s faith and position in the church 
  are known (Total +3).   
  • 
  The PC has access to the following Feats, Spells and Magic Items: 
   
  Feats: 
  • 
  Chain Spell (T&B) 
  • 
  Delay Spell (T&B) 
  • 
  Energy Admixture (T&B) 
  • 
  Energy Substitution (T&B) 
  • 
  Innate Spell (T&B) 
  • 
  Persistent Spell (T&B) 
  • 
  Repeat Spell (T&B) 
  • 
  Resistance to Energy (T&B) 
  • 
  Twin Spell (T&B)
   
  Spells (Divine Versions Only): 
  • 
  Bear’s Heart (DotF) 
  • 
  Brain Spider (DotF) 
  • 
  Dimensional Lock (T&B) 
  • 
  Divine Agility (DotF) 
  • 
  Lesser Aspect of the Deity (DotF) 
  • 
  Regenerate Critical Wounds (MotW) 
  • 
  Righteous Wrath of the Faithful (DotF) 
  • 
  Undeath to Death (T&B) 
   
  Magic Items for Purchase: 
  • 
  Greater Holy Symbol (DotF) 
  • 
  Pearl of Power 1st level (DMG) 
  • 
  Pearl of Power 2nd level (DMG) 
  • 
  Pearl of Power 3rd level (DMG) 
  • 
  Pearl of Power 4th level (DMG) 
  • 
  Periapt of Wisdom +4 (DMG) 
  • 
  Ring of Protection +3 (DMG) 
  • 
  Sacred Armor Enhancement (DotF)
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  28 
  The Church of Zilchus 
   
  History: Zilchus is widely worshipped across Bissel, particularly by merchants, craftsman, and nobles.  He and Fharlanghn are the 
  most worshipped gods amongst rogues and bards.  He is the second most popular deity in Bissel.  In terms of political power, the 
  church of Zilchus has the ear of many nobles but not as many as the church of Heironeous.  Many lord mayors of the townships of 
  Bissel are also worshippers of Zilchus.  The church of Zilchus is subtler in wielding political power than most churches in Bissel. 
  Pellak is the center of worship for Zilchus in Bissel.  The original high temple of Zilchus was in Thornward, but the high 
  priest and his entourage moved to Pellak after the Ket invasion.  The temple of Zilchus in Thornward was not abandoned as priests of 
  Zilchus residing in Pellak replaced the priests of Zilchus that left Thornward. In addition to the high temple in Pellak and the former 
  high temple in Thornward, Zilchus has major temples in Sareden, Dountham, and Falsford.  Chapels and shrines to Zilchus can be 
  found throughout Bissel, but they are less common in the predominantly Baklunish northwest.  In the rural areas, fixed places of 
  worship are rare and traveling priests serve the people of those regions.  Temples of Zilchus are ornate and expensively decorated.  
  There are no monasteries devoted to the worship of Zilchus, and paladins of Zilchus are very rare. 
  Priests of Zilchus are heavily involved with the economic centers of Bissel and quietly involved with the Bissel Ruling 
  Council.  They are frequently found as merchants, educators, ambassadors, and advisors.  Priests of Zilchus are expected to take an 
  active interest in influential activities across Bissel.  They are judged as much on their involvement in the affairs of Bissel as well as 
  their loyalty to Zilchus.  Zilchus’ priests are referred to as Coinmasters or Coinmistresses. 
  The churches of Zilchus and Rao are extremely close to one another.  The church of Zilchus is on good terms with the 
  churches of Heironeous and Fharlanghn and is regarded positively by the churches of Istus and Geshtai. 
   
  Contact: 
   
  Matthew Pennington (bisselpoc@adelphia.net) 
  Initiate or Lay Worshipper 
  Note: For any requirement referred to as a “donation,” the PC may instead substitute an Influence Point with any Bissel organization or group.  
  Permanent Influence Points used in such a manner are unavailable to the PC until the end of the calendar year, as he has pledged them to the service 
  of the Church.   
   
  Requirements to Join the Church of Zilchus as an Initiate or Lay Worshipper: 
  • 
  Must be able to cast 1st-level divine spells, OR spend one Influence Point with the church.  An Influence Point with any 
  Bissel organization or group may be substituted, as per above.   
  • 
  Alignment LG, LN or N. 
  • 
  Must have 2 ranks in Knowledge (Religion) OR Profession (Any) OR Craft (Any).   
  • 
  Must tithe 5% of any wealth gained during an event. 
  • 
  Initial “donation” of 200gp.   
  • 
  Initial cost of 2 TU. 
  • 
  Yearly cost of 2 TU spent in service to the church.     
  • 
  Must be a worshipper of Zilchus. 
   
  Benefits: 
  • 
  A member of the Church of Zilchus is considered to be Class I for determining cost and eligibility for spells from a temple or 
  cleric of Zilchus in Bissel.   
  • 
  The PC has access to the following Feats, Spells, Magic Items and Mundane Items: 
   
  Feats: 
  • 
  Alluring (S&S) 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Empower Turning (DotF) 
  • 
  Greater Spell Focus (T&B) 
  • 
  Greater Spell Penetration (T&B) 
  • 
  Multicultural (S&S) 
  • 
  Persuasive (S&S) 
  • 
  Quicken Turning (DotF) 
  • 
  Trustworthy (S&S) 
  
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  Spells: 
  • 
  Burial Blessing (DotF) 
  • 
  Divine Flame (DotF) 
  • 
  Divine Zephyr (DotF) 
  • 
  Eagle’s Splendor (T&B) 
  • 
  Filter (T&B) 
  • 
  Fox’s Cunning (T&B) 
  • 
  Gaze Screen (T&B) 
  • 
  Owl’s Wisdom (T&B) 
  • 
  Regenerate Light Wounds (DotF) 
   
  Magic Items for Purchase: 
  • 
  Eyes of the Eagle (DMG) 
  • 
  Helm of Comprehending Languages and 
  Reading Magic (DMG) 
  • 
  Lens of Detection (DMG) 
  • 
  Potion of Cure Serious Wounds (DMG) 
  • 
  Wand of Cure Light Wounds (DMG)
  Coinmasters/Coinmistresses 
  The stereotype of a Coinmaster of Zilchus is one of a greedy, grasping miser.  In fact, little could be farther from the truth.  
  Coinmasters are dedicated to the free flow of trade in the belief that a burgeoning economy will eventually benefit all citizens.  They 
  are often called upon to help defend mercantile interests from brigands and other thieves, and as such have developed methods of 
  protecting wealth.  Some Coinmasters take it upon themselves to organize neighborhood watches, particularly in areas where the local 
  guard are ineffectual or insufficient in numbers for the task.  They also contribute to the maintenance of Bissel’s roads, as such are 
  essential for the transport of goods.   
   
  Requirements to Join the Church of Zilchus as a Coinmaster: 
  • 
  Must be able to cast 3rd-level divine spells   
  • 
  Must have 5 ranks in Knowledge (Religion) OR Profession (Any) OR Craft (Any). 
  • 
  Must have 1 rank in Sense Motive. 
  • 
  Must have spent at least six months as an Initiate or Lay Worshipper.   
  • 
  Initial “donation” of 400gp 
  • 
  Yearly cost of 2 TU spent in service to the Church. 
   
  Benefits: 
  • 
  +2 Competence bonus to Spot checks when attempting to notice individuals using the Hide skill.    
  • 
  The PC has access to the following Feats, Spells, Prestige Classes and Magic Items: 
   
  Feats: 
  • 
  Divine Resistance (DotF) 
  • 
  Divine Shield (DotF) 
  • 
  Extra Smiting (DotF) 
  • 
  Sacred Spell (DotF) 
   
  Spells: 
  • 
  Castigate (DotF) 
  • 
  Chain of Eyes (DotF) 
  • 
  Lesser Telepathic Bond (DotF) 
  • 
  Mass Resist Elements (T&B) 
  • 
  Recitation (DotF) 
  • 
  Regenerate Moderate Wounds (MotW) 
  • 
  Regenerate Serious Wounds (MotW) 
  • 
  Sweet Water (DotF) 
  • 
  Unfailing Endurance (DotF) 
  • 
  Weather Eye (DotF) 
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.  The PC must still remain a member of the Church to continue to advance in the class, however.  
  • 
  Church Inquisitor (DotF) 
  • 
  Watch Detective (MotW) 
  
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  Magic Items for Purchase: 
  • 
  Bead of Force (DMG) 
  • 
  Cloak of Charisma +2 (DMG) 
  • 
  Dust of Appearance (DMG) 
  • 
  Goggles of Night (DMG) 
  • 
  Iron Bands of Bilarro (DMG) 
  • 
  Periapt of Wisdom +2 (DMG) 
  • 
  Stone of Alarm (DMG) 
  • 
  Wand of Cure Moderate Wounds (DMG) 
  Enumerator 
  There are very few Enumerators in Bissel; however, those who do exist are afforded great respect.  They are often consulted in trade 
  matters, and merchants’ guilds make regular donations to the Church in exchange for the advice of the Enumerators.   The 
  Enumerators are shrewd negotiators; Jorollane, current high priestess of Zilchus in Bissel, advises the Margrave himself on economic 
  matters.   
   
  Requirements to Join the Church of Zilchus as an Enumerator: 
  • 
  Must be able to cast 5th-level divine spells.   
  • 
  Must have 8 ranks in Knowledge (Religion) OR Profession (Any).   
  • 
  Must have 2 ranks in Sense Motive.   
  • 
  Must have spent at least six months as a Coinmaster.   
  • 
  Initial “donation” of 600 GP.   
  • 
  Yearly cost of 2 TU spent in service to the Church.   
   
  Benefits: 
  • 
  Additional +1 Competence bonus to Spot checks when attempting to notice individuals using the Hide skill (Total +3).   
  • 
  The PC has access to the following Feats, Spells and Magic Items: 
   
  Feats: 
  • 
  Chain Spell (T&B) 
  • 
  Delay Spell (T&B) 
  • 
  Energy Admixture (T&B) 
  • 
  Energy Substitution (T&B) 
  • 
  Innate Spell (T&B) 
  • 
  Persistent Spell (T&B) 
  • 
  Repeat Spell (T&B) 
  • 
  Twin Spell (T&B) 
   
  Spells (Divine Versions Only): 
  • 
  Brain Spider (DotF) 
  • 
  Dimensional Lock (T&B) 
  • 
  Divine Agility (DotF) 
  • 
  Lesser Aspect of the Deity (DotF) 
  • 
  Regenerate Critical Wounds (MotW) 
  • 
  Righteous Wrath of the Faithful (DotF) 
   
  Magic Items for Purchase: 
  • 
  Cloak of Charisma +4 (DMG) 
  • 
  Figurine of Wondrous Power, Onyx Dog (DMG) 
  • 
  Light Fortification Armor Enhancement (DMG) 
  • 
  Pearl of Power, 1st level (DMG) 
  • 
  Pearl of Power, 2nd level (DMG) 
  • 
  Pearl of Power, 3rd level (DMG) 
  • 
  Periapt of Wisdom +4 (DMG) 
  • 
  Ring of Mind Shielding (DMG) 
  • 
  Rod of Splendor (DMG)
   
  
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  31 
  Company of the Brightpath 
   
  The Company is dedicated to becoming Bissel’s premier wilderness defense force.  They work to protect the citizens of Bissel from 
  threats without and within.  Those who can handle the challenge can move up the ranks of the Company.  New recruits are known as 
  PathWalkers.  Once they have proven their loyalty and skill, they advance to the rank of PathLight, the senior members of the 
  Company. 
   
  History:  Several years back, a sylvan elf named Sorvon Woodshadow realized that the town of Dimhaven was vulnerable to the 
  creatures inhabiting the Dim Forest. Sorvon gathered a group of likeminded individuals and met with the Lord Mayor.  The Lord 
  Mayor agreed that the group was a good idea and helped establish their presence in the town.  The Company’s main priority was 
  patrolling the Dim Forest for threats and lost travelers. As the Company’s reputation grew, it has become more involved in town 
  affairs. Because of its member’s sterling reputation, the Company is now often used in sensitive investigations (investigations that 
  may hurt the town or high ranking individual reputations). 
  In response to the recent troubles near Dimhaven as well as foul Evard's increasingly brazen attacks on Arvenshire and other 
  innocent locations, the Company decided to expand its role in the March. The Company announces its intent on becoming the March's 
  primary wilderness defensive force. 
  Sorvon Woodshadow, founder of the Company of the Brightpath, is proud to announce that on Coldeven 1 CY592, the 
  Mountain Axes of Beruak were merged into the Company. The Axes were founded by Tolvek Deepaxe to help protect Beruak and the 
  dwarven enclaves of the Barrier Peaks. Although originally an all dwarven group, the Axes have recently swelled with members of 
  other races.  It is natural that two such powerful groups should unite as one force to defend Bissel's wilderness borders. The unified 
  organization will continue to be known as the Company of the Brightpath, led by Sorvon, with Tolvek as second in command. 
  As part of this merger, the Company has signed a formal agreement with Kynna Gezlari, the Lady Mayor of Beruak, to 
  provide defensive services to her town.  This is the same agreement they already signed with the Lord Mayor Garrik Trucharge of 
  Dimhaven. 
  The Company of the Brightpath is currently in negotiations with several other frontier baronies on providing them with the 
  same defensive arrangements as they now have with Beruak and Dimhaven. 
   
  Contact: 
   
  Tom Hogan (twhogan@attbi.com) 
  Pathwalker 
  Requirements to become a PathWalker: 
  • 
  Must have 5 ranks of Wilderness Lore. 
  • 
  Must have the Track feat. 
  • 
  Yearly cost of 500 GP in dues.   
  • 
  Yearly cost of 4 TU patrolling the borders of Bissel.   
  • 
  Cannot be a half-orc 
  • 
  Cannot have been justly convicted of a crime 
   
  Benefits: 
  • 
  Free Adventurers’ Standard Upkeep in Dimhaven and Beruak.   
  • 
  The PC has access to the following Feats, Spells, Prestige Classes, Magic Items and Mundane Items from the class books: 
   
  Feats: 
  • 
  Acrobatic (S&S) 
  • 
  Close Quarters Fighting (S&F) 
  • 
  Expert Tactician (S&F) 
  • 
  Extra Favored Enemy (MotW) 
  • 
  Favored Critical (MotW) 
  • 
  Flick of the Wrist (S&S) 
  • 
  Giant’s Toughness (MotW) 
  • 
  Improved Swimming (MotW) 
  • 
  Knock-Down (S&F) 
  • 
  Prone Attack (S&F) 
  • 
  Sharp Shooting (S&F) 
   
  Spells: 
  • 
  Animal Trick (MotW) 
  • 
  Bloodhound (MotW) 
  • 
  Camouflage (MotW) 
  • 
  Dawn (MotW) 
  • 
  Hawkeye (MotW) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  32 
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.   The PC must still remain a member of the Company to continue to advance in the class, however.  
  • 
  King/Queen of the Wild (MotW) 
  • 
  Order of the Bow Initiate (S&F) 
   
  Magic Items for Purchase:  
  • 
  Boots of Elvenkind (DMG) 
  • 
  Cloak of Elvenkind (DMG) 
  • 
  Everburning torch (DMG) 
  • 
  Eyes of the Eagle (DMG) 
  • 
  Gloves of swimming and climbing (DMG) 
  • 
  Lens of detection (DMG) 
  • 
  Quiver of Ehlonna (DMG) 
  • 
  Wand of Cure Light Wounds (DMG) 
   
  Mundane Items for Purchase:
  • 
  Bolas (S&F) 
  • 
  Healing salve (T&B) 
  PathLight 
  Requirements to become a PathLight: 
  • 
  Must have 3 ranks in Hide. 
  • 
  Must have 3 ranks in Move Silently. 
  • 
  Must have 8 ranks in Wilderness Lore. 
  • 
  Must have spent one year as a PathWalker. 
  • 
  Yearly cost of 500 GP in dues. 
  • 
  Yearly cost of 6 Time Units. 
   
  Benefits: 
  • 
  +2 Competence bonus to Knowledge (Nature), Listen, and Wilderness Lore skill checks in the Dim Forest or Barrier Peaks. 
  • 
  The PC has access to the following Feats, Prestige Classes, Magic Items, and Mundane Items from the class books: 
   
  Feats:  
  • 
  Blindsight, 5’ radius (S&F) 
  • 
  Dragon’s Toughness (MotW) 
  • 
  Eyes in the Back of Your Head (S&F) 
  • 
  Faster Healing (MotW) 
  • 
  Giant’s Toughness (MotW) 
  • 
  Greater Two-Weapon Fighting (MotW) 
  • 
  Power Critical (MotW) 
  • 
  Remain Conscious (MotW) 
  • 
  Resist Disease (MotW) 
  • 
  Resist Poison (MotW  
  • 
  Shadow (MotW) 
  • 
  Shield Expert (S&F) 
  • 
  Supernatural Blow (MotW) 
  • 
  Zen Archery (S&F) 
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.  The PC must still remain a member of the Company to continue to advance in the class, however.    
  • 
  Watch Detective (MotW) 
  • 
  Windrider (MotW) 
   
  Spells: 
  • 
  Animal Reduction (MotW) 
  • 
  Bottle of Smoke (MotW) 
  • 
  Briar Web (MotW) 
  • 
  Detect Favored Enemy (MotW) 
  • 
  Embrace the Wild (MotW) 
  • 
  Forestfold (MotW) 
  • 
  Nature’s Favor (MotW) 
  
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  33 
  Magic Items for Purchase:  
  • 
  Armor enhancement +2 
  • 
  Arrow of farsight (DotF) 
  • 
  Bag of holding (DMG) 
  • 
  Boots of endurance (MotW) 
  • 
  Boots of striding and springing (DMG) 
  • 
  Bow of true arrows (S&F) 
  • 
  Bracers of Archery (DMG) 
  • 
  Cloak of Protection +2 
  • 
  Cloak of the forest (DotF) 
  • 
  Dust of tracelessness (DMG) 
  • 
  Goggles of following (MotW) 
  • 
  Hat of disguise (DMG) 
  • 
  Luckstone (DMG) 
  • 
  Necklace of favored enemy detection (MotW) 
  • 
  Periapt of proof against poison (DMG) 
  • 
  Ring of protection +2 (DMG) 
  • 
  Ring of sustenance (DMG) 
  • 
  Robe of blending (DMG)
   
  Mundane Items for Purchase: 
  • 
  Flashpellet (T&B) 
  • 
  Glowpowder  (T&B)
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  34 
  The Cult of the Daring Feat 
   
  The Cult of the Daring Feat is a loose group of worshippers of Charmalaine, goddess of keen senses and narrow escapes. Due to the 
  cult's teaching of spiritual enlightenment through great personal (often life-threatening) risk, most cultists are adventurers. Cultists 
  jump (sometimes literally) at the chance to perform difficult and very dangerous tasks, and are therefore strongly encouraged by the 
  cult leaders to become scout specialists within the Great Army of Bissel. Members gather three times a year for one week of worship, 
  meditation, and training. 
   
