TEXT: The March of Bissel Meta-Organization Handbook v1.5
  1
  The March of Bissel
  Meta-Organization Handbook
  Version 1.5
  December, 2003
  
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  Introduction.............................................................................................................. 3
  Baklunish Brotherhood............................................................................................. 7
  The Bardic Circle ................................................................................................... 10
  Bissel Free Companies ........................................................................................... 15
  Brotherhood of Flame and Steel ............................................................................. 17
  The Church of Fharlanghn...................................................................................... 20
  The Church of Geshtai............................................................................................ 23
  The Church of Heironeous...................................................................................... 26
  The Church of Istus ................................................................................................ 31
  The Church of Joramy............................................................................................ 34
  The Church of Pelor ............................................................................................... 37
  The Church of Rao ................................................................................................. 38
  The Church of Zilchus............................................................................................ 41
  Company of the Brightpath..................................................................................... 44
  The Cult of the Daring Feat.................................................................................... 47
  The Fraternity of Arms........................................................................................... 48
  The Great Army of Bissel....................................................................................... 50
  The Guild of the Arcane Path ................................................................................. 59
  Investigators of Bissel ............................................................................................ 62
  Knights of the Watch and Dispatch (Bissel) ........................................................... 65
  Medig Hill Clan...................................................................................................... 67
  The Mist Chameleons............................................................................................. 68
  The Nightwatch...................................................................................................... 71
  The Order of the Path of Honor .............................................................................. 74
  The Order of the Serene Thought ........................................................................... 76
  The Order of the Silver Scythe ............................................................................... 78
  Order of the Vigilant .............................................................................................. 80
  Seekers of the Twilight Path................................................................................... 83
  Srinivan Heavy Horse............................................................................................. 88
  Thieves’ Guild of Dountham .................................................................................. 91
  The Way of the Root .............................................................................................. 94
  
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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
  Max Kushner: max.kushner@yale.edu
  Raj Shah rshah21@delic.com
  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 (Raj Shah) 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.
  
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  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
  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.
  
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  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.
  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:
  AE&G
  Arms and Equipment Guide
  DMG
  Dungeon Masters Guide
  DotF
  Defenders of the Faith
  MotW
  Masters of the Wild
  
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  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 again showed
  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:
  • 
  No Suel or orc blood
  • 
  Must be at least 2nd level.
  • 
  Must have 1 rank in Knowledge (Baklunish) or Knowledge (Sheldomar Valley)
  • 
  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, or the sponsorship of a current member of
  at least Brother level
  • 
  Must not be directly associated with the Knights of the Watch
  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)
  • 
  Expert Tactician
  • 
  Obscure Lore (S&S)
  • 
  Shadow (S&S, MotW)
  • 
  Trustworthy (S&S)
  • 
  Zen Archery (S&F)
  Brother
  Requirements to Join the Baklunish Brotherhood as a Brother:
  • 
  As Friend of the Brotherhood, and must have spent at least 26 TUs as a Friend of the Brotherhood
  • 
  Must be at least 4th level.
  
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  • 
  Must have 2 ranks in Knowledge (Baklunish) or Knowledge (Sheldomar Valley)
  • 
  Must speak Ancient Baklunish.
  • 
  10 gp tithe per Time Unit (excluding charity work) to Baklunish charities  and organizations
  • 
  4 Time Units a year (6 total) performing charitable works in the Baklunish community.
  • 
  Must be of pure Baklunish descent.
  • 
  Must be sponsored by an existing Brother.
  • 
  Must be a citizen of Bissel
  Benefits:
  • 
  Additional +1 Competence bonus to reaction checks with Baklunish citizens of Bissel (+2 total).
  • 
  Adventurer’s Standard Upkeep as per Friend of the Brotherhood
  • 
  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:
  • 
  Fortification, Light Armor Enhancement (DMG)
  • 
  Keen Weapon Enhancement (DMG)
  • 
  Vest of Resistance +2 (T&B)
  • 
  Upgrade to +2 Armor or Shield (DMG)
  • 
  Upgrade to +2 Weapon (DMG
  The PC also gains access to the two of the following magic items (choice is made when the PC becomes a brother, may not be
  changed thereafter)
  • 
  Amulet of Health +2
  • 
  Belt of Giant Strength +2
  • 
  Cloak of Charisma +2
  • 
  Gloves of Dexterity +2
  • 
  Headband of Intellect +2
  • 
  Periapt of Wisdom +2
  Patron of the Brotherhood
  Requirements to Join the Baklunish Brotherhood as a Patron of the Brotherhood:
  • 
  As Brother, and must have spent at least 52 TUs as a Brother
  • 
  Must be at least 7th level
  • 
  Must have 4 ranks in Knowledge (Baklunish) or Knowledge (Sheldomar Valley)
  • 
  Must speak Ancient Baklunish
  • 
  25 gp tithe per Time Unit (excluding charity works) to Baklunish charities and organizations
  • 
  2 additional Time Units (8 total) a year performing charitable works in the Baklunish community
  • 
  Must be of pure Baklunish descent.
  • 
  Cannot be a member of the Bissel military
  • 
  At any time there will be no more than three Patrons of the Brotherhood
  • 
  Must have the unanimous approval of all existing Patrons
  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)
  
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  Magic Items for Purchase:
  • 
  Monk’s Belt (DMG)
  • 
  Vest of Resistance +3 (DMG)
  • 
  Upgrade to +3 Armor or Shield (DMG)
  • 
  Upgrade to +3 Weapon (DMG)
  The PC also gains access to the two of the following magic items (choice is made when the PC becomes a brother, may not be
  changed thereafter)
  • 
  Amulet of Health +4
  • 
  Belt of Giant Strength +4
  • 
  Cloak of Charisma +4
  • 
  Gloves of Dexterity +4
  • 
  Headband of Intellect +4
  • 
  Periapt of Wisdom +4
  Prestige Classes
  • 
  Spymaster (S&S)
  • 
  Red Avenger (S&F)
  
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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.
  
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  • 
  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).
  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:
  • 
  Cooperative Spell (T&B)
  • 
  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)
  Magic Items for Purchase:
  • 
  Arrow of Cure Light Wounds (MotW)
  • 
  Cloak of Charisma +2 (DMG)
  • 
  Horn of Fog (DMG)
  • 
  Ring of Feather Falling (DMG)
  • 
  Wand of Charm Person (DMG)
  • 
  Wand of Cure Light Wounds (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 16 TUs as an Initiate.
  
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  • 
  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).
  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:
  • 
  Arcane Preparation (T&B)
  • 
  Charlatan (S&S)
  • 
  Dirty Fighting (S&F)
  • 
  Energy Substitution (T&B)
  • 
  Trustworthy (S&S)
  Magic Items for Purchase:
  • 
  Circlet of Persuasion (DMG)
  • 
  Hat of Disguise (DMG)
  • 
  Glamered Armor Enhancement (DMG)
  • 
  Gloves of Dexterity +2 (DMG)
  • 
  Mithral Shirt (DMG)
  • 
  Pipes of Sounding (DMG)
  • 
  Pipes of Haunting (DMG)
  • 
  Anarchic Weapon Enhancement (DMG)
  • 
  Spell Storing Weapon Enhancement (DMG)
  Prestige Classes:
  • 
  Drunken Master (S&F)
  • 
  Mindbender (T&B
  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 16 TUs 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)
  • 
  Jack of All Trades (S&S)
  • 
  Multicultural (S&S)
  
