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Affiliation<br />

Score Title: Benefits and Duties<br />

3 or lower Not affiliated or junior member with no benefits.<br />

4–10 Probationary Student: No access to secrets, but the group listens to you and shares its extensive store of open<br />

lore.<br />

11–18 Student Sejant: Gain a +2 competence bonus on Knowledge checks and Diplomacy checks (and on lore or<br />

bardic lore checks) made in regard to <strong>dragon</strong>s.<br />

19–25 Student Rampart: Learn one extra arcane spell of the highest level you can cast or one invocation of the<br />

highest grade you can use. (If you don’t cast arcane spells or use invocations, you don’t gain this benefit.) Take<br />

a –5 penalty on Diplomacy checks to influence clerics of gods that do not include knowledge or <strong>magic</strong> in their<br />

portfolios.<br />

26–30 Professor Valiant: Gain a draconic feat; if you don’t qualify for any draconic feats, take Dragontouched as a<br />

bonus feat. Members take your most casual statements seriously. At the end of each month, you must succeed<br />

on a DC 20 Appraise check or the First Scroll loses 1 capital.<br />

31or higher Professor Draconic: Honored as an important leader of the group. Gain a +2 bonus to your Leadership score (if<br />

you have the Leadership feat). Once every three months, you can arrange a meeting with a rival (but not<br />

enemy) affiliation head in 1d4 weeks.<br />

Harrowers<br />

Heraldry: A profile of a <strong>dragon</strong>’s head (usually red, but<br />

any color can be used) with a downward-pointed sword<br />

through it.<br />

Background, Goals, and Dreams:<br />

The Harrowers were originally an<br />

adventuring company that was<br />

most interested in earning money<br />

and gaining powers. However, the<br />

company suffered a major setback<br />

when it raided a blue <strong>dragon</strong>’s lair<br />

and nearly all its members were<br />

killed. The few survivors formed a<br />

new company and raided the same<br />

<strong>dragon</strong>’s home. Again, nearly all were<br />

lost. Driven as much by a desire for<br />

revenge as by any noble purpose, the<br />

survivors reformed again, this time<br />

specifically recruiting those skilled in<br />

the slaying of <strong>dragon</strong>s. The old blue was<br />

put down, and the Harrowers gained considerable<br />

funds and fame.<br />

Already full of <strong>dragon</strong>slayers and motivated<br />

to eliminate serious draconic threats, the Harrowers<br />

became an order dedicated to the removal<br />

of evil <strong>dragon</strong>s. It faced drake after drake, losing<br />

members at a terrible rate and eventually coming<br />

to dislike and mistrust all <strong>dragon</strong>s. With a constant<br />

influx of seized hoards to train and equip new parties,<br />

the Harrowers have been kept from growing into a vast<br />

military force only by their high rate of losses. But when a<br />

new <strong>dragon</strong> threat arises, it is often the Harrowers who are<br />

called by desperate locals to end the reign of terror.<br />

Enemies and Allies: The Harrowers do not work with<br />

<strong>dragon</strong>s of any kind. Even good-aligned <strong>dragon</strong>s, covetous<br />

and proud, are seen as untrustworthy and dangerous. Those<br />

affiliated with <strong>dragon</strong>s—including the <strong>dragon</strong>born, the<br />

Shadow’s Fangs, and worshipers of Bahamut or Tiamat—are<br />

mistrusted at best. Those who aid evil <strong>dragon</strong>s for any reason<br />

are hunted down and attacked at the slightest provocation.<br />

Wizard colleges, churches dedicated to arcane <strong>magic</strong>, and<br />

Emblem of the<br />

Harrowers<br />

groups that study or learn from <strong>dragon</strong>s are viewed with<br />

great distrust.<br />

Despite their extreme stance, the Harrowers have<br />

many allies. Clerics of St. Cuthbert appreciate the<br />

motivation of the original Harrowers and consider<br />

the current organization to be<br />

seeking just vengeance. Towns and<br />

borderlands freed from a <strong>dragon</strong>’s<br />

power by the Harrowers are generally<br />

very supportive of any members<br />

who pass through.<br />

Members: Most Harrowers are<br />

fighters, rangers, and barbarians.<br />

Paladins rarely join because of their<br />

concerns over the group’s willingness<br />

to judge all <strong>dragon</strong>s by the actions of<br />

a few, but exceptions exist. Clerics and<br />

druids make up a substantial minority,<br />

with arcane spellcasters accounting for<br />

another fraction of that minority. Few<br />

rogues, monks, or bards are drawn to the<br />

Harrowers, but a handful have been recruited<br />

for specific missions and found themselves<br />

suited to the group.<br />

A Harrower can leave the group at any time<br />

without official retribution. However, a member<br />

who quits to aid a good-aligned <strong>dragon</strong> (or associate<br />

with others who do) earns suspicion at best and<br />

outright disdain at worst from former Harrower allies.<br />

Members who quit to help or fraternize with evil <strong>dragon</strong>s<br />

are considered enemies.<br />

Secrets: The Grand Marshals of the Harrowers believe<br />

that all <strong>dragon</strong>s—good, evil, and neutral—pose a threat to<br />

the world. Because power corrupts, <strong>dragon</strong>s are by definition<br />

more corrupt than weaker races. Evil <strong>dragon</strong>s are the greatest<br />

danger, so the Grand Marshals strive to eliminate them first,<br />

but in time, all <strong>dragon</strong>s must be dealt with. There’s no consensus<br />

on the question of half-<strong>dragon</strong>s and similar creatures.<br />

Some believe that they, too, must be destroyed eventually,<br />

while others claim that the non<strong>dragon</strong> blood in such individuals<br />

can be enough to redeem them.<br />

Illus. by M. Schley<br />

CHAPTER 5<br />

DRACONIC<br />

CAMPAIGNS<br />

143

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