  History: Charmalaine worship was brought to Bissel by a halfling named Rissa Highwillow, herself a refugee from lands now 
  occupied by the Empire of Iuz. Sister Highwillow has begun holding services to Charmalaine in her new home in Beggar's Death, a 
  mining village in the Barony of Gerorgos.  A gathering of all the Charmalaine worshippers within the March, originally referred to as 
  the Chosen of Charmalaine, occurs three times yearly. The first gathering drew much attention from the locals, with followers of 
  Charmalaine testing their devotion by leaping from rooftop to rooftop and running through a bizarre, and quite perilous obstacle 
  course. Observers were initially suspicious, but suspicion turned to amusement once the general population was convinced that the 
  cultists' actions were harmless, at least to everyone but the cultists. As a joke, the locals began to refer to the Charmalaine worshippers 
  as "The Cult of the Daring Feat." Sister Highwillow has to this day failed to see the humor in the joke and insists on calling her flock 
  the Chosen of Charmalaine. She is the only one who still does this, as the new name has stuck.  
  The faith has caught on with those who have chosen high-risk professions: soldiers, thieves, adventurers, or those who are 
  some combination of all three. Most cultists are halflings, though a few "doublings" have come to Charmalaine worship as well. 
   
  Contact: 
   
  Cameron Logan (clogan@mail.hartford.edu) 
  Cultist 
  Currently, the cult’s limited membership means that no strict hierarchy has developed.  Given their limited acceptance in 
  Bissel, it seems unlikely that this will change in the near future.   
   
  Requirements to Join the Cult of the Daring Feat as a Cultist: 
  • 
  Must have a base Reflex save of +3 or better.   
  • 
  Must have four ranks in at least three of the following skills: Balance, Escape Artist, Listen, Search, Spot or Tumble. 
  • 
  Alignment LN, NG, CN, or N.   
  • 
  Cultists donate a 100 GP tithe to the cult’s coffers every year.   
  • 
  Yearly cost of 3 TU for the cult’s week-long regular gatherings.   
  • 
  Must be a worshipper of Charmalaine.   
   
  Benefits: 
  • 
  The PC has access to the following Feats, Spells, Magic Items and Mundane Items: 
   
  Feats: 
  • 
  Acrobatic (S&S) 
  • 
  Divine Vigor (DotF) 
   
  Spells: 
  • 
  Chain of Eyes (DotF) 
  • 
  Flame of Faith (DotF)
   
  Magic Items for Purchase: 
  • 
  Boots of Striding and Springing (DMG) 
  • 
  Brooch of Shielding (DMG) 
  • 
  Gloves of Dexterity +2 (DMG) 
  • 
  Slick Armor Enhancement (DMG) 
  • 
  Vest of Escape (DMG) 
  • 
  Wand of Cure Light Wounds (DMG) 
   
  Mundane Items for Purchase: 
  • 
  Bolas, 2-ball (S&F) 
  • 
  Halfling Skiprock (S&F) 
  • 
  Hand Crossbow, Covered (S&S)
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  35 
  The Fraternity of Arms 
   
  The Fraternity of Arms is a group of Adventurers, militia, and mercenaries who train together, sharing knowledge of weapons and 
  skills.  This camaraderie allows access to a more exotic range of weapons and abilities.  
   
  History: During the Greyhawk Wars, and every war before, the Barony of Swordfields has been home to hundreds of bloody battles.  
  A Gran March commander who passed through the region called it a "place of barren fields where nothing grows but swords, corpses, 
  and resentment,” giving the Barony its name.  During the latest invasion of Ket, the forces of Swordfields, led by Baron Steich 
  Valiserat, kept the Ketites bottled up for years, never falling or being occupied by the invading forces. 
  The Fraternity of Arms was formed in Swordfields around CY 589, soon after the Ketites withdrew their forces from Bissel’s 
  borders.  It was began by members of the militia who felt Bissel was ill prepared for when the Ketites returned, as they surely would.  
  At the time, Bissel had no army, no defense, and no hope against yet another full-scale invasion.  This loose-knit group of adventurers, 
  mercenaries, and militiamen vowed to train each other to be more prepared should it happen again. 
  In CY 592, the government of Bissel created the Great Army, much to the delight of the members of the Fraternity of Arms.  
  The Margrave was protecting Bissel on a much grander scale than the Fraternity could ever hope to achieve.  The group still shares its 
  knowledge with each other and encourages membership in the Great Army.   
   
  Contact: 
   
  Bobby Whitworth (bobbystopholes@hotmail.com) 
  Trainee 
  Requirements to Join the Fellowship of Arms as a Trainee: 
  • 
  BAB +3. 
  • 
  Yearly cost of 200 GP in dues.   
  • 
  Initial cost of 2 TU spent in training.   
  • 
  Yearly cost of 2 TU spent in training and teaching others. 
  • 
  Must be at least a Recruit in the Great Army of Bissel.   
   
  Benefits: 
  • 
  Free Adventurer’s Standard Upkeep while in the Barony of Swordfields. 
  • 
  +2 Competence bonus to Diplomacy when dealing with soldiers and mercenaries in Bissel.  
  • 
  The PC has access to the following Feats, Prestige Classes and Mundane Items:  
   
  Feats: 
  • 
  Clever Wrestling (MotW) 
  • 
  Death Blow (S&F) 
  • 
  Dirty Fighting (S&F) 
  • 
  Expert Tactician (S&S) 
  • 
  Improved Overrun (S&F) 
  • 
  Off-Hand Parry (MotW) 
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.   The PC must still remain a member of the Fraternity to continue to advance in the class, however.  
  • 
  Order of the Bow Initiate (S&F) 
   
  Mundane Items for Purchase: 
  • 
  Bladed Gauntlet (S&F) 
  • 
  Bola (S&F) 
  • 
  Chain and Dagger (S&F) 
  • 
  Duom (S&F) 
  • 
  Gnome Battlepick (S&F) 
  • 
  Great Crossbow (S&F) 
  • 
  Gyrspike (S&F) 
  • 
  Halfling Skiprock (S&F) 
  • 
  Harpoon (S&F) 
  • 
  Manti (S&F) 
  • 
  Mighty Whip (S&F) 
  • 
  Mighty Whip-Dagger (S&F) 
  • 
  Spinning Javelin (S&F) 
  • 
  Spring Loaded Gauntlet (S&F) 
  • 
  Stump Knife (S&F) 
  • 
  Triple Dagger (S&F) 
  • 
  Ward Cestus (S&F) 
  • 
  Whip-Dagger (S&F) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  36 
  Man at Arms 
  Requirements to Join the Fraternity of Arms as a Man at Arms: 
  • 
  BAB +6. 
  • 
  Yearly cost of 400 GP.   
  • 
  Yearly cost of 2 TU spent in training and teaching others.   
  • 
  Must be at least a Soldier in the Great Army of Bissel. 
   
  Benefits: 
  • 
  The PC has access to the following Feats and Magic Items: 
   
  Feats: 
  • 
  Knock Down (S&F) 
  • 
  Power Lunge (S&F) 
   
  Magic Items for Purchase:  
  • 
  Bracers of Archery (DMG) 
  • 
  Bracers of Health +2 (DMG) 
  • 
  Flaming Weapon Enhancement (DMG) 
  • 
  Gauntlets of Ogre Power (DMG) 
  • 
  Gloves of Dexterity +2 (DMG) 
  • 
  Javelin of Lightning (DMG) 
  • 
  Light Fortification Armor Enhancement (DMG) 
  • 
  Quiver of Ehlonna (DMG) 
  • 
  Sleep Arrow (DMG) 
  • 
  Upgrade Weapon to +2 (DMG) 
  • 
  Upgrade Armor or Shield to +2 (DMG) 
  Sergeant at Arms 
  Requirements to Join the Fraternity of Arms as a Sergeant at Arms: 
  • 
  BAB +9. 
  • 
  Yearly cost of 900 GP.   
  • 
  Initial cost of 2 TU spent teaching techniques to new members. 
  • 
  Yearly cost of 2 TU spent in training and teaching others.   
  • 
  Must achieve the rank of Corporal in the Great Army. 
  • 
  Must have spent at least one year as a member of the Fraternity of Arms. 
   
  Benefits: 
  • 
  The PC has access to the following Feats, and Magic Items: 
   
  Feats: 
  • 
  Greater Two-Weapon Fighting (MotW) 
  • 
  Power Critical (MotW) 
   
  Magic Items for Purchase:  
  • 
  Bane (Goblinoids) Weapon Enhancement (DMG) 
  • 
  Bane (Undead) Weapon Enhancement (DMG) 
  • 
  Bashing Shield Enhancement (DMG) 
  • 
  Belt of Giant Strength +4 (DMG) 
  • 
  Bracers of Health +4 (DMG) 
  • 
  Flaming Burst Weapon Enhancement (DMG) 
  • 
  Ghost Touch Armor Enhancement (DMG) 
  • 
  Ghost Touch Weapon Enhancement (DMG) 
  • 
  Gloves of Dexterity +4 (DMG) 
  • 
  Medium Fortification Armor Enhancement (DMG) 
  • 
  Upgrade Armor or Shield to +3 (DMG) 
  • 
  Upgrade Weapon to +3 (DMG)
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  37 
  The Great Army of Bissel 
   
  History: Bissel had the dubious distinction of having no permanent national military to protect itself.  This is one of the chief reasons 
  why the March has been successfully conquered by various neighbors over its history.  In response to this serious weakness in Bissel’s 
  defenses, the Margrave has decided it is time for Bissel to have its own permanent military force (one that coincidentally will be under 
  his direct control).  Since its creation, the Great Army has served as a combination defense and police force, maintaining order in the 
  Margrave’s name.  Their first victory occurred at the Battle of Swordfields, where the Army managed to rescue Baron Valiserat from 
  the Derro who had captured and experimented on him.  As a result, the Margrave has ordered two Battles from Thornward redeployed 
  to the Principality of Ulek and Geoff, where they provide aid to the beleaguered citizens of those nations.   
   
  Contact: 
   
  Matt Pennington (mpennin@cvps.com) 
  Recruit 
  Each year of service begins on the first day of Fireseek, the official Mustering Day.  Citizens are required to dedicate a total 
  of 26 weeks to service to the army each year.  Approximately one third of this time is spent in training, one third is spent in active 
  service, and one third is spent in reserve service.  Most citizens of Bissel already serve the Margrave and/or individual barons in tasks 
  that are considered towards military service.  For example, farmers produce food for the army and craftsmen produce tools, weapons, 
  and armor.  In general, most citizens spend 3 months of the year in training or on active duty and the rest of their service requirements 
  are met by their normal duties.  The military leadership of Bissel makes certain that citizens are never called away from duties that are 
  intrinsic to the survival of the March (farmers are never called to duty during the harvest time, for example). 
  All first year conscripts are given the rank of Recruit.  Commoners receive training focused mainly on following orders and 
  fighting as a group.  Nobles receive more focused training to prepare them for service as officers.  Recruits are organized into 
  temporary training units.   
   
  Requirements to Join the Great Army of Bissel as a Recruit: 
  • 
  Recruits must spend 8 TU in basic training.   
  • 
  Recruits must spend 9 TU in active service.  PCs may count any TUs spent on scenarios/mini-modules/interactives denoted 
  as military scenarios towards this 9 TU requirement if they were played during that year of service.   
  • 
  Recruits must spend 9 TU in reserve service.  PCs may count any TUs spent on scenarios/mini-modules/interactives denoted 
  as military scenarios towards this 9 TU requirement if they were played during that year of service.  PCs may also count TUs 
  spent on membership in the following meta-organizations towards this 9 TU requirement: the Nightwatch, the Church of 
  Fharlanghn, the Church of Geshtai, the Church of Heironeous, the Church of Istus, the Church of Rao, the Church of Zilchus, 
  the Defenders of the North, the Company of the Brightpath, the Mist Chameleons, and the Knights of the Watch/Dispatch.   
   
  Benefits: 
  • 
  Recruits receive free Adventurer’s Standard upkeep during any military scenario.   
  Soldier 
   
  At the end of the first year of service, all Recruits are promoted to the rank of Soldier (or possibly higher) and join an official 
  unit.  They may at this time also qualify for and be assigned to a Specialist position.   Specialists receive a higher pay grade and 
  special training.  Due to their training and experience, Soldiers have access to a wider range of Feats than most characters.   
   
  Requirements to Join the Great Army of Bissel as a Soldier: 
  • 
  Soldiers must spend 9 TU in active service.  PCs may count any TUs spent on scenarios/mini-modules/interactives denoted 
  as military scenarios towards this 9 TU requirement if they were played during that year of service.   
  • 
  Soldiers must spend 9 TU in reserve service.  PCs may count any TUs spent on scenarios/mini-modules/interactives denoted 
  as military scenarios towards this 9 TU requirement if they were played during that year of service.  PCs may also count TUs 
  spent on membership in the following meta-organizations towards this 9 TU requirement: the Nightwatch, the Church of 
  Fharlanghn, the Church of Geshtai, the Church of Heironeous, the Church of Istus, the Church of Rao, the Church of Zilchus, 
  the Defenders of the North, the Company of the Brightpath, the Guild of the Arcane Path, the Mist Chameleons, and the 
  Knights of the Watch/Dispatch.   
  • 
  Citizens are automatically promoted to Soldier upon completing their first year of service as a Recruit.   
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  38 
  Benefits: 
  • 
  Soldiers receive free Adventurer’s Standard upkeep during any military scenario.   
  • 
  Soldiers who have their military service TUs spent directly on military service (instead of via military scenario participation 
  or meta-organization participation) and who log this expenditure on an adventure record from a Bissel regional scenario are 
  eligible to receive pay for each TU spent for this purpose if they possess the Profession (Soldier) skill.  They must take 10 on 
  the check and receive income as per the rules for the Profession skill.   
  • 
  The PC has access to the following Feats: 
   
  Feats (Choose any two from this list): 
  • 
  Athletic (S&S) 
  • 
  Chink in the Armor (S&S) 
  • 
  Close Quarters Combat (S&F) 
  • 
  Dash (S&S) 
  • 
  Dual Strike (S&F) 
  • 
  Dragon’s Toughness (MotW) 
  • 
  Dwarf’s Toughness (MotW) 
  • 
  Faster Healing (MotW) 
  • 
  Fleet of Foot (S&S) 
  • 
  Giant’s Toughness (MotW) 
  • 
  Hold the Line (S&F) 
  • 
  Improved Shield Bash (DotF) 
  • 
  Off Hand Parry (S&F) 
  • 
  Pin Shield (S&F) 
  • 
  Pyro (S&S) 
  • 
  Rapid Reload (S&F) 
  • 
  Resist Disease (MotW) 
  • 
  Sharp Shooting (S&F) 
  • 
  Shield Charge (DotF) 
  • 
  Shield Expert (S&F) 
   
  Note: Feat choices may be made at any time during the character’s career, so long as he or she remains a citizen of Bissel and 
  maintains membership in the Great Army.   
  Specialist - Artisan 
  The Artisans are responsible for arming and equipping the Great Army.  A unit of them accompanies every Battle, tending to its 
  armaments and ensuring that the Margrave’s soldiers are well prepared for the next war.  Their experience at crafting weapons gives 
  the Artisans an advantage when attempting to damage the enemy’s weaponry.     
   
  Requirements to Join the Great Army of Bissel as an Artisan: 
  • 
  6 ranks in Craft (Armorsmithing or Blacksmithing or Bowmaking or Carpentry or Cobbling or Leatherworking or 
  Weaponsmithing) 
  • 
  Must be a Soldier. 
   
  Benefits: 
  • 
  +2 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  Artisans are issued a set of masterwork artisan’s tools.  If lost or destroyed, they will be replaced at no cost in the next Bissel 
  regional scenario in which the PC participates.  If sold, the tools will not be replaced.   
  • 
  The PC has access to the following Feat: 
   
  Feats: 
  • 
  Improved Sunder (S&F) 
   
  Specialist - Battlecaster 
  The Guild of the Arcane Path, the six major Churches, and several other organizations have contributed instructors to the Great Army, 
  training its enlisted spell casters into engines of destruction.  Since the army also functions as a police force, they have been taught 
  methods of non-lethal combat.   
   
  Requirements to Join the Great Army of Bissel as a Battlecaster: 
  • 
  Must possess the ability to cast 1st level divine or arcane spells.   
  • 
  Combat Casting feat OR 6 ranks in Concentration. 
  • 
  Must be a Soldier. 
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  39 
  Benefits: 
  • 
  +2 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  The PC has access to the following Feats.  They may choose to select their two initial feats conferred as a Soldier from this 
  list in addition to the one already granted (thus they may take up to three): 
   
  Feats (Pick one): 
  • 
  Arcane Defense (T&B) 
  • 
  Augment Summoning (T&B) 
  • 
  Cooperative Spell (T&B) 
  • 
  Extra Slot (T&B) 
  • 
  Extra Spell (T&B) 
  • 
  Reach Spell (DotF) 
  • 
  Sculpt Spell (T&B) 
  • 
  Spell Specialization (T&B) 
  • 
  Subdual Substitution (T&B) 
  • 
  Widen Spell (T&B) 
  Specialist - Cook 
  An army marches on its stomach.  Cooks keep the rank and file of the Great Army fed—if disgruntled—and ready for combat.  
  Without them, the army could not function.  As a result of long exposure to army food, the Cooks have developed unusually strong 
  stomachs.   
   
  Requirements to Join the Great Army of Bissel as a Cook: 
  • 
  6 ranks in Profession (Cook). 
  • 
  Must be a Soldier. 
   
  Benefits: 
  • 
  +2 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  +1 Competence bonus to Profession (Herbalist).   
  • 
  The PC has access to the following Feat: 
   
  Feats: 
  • 
  Resist Poison (MotW) 
  Specialist - Engineer 
  Siege engineers and architects make up the majority of the Great Army’s Engineers.  The Engineers serve as sappers and miners 
  during sieges, but maintain roads and bridges during times of peace.   
   
  Requirements to Join the Great Army of Bissel as an Engineer: 
  • 
  6 ranks in Knowledge (Architecture and Engineering). 
  • 
  Must be a Soldier. 
   
  Benefits: 
  • 
  +2 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  +2 Competence bonus to Knowledge (Architecture and Engineering).   
  Specialist - Healer 
  The Healers are among the most respected members of the Great Army.  The average soldier never knows when he’ll need one, after 
  all.  Some Healers are clerics, often of Pelor or Rao, but just as many are simply skilled men and women who have chosen to use their 
  skills in the service of the Margrave.   
   