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  • 
  Obscure Lore (S&S)
  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)
  Magic Items for Purchase:
  • 
  Chime of Opening (DMG)
  • 
  Cloak of Charisma +4 (DMG)
  • 
  Cloak of Resistance +2 (DMG)
  • 
  Drums of Panic (DMG)
  • 
  Elven Chain (DMG)
  • 
  Horn of Goodness/Evil (DMG)
  • 
  Potion of Tongues (DMG)
  • 
  Wand of Cure Moderate Wounds (DMG)
  • 
  Wand of Daylight (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 16 TUs 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)
  • 
  Sympathetic Vibration (S&S)
  • 
  Wail of Doom (S&S)
  Magic Items for Purchase:
  • 
  Cloak of Charisma +6 (DMG)
  • 
  Flute of the Snake (S&S)
  • 
  Harp of Charming (DMG)
  • 
  Harp of the Immortal Maestro (S&S)
  
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  • 
  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)
  • 
  Ring of Protection +2 (DMG)
  • 
  Singing Sword (S&S)
  • 
  Staff of Charming (DMG)
  • 
  Strings of Spell Storing (S&S)
  
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  Bissel Free Companies
  As part of the Margrave’s Compromise of the Barons’ Council of CY 593, the Knights of the Watch and Dispatch and the newly
  formed Bissel Free Companies were identified as two organizations responsible for developing the officers of the Bissel’s Grand
  Army.  Although rumor has it that the Bissel Free Companies were formed as a counter-balance to the power of the Knights of the
  Watch, the reality is that the Knights are already an established organization, while Lord Cainlan Rashedra, grandson of Baron Zafar
  of Parulla, has started the Bissel Free Companies from scratch.
  The Free Companies are intended to provide its members with deeper training than the Grand Army, as well as to use the capabilities
  of its members in situations where smaller groups whose individuals have varied experience and expertise would be more effective
  than squads of the army’s soldiers and recruits.  At a first glance, the Bissel Free Companies would probably be rated as just a step
  above the various adventuring companies in Greyhawk.
  The Bissel Free Companies do have some positives and indications are that they will form into a valuable asset for Bissel.  Given the
  political connections of its leader, chances are that its members will be called upon in the near future to perform special services for
  the March.  Baron Zafar of Parulla and Baron Darius of Besselar provide deep pockets, and their web of connections have managed to
  provide equipment and training to hopefully draw new members, and as the organization develops, it is almost certain to promote and
  reward earlier members.
  At this time, prospective members of the Bissel Free Companies are encouraged to join other meta-organizations as well as the Bissel
  Free Companies. Lord Cainlan would like a broad and diverse set of members, and will gladly arrange introductions for members of
  the Bissel Free Companies with contacts in other, similarly aligned, organizations in Bissel
  Contact:
  Raj Shah (rshah21@delic.com)
  Shields of Bissel
  Requirements / Costs
  • 
  Must be a citizen of Bissel and must qualify as a Soldier in the Bissel Military
  • 
  Must have a BAB of at least +1
  • 
  Cannot, at any time, ever have been justly convicted of a crime in the March of Bissel
  • 
  Must spend an additional 1 TU per year in hard labor with the needy, sick and less fortunate of Bissel
  • 
  Must spend an additional 9 TU per year in the military service of Bissel (this additional service can be performed exactly as
  normal military service is, e.g. modules that are sanctioned by the Bissel triad as military modules, spending TUs, etc.).
  Benefits
  • 
  Free Adventurer’s Upkeep during any military scenario
  • 
  Upon becoming a Shield in the Bissel Free Companies, the PC receives one military commendation
  • 
  The PC has access to the following Feats and Magic Items:
  Feats
  • 
  Close Quarters Fighting (S&F)
  • 
  Dirty Fighting (S&F)
  • 
  Dual Strike (S&F)
  • 
  Expert Tactician (S&S)
  • 
  Sharp Shooting (S&F)
  Prestige Classes
  • 
  Royal Explorer (S&S)
  • 
  Watch Detective (MotW)
  Special Items
  • 
  Access to Mithral Armor and Shields (DMG)
  • 
  Access to Cold Iron based Weapons (DMG)
  Magic Items
  • 
  Cloak of Resistance +2 (DMG)
  • 
  Cloak of Shelter (A&EG)
  • 
  Potion of Cure Serious Wounds (DMG)
  • 
  Potion of Neutralize Poison (DMG)
  
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  • 
  Ring of Feather Falling (DMG)
  • 
  Ring of Protection +2 (DMG)
  • 
  Silversheen (DMG)
  • 
  Wand of Cure Light Wounds (DMG)
  • 
  Wand of Magic Missiles (3rd level) (DMG)
  • 
  Upgrade Armor or Shields to +2
  • 
  Upgrade to Weapon +2
  • 
  Upgrade Weapon to Keen
  • 
  Upgrade Weapon to Precise (A&EG)
  Swords of Bissel
  Swords of Bissel are committed to becoming officers in the Army of Bissel, and have shown some leadership skills and initiative
  within both the Army and the Bissel Free Companies.  They are entrusted with important responsibilities by the leaders of the Bissel
  Free Companies.
  Requirements / Costs
  • 
  A Sword of the Bissel Free Companies must continue to meet all the requirements of the Shield of the Bissel Free Companies
  • 
  Must have been a Shield for at least 6 months (26 TUs)
  • 
  A Sword of the Bissel Free Companies must spend an additional 3 TUs per year attending Officer’s School in Besselar
  • 
  A member of the Bissel Free Companies becomes a candidate for the position of a Sword of Bissel by invitation only
  Benefits
  • 
  Free Adventurer’s Upkeep during any military scenario
  • 
  +4 competency
  • 
  Upon becoming a Sword in the Bissel Free Companies, the PC receives two military commendations (in addition to the 1
  received upon becoming a Shield)
  • 
  The PC has access to the following Prestige Classes and Magic Items:
  Prestige Classes
  • 
  Horizon Walker (DMG)
  • 
  Spymaster (S&S)
  • 
  Warmaster (S&F)
  Magic Items
  • 
  Cloak of Resistance +3
  • 
  Ring of Protection +3
  • 
  Steadfast Boots (A&EG)
  • 
  Wand of Cure Serious Wounds
  • 
  Upgrade Weapon to Eager (A&EG)
  • 
  Upgrade to Weapon +3
  
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  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 3 TU spent in service to the church.
  • 
  Must be a dwarf who worships Berronar Truesilver, Clanggedin Silverbeard, Dumathoin, or Moradin.
  Benefits:
  • 
  Counts as church membership for purposes of the Templar prestige class.
  • 
  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 (Choose One):
  • 
  Divine Might (DotF)
  • 
  Divine Shield (DotF)
  • 
  Divine Vengeance (DotF)
  • 
  Divine Vigor (DotF)
  • 
  Extra Smiting (DotF)
  • 
  Hold the Line (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:
  • 
  Amulet of Health +2 (DMG)
  • 
  Gauntlets of Ogre Power (DMG)
  • 
  Upgrade Armor to +2 (DMG)
  • 
  Upgrade to Weapon +2 (DMG)
  • 
  Wand of Cure Light Wounds (DMG)
  
