An institution of authority is a sect, group, or organization that represents a collected effort around a classes capabilities. All characters that join one get a talisman representing the character’s bond to it. They gain a clarity of vision that comes from their focus upon the talisman, and it improves on some function of their class as long as they possess it. PCs are assumed to have a generally good/lawful ideology, and these institutions reflect this mainly.
Requirements: A character can have only 1 institutional association. The character must commit to giving (tithe) 10% of all treasure value the character gets (this requires a ‘division of spoils’ to be calculated for loot, even if it is going into a party fund). The character must Attune to their talisman.
Leaving: The character may leave and join another but loses 1 Charisma permanently.
(Magic user + Elf)
Solars Guild
} detect magic double range; scroll of detect magic + can write a detect magic scroll for 50sc (req this auth to use); can use magic staffs as proficient weapons or cast read languages 1/day
can buy faerie dust from any Arcanum shoppe @1/2 cost > @movement phase; bedazzles attackers Disadvantage for 1 round and allows spell casting in melee
Halas Blaze School
} scroll of shield, occult fire: a magical attack that cannot hit allies if hurled into combat at range or melee and does d4 fire damage up to 60’ that can be done a number of times equal to int mod per rest; the character may pick a favored for for their occult fire (+1 attack)
Intelligence Authorities (Thief + Halfling)
Salamander Guild
} thieves tools; secret training move quiet, hide in shadows +10%; swift strikes +1 init, poison coating: +1 damage 1 dose 10sc and starts with poison pommel for dagger or short sword (50sc value) – holds 6 doses up to 1 week before spoils – will not sell the secret to anyone not in auth
Sunbelt Merchants
} thieves tools; secret training f/rt and open locks +10%; Basic Combat Awareness: When firing into melee at short range, they will not hit allies, campsite security (d6 trap) and Disarming Affability (when attempting to discover rumors, they will uncover 1 more)
Religious Authorities (Cleric)
The Wyldes
} scroll of protection vs evil ; secret teachings: feat of heroes – purify food/drink = +1 healing rest
The Lightbringers; +1 plants and nature lore
} scroll of cure light wounds; secret teachings lights ward light spell reduces damage by 1 on target (no stack) +1 gods, etc lore
Martial Authorities (Fighters + Elf + Dwarf)
Mizran Brotherhood
} combat awareness: allies firing into combat misses wont hit character, favored foe +1 attack
Merchant City Mercenary Guild
} fire into combat miss not hit ally, shield guard: a character next to the shield side can be protected by character – they may use a shield resilience for the guarded character