  Requirements to Join the Great Army of Bissel as a Healer: 
  • 
  One level of cleric OR 6 ranks in Heal. 
  • 
  Must be a Soldier. 
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  40 
  Benefits: 
  • 
  +2 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  Healers are issued a healer’s kit.  If lost, destroyed or used up, it will be replaced at no cost in the next Bissel regional 
  scenario in which the PC participates.  If sold, the kit will not be replaced.   
  Specialist - Musician 
  The Fife and Drum Corps provide more than entertainment for the troops in their recreational time; military maneuvers are often 
  coordinated by the beat of a drum.  Charges are announced by the sound of a horn.  Other musical instruments are used for 
  communication between units, and between multiple units and their commanders.  Without them, chaos would reign.   
   
  Requirements to Join the Great Army of Bissel as a Musician: 
  • 
  6 ranks in Perform. 
  • 
  Must be a Soldier. 
   
  Benefits: 
  • 
  +2 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  Musicians are issued a masterwork musical instrument.  If sold, lost or destroyed, it will not be replaced.  Note that this is a 
  standard instrument from the PHB, not one of the specific instruments from Song & Silence. 
  Specialist - Scout 
  The officers, often to the disdain of the rank and file, hold Scouts in high regard.  Many believe that scouts are allowed too much 
  freedom to come and go as they please, but nothing could be further from the truth.  As the eyes and ears of the Great Army, Scouts 
  are constantly on the move, and expected to be self-sufficient.   
   
  Requirements to Join the Great Army of Bissel as a Scout: 
  • 
  4 ranks each in at least three of the following skills: Hide, Intuit Direction, Listen, Move Silently, Spot, Wilderness Lore. 
  • 
  Must be a Soldier. 
   
  Benefits: 
  • 
  +2 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  +1 Competence bonus to any three of the following skills: Hide, Intuit Direction, Listen, Move Silently, Spot, Wilderness 
  Lore.  Note that these must be the same skills that the character used to qualify for the specialization.   
  • 
  The PC has access to the following Feat: 
   
  Feats: 
  • 
  Shadow (S&S, MotW) 
  Specialist - Teamster 
  Teamsters are responsible for the transportation of the Great Army’s provisions and equipment.  They also tend to the horses of the 
  cavalry and animals used as beasts of burden.   
   
  Requirements to Join the Great Army of Bissel as a Teamster: 
  • 
  5 ranks in Handle Animal. 
  • 
  5 ranks in Ride.   
  • 
  Must be a Soldier. 
   
  Benefits: 
  • 
  +2 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  +1 Competence bonus to Handle Animal. 
  • 
  +1 Competence bonus to Ride.   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  41 
  ENLISTED RANKS 
  Corporal 
  Corporals lead the smallest units, known as Lines.  A Line consists of seven soldiers and a Corporal.   
   
  Requirements for promotion in the Great Army of Bissel to Corporal: 
  • 
  Must be a Soldier. 
  • 
  Must have 4 commendations received during a military scenario, mini-module, or interactive.   
   
  Benefits: 
  • 
  +1 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service. 
  • 
  The PC has access to the following Magic Items:   
   
  Magic Items for Purchase: 
  • 
  Potion of Cure Serious Wounds (DMG) 
  • 
  Upgrade Armor to +2 (DMG) 
  Sergeant 
  Sergeants lead Squads, which are comprised of three Lines.   
   
  Requirements for promotion in the Great Army of Bissel to Sergeant: 
  • 
  Must be a Corporal. 
  • 
  Must have 4 commendations received during a military scenario, mini-module, or interactive since promotion to Corporal.   
   
  Benefits: 
  • 
  +1 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  1 additional choice from the list of feats provided to Soldiers.   
  • 
  The PC has access to the following Magic Items:   
   
  Magic Items for Purchase: 
  • 
  Potion of Cure Critical Wounds (DMG) 
  Master Sergeant 
  Masters Sergeants are not typically assigned to command posts; they are most frequently found as aides to Brigadiers.   
    
  Requirements for promotion in the Great Army of Bissel to Master Sergeant: 
  • 
  Must be a Sergeant. 
  • 
  Must have 4 commendations received during a military scenario, mini-module, or interactive since promotion to Sergeant.   
   
  Benefits: 
  • 
  +1 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  The PC has access to the following Magic Items:   
   
  Magic Items for Purchase: 
  • 
  Upgrade Weapon to +2 (DMG) 
  High Master Sergeant 
  High Master Sergeant is the highest rank to which the average enlisted Soldier can aspire.  Like Master Sergeants, High Master 
  Sergeants most frequently serve as aides to higher-ranking officers.   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  42 
  Requirements for promotion in the Great Army of Bissel to High Master Sergeant: 
  • 
  Must be a Master Sergeant. 
  • 
  Must have 4 commendations received during a military scenario, mini-module, or interactive since promotion to Master 
  Sergeant.   
   
  Benefits: 
  • 
  +1 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  1 additional choice from the list of feats provided to Soldiers.   
   
  OFFICER RANKS 
  Lieutenant 
  Lieutenants are the lowest rank of officers in the Great Army.  They command two Squads each, either of infantry (Platoons), 
  cavalry (Squadrons), or archers (Quivers).  Some of them have been promoted over the ranks of Sergeant, Master Sergeant, and High 
  Master Sergeant due to their leadership ability or noble status.  The downside to this policy is that officers who did not work their way 
  through the ranks do not have the experience that comes with service, and some of the line soldiers resent their superiors for their 
  perceived lack of competence.  It should be noted that a character who is promoted to Lieutenant from Corporal does not receive any 
  benefits granted to Sergeants and High Master Sergeants.   
   
  Requirements for promotion in the Great Army of Bissel to Lieutenant: 
  • 
  Must be a Corporal. 
  • 
  Must have 4 commendations received during a military scenario, mini-module, or interactive since promotion to Corporal. 
  • 
  Must have Leadership feat OR 
  • 
  Must have noble status.     
   
  Benefits: 
  • 
  May choose to receive a High Lifestyle free of charge during any military scenario.   
  • 
  +4 Bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.  
  Bonuses from the ranks above Corporal but below Lieutenant are replaced by this bonus if those ranks were previously 
  attained; total bonus should be +5 in any case.     
  • 
  The PC has access to the following Prestige Classes and Magic Items:   
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.   The PC must still remain in the Great Army to continue to advance in the class, however.  
  • 
  Warmaster (S&F) 
   
   
  Magic Items for Purchase: 
  • 
  Upgrade Weapon to +2 (DMG) 
  Captain 
  Captains command units comprised of two Platoons (known as a Company), two Squadrons (known as a Troop), or two Quivers 
  (known as a Battery).  They also serve in Command units as assistants to Brigadiers.   
   
  Requirements for promotion in the Great Army of Bissel to Captain: 
  • 
  Must be a Lieutenant. 
  • 
  Must have 4 commendations received during a military scenario, mini-module, or interactive since promotion to Lieutenant.   
  • 
  Leadership score of 13 OR 
  • 
  Must have noble status.   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  43 
  Benefits: 
  • 
  +1 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  1 additional choice from the list of feats provided to Soldiers.   
  • 
  The PC has access to the following Magic Items:   
   
  Magic Items for Purchase: 
  • 
  Upgrade Armor to +3 (DMG) 
  Commander 
  Commanders rarely have units of their own; instead, they serve as officers of ad hoc units under the command of a higher-ranking 
  officer, typically a General or Field Marshall.   
   
  Requirements for promotion in the Great Army of Bissel to Commander: 
  • 
  Must be a Captain. 
  • 
  Must have 4 commendations received during a military scenario, mini-module, or interactive since promotion to Captain.   
  • 
  Must have a Leadership score of 16.   
   
  Benefits: 
  • 
  +1 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  The PC has access to the following Magic Items:   
   
  Magic Items for Purchase: 
  • 
  Upgrade Weapon to +3 (DMG) 
  Brigadier 
  Brigadiers are assigned to command of a Battle, the most permanent large-scale units in the Great Army.  The officers at this rank are 
  the most trusted and capable the Army has to offer.  Generals are chosen from among their ranks, and each aspires one day to the 
  coveted office of Field Marshall.   
   
  Requirements for promotion in the Great Army of Bissel to Brigadier: 
  • 
  Must be a Commander. 
  • 
  Must have 4 commendations received during a military scenario, mini-module, or interactive since promotion to Commander.   
  • 
  Must have a Leadership score of 19.   
   
  Benefits: 
  • 
  +1 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  1 additional choice from the list of feats provided to Soldiers.   
  • 
  The PC has access to the following Magic Items:   
   
  Magic Items for Purchase: 
  • 
  Upgrade Armor to +4 (DMG) 
  General 
  Generals command Armies, task forces which are often put together for a specific purpose.  An Army consists of multiple Battles.  
  Each General has at his command a number of High Master Sergeants, along with their subordinates, who serve as his command staff.   
   
  Requirements for promotion in the Great Army of Bissel to General: 
  • 
  Must be a Brigadier. 
  • 
  Must have 4 commendations received during a military scenario, mini-module, or interactive since promotion to Brigadier.  
  • 
  Must have a Leadership score of 22.  
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  44 
  Benefits: 
  • 
  +1 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  The PC has access to the following Magic Items:   
   
  Magic Items for Purchase: 
  • 
  Upgrade Weapon to +4 (DMG) 
  Field Marshall 
  Field Marshall is the highest rank to which a citizen of Bissel can aspire in the Great Army.  There can be only one Field Marshall at a 
  time, and Field Marshall Colizo currently holds the post.  The Field Marshall is appointed directly by the Margrave himself, and 
  commands the whole of the Great Army of Bissel.   
   
  Requirements for promotion in the Great Army of Bissel to Field Marshall: 
  • 
  Must be a General. 
  • 
  Must have 4 commendations received during a military scenario, mini-module, or interactive since promotion to General. 
  • 
  Must be selected by the Margrave to replace the current Field Marshall.   
   
  Benefits: 
  • 
  +1 bonus to Profession (Soldier) skill for purposes of determining income from TUs spent directly on military service.   
  • 
  1 additional choice from the list of feats provided to Soldiers.   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  45 
  The Guild of the Arcane Path 
   
  The Guild of the Arcane Path is an association of mages and arcane spellcasters of all sorts. Although its membership is 
  currently composed entirely of wizards and sorcerers, bards are welcome.  
   
  The Arcane Path has its home in Sareden, a township originally established as a sanctuary for arcane magic users.  
   
  Members of the Guild meet at the guildhall in Sareden to share ideas, compare techniques, and practice all forms of arcane 
  magic. The guildhall also boasts an impressive library of both magical and non-magical tomes, which are made available to members, 
  based on their standing in the guild. 
   
  Although not conceived as a school, the draw of a safe place to cast and to share spells has brought many to the Guild. The 
  guildhall has since grown considerably, and houses a number of permanent residents who act as stewards and caretakers, as well as 
  teachers and guides to those members who only visit the guild. Presently, the guildhall has twin lecture halls, areas dedicated to certain 
  schools of magic, an outdoor practice arena, the largest alchemical laboratory in all of Bissel, a number of workshops for crafting of 
  magical items, and even a small forge for the making of enchanted rings and such. 
   
  The wealth of knowledge and resources of the guildhall were not so long ago open to all members and even to casual visitors. 
  However, the recent formation of the Great Army of Bissel and the reappearance of old threats (Evard) has caused both the ranking 
  members of the Guild and the Margrave himself to reevaluate the guild’s open spellbook policy. Believing that certain magic need not 
  be in the hands and minds of any who seek them (especially the enemies of Bissel), the Arcane Path has become a more structured 
  organization with stricter policies. The information in the Guild is by no means now kept hidden from its members, but especially 
  powerful or dangerous incantations and techniques, or those with military application are made available only to those who have 
  proven their commitment to the Guild and their loyalty to Bissel. Given the current state of affairs regarding the increasing number of 
  incidents involving undead in Bissel, most necromantic spells are unavailable to most members of the Guild. 
   
  The grounds for being accepted into the Guild of the Arcane Path have also become more formalized. A prospective member 
  must either be sponsored by an already member of the Guild (who is henceforth considered responsible for the new member), or apply 
  for membership with the Guildmage Council, the ranking members of the Guild. Either method requires the final approval of the 
  Council before membership is granted.  
  Arcane Path membership now operates as a three tiered ranking system, whereby those who have paid their dues and made 
  themselves available to the Guild are awarded access to progressively more powerful spells and more coveted information. 
   
  Contact: 
   
  Matt Tagg (matttagg@hotmail.com) 
  Guild Apprentice 
  Requirements to Join the Guild of the Arcane Path as a Guild Apprentice: 
  • 
  Must be able to cast 1st-level arcane spells.   
  • 
  Yearly cost of 300 GP in guild fees.   
  • 
  Yearly cost of 4 TU spent in study at the Guild’s headquarters in Sareden.   
  • 
  Membership by invitation only OR spend 2 TU and 100 GP lobbying for membership.   
   
  Benefits: 
  • 
  +2 Competence bonus to Knowledge (Arcana) skill checks in Bissel.   
  • 
  The PC has access to the following Feats, Spells, and Prestige Classes:
   
  Feats: 
  • 
  Arcane Preparation (T&B) 
  • 
  Energy Substitution (T&B) 
  • 
  Greater Spell Focus (T&B) 
  • 
  Greater Spell Penetration (T&B) 
  • 
  Spell Specialization (T&B)
   
  Spells (Arcane Versions Only): 
  • 
  Acid Burst (T&B) 
  • 
  Adrenaline Surge (MotW) 
  • 
  Body of the Sun (MotW) 
  • 
  Choke (T&B) 
  • 
  Cold Orb (T&B) 
  • 
  Eagle’s Splendor (T&B) 
  • 
  Electric Orb (T&B) 
  • 
  Familiar Pocket (T&B) 
  • 
  Filter (T&B) 
  • 
  Fire Orb (T&B) 
  • 
  Fox’s Cunning (T&B) 
  • 
  Gaze Screen (T&B) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  46 
  • 
  Ice Burst (T&B) 
  • 
  Ice Knife (T&B) 
  • 
  Indifference (T&B) 
  • 
  Lesser Acid Orb (T&B) 
  • 
  Lesser Cold Orb (T&B) 
  • 
  Lesser Electric Orb (T&B) 
  • 
  Lesser Fire Orb (T&B) 
  • 
  Lesser Sonic Orb (T&B) 
  • 
  Owl’s Wisdom (T&B) 
  • 
  Sonic Orb (T&B) 
   
  Spells from the PHB Available to Scribe: 
  • 
  Arcane Eye 
  • 
  Bestow Curse 
  • 
  Charm Monster 
  • 
  Confusion 
  • 
  Dimension Door 
  • 
  Evard’s Black Tentacles 
  • 
  Ice Storm 
  • 
  Improved Invisibility 
  • 
  Minor Globe of Invulnerability 
  • 
  Otiluke’s Resilient Sphere 
  • 
  Phantasmal Killer 
  • 
  Remove Curse 
  • 
  Scrying 
  • 
  Stoneskin 
  • 
  Summon Monster IV 
  • 
  Wall of Fire 
   
  Prestige Classes: 
  • 
  Mage of the Arcane Order (T&B) 
   
  Magic Items: 
  • 
  Bracers of Armor +2 (DMG) 
  • 
  Brooch of Shielding (DMG) 
  • 
  Bracers of Health +2 (DMG) 
  • 
  Cloak of Charisma +2 (DMG) 
  • 
  Headband of Intellect +2 (DMG) 
  • 
  Pearl of Power, 1st level (DMG) 
  • 
  Vest of Resistance +2 (T&B)
  Guild Mage 
  Requirements to Join the Guild of the Arcane Path as a Guild Mage: 
  • 
  Must be able to cast 3rd-level arcane spells. 
  • 
  Must have spent at least six months as a Guild Apprentice.   
  • 
  Yearly cost of 300 GP.   
  • 
  Yearly cost of 3 TU spent studying and teaching new apprentices. 
  • 
  Must be a Recruit or Battlecaster Specialist in the Great Army of Bissel.  Note that forged papers will not suffice here; the 
  Guild is perfectly willing to use magic to determine truth or falsehood, and the consequences of discovery are severe.   
   
  Benefits: 
  • 
  The PC has access to the following Feats and Spells: 
   
  Feats: 
  • 
  Chain Spell (T&B) 
  • 
  Delay Spell (T&B) 
  • 
  Improved Familiar (T&B) 
  • 
  Repeat Spell (T&B)
   
  Spells (Arcane Versions Only): 
  • 
  Arcane Sight (T&B) 
  • 
  Cloak of the Sea (MotW) 
  • 
  Corpse Candle (T&B) 
  • 
  Enhance Familiar (T&B) 
  • 
  Fortify Familiar (T&B) 
  • 
  Mass Darkvision (T&B) 
  • 
  Mass Resist Elements (T&B) 
  • 
  Otiluke’s Dispelling Screen (T&B)
   
  Spells from the PHB Available to Scribe: 
  • 
  Animal Growth 
  • 
  Bigby’s Interposing Hand 
  • 
  Cloudkill 
  • 
  Cone of Cold 
  • 
  Contact Other Plane 
  • 
  Detect Scrying 
  • 
  Dimensional Anchor 
  • 
  Dismissal 
  • 
  Dominate Person 
  • 
  Dream 
  • 
  Emotion 
  • 
  Fabricate 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  47 
  • 
  False Vision 
  • 
  Feeblemind 
  • 
  Fire Shield 
  • 
  Fire Trap 
  • 
  Greater Shadow Conjuration 
  • 
  Hallucinatory Terrain 
  • 
  Hold Monster 
  • 
  Illusory Wall 
  • 
  Leomund’s Secret Chest 
  • 
  Leomund’s Secure Shelter 
  • 
  Lesser Geas 
  • 
  Locate Creature 
  • 
  Major Creation 
  • 
  Mind Fog 
  • 
  Mirage Arcana 
  • 
  Mordenkainen’s Faithful Hound 
  • 
  Nightmare 
  • 
  Passwall 
  • 
  Persistent Image 
  • 
  Prying Eyes 
  • 
  Rainbow Pattern 
  • 
  Rary’s Mnemonic Enhancer 
  • 
  Rary’s Telepathic Bond 
  • 
  Seeming 
  • 
  Sending 
  • 
  Shadow Conjuration 
  • 
  Shadow Evocation 
  • 
  Shout 
  • 
  Stone Shape 
  • 
  Summon Monster V 
  • 
  Telekinesis 
  • 
  Teleport 
  • 
  Transmute Mud to Rock 
  • 
  Transmute Rock to Mud 
  • 
  Wall of Force 
  • 
  Wall of Ice 
  • 
  Wall of Iron 
  • 
  Wall of Stone
   
  Magic Items for Purchase: 
  • 
  Boccob’s Blessed Book (DMG) 
  • 
  Bracers of Armor +3 (DMG) 
  • 
  Bracers of Armor +4 (DMG) 
  • 
  Cloak of Charisma +4 (DMG) 
  • 
  Headband of Intellect +4 (DMG) 
  • 
  Pearl of Power, 2nd level (DMG) 
  • 
  Pearl of Power, 3rd level  (DMG) 
  • 
  Ring of Counterspells (DMG) 
  • 
  Vest of Resistance +3 (T&B) 
  Guild High Mage 
  Requirements to Join the Guild of the Arcane Path as a Guild High Mage: 
  • 
  Must be able to cast 5th-level arcane spells. 
  • 
  Must have spent at least six months as a Guild Mage.   
  • 
  Yearly cost of 400 GP.   
  • 
  Yearly cost of 2 TU.   
  • 
  Must be a Battlecaster Specialist in the Great Army of Bissel.   
   