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  Defender
  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 Brotherhood of Flame and Steel as a Defender:
  • 
  Must have spent 6 months as a Worshipper
  • 
  Must pay an additional 3 TU per year (6 total) spent in service defending the church.
  • 
  Must have a BAB of +5 or higher and must have the weapon focus feat in one of the following weapons: Battleaxe, Dwarven
  Urgosh, Dwarven Waraxe, Warhammer.
  Benefits:
  • 
  Free 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.
  • 
  +2 bonus to reactions from military factions of Bissel.
  • 
  The PC has access to the following Feats and Magic Items:
  Feats (Choose One):
  • 
  Dwarf’s Toughness (MotW)
  • 
  Giant’s Toughness (MotW)
  • 
  Dragon’s Toughness (MotW)
  • 
  Greater Resiliency (MotW)
  • 
  Power Critical (MotW)
  Magic Items for Purchase:
  • 
  Amulet of Health +4 (DMG)
  • 
  Belt of Giant’s Strength +4 (DMG)
  • 
  Upgrade Armor to +3 (DMG)
  • 
  Sacred Scabbard (DotF)
  • 
  Medium Fortification Armor Upgrade (DMG)
  • 
  Upgrade Weapon to +3 (DMG)
  • 
  Shocking Burst Weapon Upgrade (DMG)
  • 
  Vest of Resistance +3 (T&B)
  Priest
  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 Brotherhood of Flame and Steel as a Priest:
  • 
  Must have spent 6 months as a Worshipper
  • 
  Must pay an additional 2 TU per year (5 total) spent in service devoted to the church.
  • 
  Must be able to channel positive energy and cast spells as a 5th level cleric.
  • 
  Must possess the Combat Casting feat.
  Benefits:
  • 
  Free 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 PC has access to the following Feats and Magic Items:
  Feats (Pick two):
  • 
  Dwarf’s Toughness (MotW)
  • 
  Giant’s Toughness (MotW)
  • 
  Dragon’s Toughness (MotW)
  • 
  Divine Resistance (DotF)
  • 
  Sacred Spell (DotF)
  Magic Items for Purchase:
  • 
  Periapt of Wisdom +4 (DMG)
  
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  • 
  Pearl of Power (2nd) (DMG)
  • 
  Upgrade Armor to +3 (DMG)
  • 
  Vest of Resistance +3 (T&B)
  • 
  Sacred Armor Upgrade (DotF)
  • 
  Defending Weapon Upgrade (DMG)
  • 
  Medium Fortification Armor Upgrade (DMG)
  • 
  Shocking Burst Upgrade (DMG)
  
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  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 Survival.
  • 
  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.
  
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  • 
  Must travel to two foreign nations each year to assist with mapping efforts and atlas editing.
  • 
  Must be a worshipper of Fharlanghn.
  Benefits:
  • 
  The PC has access to the following Feats, Spells and Magic Items:
  Feats:
  • 
  Divine Cleansing (DotF)
  • 
  Divine Vigor (DotF)
  • 
  Empower Turning (DotF)
  • 
  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 Survival.
  • 
  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)
  • 
  Sacred Spell (DotF)
  Spells:
  • 
  Blessed Aim (DotF)
  • 
  Castigate (DotF)
  • 
  Chain of Eyes (DotF)
  • 
  Divine Agility (DotF)
  • 
  Mass Resist Elements (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)
  
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  • 
  Potion of Natural Clarity (MotW)
  • 
  Ring of Protection +3 (DMG)
  • 
  Ring of Sustenance (DMG)
  • 
  Wand of Cure Moderate Wounds (DMG)
  
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  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)
  • 
  Heighten Turning (DotF)
  • 
  Quicken Turning (DotF)
  • 
  Resist Poison (MotW)
  Spells:
  • 
  Brambles (DotF)
  • 
  Burial Blessing (DotF)
  • 
  Divine Flame (DotF)
  • 
  Divine Zephyr (DotF)
  • 
  Filter (T&B)
  • 
  Gaze Screen (T&B)
  • 
  Knife Spray (DotF)
  • 
  Regenerate Light Wounds (MotW)
  
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  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:
  • 
  Dust of Dryness (DMG)
  • 
  Elixir of Swimming (DMG)
  • 
  Horn of Fog (DMG)
  • 
  Quaal’s Feather Token (Swan) (DMG)
  • 
  Quaal’s Feather Token (Fan) (DMG)
  • 
  Wand of Cure Light Wounds (DMG)
  • 
  Water Elemental Gem (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)
  • 
  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)
  • 
  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:
  • 
  Bottle of Air (DMG)
  • 
  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
  
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  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)
  • 
  Repeat Spell (T&B)
  • 
  Resistance to Energy (MotW)
  • 
  Twin Spell (T&B)
  Spells (Divine Versions Only):
  • 
  Bear’s Heart (DotF)
  • 
  Brain Spider (DotF)
  • 
  Divine Agility (DotF)
  • 
  Regenerate Critical Wounds (MotW)
  • 
  Righteous Wave of the Faithful (DotF)
  • 
  Slime Wave (MotW)
  Magic Items for Purchase:
  • 
  Amulet of Memory (DotF)
  • 
  Aquatic Armor Enhancement w/Water Breathing
  (DotF)
  • 
  Helm of Underwater Action (DMG)
  • 
  Necklace of Adaptation (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)
  • 
  Staff of Frost (DMG)
  • 
  Wand of Cure Serious (DMG)
  • 
  Wand of Ice Storm (DMG)
  
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  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 at least 1 rank in Knowledge (Religion).
  • 
  Alignment LG, NG, or LN.
  • 
  Must tithe 10% of any wealth gained (per module) or 1000 gp per year.
  • 
  Yearly cost of 1 TU in service to the church.
  • 
  Must be a worshipper of Heironeous.
  • 
  Must be a resident of Bissel
  Benefits:
  • 
  A laymember 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.
  
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  • 
  The PC has access to the following Feats, Spells, Magic Items and Mundane Items:
  Feats:
  • 
  Divine Cleansing (DotF)
  • 
  Divine Might (DotF)
  • 
  Divine Resistance (DotF)
  • 
  Diving Shield (DotF)
  • 
  Divine Vengeance (DotF)
  • 
  Divine Vigor (DotF)
  • 
  Empower Turning (DotF)
  • 
  Heighten Turning (DotF)
  • 
  Spells:
  • 
  Blessed Aim (DotF)
  • 
  Weapon of the Deity (DotF)
  Magic Items for Purchase:
  • 
  Bashing Shield
  • 
  Potion of Heroism (DMG)
  • 
  Ring of Protection +2 (DMG)
  • 
  Upgrade to Armor +2
  • 
  Upgrade to Weapon +2
  • 
  Vest of Resistance +2 (T&B)
  • 
  Wand of Cure Light Wounds (DMG)
  • 
  Wand of Cure Moderate Wounds (DMG)
  Path of the Sword and Wise - 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:
  • 
  Must continue to fulfill requirements of Lay Worshipper (see above)
  • 
  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 (26 TUs)
  • 
  Initial cost of 1 TU to learn the rituals of the Church
  • 
  Additional yearly cost of 3 TU (4 TU total yearly) 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:
  • 
  A Justiceseeker has all of the benefits of  a Laymember
  • 
  A Justiceseeker gains a +1 reaction bonus with all worshippers of Heironeous while openly wearing a holy symbol of
  Heironeous.
  • 
  +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:
  • 
  Extra Smiting (DotF)
  • 
  Quicken Turning (DotF)
  • 
  Reach Spell (DotF)
  • 
  Sacred Spell (DotF)
  • 
  Split Ray (T&B)
  Spells:
  • 
  Briar Web (DotF)
  • 
  Castigate (DotF)
  • 
  Chain of Eyes (DotF
  • 
  Curse of the Brute (DotF)
  • 
  Divine Sacrifice (DotF)
  • 
  Divine Storm (DotF)
  • 
  Divine Zephyr (DotF)
  • 
  Flame of Faith (DotF)
  • 
  Harrier (DotF)
  • 
  Knife Spray (DotF)
  • 
  Lesser Telepathic Bond (DotF)
  • 
  Recitation (DotF)
  • 
  Regenerate Moderate Wounds (MotW)
  • 
  Sweet Water (DotF)
  
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  • 
  Unfailing Endurance (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.
  • 
  Hunter of the Dead (DotF)
  • 
  Knight of the Chalice (DotF)
  Magic Items for Purchase:
  • 
  Gauntlets of Ogre Power (DMG)
  • 
  Oil of Daylight (DMG)
  • 
  Oil of Magic Vestment +1 (DMG)
  • 
  Potion of Remove Blindness or Deafness (DMG)
  • 
  Upgrade to Weapon +3
  Path of the Sword and Wise - 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:
  • 
  Must continue to meet the requirements of a Justicesseeker
  • 
  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 (26 TUs) as a Justiceseeker.
  • 
  Initial cost of 500gp  for training in the Art of War
  • 
  Additional Yearly cost of 3 TUs (7 Total) 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)
  • 
  Repeat Spell (T&B)
  • 
  Resistance to Energy (T&B)
  • 
  Twin Spell (T&B)
  Spells (Divine Versions Only):
  • 
  Bear’s Heart (DotF)
  • 
  Brain Spider (DotF)
  • 
  Divine Agility (DotF)
  • 
  Divine Flame (DotF)
  • 
  Lesser Aspect of the Deity (DotF)
  • 
  Mass Resist Elements (T&B)
  • 
  Regenerate Critical Wounds (MotW)
  • 
  Regenerate Serious Wounds (MotW)
  • 
  Righteous Wrath of the Faithful (DotF)
  • 
  Sword Stream (DotF)
  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)
  • 
  Potion of Shield of Faith +5 (DMG)
  • 
  Upgrade Armor or Shield to +4 (DMG)
  • 
  Upgrade Weapon to +4 (DMG)
  Path of the Sword and Might – Knights of the Sword And Axe
  The world is a darker place, evil seeps to every corner of Oerth and for too long it has gone unchallenged.  Heroes are hard to come by
  and Knights who fight for these people are even more scarce. Of those who claim to be Knights, too many blindly follow kings, dukes,
  
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  29
  or other nobles, to a fault replacing honor with politics and valor for power.  Finally, there is an untainted and true knight that fights
  for Honor, Justice and Valor. A knight guided by Heironeous’s light.
  In the year 592 Sir Keltik Vale lost his life during a hard fought battle with a priest of Iuz and his army of undead.  He was betrayed
  by his contingent of so called Knights and fell in battle. It seems that these knights had been bought and even Iuz’s gold was a taint
  that they where willing to carry. In his dying death, Sir Keltik asked Heironeous to bring Honor back to the concept of knighthood.
  His answer was swift and unexpected. Sir Keltik awoke on the battle field he had fallen on, and found a book that spoke of an ancient
  and forgotten Knighthood, called the Knights of the Sword and Axe. Ever since that day Sir Keltik has striven to build a Herionean
  Knighthood in Greyhawk. It has grown to around 500 in number and during his recent commune with Heironeous he was told that the
  Knighthood must expand. As fate would have it that evening a Letter was sent from the Kingdom Of Bissel detailing the corruption a
  paladin in Heironeous’s service had encountered as a member of the Knights of the Watch. It was clear that Bissel would be the
  testing ground for the Knights of the Sword and Axe.  Sir Keltik has been sent to meet with this paladin and bring the teachings of
  there way in hopes that the Knights of the Sword and Axe can once again bring Honor to Knighthoods into Bissel.
  Most Knights of the Sword and Axe are paladins, but fighters, war clerics, templars, rangers and even barbarians have joined their
  new ranks. Although most think of Knights as bound to the Lawful code it is not always the case. Sir Keltik understands this and as
  such will not dismiss those of noble and honorable intent based upon their lawfulness. In some Kingdoms it is the law that is the most
  corrupt. This is however, a tightly knit group, and membership is only granted through a sponsorship.  Until he is satisfied that there is
  an appropriate leader to this Knightly Order, Sir Keltik will have to approve any Knights that wish to undertake this Honorable and
  strict code.
  Requirements of the Knights of the Sword and Axe:
  • 
  Must continue to fulfill requirements of Lay Worshipper (see above)
  • 
  Must have completed 1 year (52 TUs) as a Lay Worshipper of Heironeous in Bissel
  • 
  Must serve and protect Bissel from evil, corruption and invasion as a member of Bissel’ military
  • 
  Must have sponsorship from an existing member of Knights of the Sword and Axe
  • 
  BAB +6
  • 
  Alignment must be LG, LN or NG
  • 
  Must use a Sword or Axe (or any variant of a Sword or an Axe) as your primary weapon
  • 
  Initial cost of 4 TUs
  • 
  Yearly cost of 2 TUs (3 total) in service to the church
  • 
  Yearly donations of at least 400gp to the fund the charitable works of the church
  • 
  One time cost of 100gp to pay for training
  Benefits:
  • 
  A Knight of the Sword and Axe has all of the benefits of a Laymember
  • 
  A Knight of the Sword and Axe gains a +1 reaction bonus with all worshippers of Heironeous while openly wearing a holy
  symbol of Heironeous.
  • 
  +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:
  • 
  Extra Smiting (DotF)
  • 
  Divine Shield (DotF)
  • 
  Divine Resistance (DotF)
  Spells:
  • 
  Curse of the Brute (DotF)
  • 
  Divine Flame (DotF)
  • 
  Divine Sacrifice (DotF)
  • 
  Knife Spray (DotF)
  • 
  Regenerate Light Wounds (MotW)
  • 
  Zeal (DotF)
  Magic Items for Purchase:
  • 
  Amulet of Health +2 (DMG)
  • 
  Cloak of Charisma +2 (DMG)
  
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  30
  • 
  Upgrade armor to have Light Fortification
  • 
  Upgrade armor or shield to +3
  • 
  Upgrade weapon to Merciful
  • 
  Upgrade weapon to Holy
  • 
  Upgrade weapon to +3
  Path of the Sword and Might – Knight of the Keen Edge
  Knights of the Keen Edge are the leaders of the Knights of the Sword and Axe, who have shown leadership, heroism, valor and true
  judgment
  Requirements of the Knights of the Keen Edge:
  • 
  Must continue to meet the requirements of a Knight of the Sword and Axe
  • 
  Must have spent 1 year (52 TUs) as a Knight of the Sword and Axe
  • 
  A one time donation of 200gp for the Knighthood, to fund its growth
  Benefits:
  • 
  Access to all of the benefits of a Knight of the Sword and Axe
  • 
  The PC has access to the following Spells and Magic Items:
  Spells:
  • 
  Divine Storm (DotF)
  • 
  Flame of Faith (DotF)
  • 
  Regenerate Moderate Wounds (MotW)
  • 
  Sword Stream (DotF)
  • 
  Weapon of the Deity (DotF)
  Magic Items for Purchase:
  • 
  Amulet of Undead Turning (DMG)
  • 
  Celestial Armor (DMG)
  • 
  Breastplate of Command (DMG)
  • 
  Cloak of Charisma +4 (DMG)
  • 
  Upgrade Armor or Shield to +4 (DMG)
  • 
  Upgrade Weapon to +4 (DMG)
  • 
  Upgrade weapon to have Shocking Burst ability
  Path of the Sword and Might – Knight of the Righteous Might
  Knights of the Righteous Might are the champions of the Knights of the Sword and Axe who have shown prowess on the battlefield
  fighting the enemies of Heironeous
  Requirements of the Knights of the Righteous Might:
  • 
  Must continue to meet the requirements of a Knight of the Keen Edge
  • 
  Must have spent 2 years (104 TUs) as a Knight of the Sword and Axe
  Benefits:
  • 
  Access to all of the benefits of a Knight the Keen Edge
  • 
  The PC has access to the following Spells and Magic Items:
  Magic Items for Purchase:
  • 
  Sword of the Planes (DMG)
  • 
  Sun Blade (DMG)
  • 
  Upgrade Armor or Shield to Moderate Fortification  (DMG)
  • 
  Upgrade any Weapon to have the Ghost Touch ability (DMG)
  