  Benefits: 
  • 
  Additional +2 Competence bonus to Knowledge (Arcana) skill checks in Bissel (Total +4).   
  • 
  The PC has access to the following Feats and Spells 
   
  Feats: 
  • 
  Energy Admixture (T&B) 
  • 
  Eschew Materials (T&B) 
  • 
  Innate Spell (T&B) 
  • 
  Persistent Spell (T&B) 
  • 
  Sanctum Spell (T&B) 
  • 
  Twin Spell (T&B)
   
  Spells (Arcane Versions Only): 
  • 
  Chain Contingency (T&B) 
  • 
  Cloak of the Sea (MotW) 
  • 
  Dimensional Lock (T&B) 
  • 
  Energy Buffer (T&B) 
  • 
  Energy Immunity (T&B) 
  • 
  Ghostform (T&B) 
  • 
  Great Shout (T&B) 
  • 
  Imbue Familiar With Spell Ability (T&B) 
  • 
  Mass Fly (T&B) 
  • 
  Mass Teleport (T&B) 
  • 
  Mordenkainen’s Private Sanctum (T&B) 
  • 
  Otiluke’s Greater Dispelling Screen (T&B) 
  • 
  Probe Thoughts (DotF) 
  • 
  Unbinding (DotF) 
  • 
  Undeath to Death (T&B) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  48 
  Spells from the PHB Available to Scribe: 
  • 
  Acid Fog 
  • 
  Analyze Dweomer 
  • 
  Antimagic Field 
  • 
  Antipathy 
  • 
  Banishment 
  • 
  Bigby’s Forceful Hand 
  • 
  Bigby’s Grasping Hand 
  • 
  Binding 
  • 
  Chain Lightning 
  • 
  Contingency 
  • 
  Control Water 
  • 
  Control Weather 
  • 
  Delayed Blast Fireball 
  • 
  Demand 
  • 
  Discern Location 
  • 
  Disintegrate 
  • 
  Drawmij’s Instant Summons 
  • 
  Ethereal Jaunt 
  • 
  Etherealness 
  • 
  Eyebite 
  • 
  Flesh to Stone 
  • 
  Forcecage 
  • 
  Geas/Quest 
  • 
  Globe of Invulnerability 
  • 
  Greater Dispelling 
  • 
  Greater Scrying 
  • 
  Greater Shadow Evocation 
  • 
  Guards and Wards 
  • 
  Incendiary Cloud 
  • 
  Insanity 
  • 
  Iron Body 
  • 
  Legend Lore 
  • 
  Limited Wish 
  • 
  Mass Charm 
  • 
  Mass Haste 
  • 
  Mass Invisibility 
  • 
  Mass Suggestion 
  • 
  Maze 
  • 
  Mind Blank 
  • 
  Mislead 
  • 
  Mordenkainen’s Lucubration 
  • 
  Mordenkainen’s Magnificent Mansion 
  • 
  Mordenkainen’s Sword 
  • 
  Move Earth 
  • 
  Otiluke’s Freezing Sphere 
  • 
  Otto’s Irresistible Dance 
  • 
  Permanent Image 
  • 
  Phase Door 
  • 
  Plane Shift 
  • 
  Power Word Blind 
  • 
  Power Word Stun 
  • 
  Prismatic Spray 
  • 
  Prismatic Wall 
  • 
  Programmed Image 
  • 
  Project Image 
  • 
  Protection From Spells 
  • 
  Repulsion 
  • 
  Reverse Gravity 
  • 
  Screen 
  • 
  Sequester 
  • 
  Shades 
  • 
  Shadow Walk 
  • 
  Spell Turning 
  • 
  Statue 
  • 
  Stone to Flesh 
  • 
  Summon Monster VI 
  • 
  Summon Monster VII 
  • 
  Summon Monster VIII 
  • 
  Symbol 
  • 
  Sympathy 
  • 
  Teleport Without Error 
  • 
  Tenser’s Transformation 
  • 
  Trap the Soul 
  • 
  True Sight 
  • 
  Vanish 
  • 
  Veil 
  • 
  Vision 
   
  Magic Items for Purchase: 
  • 
  Bracers of Armor +5 (DMG) 
  • 
  Bracers of Armor +6 (DMG) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  49 
  Investigators of Bissel 
   
  The two factions of the Investigators were members of a group of special infiltrators that existed during the war with Ket.  Their job 
  was to go into enemy territory and determine their strengths and weaknesses, especially in the arcane arts.  The Explorers faction is 
  now focused on investigating and exploring other cultures while the Mage Robbers faction is now little more than a thieves’ guild 
  dedicated to stealing from wizards. 
   
  Contact: 
   
  Doug Smith (douglasasmith@mindspring.com) 
  Explorers 
  The organization's origin lies in a group of prisoners in Bissel's jails, led by a former nobleman.  Due to the war with Ket, those with 
  the ability to slip across borders and into encampments to gather information were needed.  The lists of prisoners were reviewed, and 
  those identified were given the offer of release if they accepted a geas to aid in the war effort.  With the alternative being a life of 
  imprisonment, most accepted. 
   
  The organization now serves as advance scouts.  They cross the borders into Ket and other neighboring lands, looking and 
  listening.  They acquire as much information as they can, sending it to Bissel by various means.  They maintain good relations with 
  several border barons and military commanders. 
   
  The Explorers maintain most of their efforts on the border with Ket. They have a headquarters in each of the baronies 
  bordering Ket, typically under the guise of a trading company.  Other areas of interest include Gran March and the Barrier Peaks. 
   
  As a fairly young organization the Explorers are trying to prove themselves.  They see themselves as better than the military 
  for scouting, and better than other groups such as the Company of the Brightpath, Fraternity of Arms, or Mist Chameleons.  There is a 
  rivalry among members as to who can obtain the most useful information against the enemies of Bissel. 
   
  Members of the group tend to use disguise and information gathering as opposed to intimidation.  Merely listening, they say, 
  will gain you much.  They will frequently pass themselves off as merchants, mercenaries, or travelers.  Preferred prestige classes 
  include Royal Explorer and Spymaster. 
   
  Requirements to Join the Explorers: 
  • 
  Must have at least one level of Rogue. 
  • 
  Must have 5 ranks in Decipher Script. 
  • 
  Must have 5 ranks of Diplomacy. 
  • 
  Must have 2 ranks of Climb. 
  • 
  Must have 2 ranks of Intuit Direction. 
  • 
  Must have 2 ranks of Swim. 
  • 
  Initial cost of 200 GP. 
  • 
  Yearly dues of 200 GP.   
  • 
  Initial cost of 4 Time Units spent in training.   
  • 
  8 Time Units a year (4 TU of which can be met by adventuring in scenarios outside of Bissel) spent sharing experiences and 
  leading expeditions for the Explorers.   
   
  Benefits: 
  • 
  +2 Competence bonus to Decipher Script and Diplomacy skill checks when dealing with individuals or languages of foreign 
  cultures. 
  • 
  The PC has access to the following Feats, Prestige Classes, Magic Items and Mundane Items from the class books: 
   
  Feats: 
  • 
  Acrobatic (S&S) 
  • 
  Alluring (S&S) 
  • 
  Athletic (S&S) 
  • 
  Charlatan (S&S) 
  • 
  Eyes in the Back of Your Head (S&F) 
  • 
  Multicultural (S&S) 
  • 
  Obscure Lore (S&S) 
  • 
  Offhand Parry (S&F) 
  • 
  Persuasive (S&S) 
  • 
  Shadow (S&S) 
  • 
  Trustworthy (S&S) 
  
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  50 
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.   The PC must still remain a member of the Explorers to continue to advance in the class, however.  
  • 
  Royal Explorer (S&S) 
   
  Magic Items for Purchase:  
  • 
  Carpet of Flying, 3' x 5' (DMG) 
  • 
  Clear Spindle Ioun Stone (DMG) 
  • 
  Dust of Tracelessness (DMG) 
  • 
  Ease Armor Enhancement (MotW) 
  • 
  Folding Boat (DMG) 
  • 
  Hat of Disguise (DMG) 
  • 
  Possum Pouch (S&S) 
  • 
  Potion of Tongues (DMG) 
  • 
  Potion of Unerring Direction (MotW) 
  • 
  Rod of Enemy Detection (DMG) 
  • 
  Staff of Passage (DMG)
   
  Mundane Items for Purchase: 
  • 
  Grapple Firing Crossbow (S&S) 
  Mage Robbers 
  The gang's beginnings lie in a group of prisoner's in Bissel's jails, led by a second-story elf named Ralg Longlocks.  With the war on 
  with Ket, skilled operatives were needed, those with the ability to circumvent magical traps.  The rolls of prisoners were studied and 
  those identified were given the offer of release if they accepted a geas to aid in the war effort.  With the alternative being a life of 
  imprisonment, most accepted.   
   
  The organization now seeks to rob mages.  While they mostly focus on foreign or visiting targets, they are not above robbing 
  Bissel citizens.  Some attribute this to some long-lasting grudge against those mages who geased them back during the war.  Others 
  say it is merely for the challenge. 
   
  The Mage Robbers have a headquarters hidden somewhere near the Guild of the Arcane Path.  It is said that some even claim 
  dual membership.  There are also safe houses on the borders with Ket and Keoland.  Most members do not keep a permanent 
  residence. 
   
  As a fairly young organization, the Mage Robbers are trying to go to ground.  The authorities know many of their members, 
  and they spend much of their time convincing others that they are on the straight and narrow.  A few spend their time recruiting new 
  and unknown members, who can further the group's goals while the leaders stay in the background. 
   
  Members of this group tend to scout out a target for a while before striking.  They attempt to learn as much as they can so as 
  to circumvent the nastier traps and guards that many wizards employ. They always have a back up plan, and usually have multiple 
  means of escape if something goes wrong.  There is an unspoken oath among the group not to reveal the name or location of another 
  member. Preferred prestige classes are Temple Raider of Olidammara, Arcane Trickster, and Dungeon Delver. 
   
  Requirements to Join the Mage Robbers:   
  • 
  Must have at least one level of Rogue. 
  • 
  Must have 5 ranks in Decipher Script. 
  • 
  Must have 3 ranks of Knowledge (Arcana). 
  • 
  Must have 5 ranks of Use Magic Device. 
  • 
  5% of income earned in any event.   
  • 
  Initial cost of 4 TU.  The Mage Robbers send new recruits on training runs against local hedge wizards they employ for just 
  such purposes, leading up to a big score against a more prominent wizard.  Recruits never know until the run is over whether 
  or not their target is associated with the Mage Robbers (and thus whether their life is in danger or not).   
  • 
  Yearly cost of 3 TU performing jobs or scouting new targets.    
   
  Benefits: 
  • 
  +2 Competence bonus to Use Magic Device, Spellcraft, or Knowledge (Arcana) skill checks while in Bissel. 
  • 
  50% discount on the purchase of disguise kits in Bissel.   
  • 
  The PC has access to the following Feats, Magic Items, and Mundane Items from the class books: 
   
  Feats:  
  • 
  Acrobatic (S&S) 
  • 
  Eyes in the Back of Your Head (S&F) 
  • 
  Off-Hand Parry (S&F) 
  • 
  Quicker Than the Eye (S&S) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  51 
   
  Magic Items for Purchase:  
  • 
  Amulet of Proof Against Detection and Location 
  (DMG) 
  • 
  Cape of the Mountebank (DMG) 
  • 
  Chime of Interruption (DMG) 
  • 
  Lavender & Green Ioun Stone (DMG) 
  • 
  Mantle of Spell Resistance (DMG) 
  • 
  Pale Lavender Ioun Stone (DMG) 
  • 
  Reflection Armor Enhancement (DMG) 
  • 
  Ring of Mind Shielding (DMG) 
  • 
  Ring of Spell Turning (DMG) 
  • 
  Rod of Cancellation (DMG) 
  • 
  Scarab of Protection (DMG) 
  • 
  Spell Resistance 13 Armor Enhancement (DMG) 
   
  Mundane Items for Purchase: 
  • 
  Longreach Tongs (S&S) 
  • 
  Longspoon Thieves’ Tools (S&S) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  52 
  Medig Hill Clan 
   
  The Medig Clan is a group of Dwarves that live under Medig's Hill southwest of Ebbernant. Primary activities include worship of 
  Moradin, mining, and brewing the famous Barrier Brew, renowned throughout Bissel.    
   
  History: Medig, a cleric in service to Moradin, was an elder dwarf in a clan that lived deep in the Barrier Peaks. He and his family 
  took leave of their clan and set out to found a new settlement much closer to the human habitations. Medig passed on many years ago 
  and now his sons lead the clan. Their dwarven community trades ore and Barrier Brew with the town of Ebbernant. 
   
  Contact: 
   
  Don Walker (dwalker911@yahoo.com) 
  Clansdwarf 
  There are two types of clan members, Blood and Oath.  Blood members are grandchildren of Medig and may use the last name 
  “Medigkin.”  Oath members are not related by blood to Medig.  They add the honorific “of the Medig Clan” to their names.   
   
  Requirements to Join as a Clansdwarf: 
  • 
  In order to join as a Blood member, the PC cannot be any higher than 1st level.  Exceptions may be made for characters 
  existing previously to the publication of this document at the discretion of the POC.  Oath members may be of any level.   
  • 
  Alignment LG, LN, NG, or N.  
  • 
  Yearly cost of 4 TU spent assisting the clan in preparing the yearly batch of Barrier Brew for Brewfest. 
  • 
  Must be a mountain dwarf no older than 93 in 593 CY if a Blood member; Oath members may be mountain or hill dwarves 
  only.  Exceptions may be made on an individual basis at the discretion of the POC.   
  • 
  Cannot owe allegiance to any other dwarf clan. 
  • 
  PCs with levels of Cleric or Paladin must worship Moradin.   
   
  Benefits: 
  • 
  Free Standard Upkeep in the township of Ebbernant.   
  • 
  +2 Competence bonus to Diplomacy checks with dwarves of the Barrier Peaks in Bissel. 
  • 
  +2 Competence bonus to Profession (Brewer) when making beer.   
  • 
  Clan members who worship Moradin receive Group I rates for purposes of NPC spellcasting at any church of Moradin in 
  Bissel.   
  • 
  The PC has access to the following Feats, Spells, Prestige Classes and Magic Items:  
   
  Feats: 
  • 
  Blindsight 5’ Radius (S&F) 
  • 
  Close Quarters Fighting (S&F) 
  • 
  Hold the Line (S&F)
   
  Spells: 
  • 
  Blessed Aim (DotF) 
  • 
  Curse of the Brute (DotF) 
  • 
  Flame of Faith (DotF) 
  • 
  Knife Spray (DotF) 
  • 
  Recitation (DotF) 
  • 
  Weapon of the Deity (DotF)
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.  The PC must still remain a Clansdwarf to continue to advance in the class, however.  
  • 
  Drunken Master (S&F) 
  • 
  Hospitaler (DotF)
   
  Magic Items Available for Purchase: 
  • 
  Mithral Breastplate (limit one per PC) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  53 
  The Mist Chameleons 
   
  An organization of spies based out of the barony of Misty Hills who work for the Margrave and the Bissel Ruling Council on a regular 
  basis. 
   
  History: The origins of the Mist Chameleons are not publicly known.  It is rumored that they were given official permission to exist 
  when a group of entrepreneurs from the barony of Misty Hills provided the Margrave with information that enabled his agents to save 
  the life of a high ranking visiting dignitary.  In the years that followed they provided the March will valuable intelligence gather from 
  its neighbors.  In recent years they were branded with two significant failures.  They failed to notify the Margrave in time to prevent 
  significant losses during the Necromancer insurrection.  They were also accused of not warning the Margrave of the pending Ket 
  invasion of the Greyhawk Wars. 
  Some leaders and organizations identify the Mist Chameleons as a major reason the border defenses failed so quickly when 
  Ket invaded.  However, some whisper that secret documents warned of the Ket invasion well in advance.  In the past two years the 
  influence of the Mist Chameleons has expanded out of Central Bissel and extended across the northern border.  
  The Mist Chameleons are patriots and 100% loyal to the Margrave.  They are ready and willing to risk their lives as he 
  dictates.  To his causes they will apply all of the resources they can muster, bend laws and be unmerciful in the pursuit of gathering 
  information in defense of the March.  Their missions are most often secret without even the support of the Great Army of Bissel.  
  They travel throughout the Sheldomar Valley and beyond, wherever Bissel’s interests must be monitored. 
  Most members of the Mist Chameleons are not publicly known.  They ply their skills in trades that allow them to travel at 
  will - Merchants, Traders, Teamsters, Guides, Mapmakers, etc.  Some will take one alternate personas (Prestige Class – Spymaster). 
  The barony of Misty Hills is still the seat of the Mist Chameleons power.  Much of their funding still comes from the 
  independent merchants and traders of that barony.  However, the only publicly recognized members of the Mist Chameleons are this 
  who reside in Thornward and advise the Margrave and the High Council.  Since the Ket invasion a large number of recruits are 
  rumored to be from the villages of the northern baronies. 
  It is always difficult to align different organizations as allies or enemies of the Mist Chameleons.  By their very nature, they 
  trust almost no one.  They seek common ground with many so that they can gather information.  It is often said that the Mist 
  Chameleons hear 10 stories for every one they tell.   
  So little can be documented about them, many fear their powerful link directly to the Margrave.  Most organizations and 
  Individuals, no matter how much they dislike the Mist Chameleons treat them with extreme caution.  Surrounding countries of the 
  Sheldomar Valley accept the fact that they are present in their countries.  Ket is the only country that will take quick and decisive 
  action against the Mist Chameleons.  Most often, not wanting to start an international conflict, Mist Chameleons discovered inside Ket 
  are quickly deported.  Some who claim inside knowledge say that several agents of the Mist Chameleons have never returned from 
  Ket assignments. 
   