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  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:
  Raj Shah (rshah21@delic.com)
  Seeker and Lay Worshipper
  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)
  • 
  Heighten Turning (DotF)
  • 
  Quicken Turning (DotF)
  • 
  Sanctum Spell (DotF)
  • 
  Zen Archery (S&F)
  
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  Spells:
  • 
  Brambles (DotF)
  • 
  Burial Blessing (DotF)
  • 
  Divine Flame (DotF)
  • 
  Divine Zephyr (DotF)
  • 
  Filter (T&B)
  • 
  Gaze Screen (T&B)
  • 
  Knife Spray (DotF)
  • 
  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)
  • 
  Phylactery of Faithfulness (DMG)
  • 
  Wand of Cure Light Wounds (DMG)
  • 
  Wand of Cure Moderate 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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  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)
  • 
  Wand of Cure Serious 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)
  • 
  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)
  • 
  Divine Agility (DotF)
  • 
  Regenerate Critical Wounds (MotW)
  • 
  Righteous Wrath of the Faithful (DotF)
  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)
  • 
  Rod of Healing (DMG)
  • 
  Robe of Eyes (DMG)
  • 
  Vest of Resistance +2 (T&B)
  
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  34
  The Church of Joramy
  History:   The Church of Joramy is a new addition to the religious culture of Bissel.  The Church of Joramy found its ground during
  the Council of Barons in 593.  A priestess of Joramy from the Yeomanry, Slinora the Crimson Mistress, came to Bissel to attend and
  observe the Council of Barons on behest of her elders.  She took interest in Lord Gravin Skaglea, Baron of Skaglea.  With his barony
  plagued by pirates and himself in a deep depression over the recent loss of his wife, she realized that there is still much potential of
  greatness within him.  In return for the great hospitality she was given by the people of Bissel, Slinora offered Lord Gravin to have his
  wife resurrected by her High Priestess of Joramy.  The Baron of Skaglea was ecstatic and conferred with Lord Zafar of Parulla to see
  if an official church can be established.  After the Council of Barons, Slinora left for the Eye of Joramy in the Hellfurnaces, one of the
  holiest sites dedicated to the Mistress of Disputes with the body of the Baron’s wife and a retinue of his guards to oversee the
  resurrection.  She later returned with fellow clergymen to establish the church and spread the worship of Joramy to the March of
  Bissel.
  The center of worship for Joramy is in Padstow, the capital of Skaglea.  The clergy of Joramy mediates disputes by becoming
  passionately involved and usually solves the problems through extreme measures.  Because of the past Ketite invasion and the current
  threats of Evard, many people have become receptive to Joramy’s priests and the attendance and interest in the church has grown.
  Unlike the teachings of Rao, Joramy teaches their followers to express their anger and throw themselves into any quarrel, for heated
  arguments help you get closer to perfection.  The church also has a small following of fire elementalists and druids who venerate
  Joramy’s portfolio of volcanoes and cleansing by fire.
  Searing Mistress Tangwen Flamesworn (human flan,clr 12), a mover and shaker within the Eye of Joramy, was sent to Bissel to
  oversee the operations and expansion of the faith.  Short and stocky in stature, Tangwen carries herself with an air of intimidation, as
  if she can explode like a lit powderkeg at any given moment.  On the other hand, she has quite a generous and charitable side about
  her, acting as a motherly figure for the kindling and constituents. In her short time in Bissel, Tangwen has made it a point to meet with
  some of the handicapped veterans of the Battle of Swordfields and troubled victims of the scourge of Evard.  Many say she has been
  blessed by Joramy herself, for it is rumored that her skin turns the color of bright lava when in the heat of an argument.
  The church of Joramy is on good terms with the churches of Heironeous and Fharlaghn.  The churches of Zilchus, Istus, and Geshtai
  regard it neutrally.  The churches of Joramy and Rao are very skeptical of one another and usually are on the opposite sides of any
  debate or dispute.
  Contact:
  Joe Cirillo (jcirillo@lcmarketing.net)
  Initiates and Lay Worshippers, “The Kindling”
  Requirements to Join the Church of Joramy as an Initiate or Lay Worshipper:
  • 
  Must be able to cast 1st level divine spells, Or have at least 1 level of sorcerer that has one or more ‘fire based’ spells in
  his/her repertoire, Or a donation of 100 gps.
  • 
  2 ranks in Knowledge (Religion), 2 ranks in Diplomacy, and 2 ranks in Intimidation
  • 
  Alignment NG, CG, or N
  • 
  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 the service of the Church
  • 
  Must be a worshipper of Joramy
  Benefits:
  • 
  A member of the Church of Joramy is considered to be Class I for determining cost and eligibility for spells from a temple or
  cleric of Joramy in Bissel.
  • 
  The PC has access to the following Feats, Spells, Magic Items, and Mundane Items:
  Feats:
  • 
  Divine Cleansing (DotF)
  • 
  Divine Resistance (DotF)
  
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  • 
  Divine Vengeance (DotF)
  • 
  Empowered Turning (DotF)
  • 
  Extra Slot (T&B), Pyro (S&S)
  • 
  Multicultural (S&S
  Spells:
  • 
  Body of the Sun (MotW),
  • 
  Castigate (DotF)
  • 
  Divine Flame (DotF)
  • 
  Fire Eyes (MotW)
  • 
  Mass Resist Elements (T&B)
  • 
  Regenerate Light Wounds (DotF), Filter (T&B)
  • 
  Magic Items for Purchase:
  • 
  Necklace of Fireballs (Type I) (DMG)
  • 
  Candle of Invocation (DMG)
  • 
  Candle of Truth (DMG)
  The Flames of Wrath
  The Flames of Wrath are the most commonly represented clerics of Joramy.  Many are trained as diplomats and act as consuls to
  barons and nobles.  Adventuring clerics of Joramy search for new people to argue with and new causes to champion.  In order to be
  fully ordained within the clergy of the Maiden of Disputes, one must make a pilgrimage to the Eye of Joramy, the holiest site to the
  goddess located in the Hellfurnaces.
  Requirements to Join the Church of Joramy as a Flame of Wrath:
  • 
  Must be able to cast 3rd lvl divine spells
  • 
  Must have 5 ranks in Knowledge (Religion), 5 ranks in Diplomacy, and 5 ranks in Intimidation
  • 
  Must have spent at least six months as a Kindling.
  • 
  500 gold pieces spent in making the pilgrimage to the Eye of Joramy for ordination
  • 
  Initial cost of 2 TU spent on the pilgrimage
  • 
  Yearly cost of 2 TU spent in service to the Church
  Benefits:
  • 
  +1 Competence bonus to Diplomacy and Intimidation checks in Bissel.  However, Flames of Wrath receive a –1 Diplomacy
  check when dealing with NPC clerics of Rao in Bissel.  Flames of Wrath do get a +2 Competence bonus check to
  Intimidation with NPC clerics of Rao in Bissel.
  • 
  The PC has access to the following Feats, Spells, Prestige Classes and Magic Items:
  Feats:
  • 
  Dwarf’s Toughness (MoTW)
  • 
  Dragon’s Toughness (MoTW)
  • 
  Greater Resiliency (MoTW),
  • 
  Resistance to Energy (MoTW)
  • 
  Sacred Spell (DotF)
  • 
  Spell Specialization (T&B)
  • 
  Snatch (MoTW)
  Spells:
  • 
  Adrenaline Surge (MotW)
  • 
  Bear’s Heart (DotF)
  • 
  Curse of the Brute (DotF)
  • 
  Divine Storm (DotF)
  • 
  Energy Immunity (T&B)
  • 
  Flame of Faith (DotF)
  • 
  Lesser Aspect of the Deity (DotF)
  • 
  Mass Resist Elements (T&B)
  • 
  Regenerate Moderate Wounds (MotW)
  • 
  Regenerate Serious Wounds (MotW)
  • 
  Righteous Wrath of the Faithful (DotF)
  • 
  Weapon of the Deity (DotF)
  • 
  Zeal (DotF)
  Magic Items for Purchase:
  • 
  Circlet of Persuasion (DMG)
  • 
  Cloak of Charisma +2 (DMG)
  • 
  Cloak of Resistance +2 (DMG)
  • 
  Fan of Furious Flames (A&EG)
  • 
  Figurines of Wondrous Power (Ivory Goats) (DMG)
  • 
  Greater Holy Symbol (DotF)
  • 
  Helm of Comprehend Languages and Read Magic
  (DMG)
  • 
  Necklace of Fireballs (Types II, III, and IV) (DMG)
  • 
  Periapt of Wisdom +2 (DMG)
  • 
  Ring of the Ram (DMG)
  • 
  Strand of Prayer Beads (standard) (DMG)
  • 
  Upgrade Weapon to Flaming
  