  Contact: 
   
  Mike Haley (mhaley1@nycap.rr.com) 
  Gatherers 
  This is the lowest level of involvement.  Gatherers are used to collect basic information.  These missions are seldom 
  dangerous and require a limited set of skills.  Gatherers know very little of the Mist Chameleons goals or plans.  They are given 
  information only as needed to complete a specific task/mission.  Gathers are expendable. 
   
  Requirements to Join the Mist Chameleons as a Gatherer: 
  • 
  BAB +2. 
  • 
  Must have at least 2 Ranks in each and a total of 25 Ranks in Bluff, Disguise, Escape Artist, Forgery, Gather Information. 
  • 
  Any non-evil alignment.   
  • 
  Initial cost of 8 TU spent in training. 
  • 
  Yearly cost of 4 TU spent on missions for the Mist Chameleons.   
  • 
  Must have no ability bonus less than +0.   
   
  Benefits: 
  • 
  +2 Competence bonus to Bluff, Disguise, Forgery, and Gather Information checks while in Bissel. 
  • 
  Members count as Group I for purposes of NPC spellcasting at any state recognized church.   
  • 
  The PC has access to the following Feats, Magic Items and Mundane Items: 
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  54 
   
  Feats: 
  • 
  Alluring (S&S) 
  • 
  Charlatan (S&S) 
  • 
  Jack of All Trades (S&S) 
  • 
  Multicultural (S&S) 
  • 
  Persuasive (S&S) 
  • 
  Throw Anything (S&F) 
  • 
  Trustworthy (S&S) 
   
  Magic Items for Purchase:  
  • 
  Eyes of the Eagle (DMG) 
  • 
  Possum Pouch (S&S) 
  • 
  Potion of Invisibility (DMG) 
  • 
  Ring of Feather Falling (DMG) 
   
  Mundane Items for Purchase: 
  • 
  Automated Footpad (S&S) 
  • 
  Covered Hand Crossbow (S&S) 
  • 
  Double-Sided Clothes (S&S) 
  • 
  Expandable Pole (S&S) 
  • 
  Garrote, Cord (S&S) 
  • 
  Garrote, Locking (S&S) 
  • 
  Garrote, Wire (S&S) 
  • 
  Gorget, Plain (S&S) 
  • 
  Gorget, Spiked (S&S) 
  • 
  Grapple-Firing Crossbow (S&S) 
  • 
  Leather Collar, Decorated (S&S) 
  • 
  Leather Collar, Plain (S&S) 
  • 
  Longreach Tongs (S&S) 
  • 
  Long-Spoon Thieves’ Tools (S&S) 
  • 
  Mechanical Burglar Type I – IV (S&S) 
  • 
  Reverse Lock (S&S) 
  • 
  Waterproofing (S&S) 
  • 
  Weighted Sleeve (S&S) 
  Seekers 
   
  The Seekers are the lowest ranking Mist Chameleons assigned covert operations.  Seekers will know about their 
  assignment/mission but will know little else about the Mist Chameleons.  Seekers will be expected to recognize delicate information 
  that must be passed along. 
   
  Requirements to Join the Mist Chameleons as a Seeker: 
  • 
  Minimum 6th level character. 
  • 
  Must have spent at least six months as a member of the Mist Chameleons.   
  • 
  Initial cost of 4 TU spent on training.   
  • 
  Yearly cost of 2 TU spent on missions for the Mist Chameleons.   
   
  Benefits: 
  • 
  The PC has access to the following Feats, Prestige Classes: 
   
  Feats (Pick Two): 
  • 
  Arterial Strike (S&S) 
  • 
  Dirty Fighting (S&F) 
  • 
  Expert Tactician (S&S) 
  • 
  Eyes in the Back of Your Head (S&F) 
  • 
  Flick of the Wrist (S&S) 
  • 
  Hamstring (S&S) 
  • 
  Prone Attack (S&F) 
  • 
  Quicker Than the Eye (S&S) 
  • 
  Remain Conscious (S&F) 
  • 
  Shadow (S&S) 
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.   The PC must still remain a member of the Mist Chameleons to continue to advance in the class, however.  
  • 
  Spymaster (S&S)
   
  Magic Items for Purchase: 
  • 
  Brooch of Shielding (DMG) 
  • 
  Gloves of Dexterity +2 (DMG) 
  • 
  Hat of Disguise (DMG) 
  • 
  Keen Weapon Enhancement (DMG) 
  • 
  Potion of Heroism (DMG) 
  • 
  Ring of Mind Shielding (DMG) 
  • 
  Slick Armor Enhancement (DMG) 
  • 
  Slippers of Spider Climbing (DMG) 
  • 
  Sleep Arrows (DMG) 
  • 
  Vest of Escape (DMG) 
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  55 
  Agent 
  Agents are the heart and soul of the Mist Chameleons.  They know the organization’s goals and are assigned the most 
  dangerous missions. 
   
  Requirements to Join the Mist Chameleons as an Agent: 
  • 
  Minimum 9th level character. 
  • 
  Must have spent at least six months as a Seeker.   
  • 
  Initial cost of 4 TU spent on more specialized training.   
  • 
  Yearly cost of 2 TU spent on missions for the Mist Chameleons.   
  • 
  Must undertake a special mission for the Mist Chameleons.  Contact the POC for details.   
   
  Benefits: 
  • 
  The PC has access to the following Feats and Magic Items: 
   
  Feats: 
  • 
  Chink in the Armor (S&S) 
   
  Magic Items for Purchase:  
  • 
  Cloak of Displacement, Minor (DMG) 
  • 
  Gloves of Dexterity +4 (DMG) 
  • 
  Immovable Rod (DMG) 
  • 
  Medallion of Thoughts (DMG) 
  • 
  Ring of Invisibility (DMG) 
  • 
  Rope of Entanglement (DMG) 
  • 
  Shadow Armor Enhancement (DMG) 
  • 
  Silent Moves Armor Enhancement (DMG) 
  • 
  Sword of Subtlety (DMG) 
  • 
  Wounding Weapon Enhancement (DMG)
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  56 
  The Nightwatch 
   
  The Nightwatch arose out of the ravages of Evard and his ilk.  Mages and clerics of a more good and lawful outlook sought to prevent 
  such depredations from happening again.  In addition to helping enforce the laws against necromancy, they actively follow up on 
  rumors of the doings of such black magic.  The group’s purpose is to prevent any future necromantic uprisings.  They are based out of 
  the barony of Nightwatch. 
   
  History: After the depravations of the necromancer Evard, a group of mages trying to protect the reputation of wizards and angered by 
  Evard's doings joined with representatives of all good churches in Bissel to form the Nightwatch. 
   
  The group is dedicated not only to ensuring that Evard's creations and followers trouble the people no more, but also to 
  helping rebuild the barony.  While most spend their time guarding graveyards and searching out secret hideouts, others serve the 
  community by helping build homes and mills, and raise crops. All of the Nightwatch's current efforts are focused in that Barony.  
  They have contacts elsewhere, but all members serve there, and most reside there.  Those without access to lodging at a temple they 
  belong to are known to frequent one or two taverns in the Barony.  It is said that the baron himself has even offered hospitality to 
  members. 
   
  As a fairly young organization, the Nightwatch has chosen to keep its efforts local.  Information is shared with the baron, 
  who is then able to exchange it with the other nobles.  In general, the Nightwatch has not worked with military organizations, seeing 
  little value in sword-swingers. 
   
  Members of the group tend to be dour and distracted.  They are always on the look out for word or mention of undead, and 
  for spellcasters unknown to them.  This latter group has been hounded from one end of the barony to the other.  Those necromancers 
  unlucky enough to be found out tend to quietly disappear.  Most members have a story or two about combat with the undead, and they 
  do not exaggerate. Preferred prestige classes include Hunter of the Dead and Sacred Exorcist. 
   
  Contact: 
   
  Doug Smith (douglasasmith@mindspring.com) 
  Nightwatch 
  Requirements to Join the Nightwatch: 
  • 
  Must be able to cast 2nd-level Arcane or Divine spells. 
  • 
  Initial cost of 4 TU for training. 
  • 
  Yearly cost of 4 TU spent in service to the Nightwatch, hunting undead or seeking news of Evard.   
  • 
  300 GP/year in dues to support the organization. 
  • 
  May not be a necromancer. 
   
  Benefits: 
  • 
  +2 Competence bonus on Knowledge (Religion) skill checks in Bissel. 
  • 
  +2 Competence bonus to reaction checks with citizens of the barony of Nightwatch. 
  • 
  Free Adventurer’s Standard Upkeep in the barony of Nightwatch.   
  • 
  The PC has access to the following Feats, Prestige Classes and Magic Items: 
   
  Feats: 
  • 
  Arcane Defense (T&B) 
  • 
  Divine Vengeance (DotF) 
  • 
  Greater Spell Penetration (T&B) 
  • 
  Improved Shield Bash (DotF) 
  • 
  Requiem (S&S) 
  • 
  Sacred Spell (DotF) 
  • 
  Sanctum Spell (T&B)
   
  Spells: 
  • 
  Burial Blessing (DotF) 
  • 
  Divine Flame (DotF) 
  • 
  Divine Sacrifice (DotF) 
  • 
  Divine Zephyr (DotF) 
  • 
  Eagle’s Splendor (T&B) 
  • 
  Filter (T&B) 
  • 
  Gaze Screen (T&B) 
  • 
  Lesser Aspect of the Deity (DotF) 
  • 
  Owl’s Wisdom (T&B) 
  • 
  Regenerate Light Wounds (MotW) 
  • 
  Regenerate Moderate Wounds (MotW) 
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  57 
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class. The PC must still remain a member of the Nightwatch to continue to advance in the class, however.   
  • 
  Hunter of the Dead (T&B) 
   
  Magic Items for Purchase:  
  • 
  Amulet of Undead Turning (DMG) 
  • 
  Arrow of Undead Slaying (DMG) 
  • 
  Figurine of Wondrous Power (Owl) (DMG) 
  • 
  Ghost Touch Weapon Enhancement (DMG) 
  • 
  Pearl of Power 1st level (DMG) 
  • 
  Pearl of Power 2nd level (DMG) 
  • 
  Potion of Remove Paralysis (DMG) 
  • 
  Scroll of Restoration (DMG)
  Supreme Nightwatch 
  The elite of the Nightwatch, the Supreme Nightwatch consists of those who have spent years in the pursuit of their goals.  Among 
  them are the founding members of the Nightwatch, some of whom fought during the Necromancer Insurrection.   
   
  Requirements to Join the Supreme Nightwatch:   
  • 
  Ability to cast 5th level arcane or divine spells.   
  • 
  10 ranks of Knowledge (Religion).   
  • 
  Must have spent at least two years in the Nightwatch.   
  • 
  Yearly cost of 4 TU in service to the Nightwatch.   
   
  Benefits: 
  • 
  The PC has access to the following Feats, Spells and Magic Items from the class books: 
   
  Feats:  
  • 
  Cooperative Spell (T&B) 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Might (DotF) 
  • 
  Divine Resistance (DotF) 
  • 
  Divine Shield (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Empower Turning (DotF) 
  • 
  Extra Smiting (DotF) 
  • 
  Heighten Turning (DotF) 
  • 
  Quicken Turning (DotF) 
   
  Magic Items for Purchase:  
  • 
  Absorbing Armor Enhancement (DotF) 
  • 
  Disruption Weapon Enhancement (DMG) 
  • 
  Helm of Brilliance (DMG) 
  • 
  Pearl of Power 3rd level (DMG) 
  • 
  Pearl of Power 4th level (DMG) 
  • 
  Scarab of Protection (DMG) 
  • 
  Undead Disruption Armor Enhancement (DotF)
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  58 
  The Order of the Path of Honor 
   
  There is one monastic group in Bissel dedicated to Heironeous.  The Path of Honor monks welcome any who want to follow the true 
  of path of Heironeous.  However, few individuals have the patience, strength, and will to study at the monastery long enough to 
  become monks.  The Order pledges its fealty to Heironeous but is also accepting of other monks who may worship gods who follow 
  similar goals.  The Order accepts members who worship Al’Akbar, Fortubo, Pelor, and St. Cuthbert. 
   
  History: The monastery is located on the lands of the Barony of Menawyk within the hills of the Lorridges.  These monks believe in 
  honorable combat and can be counted on to loyally defend innocent citizens of Bissel from both internal and external attacks.  The 
  monastery was decimated during the Ket invasion, but their numbers are slowly returning as Bissel rebuilds.  The monks of the Order 
  of Path of Honor are dedicated to preventing Bissel from being invaded ever again through serving the Baron and his agents with any 
  information they have gleaned. 
  After the announcement of the genesis of the Grand Army and the return of some order in Bissel, many monks from the 
  fragments of other orders came to join with the Order of Path of Honor.  With their own orders destroyed these monks were left with 
  few choices.  The Order of Path of Honor could no longer maintain their exclusive hold of the worship of Heironeous as previously.  
  This mixing of religions has resulted in some friction between brothers, but the elders of the Order are acting upon the principle 
  “Strength through Unity” and will brook no dissension.   
  The Order of the Path of Honor’s mission is still the same as before: patience and strength.  The Order also allows their 
  members to maintain the goals of their gods.  They also strive to stamp out the worshippers of Hextor.   
  The Path teaches a “hard” style of combat, emphasizing strikes.  They forsake defense for offense, under the belief that a 
  good offense is the best defense.   
   
  Contact: 
   
  Dirk Chin Leung (vas_ferns@hotmail.com) 
  Brother 
  Requirements to Join the Order of the Path of Honor as a Brother: 
  • 
  Must have 3 ranks in Knowledge (Religion). 
  • 
  Must have the feat Improved Unarmed Strike.   
  • 
  Alignment LG or LN.   
  • 
  Must tithe 2% of any wealth gained during an event.   
  • 
  Initial cost of 4 TU for training. 
  • 
  Yearly cost of 4 TU in the service of the Order.   
  • 
  Must be a worshipper of Al’Akbar, Fortubo, Heironeous, Pelor, or St. Cuthbert.   
   
  Benefits: 
  • 
  +2 Competence bonus to Gather Information checks in Bissel.   
  • 
  PC counts as Group I for the purpose of NPC spellcasting from priests or temples of their deity.   
  • 
  Free Standard Upkeep in the Barony of Menawyk.   
  • 
  The PC has access to the following Feats and Magic Items: 
   
  Feats (Pick Three): 
  • 
  Circle Kick (S&F) 
  • 
  Eagle Claw (S&F) 
  • 
  Extra Stunning Attacks (S&F) 
  • 
  Fists of Iron (S&F) 
  • 
  Knock-Down (S&F) 
  • 
  Lightning Fists (S&F) 
  • 
  Mantis Leap (S&F) 
  • 
  Power Lunge (S&F) 
  • 
  Remain Conscious (S&F) 
  • 
  Snatch Arrows (S&F)
   
  Magic Items for Purchase: 
  • 
  Amulet of Mighty Fists +1 (S&F) 
  • 
  Gauntlets of Ogre Power (DMG) 
  • 
  Ki Straps (S&F) 
  • 
  Lawful Weapon Enhancement (DMG) 
  • 
  Monk’s Belt (DMG) 
  • 
  Periapt of Wisdom +2 (DMG) 
  • 
  Potion of Flaming Fists (S&F) 
  • 
  Ring of Shocking Blows (S&F) 
  • 
  Sandals of the Tiger’s Leap (S&F) 
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  59 
  The Order of the Serene Thought 
   
  There is one monastic group dedicated to the worship of Rao in Bissel.  The brothers and sisters of the Serene Thought monastery 
  welcome any who want to study the arts of Peace and Reason in worship of Rao.  However, very few students have the mental 
  capacity and emotional control to study at the monastery long enough to become monks.  The Order has a duty to Rao but is also 
  accepting of other like-minded worshippers of other gods with similar portfolios.  The Order now accepts members who worship 
  Celestian, Cyndor, Delleb, Istus, Zuoken, and Zodal. 
   
  History: The monastery is located in the Barony of Helbek within the hills of the Lorridges.  The monks of Rao believe in diplomacy 
  before combat, but they can be counted on to loyally defend the innocent citizens of Bissel from attacks both internal and external.  
  The Order of Serene Thought was diminished by the Ketite invasion of Bissel that they tried in vain to prevent.  Many monks of the 
  Order of Serene Thought departed the monastery during the war to help the citizens of Bissel they believed they had failed.  However, 
  most returned to the monastery since the end of the war.  The monks of the Order of the Serene Thought are dedicated to preventing 
  Bissel from being invaded ever again through diplomacy and finding solutions through might of mind. 
  After the announcement of the genesis of the Grand Army and the return of some order in Bissel, many monks from the 
  fragments of other orders came to join with the Order of Serene Thought.  With their own orders destroyed these monks were left with 
  few choices.  The Order of Serene Thought could no longer maintain their exclusive hold of the worship of Rao as previously. 
  The Order of Serene Thought’s mission is still the same as before, peace and reason.  The Order also allows their members to 
  maintain the goals of their gods.  Their only active goal is to curb the influence of the Scarlet Brotherhood.  Mainly, this last goal is 
  that of members that worship Zuoken.  This extreme view is not the official stance of the Order and is frowned on by the Hierarchy.  
  However, they do not repress these infractions with penance, often. 
  The Order teaches a “soft” art, with emphasis on locks and incapacitating holds.  Their primary ethos is that a fight avoided is 
  a victory, so they prefer to avoid conflict whenever possible.  They will not hesitate if forced into conflict, however, and many an 
  opponent has underestimated these soft-spoken monks.   
   
  Contact: 
   
  Dirk Chin Leung (vas_ferns@hotmail.com) 
  Brother 
  Requirements to Join the Order of the Serene Thought as a Brother: 
  • 
  Must have 4 ranks in Diplomacy. 
  • 
  Must have the feat Improved Unarmed Strike.   
  • 
  Alignment LG or LN.   
  • 
  Must tithe 2% of any wealth gained during an event.   
  • 
  Initial cost of 4 TU for training. 
  • 
  Yearly cost of 4 TU in the service of the Order.   
  • 
  Must be a worshipper of Celestian, Cyndor, Delleb, Istus, Rao, Zuoken, or Zodal.   
   