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  Prestige Classes:
  • 
  Hunter of the Dead (DotF)
  • 
  Mystic Theurge (DMG)
  
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  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)
  • 
  Filter (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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  The Church of Rao
  History: Rao is worshipped in many parts of Bissel, particularly in the northeastern section of the March.  Scholars, diplomats,
  ambassadors, nobles, mediators, and commoners worship him most frequently.  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:
  Raj Shah (mailto:rshah21@delic.com)
  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)
  • 
  Heighten Turning (DotF)
  • 
  Multicultural (S&S)
  • 
  Quicken Turning (DotF)
  
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  • 
  Sanctum Spell (DotF)
  • 
  Trustworthy (S&S)
  Spells:
  • 
  Burial Blessing (DotF)
  • 
  Divine Flame (DotF)
  • 
  Divine Zephyr (DotF)
  • 
  Filter (T&B)
  • 
  Gaze Screen (T&B)
  • 
  Lesser Telepathic Bond (DotF)
  • 
  Regenerate Light Wounds (DotF)
  Magic Items for Purchase:
  • 
  Cloak of Charisma +2 (DMG)
  • 
  Pearl of Power 1st level (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)
  • 
  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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  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)
  • 
  Repeat Spell (T&B)
  • 
  Resistance to Energy (T&B)
  • 
  Twin Spell (T&B)
  Spells (Divine Versions Only):
  • 
  Bear’s Heart (DotF)
  • 
  Brain Spider (DotF)
  • 
  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 +6 (DMG)
  • 
  Greater Holy Symbol (DotF)
  • 
  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 v1.5
  41
  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 100gp.
  • 
  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)
  • 
  Multicultural (S&S)
  • 
  Quicken Turning (DotF)
  • 
  Trustworthy (S&S)
  
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  Spells:
  • 
  Burial Blessing (DotF)
  • 
  Divine Flame (DotF)
  • 
  Divine Zephyr (DotF)
  • 
  Filter (T&B)
  • 
  Gaze Screen (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)
  • 
  Repeat Spell (T&B)
  • 
  Twin Spell (T&B)
  Spells (Divine Versions Only):
  • 
  Brain Spider (DotF)
  • 
  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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  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 Survival.
  • 
  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:
  • 
  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)
  
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  • 
  Camouflage (MotW)
  • 
  Dawn (MotW)
  • 
  Hawkeye (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 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)
  • 
  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 5 ranks in Hide.
  • 
  Must have 5 ranks in Move Silently.
  • 
  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 Survival 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:   
  • 
  Dragon’s Toughness (MotW)
  • 
  Eyes in the Back of Your Head (S&F)
  • 
  Faster Healing (MotW)
  • 
  Giant’s Toughness (MotW)
  • 
  Power Critical (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:
  • 
  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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  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, lesser (DMG)
  • 
  Cloak of Protection +2
  • 
  Cloak of the forest (DotF)
  • 
  Dust of tracelessness (DMG)
  • 
  Goggles of following (MotW)
  • 
  Hat of disguise (DMG)
  • 
  Necklace of favored enemy detection (MotW)
  • 
  Ring of protection +2 (DMG)
  • 
  Ring of sustenance (DMG)
  Mundane Items for Purchase:
  • 
  Flashpellet (T&B)
  • 
  Glowpowder  (T&B)
  
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  47
  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:
  • 
  Dual Strike (S&F)
  • 
  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:
  • 
  Halfling Skiprock (S&F)
  • 
  Hand Crossbow, Covered (S&S)
  
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  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:
  Raj Shah (rshah21@delic.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)
  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)
  • 
  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)
  
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  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:
  • 
  Dual-Strike (S&F)
  • 
  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)
  • 
  Amulet 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)
  
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  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 17 weeks to service to the army each year.  Approximately half of this time is spent in training, and half is spent in active 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.  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.
  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.
  • 
  Citizens are automatically promoted to Soldier upon completing their first year of service as a Recruit.
  
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  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):
  • 
  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)
  • 
  Pin Shield (S&F)
  • 
  Pyro (S&S)
  • 
  Resist Disease (MotW)
  • 
  Sharp Shooting (S&F)
  • 
  Shield Charge (DotF)
  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.
  
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  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.
  
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  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, Survival.
  • 
  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, Survival.  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.
  
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  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.
  
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  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.
  
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  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.
  
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  The March of Bissel Meta-Organization Handbook v1.5
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  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 Stiech Valliserat 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.
  
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  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 500 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 200 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:   (Note: Feats marked as battlecaster are available
  only to Battlecasters in the Bissel Military.  A PC must be a battlecaster prior to choosing the Feat. 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.)
  Feats:
  • 
  Arcane Defense (T&B) (battlecaster)
  • 
  Arcane Preparation (T&B)
  • 
  Cooperative Spell (T&B) (battlecaster)
  • 
  Energy Substitution (T&B)
  • 
  Extra Slot (T&B) (battlecaster)
  • 
  Extra Spell (T&B) (battlecaster)
  • 
  Reach Spell (DotF) (battlecaster)
  • 
  Sculpt Spell (T&B) (battlecaster)
  • 
  Spell Specialization (T&B)
  • 
  Subdual Substitution (T&B) (battlecaster)
  