  Benefits: 
  • 
  +2 Competence bonus to Diplomacy checks in Bissel.   
  • 
  PC counts as Group I for the purpose of NPC spellcasting from priests or temples of their deity.   
  • 
  The PC has access to the following Feats, Prestige Classes and Magic Items: 
   
  Feats (Pick Three): 
  • 
  Alluring (S&S) 
  • 
  Clever Wrestling (MotW) 
  • 
  Expert Tactician (S&F) 
  • 
  Extra Stunning Attacks (S&F) 
  • 
  Feign Weakness (S&F) 
  • 
  Knock-Down (S&F) 
  • 
  Lightning Fists (S&F) 
  • 
  Multicultural (S&S) 
  • 
  Pain Touch (S&F) 
  • 
  Persuasive (S&S) 
  • 
  Snatch Arrows (S&F) 
  • 
  Trustworthy (S&S)
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.   The PC must still remain a member of the Order to continue to advance in the class, however.  
  • 
  Drunken Master 
  
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  Magic Items for Purchase: 
  • 
  Amulet of Mighty Fists +1 (S&F) 
  • 
  Bracers of Armor +2 (DMG) 
  • 
  Bracers of Armor +3 (DMG) 
  • 
  Gloves of Dexterity +2 (DMG) 
  • 
  Gloves of Fearsome Grip (S&F) 
  • 
  Ki Straps (S&F) 
  • 
  Merciful Weapon Enhancement (S&F) 
  • 
  Periapt of Wisdom +2 (DMG) 
  • 
  Periapt of Wisdom +4 (DMG) 
  • 
  Potion of False Life (S&F) 
  • 
  Vest of False Life (S&F) 
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
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  The Order of the Silver Scythe 
   
  History: Following the initial invasion of Bissel by Ket in 499 CY, many monks and their orders tried to preserve those who had no 
  recourse of their own.  The Ketite leadership saw these monks as rebels and ordered their deaths regardless of order, race or origin.  
  Monk orders were decimated yet they somehow remained strong.  However this did not last.  In 584 CY, Ket overran the March as 
  many of Bissel’s own went to fight against the threat of the Old One.  Ketites, not one to forget the transgressions of the past again, 
  besieged the monk orders. 
  In Patchwall of 584, the leaders of many of the remaining factions of monastic orders still in existence decided that that they 
  would do best to cooperate and band together.  They decided that the Ketites must be purged of their homeland.  These orders forgot 
  their old identities and prejudices and made a pact to free Bissel of all shackles.  Each order selected their greatest teachers and 
  retreated to the highlands of the Lorridges.  There the best of each order would become the best monks possible.  Thus the Order of 
  the Silver Scythe was born on a cold Freeday in autumn. 
  Thus this order has had a hand in helping shape the fate of Bissel.  When the Highfolk gnomes attacked Ketite forces 
  defeating them in the Northern Lorridges, the monks were there.  Not even the gnomes knew who their allies were.  Some gnomish 
  warriors reported seeing dark shadows move at the edges of their vision as Ketite companies fell without a gnomish presence 
  anywhere near.  Dead bodies were found in dark alleys, bodies broken, later to be discovered as Ketite spies.  Who knows how they 
  came to be there? 
  Since the withdrawal of Ket from Bissel with the Thornward Division in 589 CY, mysterious forms have appeared in Bissel 
  towns.  Men and women wearing gray cowled robes walking amongst the populace.  The only distinctions between them and priests 
  of Nerull are the color of their robes and the care they take on the scythe blades.  They each carry with them a scythe.  Their 
  appearance harks to legends of the spirit of Death itself come for the dying.  What do they want? 
  The Order teaches a unique style which combines aspects of the styles of the Order of the Path of Honor and the Order of the 
  Serene Thought.  Additionally, they teach a technique which allows the fighter to seem to sense blows before they are even struck, and 
  masters of the art can sense even opponents who are invisible, so in tune are they with their environment.  The Scythes teach that, with 
  the appropriate amount of will, any obstacle can be overcome.   
   
  Contact: 
   
  Dirk Chin Leung (vas_ferns@hotmail.com) 
  Brother 
  Requirements to Join the Order of the Silver Scythe as a Brother: 
  • 
  4 ranks each in Hide and Move Silently.  Additionally, the character must be a Recruit or Scout in the Great Army of Bissel.  
  Note that forged papers must specifically indicate the character to be a Recruit or Scout if such are used to gain admittance.   
  • 
  Must have the feat Improved Unarmed Strike.   
  • 
  Alignment LG or LN.   
  • 
  Must tithe 2% of any wealth gained during an event.   
  • 
  Initial cost of 4 TU in training.   
  • 
  Yearly cost of 4 TU in the service of the Order.   
  • 
  Must own either a masterwork scythe or masterwork kama.     
  • 
  A monk of the Silver Scythe must offer prospective members membership.     
  • 
  A monk when joining the order must forsake all other allegiances to any other country besides Bissel. Members of the Order 
  who attempt to change nationalities should contact the Triad before doing so, as there will be consequences.   
   
  Benefits: 
  • 
  +2 Competence bonus to Intimidation checks while in their vestments; the monks of the Silver Scythe rely upon their 
  resemblance to traditional representations of Death to intimidate their enemies.   
  • 
  The PC has access to the following Feats, Prestige Classes and Magic Items 
   
  
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  62 
  Feats (Pick Three): 
  • 
  Acrobatic (S&S) 
  • 
  Blindsight 5’ Radius (S&F) 
  • 
  Circle Kick (S&F) 
  • 
  Death Blow (S&F) 
  • 
  Expert Tactician (S&S) 
  • 
  Extra Stunning Attacks (S&F) 
  • 
  Eyes in the Back of Your Head (S&F) 
  • 
  Feign Weakness (S&F) 
  • 
  Fists of Iron (S&F) 
  • 
  Lightning Fists (S&F) 
  • 
  Mantis Leap (S&F) 
  • 
  Pain Touch (S&F) 
  • 
  Prone Attack (S&F) 
  • 
  Snatch Arrows (S&F)
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.   The PC must still remain a member of the Order to continue to advance in the class, however.  
  • 
  Drunken Master (S&F) 
  • 
  Red Avenger (S&F)
   
  Magic Items for Purchase: 
  • 
  Boots of Striding and Springing (DMG) 
  • 
  Gauntlets of Ogre Power (DMG) 
  • 
  Gloves of Dexterity +2 (DMG) 
  • 
  Keen Weapon Enhancement (DMG) 
  • 
  Ki Focus Weapon Enhancement (S&F) 
  • 
  Ki Straps (S&F) 
  • 
  Monk’s Belt (DMG) 
  • 
  Periapt of Wisdom +2 (DMG) 
  • 
  Periapt of Wisdom +4 (DMG) 
  • 
  Ring of Mage Armor (S&F) 
  • 
  Ring of Shocking Blows (S&F) 
  • 
  Sandals of the Tiger’s Leap (S&F) 
   
  
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  Order of the Vigilant 
   
  History: Clerics and paladins beholden to Arvoreen, Yondalla, and Berronar Truesilver founded this organization near the end of the 
  recent war with Ket.  They worked to protect communities, and provide services to those injured in the fighting.  Their good work 
  brought them to the attention of the church of Pelor, and with it, the church of Mayaheine.  They too pledge their support to the Order 
  of the Vigilant. 
   
  The Order of the Vigilant today works to help the sick and infirm, as well as protect holy sites under their care.  Most of these 
  holy sites are temples and shrines, located in communities friendly to the Order.  Members are known as Knights of the Vigil, or 
  simply Vigils.  More experienced members of the order are known as High Vigils.  The head of the order, a halfling paladin of 
  Arvoreen by the name of Junifer Strongheart, is known as the Supreme Vigil.  She was one of the founding members of the order, and 
  has been its leader since inception. 
   
  Members of the Order are considered full-fledged knights; however, unlike most household knights, they are beholden only 
  to the Order.  This, combined with a recent surge in their popularity, has caused concern among some of the nobility that the Order is 
  getting too powerful for its own good.  As of yet, however, the Order is still relatively small and cannot affect matters on a national 
  scale.   
   
  Contact: 
   
  John G. Williams (jwalrus@charter.net) 
  Vigil 
  Members of the Order are simply known as Vigils.  The Order accepts those who have proven their battle prowess and their devotion 
  in the service of those weaker than they.    Currently, they have little in the way of a formal recruitment system, but this is likely to 
  change as the Order grows in numbers.  Though the Order is available to dwarves, only a very few have joined; the majority are 
  humans and halflings.   
   
  Requirements to Join the Order of the Vigilant as a Vigil: 
  • 
  BAB +4.   
  • 
  Must be able to cast 1st level divine spells.   
  • 
  Alignment LG, LN, NG, or N.  
  • 
  Must tithe 5% of of any wealth gained during an event.to the Order.    
  • 
  Initial cost of 4 TU spent in initiation rituals.  The Order requires a lengthy period of meditation and prayer before a 
  prospective Vigil is accepted.  Fasting and other forms of self-denial are also practiced.   
  • 
  Yearly cost of 2 TU spent escorting pilgrims and assisting in the hospital. 
   
  Benefits: 
  • 
  +2 Competence bonus to Diplomacy checks with clergy of Arvoreen, Berronar Truesilver, Mayaheine, Pelor. 
  • 
  Members of the Order have access to the following for use as bonded mounts: Celestial Dog, Celestial Warhorse (Light or 
  Heavy).  
  • 
  The PC has access to the following Feats, Spells, Prestige Classes and Magic Items:  
   
  Feats: 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Might (DotF) 
  • 
  Divine Resistance (DotF) 
  • 
  Divine Shield (DotF) 
  • 
  Divine Vengeance (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Extra Smiting (DotF)
   
  Spells: 
  • 
  Blessed Aim (DotF) 
  • 
  Curse of the Brute (DotF) 
  • 
  Divine Sacrifice (DotF) 
  • 
  Zeal (DotF)
   
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.  The PC must still remain a Vigil to continue to advance in the class, however.  
  • 
  Hospitaler (DotF)
   
  
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  Magic Items Available for Purchase: 
  • 
  +1 Holy Longsword OR Shortsword (Pick One) 
  (DMG) 
  • 
  Upgrade Armor or Shield to +2 (DMG)
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  65 
  Seekers of the Twilight Path 
   
       An organization devoted to the worship of the Baklunish Goddess Xan Yae.  Xan Yae is the goddess of twilight, shadows, stealth 
  and mental discipline.  Gomez Auruleus Ramirez, High Priest of Xan Yae in Bissel, and Wielder of the Twilight Sword, founded the 
  organization in late 951.  Gomez is an 8th level priest of Xan Yae. 
   
  Goals: 
  1. Construction of a temple dedicated to Xan Yae 
  This goal will be a long-term effort that will require first the construction of a shrine.  Land has been offered to us by the 
  elven archer Luvimo (a PC) and we are petitioning Lord Zafar Rashedra, The Baron of Parulla.  The Baron is of a similar 
  philosophical bent as Gomez (both being LN), is Baklunish and wields significant political power outside his own barony. 
  2. Promote the well being of the Baklunish people of Bissel. 
  The creation of the new standing army of Bissel is seen as an opportunity of spreading the word of Xan Yae as well as 
  helping secure the safety of Baklunish citizens.  The plan is for members of the SoTP to be assigned (choose) primarily Baklunish 
  baronies for army service.  Once there, they will develop ties to the community as well as the nobility found there.  Through social and 
  military advancement, members of the SoTP may put themselves in position to prevent further subjection of the Baklunish people.  
  They will also be in a useful position if a “more extreme action” must be taken by the Baklunish people to secure their survival. 
  3. Promote the Universal Mind. 
  The Seekers of the Twilight Path sees that much of the problems in the world are due to ignorance of the Universal Mind.  
  The Universal Mind teaches that there is an organic link between all people.  Realization of that link, and acceptance of its 
  implications in everyday life will bring harmony.  Only through rigid discipline, martial spirit, and moral balance can a person hope to 
  merge himself with the Universal Mind.  Gomez is often heard to say, “The Universal Mind is a shadowy maze which one must learn 
  to navigate if Harmony is to be attained.” 
  4. Educate the public in the danger of worshipping Pholtus 
  Pholtus (and Pyremius) is the enemy of Xan Yae because his light destroys the blessed shadows.  The extreme nature of 
  Pholtian dogma prevents true harmony and undermines the Universal Mind. 
   
  History:     The Seekers of the Twilight path are made up primarily of common citizens who seek to live a peaceful life in 
  search of the Universal Mind.  Many craftsmen are attracted to the order because of its attention to Detail, Direction and Discipline.  
  Adventuring sorts who join the Seekers are Clerics of Xan Yae, Monks and Fighters.  There are a number of Barbarians in the ranks, 
  which seems odd because of their chaotic bent.  However, these Barbarians are attracted to the martial spirit and discipline of arms 
  that the order teaches.  The clergy of Xan Yae and the leadership of the SoTP are active in instructing anyone in the area of martial 
  arts and martial prowess. 
       Advancement in the order is awarded on merit and time served in the organization.  The Seekers of the Twilight Path have 
  a number of secret ritual and grades, the knowledge of which must be sought with the discipline of patience.  “The Universal Mind is 
  to be strived for and realized, not grasped like a carnival prize” is another favorite saying of Fr. Ramirez 
       There are ten grades or ranks in the Seekers of the Twilight Path.  Rank in the organization supercedes rank from the 
  outside world.  For example, if Baron Darius Bresselar (who could benefit from the teachings of Xan Yae) were to join the Seekers, he 
  would be outranked (within the organization) by a commoner who is farther along the Twilight Path. 
       To advance in levels, a person must spend money, time, undergo special quests and meet with the approval of his 
  superiors.  The system is rigid and the rules strict. 
  Proof of a petitioner’s devotion to the Twilight Path must be proven to attain certain levels.  Proof is demanded by the 
  petitioner undergoing a quest for the church and the organization.  Of course the act of going on the quest and achieving its goal 
  moves the person farther along the path to oneness with the Universal Mind.  If a member has petitioned a rank by paying BEFORE 
  completing the quest, he has until the end of the calendar year to complete that quest.  Failure to complete the quest successfully 
  means he reverts to his old rank and must re-petition advancement.  Benefits of a rank are NOT received until the quest has 
  successfully been completed. 
  A recommendation from a member of a particular rank, or higher is required to advance beyond a certain level.  If a member 
  has petitioned a rank by paying BEFORE he has secured the recommendation of an appropriate member, he has until the end of the 
  calendar year to secure that recommendation.  If he fails to secure the recommendation, he reverts to his old rank and must re-petition 
  advancement.  Benefits of a rank are NOT received until the recommendation is secured. 
   
  Contact: 
   
  Chris Ravlin (adeptus@ribhus.com) 
  
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  Initiate 
  Requirements to Join the Seekers of the Twilight Path as an Initiate: 
  • 
  Must be able to speak and read Ancient Baklunish.   
  • 
  Any non-Chaotic alignment.   
  • 
  Must tithe 1% of any wealth gained during an event.to maintain the temple.   
  • 
  4 TUs spent each year in defense of the temple and in service to the Seekers. 
  • 
  Must be a worshipper of Xan Yae.   
  • 
  Must have Baklunish blood if human or half-elven.     
   
  Benefits: 
  • 
  A member of the Seekers of the Twilight Path is considered to be Class I for determining cost and eligibility for spells from a 
  temple or cleric of Xan Yae in Bissel.   
  • 
  +2 Competence bonus to Knowledge (History) in matters specifically dealing with Baklunish history.   
  • 
  +2 Competence bonus to one of the following skills, chosen upon joining:  Concentration, Diplomacy, Hide, Intimidate, 
  Knowledge (Baklunish), Knowledge (Local – Bissel), Knowledge (Religion), Listen, Move Silently, Perform.   
  Neophyte Second Grade 
  Requirements to Join the Seekers of the Twilight Path as a Neophyte Second Grade: 
  • 
  Must tithe 1% of any wealth gained during an event.to maintain the temple.   
  • 
  Must have spent at least 6 months as an Initiate. 
  • 
  Must be recommended by a member of the Seekers who is at least an Acolyte Second Grade.       
   
  Benefits: 
  • 
  The PC has access to the following Feats, Spells, Prestige Classes and Magic Items: 
   
  Feats (Pick One): 
  • 
  Blindsight 5’ Radius (S&F) 
  • 
  Death Blow (S&F) 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Might (DotF) 
  • 
  Divine Shield (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Dual Strike (S&F) 
  • 
  Empower Turning (DotF) 
  • 
  Expert Tactician (S&S) 
  • 
  Extra Smiting (DotF) 
  • 
  Eyes in the Back of Your Head (S&F) 
  • 
  Heighten Turning (DotF) 
  • 
  Improved Sunder (S&F) 
  • 
  Lightning Fists (S&F) 
  • 
  Sacred Spell (DotF)
   
  Spells: 
  • 
  Blessed Aim (DotF) 
  • 
  Castigate (DotF) 
  • 
  Divine Storm (DotF) 
  • 
  Lesser Telepathic Bond (DotF) 
  • 
  Recitation (DotF) 
  • 
  Unfailing Endurance (DotF) 
  • 
  Weapon of the Deity (DotF) 
   
  Prestige Classes: 
  • 
  Royal Explorer (S&S) 
   
  Magic Items for Purchase: 
  • 
  Ki Straps (S&F) 
  
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  Neophyte First Grade 
  Requirements to Join the Seekers of the Twilight Path as a Neophyte First Grade: 
  • 
  Must tithe 1% of any wealth gained during an event.to maintain the temple.   
  • 
  Must have spent at least 6 months as a Neophyte Second Grade. 
  • 
  Must be recommended by a member of the Seekers who is at least an Acolyte First Grade.   
  • 
  Must accomplish a quest set by the Abbot (contact the POC for details).   
   
  Benefits: 
  • 
  Additional +2 Competence bonus to one of the following skills, chosen upon joining:  Concentration, Diplomacy, Hide, 
  Intimidate, Knowledge (Baklunish), Knowledge (Local – Bissel), Knowledge (Religion), Listen, Move Silently, Perform.  
  The PC may choose the same skill chosen as an Initiate, or a different skill.   
  • 
  The PC has access to the following Spells, Prestige Classes and Magic Items: 
   
  Spells: 
  • 
  Bear’s Heart (DotF) 
  • 
  Divine Agility (DotF) 
   
  Prestige Classes: 
  • 
  Master of Chains (S&F) 
  • 
  Mindbender (T&B) 
  • 
  Order of the Bow Initiate (S&F) 
  • 
  Red Avenger (S&F) 
   
  Magic Items for Purchase: 
  • 
  Lawful Weapon Enhancement (DMG) 
  • 
  Splint Mail of Stability (DotF) 
  Acolyte Second Grade 
  Requirements to Join the Seekers of the Twilight Path as an Acolyte Second Grade: 
  • 
  Must tithe 1% of any wealth gained during an event.to maintain the temple.   
  • 
  Must have spent at least 6 months as a Neophyte First Grade. 
  • 
  Must be recommended by a member of the Seekers who is at least a Practicus.       
   
  Benefits: 
  • 
  The PC has access to the following Spells and Magic Items: 
   
  Spells: 
  • 
  Probe Thoughts (DotF) 
  • 
  Righteous Wrath of the Faithful (DotF) 
   
  Magic Items for Purchase: 
  • 
  Ki Focus Weapon Enhancement (S&F) 
  Acolyte First Grade 
  Requirements to Join the Seekers of the Twilight Path as an Acolyte First Grade: 
  • 
  Must tithe 1% of any wealth gained during an event.to maintain the temple.   
  • 
  Must have spent at least 6 months as an Initiate. 
  • 
  Must be recommended by a member of the Seekers who is at least an Adept. 
  • 
  Must complete a quest assigned by the Abbot (contact the POC for details).         
   
  Benefits: 
  • 
  The PC has access to the following Feats, Spells and Magic Items: 
   
  
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  Feats (Pick One): 
  • 
  Blindsight 5’ Radius (S&F) 
  • 
  Death Blow (S&F) 
  • 
  Divine Cleansing (DotF) 
  • 
  Divine Might (DotF) 
  • 
  Divine Shield (DotF) 
  • 
  Divine Vigor (DotF) 
  • 
  Dual Strike (S&F) 
  • 
  Empower Turning (DotF) 
  • 
  Expert Tactician (S&S) 
  • 
  Extra Smiting (DotF) 
  • 
  Eyes in the Back of Your Head (S&F) 
  • 
  Heighten Turning (DotF) 
  • 
  Improved Sunder (S&F) 
  • 
  Lightning Fists (S&F) 
  • 
  Sacred Spell (DotF) 
   
  Spells: 
  • 
  Brain Spider (DotF) 
   
  Magic Items for Purchase: 
  • 
  Shuriken of Tremendous Shock (S&F) 
  Practicus 
  Requirements to Join the Seekers of the Twilight Path as a Practicus: 
  • 
  Must have spent at least 6 months as an Acolyte First Grade. 
  • 
  Must be recommended by a member of the Seekers who is at least a Sentinel.       
   
  Benefits: 
  • 
  At the beginning of any regional scenario, the PC has one Influence point with the Seekers.  This Influence point may be used 
  once during a given session, whereupon it is lost; any points not used at the end of a session are lost and do not “carry over” 
  to the next session.   
  Adept 
  Requirements to Join the Seekers of the Twilight Path as an Adept: 
  • 
  Must have spent at least 6 months as a Practicus. 
  • 
  Must be recommended by a member of the Seekers who is at least a Contemplative.       
   
  Benefits: 
  • 
  Additional +1 Competence bonus to one of the following skills, chosen upon joining:  Concentration, Diplomacy, Hide, 
  Intimidate, Knowledge (Baklunish), Knowledge (Local – Bissel), Knowledge (Religion), Listen, Move Silently, Perform.  
  The PC may choose a skill chosen at an earlier level, or a different skill.  The skill chosen cannot receive a bonus greater than 
  +4.   
  • 
  At the beginning of any regional scenario, the PC has one Influence point with the Seekers.  This Influence point may be used 
  once during a given session, whereupon it is lost; any points not used at the end of a session are lost and do not “carry over” 
  to the next session.   
  Sentinel 
  Requirements to Join the Seekers of the Twilight Path as a Sentinel: 
  • 
  Must have spent at least 6 months as an Adept. 
  • 
  Must be approved by the Abbott.       
   
  Benefits: 
  • 
  At the beginning of any regional scenario, the PC has one Influence point with the Seekers.  This Influence point may be used 
  once during a given session, whereupon it is lost; any points not used at the end of a session are lost and do not “carry over” 
  to the next session.   
   
  
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  Contemplative 
  Requirements to Join the Seekers of the Twilight Path as a Contemplative: 
  • 
  Must have spent at least 6 months as a Sentinel. 
  • 
  Must be approved by the Abbott.   
   
  Benefits: 
  • 
  At the beginning of any regional scenario, the PC has one Influence point with the Seekers.  This Influence point may be used 
  once during a given session, whereupon it is lost; any points not used at the end of a session are lost and do not “carry over” 
  to the next session.   
  Abbot 
  There is one Abbot only at any given time.  The rank of Abbot is for life, unless the person retires from the position.  
  Obviously, an Abbot still retains the benefits of having moved along the Twilight Path.  Retired Abbots are called Seneschals and are 
  highly respected by the membership. 
   
  Requirements to Join the Seekers of the Twilight Path as the Abbott: 
  • 
  Must have spent at least 6 months as a Contemplative. 
  • 
  Must be approved by a majority of the current Contemplatives.       
   
  Benefits: 
  • 
  Additional +1 Competence bonus to one of the following skills, chosen upon joining:  Concentration, Diplomacy, Hide, 
  Intimidate, Knowledge (Baklunish), Knowledge (Local – Bissel), Knowledge (Religion), Listen, Move Silently, Perform.  
  The PC may choose a skill chosen at an earlier level, or a different skill.  The skill chosen cannot receive a bonus greater than 
  +4.   
  • 
  At the beginning of any regional scenario, the PC has one Influence point with the Baron of Parulla.  This Influence point 
  may be used once during a given session, whereupon it is lost; any points not used at the end of a session are lost and do not 
  “carry over” to the next session.   
   
   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  70 
  Srinivan Heavy Horse 
   
  The Srinivan Heavy Horse is the first and, so far, only elite unit created by the Great Army.   
   
  History: It was not long ago when the art of raging was thought a sign of weakness in war, a savage untamed barbaric trait that had no 
  place in an organized military. Through countless battles and endless dangers the Horsehills of Bissel never fell, the Barony of Sriniva 
  which even stopped the advance of the Ketite cavalry could always hold its head high when it came to matters of defense.  
   
  The barony of Sriniva has been a pillar of Bissel resolve over the years. However, most feared their unpredictable ways.  
  Although staunch defenders and loyal subjects of any of the just rulers of Bissel, their particular style of combat was never accepted in 
  the military. Those with barbarian blood were made to contain their rage and learn more traditional means of combat.  A more battle 
  tested and perhaps more desperate military has finally learned the power a contingent of barbarians can bring to a military force. 
   
  During the recent battle under the Swordfields, the Great Army found itself under attack from the rear by a horde of undead 
  fielded by Evard himself.  Though the reserve units were able to deal many of them a crushing blow, an infantry company found itself 
  overwhelmed and surrounded by the creatures.  Field Marshal Collizo fought to reach his soldiers but was unable to spare sufficient 
  troops in the swirl of melee.  He was only able to dispatch a cavalry squad in the hopes of relieving the beleaguered unit.  He chose 
  well; the unit was comprised entirely of horsemen from Sriniva.    
   
  Screaming with an almost inhuman tone to their voices, they charged headlong into the enemy, protecting the embattled 
  soldiers, sometimes at the cost of their own lives. When all was said and done, only four remained of the original squad, but they had 
  accounted for several times their own number.  When the battle ended, Field Marshal Collizo sought out these men and ordered them 
  to hand pick a number of soldiers to form an elite unit.  
   
  Field Marshal Collizo has since gained funding from the Margrave to organize an elite fighting force called the Srinivan 
  Heavy Horse. Since their training is so different from any other organization within the Military, those who show the ability to harness 
  their aggression and turn it into an inner strength are sent to the Horsehills for training and tutelage. This elite group of soldiers is 
  trained to be the pacesetters, the front line in combat.  Their motto “Death or Glory, Clear the Way” is tattooed on all of the men or 
  women who now serve as members of this fighting force.   
   
  Although funded by the Margrave, basic military training is a must before full membership can be granted. Members who are 
  not themselves from the Horsehills are adopted into the Horselord’s tribe, through rigorous and dangerous rituals, then taught the 
  skills of the Srinivan horsemen. Currently, the Srinivan Heavy Horse, known also simply as the Srinivans, are the 2nd Squadron of the 
  1st Company of the 1st Horsehills Battle.  A second unit, the Srinivan Irregulars, serves as the 1st Squadron of the 1st Company.  The 
  Irregulars are unusual in that they are trained to fight both from horseback and on foot. 
   
  Contact: 
   
  Rob Aldred (unglar_axetusk@yahoo.com) 
  Srinivan 
  Inductees into the Srinivans spend their first year in basic tactics and training in the use of their rage.  They are then allowed to 
  specialize into one of the two branches of the unit.  Until that time, they serve in the Irregulars as support troops. 
   
  Requirements to Join the Srinivan Heavy Horse as a Srinivan: 
  • 
  BAB +3. 
  • 
  Must have at least 4 ranks in Ride.   
  • 
  Must have the feats Power Attack and Cleave. 
  • 
  1 GP spent to acquire the tattoo on the PC’s arm that reads arm that reads “Death or Glory, Clear the Way” 
  • 
  Initial cost of 4 TU spent learning the ways of the Horsehills barbarians and becoming adopted into a tribe.  These Time 
  Units count towards the PC’s active duty requirement for the Bissel military.   
  • 
  Yearly cost of 2 TU spent on duty.  These Time Units count towards the PC’s active duty requirement for the Bissel military.   
  • 
  Must have the ability to rage.    
  • 
  Must be a Recruit in the Great Army of Bissel.  Should the PC leave the Great Army at any time, they lose the benefits of this 
  organization as well.  Upon promotion to full Soldier status, the character must choose either the Horsemen or Irregulars as 
  their unit; once chosen, they may not transfer out.  Characters sign up for a minimum tour of two years; if they attempt to 
  leave the unit before they have served a full two years, they should contact the Triad, as there will be consequences.   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  71 
  Benefits: 
  • 
  Free Adventurers’ Standard upkeep in the Barony of Sriniva.   
  • 
  +2 Competence bonus to Intimidate checks when attempting to intimidate enemies of Bissel.   
  • 
  The PC has access to the following Feats and Magic Items: 
   
  Feats: 
  • 
  Destructive Rage (MotW) 
  • 
  Extended Rage (MotW) 
  • 
  Extra Rage (MotW) 
  • 
  Instantaneous Rage (MotW) 
  • 
  Intimidating Rage (MotW) 
   
  Magic Items for Purchase: 
  • 
  Bracers of Health +2 (DMG) 
  • 
  Gauntlets of Ogre Power (DMG) 
  • 
  Horseshoes of Speed (DMG) 
  • 
  Potion of Animal Logic (MotW) 
  • 
  Upgrade Weapon to +2 (DMG) 
  Horseman 
  The Horsemen are mounted barbarians; after having served their term as a Berserker, a PC may elect to undergo the rigorous training 
  required to become a Rider.  They specialize in mounted tactics and the use of rage in mounted combat.     
   
  Requirements to Join the Srinivan Heavy Horse as a Horseman: 
  • 
  BAB +5. 
  • 
  Must have at least 4 ranks in Handle Animal. 
  • 
  Must have at least 6 ranks in Ride.   
  • 
  Must have the feat Mounted Combat.   
  • 
  Initial cost of 4 TU spent learning the arts of raging and horseback tactics.  These Time Units count towards the PC’s active 
  duty requirement for the Bissel military.   
  • 
  Yearly cost of 2 TU spent on duty.  These Time Units count towards the PC’s active duty requirement for the Bissel military.   
  • 
  Must be a Soldier in the Great Army of Bissel.  Should the PC leave the Great Army at any time, they lose the benefits of this 
  organization as well.   
   
  Benefits: 
  • 
  +2 Competence bonus to Handle Animal checks when dealing with horses.   
  • 
  +2 Competence bonus to Intimidate checks when attempting to intimidate enemies of Bissel.  This stacks with the previous 
  bonus, for a total of +4.   
  • 
  The PC has access to the following Feats and Magic Items: 
   
  Feats: 
  These feats are added to the list of feats available to Soldiers, allowing them to choose their initial feats (and those they receive for 
  advancing in rank) from these as well.   
  • 
  Death Blow (S&F) 
  • 
  Greater Resiliency (MotW) 
  • 
  Knock Down (S&F) 
  • 
  Power Critical (MotW) 
  • 
  Remain Conscious (MotW) 
   
  Magic Items for Purchase: 
  • 
  Belt of Giant Strength +4 (DMG) 
  • 
  Berserker Blade +1 (MotW) 
  • 
  Berserker Blade +2 (MotW) 
  • 
  Bracers of Health +4 (DMG) 
  • 
  Equerry’s Armor (DotF) 
  • 
  Fearsome Armor Enhancement (DotF) 
  • 
  Helm of Bonding (MotW) 
  • 
  Stone Horse, Courser (DMG) 
  • 
  Upgrade Armor to +2 (DMG) 
  • 
  Upgrade Weapon to +3 (DMG) 
  Irregulars 
  The Irregulars train as both infantry and cavalry, allowing them greater versatility but diluting their shock potential.  They serve as 
  support troops for the Horsemen, using their mobility to reach trouble spots in the front line quickly.   
  
  The March of Bissel Meta-Organization Handbook v1.3 
   
  72 
  Requirements to Join the Irregulars: 
  • 
  BAB +5.   
  • 
  Must have the feat Great Cleave.   
  • 
  Initial cost of 4 TU spent learning more intensive infantry tactics.  These Time Units count towards the PC’s active duty 
  requirement for the Bissel military.   
  • 
  Yearly cost of 2 TU spent on duty.  These Time Units count towards the PC’s active duty requirement for the Bissel military.   
  • 
  Must be a Soldier in the Great Army of Bissel.  Should the PC leave the Great Army at any time, they lose the benefits of this 
  organization as well.     
   
  Benefits: 
  • 
  The PC has access to the following Feats, Magic Items and Mundane Items: 
   
  Feats: 
  • 
  Death Blow (S&F) 
  • 
  Expert Tactician (S&S) 
  • 
  Greater Resiliency (MotW) 
  • 
  Knock Down (S&F) 
  • 
  Power Critical (MotW) 
  • 
  Power Lunge (S&F) 
  • 
  Prone Attack (S&F) 
  • 
  Remain Conscious (MotW) 
  • 
  Resistance to Energy (MotW) 
  • 
  Snatch Weapon (S&F) 
   
  Magic Items for Purchase: 
  • 
  Barricade Buckler (S&S) 
  • 
  Belt of Giant Strength +4 (DMG) 
  • 
  Berserker Blade +1 (MotW) 
  • 
  Berserker Blade +2 (MotW) 
  • 
  Bracers of Health +4 (DMG) 
  • 
  Fearsome Armor Enhancement (MotW) 
  • 
  Potion of Heroism (DMG) 
  • 
  Upgrade Armor to +2 (DMG) 
  • 
  Upgrade Weapon to +3 (DMG) 
  • 
  Vest of False Life (DMG) 
   
  Mundane Items for Purchase: 
  • 
  Caber (MotW) 
  
  Thieves’ Guild of Dountham 
   
  A group opposed to the control and influence of the merchants’ guild of Dountham, the Thieves’ Guild champions the common man 
  and seeks to break the stranglehold the merchants have on the city.  Instead of keeping their purloined money for themselves, the guild 
  distributes it to the needy of the area, giving the guild ample well-wishers when the need arises.   This infrastructure of friends, 
  coupled with many bribes and safeguards against infiltration, has allowed it to remain intact thus far.  Members of the guild are 
  expected to give a portion of their “take” to the guild to help further its’ goals (as well as provide for the necessary bribes) and watch 
  for any potential problems for the guild.   With time and effort learning the craft, advancement to higher levels of the guild is possible, 
  where members are given jobs accordant to their skills. 
   
  History:  The merchants of Dountham have long maintained control over the political lifeblood of the city, while the Ebon Claw 
  controlled the underworld.  The Claw relied primarily on intimidation tactics, extorting workers and local merchants who were not 
  part of the guild and who thus had no recourse.  The merchants’ guild, for its part, turned a blind eye to the plight of the Claws’ 
  targets, leading many to believe they were in league with one another.   
  After a recent blow to the Ebon Claw’s presence in Dountham (dealt by a crafty party of adventurers), a number of those 
  victimized by them and some of those rogues not allied with the Claw saw an opportunity to fill the vacuum.  To prevent the re-
  emergence of the Ebon Claw, a new organization would have to be founded to take their place.   The initial members, believing the 
  merchants to have been complicit in the Claw’s depredations, chose to strike back against them directly.  Since then, the guild has 
  become a thorn in the side of the Lord Mayor, Amal Del’Bolthoff, but due to its popularity with the peasant class, he has as yet been 
  unable to act against them efficiently.  He is also loath to call upon the Margrave for help, preferring to deal with the matter on his 
  own.  More importantly, a resurgence by the Ebon Claw has resulted in a gang war between the two, as the Claw attempts to reassert 
  its power over the region.   
   
  The guild is organized by profession and region, with a number of local “bosses” who keep track of the members in their area 
  of expertise and report to the leader of their region, who in turn reports to an overall boss, simply known as the Guildmaster, whose 
  identity is unknown, although it is believed that the position is actually a rotating one held by the group’s founders.   
   
  Anyone who helps the guild is considered a probationary member; they are told next to nothing about the workings of the 
  guild beyond their immediate associates and expected only to help the guild out when asked.   Those who wish to join the cause are 
  promoted to full membership status and given training appropriate to their skills.   Currently, the guild specializes in banditry, con 
  artistry, and burglary, though they are always looking for new ways to further their agenda. 
   
  Contact: 
   
  James Blair (doplegnger@aol.com) 
  Probationary Guild Member 
   
  Any person may join the guild as a probationary member.   Their job is to provide information about threats to the guild or 
  people in need whenever possible.   In addition, they are often used to corroborate stories for the guild.   Members at this level know 
  almost nothing about the guild, short of its tendency to give much of what it takes to the needy, and thus can do little damage if they 
  were to attempt to turn against the guild.    
   
  Requirements to Join the Guild as a Probationary Member: 
  • 
  Any Non-Lawful alignment. 
  • 
  Yearly cost of 1 TU. 
   
  Benefits: 
  • 
  +2 Competence bonus on Pick Pockets skill checks in Dountham. 
  • 
  +2 Competence bonus on Bluff skill checks in Dountham. 
  • 
  Members at this level satisfy the guild membership requirement for the Thief-Acrobat prestige class.  
  Bandit 
  Bandits are used as the “thugs” or “enforcers” of the guild’s will.   While the guild has an explicit policy of using force only when 
  necessary, and lethal force only when given no choice, the saps of these members are a source of trepidation for those who refuse the 
  bribes of the guild, or that cannot learn to keep their noses out of the guild’s business.   One or two thugs are usually assigned to any 
  guild jobs in order to provide muscle if things should go wrong. 
  
  Requirements to Join the Guild as a Bandit: 
  • 
  +3 BAB. 
  • 
  Must have 3 ranks in Bluff.   
  • 
  Initial cost of 100 GP to prove they are capable of bringing gold into the guild. 
  • 
  Yearly cost of 100 GP paid to the Guild to maintain its activities and spread among the needy.   
  • 
  Yearly cost of 2 TU spent performing jobs for the Guild.   
  • 
  Must have spent at least 4 months as a Probationary Member of the Guild.   
   