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  Spells:
  • 
  Acid Orb (T&B)
  • 
  Body of the Sun (MotW)
  • 
  Choke (T&B)
  • 
  Cold Orb (T&B)
  • 
  Corpse Candle (T&B)
  • 
  Electric Orb (T&B)
  • 
  Familiar Pocket (T&B)
  • 
  Fire Orb (T&B)
  • 
  Filter (T&B)
  • 
  Gaze Screen (T&B)
  • 
  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)
  • 
  Sonic Orb (T&B)
  Prestige Classes:
  • 
  Mage of the Arcane Order (T&B)
  Magic Items:
  • 
  Amulet of Health +2 (DMG)
  • 
  Bracers of Armor +2 (DMG)
  • 
  Brooch of Shielding (DMG)
  • 
  Cloak of Charisma +2 (DMG)
  • 
  Familiar Carrier (T&B)
  • 
  Headband of Intellect +2 (DMG)
  • 
  Scroll Organizer (T&B)
  • 
  Vest of Resistance +2 (T&B)
  • 
  Wand of Detect Magic (DMG)
  Special
  The spells listed for Guild Apprentice are available to add when a character gains a new level.  In addition, by spending 1 TU, a guild
  member who is a wizard may select five spells from the above list and the list of 1st – 3rd level spells in the Player’s Handbook to add
  to his or her spellbook.  The list does not need to be chosen all at once – rather, once the PC has spent the TU, he or she has access to
  5 spells to scribe.  Spending this TU and scribing the spells can only be done during Bissel regional modules.
  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 (26 TUs) as a Guild Apprentice.
  • 
  Additional yearly cost of 300 GP (800 GP yearly).
  • 
  Additional yearly cost of 3 TU  (7 TU yearly) 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:
  Prestige Class:
  • 
  Sacred Exorcist (the PC must maintain membership in the guild to progress as a Sacred Exorcist, and must also spend an
  initial 2 TU in special training and initiation rites with one of the church organizations in Bissel).
  Feats:
  • 
  Chain Spell (T&B)
  • 
  Delay Spell (T&B)
  • 
  Split Ray (T&B)
  Spells:
  • 
  Cloak of the Sea (MotW)
  • 
  Energy Buffer (T&B)
  • 
  Enhance Familiar (T&B)
  • 
  Fortify Familiar (T&B)
  • 
  Ghostform (T&B)
  • 
  Mass Darkvision (T&B)
  • 
  Mass Resist Elements (T&B)
  • 
  Otiluke’s Dispelling Screen (T&B)
  
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  Magic Items for Purchase:
  • 
  Amulet of Health +4 (DMG)
  • 
  Belt of Many Pockets (T&B)
  • 
  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)
  • 
  Ring of Counterspells (DMG)
  • 
  Vest of Resistance +3 (T&B)
  • 
  Vest of Resistance +4 (T&B)
  Special
  The spells listed for Guild Apprentice are available to add when a character gains a new level.  In addition, by spending 1 TU, a guild
  member who is a wizard may select five spells from the above list and the list of 1st – 6th level spells in the Player’s Handbook to add
  to his or her spellbook.  The list does not need to be chosen all at once – rather, once the PC has spent the TU, he or she has access to
  5 spells to scribe.  Spending this TU and scribing the spells can only be done during Bissel regional modules.
  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 (26 TUs) as a Guild Mage.
  • 
  Additional yearly cost of 400 GP.  (Total 1200 GP yearly)
  • 
  Additional yearly cost of 2 TU (total 9 TUs)
  • 
  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)
  • 
  Repeat Spell (T&B)
  • 
  Twin Spell (T&B)
  Spells (Arcane Versions Only):
  • 
  Energy Immunity (T&B)
  • 
  Imbue Familiar With Spell Ability (T&B)
  • 
  Mass Fly (T&B)
  • 
  Mass Teleport (T&B)
  • 
  Otiluke’s Greater Dispelling Screen (T&B)
  • 
  Probe Thoughts (DotF
  Magic Items for Purchase:
  • 
  Amulet of Health +6 (DMG)
  • 
  Bracers of Armor +5 (DMG)
  • 
  Bracers of Armor +6 (DMG)
  • 
  Cloak of Charisma +6 (DMG)
  • 
  Headband of Intellect +6 (DMG)
  • 
  Vest of Resistance +5 (DMG)
  
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  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 3 ranks in Decipher Script.
  • 
  Must have 3 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:
  • 
  Alluring (S&S)
  • 
  Charlatan (S&S)
  • 
  Eyes in the Back of Your Head (S&F)
  • 
  Multicultural (S&S)
  • 
  Obscure Lore (S&S)
  • 
  Shadow (S&S)
  • 
  Trustworthy (S&S)
  
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  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:
  • 
  Arrow of Direction (DMG)
  • 
  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:
  • 
  Scent Breaker (T&B)
  • 
  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 3 ranks in Decipher Script.
  • 
  Must have 3 ranks of Knowledge (Arcana).
  • 
  Must have 4 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:   
  
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  • 
  Eyes in the Back of Your Head (S&F)
  Spells
  • 
  Getaway (S&S)
  • 
  Zone of Silence (S&S
  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)
  • 
  Winch Crossbow and Bolts (S&S)
  
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  Knights of the Watch and Dispatch (Bissel)
  After the restoration of the Bissel government by the Knights of the Watch, the Knights thought that the local population of Bissel
  would be receptive to them, and they would see their ranks swell in membership.  Unfortunately, their association with the Gran
  March (even though their headquarters is in Pellak, in Bissel) has led many to view them as an outside influence on the March.
  Coupled with their historically anti-Baklunish viewpoint, and the Knights have, until recently, drawn the ire of many of much of the
  population of Bissel.
  Recently, the Knights and groups associated with them, have proven themselves both on the fields of battle and in the Barons’
  Councils.  To this end, as part of the Margrave’s Compromise at the Barons’ Council at 593, the Knights of the Watch have received
  one of the elevated positions on the Margrave’s Council, and the local leader of the Knights of the Watch, Baroness Elina Luchelyn of
  the Burning Stalks, has begun to mount a campaign to enhance the image of the Knights among the Bissel populace, and capitalize on
  the positive outcome of the Barons’ Council.
  Individuals interested in becoming Knights of the Watch should contact the Bissel triad.  The Knights of the Watch and
  Dispatch are a multi-regional group and detailed information about them can be found in the Living Greyhawk gazetteer as
  well as on the Bissel website.  Individuals who wish to join the Knights of the Watch and Dispatch (Bissel) must be at least a
  Squire in the multi-regional Knights of the Watch group.
  In order to encourage citizens of Bissel to become squires and Knights of the Watch, as well as to ensure that these individuals’
  military capabilities and leadership skills are well used, Baroness Elina has arranged for the following benefits for all Squires and
  Knights of the Watch and Dispatch, in return for their additional service.  (Membership in the Bissel Knights by Squires and Knights
  of the Watch and Dispatch is voluntary, but highly encouraged)
  Contact:
  George Collins (corumtheredeemed@aol.com)
  Requirements / Costs
  • 
  Must be a current member of the Knights of the Watch and Dispatch multi-regional meta-org, and must fulfill all the
  requirements of the current position held within the Knights of the Watch and Dispatch
  • 
  Must be at least a Squire in the Knights of the Watch and Dispatch multi-regional meta-org
  • 
  Must be a citizen of Bissel and must qualify as a Soldier in the Bissel Military
  • 
  Must have a BAB of at least +1
  • 
  Must spend an additional 1 TU per year in hard labor with the needy, sick and less fortunate of Bissel
  • 
  Must spend an additional 9 TU per year in the military service of Bissel (this additional service can be performed exactly as
  normal military service is, e.g. modules that are sanctioned by the Bissel triad as military modules, spending TUs, etc.)
  Benefits
  • 
  Free Adventurer’s Upkeep during any military scenario
  • 
  For every rank attained in the Knights of the Watch, the PC receives the following number of military commendations
  o 
  Squire – 1 commendation
  o 
  Senior Squire – 2 commendations
  o 
  Knight – 4 commendations
  • 
  The PC has access to the following Feats, Spells, Prestige Classes and Magic Items:
  Feats
  • 
  Divine Might (DotF)
  • 
  Expert Tactician (S&S)
  • 
  Hold the Line (S&F)
  Spells
  • 
  Divine Sacrifice (DotF)
  Special Items
  • 
  Access to Mithral Armor and Shields (DMG)
  
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  Magical Items
  • 
  Amulet of Health +2 (DMG)
  • 
  Bracers of Armor +2 (DMG)
  • 
  Belt of Endurance (A&EG)
  • 
  Belt of Giant Strength +4 (DMG)
  • 
  Potion of Cure Serious Wounds (DMG)
  • 
  Staff of Righteousness (A&EG)
  • 
  Wand of Cure Light Wounds (DMG)
  • 
  Wand of Cure Moderate Wounds (DMG)
  • 
  Upgrade to Weapon +2
  • 
  Upgrade Weapon to Frost
  • 
  Upgrade Weapon to Flame
  • 
  Upgrade Weapon to Keen
  
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  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)
  
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  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:
  Raj Shah (rshah21@delic.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.
  
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  • 
  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:
  Feats:
  • 
  Alluring (S&S)
  • 
  Charlatan (S&S)
  • 
  Jack of All Trades (S&S)
  • 
  Multicultural (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)
  • 
  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)
  
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  • 
  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)
  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)
  
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  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.
  • 
  Free holy water when purchased in Nightwatch
  • 
  The PC has access to the following Feats, Prestige Classes and Magic Items:
  Feats:
  • 
  Arcane Defense (T&B)
  • 
  Divine Vengeance (DotF)
  • 
  Requiem (S&S)
  • 
  Sacred Spell (DotF)
  • 
  Sanctum Spell (T&B)
  Spells:
  • 
  Bolt Of Glory (DotF)
  • 
  Burial Blessing (DotF)
  • 
  Divine Flame (DotF)
  • 
  Divine Sacrifice (DotF)
  • 
  Divine Zephyr (DotF)
  • 
  Filter (T&B)
  • 
  Gaze Screen (T&B)
  • 
  Ghostform (T&B)
  • 
  Lesser Aspect of the Deity (DotF)
  • 
  Regenerate Light Wounds (MotW)
  
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  • 
  Regenerate Moderate Wounds (MotW)
  
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  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)
  • 
  Upgrade Weapon to Flaming Burst
  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)
  
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  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)
  Magic Items for Purchase:
  • 
  Amulet of Mighty Fists +1 (S&F)
  • 
  Bracers of Armor +1 (DMG)
  • 
  Bracers of Armor +2 (DMG)
  • 
  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)
  
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  • 
  Sandals of the Tiger’s Leap (S&F)
  • 
  Upgrade Weapon to +1
  • 
  Upgrade Weapon to +2
  
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  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:
  • 
  +4 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)
  • 
  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.
  
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  • 
  Drunken Master
  Magic Items for Purchase:
  • 
  Amulet of Mighty Fists +1 (S&F)
  • 
  Amulet of Mighty Fists +2 (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)
  • 
  Weapon Upgrade to Shocking Burst
  • 
  Vest of False Life (S&F)
  
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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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  Feats (Pick Three):
  • 
  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)
  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)
  • 
  Upgrade to Weapon +1
  • 
  Upgrade to Weapon +2
  • 
  Upgrade Weapon to Vicious
  Special Items
  • 
  Silvered Kamas
  • 
  Silvered Scythes
  
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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:
  Raj Shah (rshah21@delic.com)
  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 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:
  
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  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)
  
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  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 Besselar (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:
  Raj Shah (rshah21@delic.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)
  • 
  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)
  • 
  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.
  
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  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.
  
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  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)
  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)
  
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  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.
  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)
  • 
  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 Gather Information 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:
  • 
  Arterial Strike (S&S)
  • 
  Dash (S&S)
  • 
  Fleet of Foot (S&S)
  • 
  Flick of the Wrist (S&S)
  • 
  Hamstring (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 +2 (DMG)
  • 
  Goggles of Night (DMG)
  • 
  Rope of Entanglement (DMG)
  Mundane Items for Purchase:
  • 
  Fukimi-Bari (S&F)
  • 
  Garrote, Cord (S&S)
  • 
  Garrote, Locking (S&S)
  • 
  Garrote, Wire (S&S)
  • 
  Mechanical Burglar, Type I (S&S)
  • 
  Mechamical Burglar, Type 4 (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 Sleight of Hand.
  • 
  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)
  • 
  Trustworthy (S&S)
  
  Magic Items for Purchase:
  • 
  Bag of Holding Type I (DMG)
  • 
  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:
  • 
  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 Dexterity +4 (DMG)
  • 
  Goggles of Night (DMG)
  • 
  Lens of Detection (DMG)
  • 
  Potion of Fly (DMG)
  • 
  Ring of Climbing, Lesser (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).
  
  94
  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 Survival.
  • 
  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 Survival checks in Bissel.
  • 
  The PC has access to the following Feats, Prestige Classes, and Spells:
  Feats:
  • 
  Animal Control (MotW)
  • 
  Animal Defiance (MotW)
  • 
  Cooperative Spell (T&B)
  • 
  Create Infusion (MotW)
  • 
  Dash (S&S)
  • 
  Divine Cleansing (DotF)
  • 
  Divine Might (DotF)
  • 
  Divine Vengeance (DotF)
  • 
  Divine Vigor (DotF)
  • 
  Fleet of Foot (S&S)
  • 
  Improved Swimming (MotW)
  • 
  Plant Defiance (MotW)
  • 
  Resist Disease (MotW)
  • 
  Resist Poison (MotW)
  • 
  Sculpt Spell (T&B)
  
  95
  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 except desert)
  Spells (Divine Versions Only):
  • 
  Adrenaline Surge (MotW)
  • 
  Animal Trick (MotW)
  • 
  Beastmask (DotF)
  • 
  Body of the Sun (MotW)
  • 
  Brambles (DotF)
  • 
  Briar Web (MotW)
  • 
  Burial Blessing (DotF)
  • 
  Camouflage (MotW)
  • 
  Creeping Cold (MotW)
  • 
  Dawn (MotW)
  • 
  Daze Animal (MotW)
  • 
  Decomposition (MotW)
  • 
  Divine Flame (DotF)
  • 
  Divine Zephyr (DotF)
  • 
  Filter (T&B)
  • 
  Fire Eyes (MotW)
  • 
  Gaze Screen (T&B)
  • 
  Green Blockade (MotW)
  • 
  Hawkeye (MotW)
  • 
  Knife Spray (DotF)
  • 
  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)
  Magic Items
  • 
  Wand of Cure Light Wounds
  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 Survival.
  • 
  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 5 TU.
  Benefits:
  • 
  The PC has access to the following Feats, Spells, and Magic Items:
  Feats:
  • 
  Blindsight
  • 
  Dwarf’s Toughness (MotW)
  • 
  Extra Slot (T&B)
  • 
  Extra Wild Shape (MotW)
  • 
  Faster Healing (MotW)
  • 
  Flyby Attack (MotW)
  • 
  Improved Flight (MotW)
  • 
  Multiattack (MotW)
  • 
  Plant Control (MotW)
  • 
  Reach Spell (DotF)
  • 
  Sacred Spell (DotF)
  • 
  Scent (DotF)
  • 
  Snatch (DotF)
  • 
  Spell Specialization (T&B)
  • 
  Wingover (MotW)
  Spells:
  
  96
  • 
  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)
  • 
  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)
  • 
  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 Survival.
  • 
  Must have spent at least one year as a Green Guardian.
  • 
  Initial cost of 4 TU spent in training.
  • 
  Yearly cost of 5 TU, 3 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:
  • 
  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)
  • 
  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 Creeping Cold (MotW)
  • 
  Invulnerability to Elements (MotW)
  • 
  Kiss of Death (MotW)
  • 
  Lookingglass (MotW)
  • 
  Mandragora (MotW)
  • 
  Mass Trance (MotW)
  • 
  Nature’s Avatar (MotW)
  • 
  Protection from All Elements (MotW)
  
  97
  • 
  Regenerate Circle (MotW)
  • 
  Regenerate Critical Wounds (MotW)
  • 
  Slime Wave (MotW)
  • 
  Speak With Anything (MotW)
  • 
  Thunderswarm (MotW)
  • 
  True Reincarnate (MotW)
  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 v1.5.pdf