  Benefits: 
  • 
  The PC has access to the following Feats, Magic Items and Mundane Items: 
   
  Feats: 
  • 
  Dash (S&S) 
  • 
  Fleet of Foot (S&S) 
  • 
  Flick of the Wrist (S&S) 
  • 
  Hamstring (S&S) 
  • 
  Quicker Than the Eye (S&S)
   
  Magic Items for Purchase: 
  • 
  Boots of Striding and Springing (DMG) 
  • 
  Dust of Tracelessness (DMG) 
  • 
  Eyes of the Eagle (DMG) 
  • 
  Gauntlets of Ogre Power (DMG) 
  • 
  Goggles of Night (DMG) 
  • 
  Rope of Entanglement (DMG) 
   
  Mundane Items for Purchase: 
  • 
  Bola, 2-Ball (S&F) 
  • 
  Fukimi-Bari (S&F) 
  • 
  Garrote, Cord (S&S) 
  • 
  Garrote, Locking (S&S) 
  • 
  Garrote, Wire (S&S) 
  • 
  Mechanical Burglar, Type I (S&S) 
  • 
  Scentbreaker (T&B) 
  • 
  Weighted Sleeve (S&S) 
  • 
  Winch Crossbow and Bolts (MotW) 
   
  Con Artist/Cutpurse 
  One of the most important areas of the Guild, cutpurses and con artists are those members with the most involvement with the local 
  populace.   Cutpurses work the busy streets of Dountham, removing the fat purses of passing merchants and taking note of the goings-
  on of the area.   Con artists are used as the negotiators of the guild, as they are the most “people-oriented” division, and often are 
  called on to make deals with outside entities or attempt to convince influential members of the city towards stances more favorable for 
  the guild.   In addition, con artists are often used to distribute the guild’s funds, purposely losing the game to the needy or local guards 
  in order to legitimize the earnings. 
   
  Requirements to Join the Guild as a Con Artist or Cutpurse: 
  • 
  Must have 6 ranks in Bluff.   
  • 
  Must have 6 ranks in Pick Pockets. 
  • 
  Initial cost of 100 GP to prove they are capable of bringing gold into the guild. 
  • 
  Yearly cost of 100 GP paid to the Guild to maintain its activities and spread among the needy.   
  • 
  Yearly cost of 2 TU spent performing jobs for the Guild 
  • 
  Must have spent at least 4 months as a Probationary Member of the Guild.   
   
  Benefits: 
  • 
  The PC has access to the following Feats, Magic Items and Mundane Items: 
   
  Feats: 
  • 
  Alluring (S&S) 
  • 
  Charlatan (S&S) 
  • 
  Persuasive (S&S) 
  • 
  Trustworthy (S&S) 
  • 
  Quicker Than the Eye (S&S)
   
  
  Magic Items for Purchase: 
  • 
  Circlet of Persuasion (DMG) 
  • 
  Cloak of Charisma +2 (DMG) 
  • 
  Dust of Tracelessness (DMG) 
  • 
  Gloves of Dexterity +2 (DMG) 
  • 
  Hat of Disguise (DMG) 
  • 
  Medallion of Thoughts (DMG) 
  • 
  Ring of Chameleon Power (DMG) 
   
  Mundane Items for Purchase: 
  • 
  Double-Sided Clothes (S&S) 
  • 
  Long-Reach Tongs (S&S) 
  • 
  Scentbreaker (T&B) 
  • 
  Secret Component Compartment/Pouch (T&B) 
  Cat Burglar 
  Largely considered the most skilled and dangerous division of the Thieves guild, the Cat Burglars specialize in taking direct action 
  against merchants.   Jobs in this division are usually high risk, high payoff and while less time is spent on actual jobs for the guild, the 
  time spent planning them makes them just as time consuming.   While members of this division are occasionally asked to leave 
  messages in the bedrooms of uncooperative city officials, they are mostly used for reconnaissance in sensitive areas and as fast ways 
  to earn cash needed for the guild. 
   
  Requirements to Join the Guild as a Cat Burglar: 
  • 
  Must have 3 ranks in Bluff.   
  • 
  Must have 6 ranks in Climb.   
  • 
  Must have 5 ranks in Disable Device. 
  • 
  Must have 3 ranks in Hide. 
  • 
  Must have 3 ranks in Move Silently.  
  • 
  Must have 5 ranks in Search.   
  • 
  Initial cost of 100 GP to prove they are capable of bringing gold into the guild. 
  • 
  Yearly cost of 100 GP paid to the Guild to maintain its activities and spread among the needy.   
  • 
  Initial cost of 1 TU spent learning the “tricks of the trade”. 
  • 
  Yearly cost of 2 TU spent performing jobs for the guild.   
  • 
  Must have spent at least 4 months as a Probationary Member of the guild.   
   
  Benefits: 
  • 
  The PC has access to the following Feats, Magic Items and Mundane Items: 
   
  Feats: 
  • 
  Acrobatic (S&S) 
  • 
  Athletic (S&S) 
  • 
  Dash (S&S) 
  • 
  Fleet of Foot (S&S) 
  • 
  Shadow (MotW, S&S) 
   
  Magic Items for Purchase: 
  • 
  Bag of Holding (DMG) 
  • 
  Boots of Elvenkind (DMG) 
  • 
  Cloak of Elvenkind (DMG) 
  • 
  Gloves of Dexterity +2 (DMG) 
  • 
  Gloves of Swimming and Climbing (DMG) 
  • 
  Goggles of Night (DMG) 
  • 
  Lens of Detection (DMG) 
  • 
  Rope of Climbing (DMG) 
  • 
  Slippers of Spider Climb (DMG) 
  • 
  Vest of Escape (DMG)
   
  Mundane Items for Purchase: 
  • 
  Expandable Pole (S&S) 
  • 
  Grapple-Firing Crossbow and Bolts (S&S) 
  • 
  Longspoon Thieves’ Tools (S&S) 
  • 
  Scentbreaker (T&B) 
  • 
  Suregrip (S&S) 
   
  Note:  A guild member can “transfer” from one specialty to another, but must serve in their current capacity for four months to do so, 
  and must also maintain the requirements for their previous specialties.  Thus, a Cat Burglar could switch to a Bandit after four months, 
  but would be paying a total of 5 TU and 200 GP per year (1 TU as a Probationary Member, 2 as a Cat Burglar, and 2 as a Bandit).  
  
  76
  The Way of the Root 
   
  History: Following the Ketite withdrawal from Bissel, many druids of the March were horrified by the devastation done to the wilds 
  of the region. Furthermore, they observed that as the people began to rebuild the more “civilized” areas of Bissel, they would 
  involuntarily (in most cases) encroach on the natural resources of the land. Realizing the problems this would create as civilization and 
  nature inevitably came into conflict with each other, the druids decided to band together and coordinate their efforts to protect both 
  groups. They approached Lord Thoeder Cullen, the baron of Cullen Drae and a druid of Geshtai, for some backing and assistance in 
  founding their organization. He readily agreed, allowing them to create a new druid's grove in the Fetid Fens. The collection then 
  founded the Way of the Root and began to spread their influence and experience throughout the region. 
   
  The members of the Way of the Root, being primarily druids and rangers, constantly seek to help residents of Bissel in their 
  dealings with nature. Members consistently help travelers make their way through wilds, advise farmers on growing their crops, work 
  with nobles in planning expansions of their holdings, etc. The Way of the Root is also generally the first on the scene when there is 
  any sort of disturbance or incident in Bissel that involves a natural threat.  Members are broken into three levels of membership, 
  Seedlings, Green Guardians, and Forest Keepers. 
   
  The Way of the Root is based in the barony of Cullen Drae. The organization has no real headquarters in the true sense of the 
  word. However, on the edge of the Fetid Fens, there is a druid's grove that hosts the annual meeting of the group’s members. The 
  elders of the Way of the Root also meet there when they feel the need arises. It is maintained by a few druids of Geshtai loyal to the 
  Cullen line. 
   
  Contact: 
   
  Mike Johnson (SoulShad0w@aol.com) 
  Seedlings 
  Seedlings are the entry-level members of the organization. They are usually charged with most of the basic tasks of the group. They 
  typically are the ones with the most ties to the community, helping farmers in need and lost souls in the woods find their way. When 
  called upon, they do assist higher-level members in their tasks, but for the most part they do not deal with the earth-shattering issues 
  the others do. 
   
  Requirements to Join the Way of the Root as a Seedling: 
  • 
  Must be able to cast 1st level Divine spells.   
  • 
  Must have 2 ranks in Knowledge (Nature).   
  • 
  Must have 5 ranks in Wilderness Lore. 
  • 
  Any non-Lawful alignment. 
  • 
  Initial training cost of 5 TU, 4 TU if the character is at least a Recruit in the Great Army.   
  • 
  Yearly cost of 6 TU protecting nature, 4 TU if the character is at least a Recruit in the Great Army.   
  • 
  Must be a worshipper of nature or a nature deity.     
  • 
  Can carry not more than 250 gp in coins at any time. Note: The restriction only applies to physical coins; wealth above 250 
  gp can be carried in the form of gems, jewelry, or other non-coin items. 
   
  Benefits: 
  • 
  +2 Competence bonus to Knowledge (Nature) and Wilderness Lore checks in Bissel.     
  • 
  The PC has access to the following Feats, Prestige Classes, and Spells: 
   
  Feats: 
  • 
  Animal Control (MotW) 
  • 
  Animal Defiance (MotW) 
  • 
  Arcane Defense (T&B) 
  • 
  Athletic (S&S) 
  • 
  Augment Summoning (T&B) 
  • 
  Cooperative Spell (T&B) 
  • 
  Create Infusion (MotW) 
  • 
  Dash (S&S) 
  • 
  Eschew Materials (T&B) 
  • 
  Fleet of Foot (S&S) 
  • 
  Greater Spell Focus (T&B) 
  • 
  Greater Spell Penetration (T&B) 
  • 
  Improved Swimming (MotW) 
  • 
  Plant Defiance (MotW) 
  • 
  Resist Disease (MotW) 
  • 
  Resist Poison (MotW) 
  • 
  Sanctum Spell (T&B) 
  • 
  Sculpt Spell (T&B)
  
  77
  Prestige Classes: 
  When selecting one of these classes, the PC must spend an additional TU for the necessary training.  This only applies when taking the 
  first level of the class.   The PC must still remain a member of the Way of the Root to continue to advance in the class, however.   
  • 
  King/Queen of the Wild (all types) 
   
  Spells (Divine Versions Only): 
  • 
  Adrenaline Surge (MotW) 
  • 
  Animal Reduction (MotW) 
  • 
  Animal Trick (MotW) 
  • 
  Beastmask (DotF) 
  • 
  Body of the Sun (MotW) 
  • 
  Brambles (DotF) 
  • 
  Briar Web (MotW) 
  • 
  Camouflage (MotW) 
  • 
  Creeping Cold (MotW) 
  • 
  Dawn (MotW) 
  • 
  Daze Animal (MotW) 
  • 
  Decomposition (MotW) 
  • 
  Filter (T&B) 
  • 
  Fire Eyes (MotW) 
  • 
  Gaze Screen (T&B) 
  • 
  Green Blockade (MotW) 
  • 
  Hawkeye (MotW) 
  • 
  Might of the Oak (MotW) 
  • 
  Persistence of the Waves (MotW) 
  • 
  Power Sight (MotW) 
  • 
  Regenerate Light Wounds (MotW) 
  • 
  Regenerate Moderate Wounds (MotW) 
  • 
  Sandblast (MotW) 
  • 
  Scarecrow (MotW) 
  • 
  Speed of the Wind (MotW) 
  • 
  Sweet Water (DotF) 
  • 
  Wood Wose (MotW) 
   
  Green Guardians 
  These are the mid-level members of the organization. Most often when a threat to nature arises, or perhaps a natural threat to 
  civilization, they are the ones who step into the front lines to deal with it. Many members of this order belong to the Bissel military, 
  trying to ensure the new army does not accidentally cause any harm to already beaten-up resources of the March. 
   
  Requirements to Join the Way of the Root as a Green Guardian: 
  • 
  Must be able to cast 3rd level Divine spells.   
  • 
  Must have 5 ranks in Knowledge (Nature).   
  • 
  Must have 8 ranks in Wilderness Lore. 
  • 
  Must have spent at least one year as a Seedling.   
  • 
  Initial cost of 4 TU, 3 TU if the character is at least a Recruit in the Great Army.   
  • 
  Yearly cost of 6 TU.   
   
  Benefits: 
  • 
  The PC has access to the following Feats, Spells, and Magic Items: 
   
  Feats: 
  • 
  Dwarf’s Toughness (MotW) 
  • 
  Extra Slot (T&B) 
  • 
  Extra Wild Shape (MotW) 
  • 
  Faster Healing (MotW) 
  • 
  Flyby Attack (MotW) 
  • 
  Improved Flight (MotW) 
  • 
  Multiattack (MotW) 
  • 
  Natural Spell (MotW) 
  • 
  Plant Control (MotW) 
  • 
  Reach Spell (DotF) 
  • 
  Sacred Spell (DotF) 
  • 
  Scent (DotF) 
  • 
  Snatch (DotF) 
  • 
  Speaking Wild Shape (DotF) 
  • 
  Spell Specialization (T&B) 
  • 
  Split Ray (T&B) 
  • 
  Wingover (MotW)
   
  Spells: 
  • 
  Bear’s Heart (DotF) 
  • 
  Beast Claws (DotF) 
  • 
  Beget Bogun (MotW) 
  • 
  Bottle of Smoke (MotW) 
  • 
  Chain of Eyes (DotF) 
  • 
  Countermoon (MotW) 
  • 
  Embrace the Wild (MotW) 
  • 
  False Bravado (MotW) 
  
  78
  • 
  Feathers (MotW) 
  • 
  Forestfold (MotW) 
  • 
  Harrier (DotF) 
  • 
  Languor (MotW) 
  • 
  Last Breath (MotW) 
  • 
  Mass Calm (MotW) 
  • 
  Mass Resist Elements (T&B) 
  • 
  Nature’s Favor (MotW) 
  • 
  Regenerate Ring (MotW) 
  • 
  Regenerate Serious Wounds (MotW) 
  • 
  Spikes (DotF) 
  • 
  Standing Wave (MotW) 
  • 
  Waterball (MotW) 
  • 
  Weather Eye (DotF) 
   
  Magic Items for Purchase: 
  • 
  Collar of Cleverness (1 trick) (MotW) 
  • 
  Collar of Resistance +1 (MotW) 
  • 
  Collar of Resistance +2 (MotW) 
  • 
  Druid’s Vestments (DMG) 
  • 
  Helm of Bonding (MotW) 
  • 
  Keoghtom’s Ointment (MotW) 
  • 
  Pearl of Power 1st level (DMG) 
  • 
  Pearl of Power 2nd level (DMG) 
  • 
  Periapt of Wisdom +2 (DMG) 
  • 
  Potion of Animal Logic (MotW) 
  • 
  Wand of Cure Light Wounds (DMG) 
  • 
  Wilding Clasp (MotW)
  Forest Keepers 
  Forest Keepers are the top members of the organization. They tend to concern themselves with many of the most pressing details of 
  not only Bissel, but also the entire Sheldomar Valley. They work mostly behind the scenes, advising the leaders of Bissel on important 
  issues when asked. If they step into the front lines, the issue is most definitely serious to Bissel’s health.   
   
  Requirements to Join the Way of the Root as a Forest Keeper: 
  • 
  Must be able to cast 5th level Divine spells.   
  • 
  Must have 8 ranks in Knowledge (Nature).   
  • 
  Must have 12 ranks in Wilderness Lore. 
  • 
  Must have spent at least one year as a Green Guardian.   
  • 
  Initial cost of 4 TU spent in training.   
  • 
  Yearly cost of 6 TU, 4 TU if the character is at least a Recruit in the Great Army.    
   
  Benefits: 
  • 
  The PC has access to the following Feats, Spells, and Magic Items: 
   
  Feats: 
  • 
  Blindsight (MotW) 
  • 
  Brachiation (MotW) 
  • 
  Chain Spell (T&B) 
  • 
  Delay Spell (T&B) 
  • 
  Dragon’s Toughness (MotW) 
  • 
  Energy Admixture (T&B) 
  • 
  Energy Substitution (T&B) 
  • 
  Fast Wild Shape (MotW) 
  • 
  Giant’s Toughness (MotW) 
  • 
  Innate Spell (T&B) 
  • 
  Persistent Spell (T&B) 
  • 
  Repeat Spell (T&B) 
  • 
  Resistance to Energy (MotW) 
  • 
  Subdual Substitution (T&B) 
  • 
  Twin Spell (T&B) 
  • 
  Widen Spell (T&B) 
   
  Spells: 
  • 
  Big Sky (MotW) 
  • 
  Cloak of the Sea (MotW) 
  • 
  Cloudwalkers (MotW) 
  • 
  Contagious Touch (MotW) 
  • 
  Druid Grove (MotW) 
  • 
  Epidemic (MotW) 
  • 
  Greater Call Lightning (MotW) 
  • 
  Greater Creeping Cold (MotW) 
  • 
  Invulnerability to Elements (MotW) 
  • 
  Kiss of Death (MotW) 
  • 
  Lookingglass (MotW) 
  • 
  Mandragora (MotW) 
  • 
  Mass Awaken (MotW) 
  • 
  Mass Trance (MotW) 
  • 
  Nature’s Avatar (MotW) 
  • 
  Protection from All Elements (MotW) 
  • 
  Regenerate Circle (MotW) 
  • 
  Regenerate Critical Wounds (MotW) 
  • 
  Slime Wave (MotW) 
  • 
  Speak With Anything (MotW) 
  • 
  Thunderswarm (MotW) 
  • 
  True Reincarnate (MotW) 
  
  79
   
  Magic Items for Purchase: 
  • 
  Collar of Cleverness (2 tricks) (MotW) 
  • 
  Collar of Resistance 3 (MotW) 
  • 
  Orb of Storms (DMG) 
  • 
  Pearl of Power 3rd level (DMG) 
  • 
  Periapt of Wisdom +4 (DMG) 
  • 
  Ring of Shooting Stars (DMG) 
  • 
  Staff of Swarming Insects (DMG) 
  • 
  Sylvan Scimitar (DMG) 
  • 
  Torc of Animal Speech (MotW) 
  • 
  Wand of Cure Moderate Wounds (DMG) 
  • 
  Wild Armor Enhancement (MotW)
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Bissel/Meta-org Book v1.4.pdf