Complete Champion - 3.5e

Page 68

10. Training Area: While much of the martial training offered by the Disciples takes place in the yards outside, this inner training area is used for smaller exercises and the practice of high-level techniques. 11. Arsenal: The Disciples keep extra arms and armor here. 12. Library: This great library is lined with bookshelves, mostly containing historical and mythical recountings of the Six from Shadow and other great heroes. At almost all times of day and night, a few Disciples can be found here studying. 13. Altar of Heroism: This large balcony contains various | objects of mythic significance—broken weapons, bones of i great monsters, and the like—as well as several carved murals of the Six from Shadow. The stairs lead down to area 15. 14. Overlook: This is not a chamber at all, but a large open I area allowing passersby to look down into the reliquary. 15. The Reliquary: The spiritual heart of the Disciples of I Legend, this enormous stone chamber is carved with scenes taken from every known tale of the Six from Shadow. A large fountain stands in the center, topped by a sculpture of all six standing back to back. The niches marked A through F are sepulchers dedicated to the Six themselves, although only three have remains in them. Within each one is an enormous stone sarcophagus, carved with the likeness of one of those great heroes. The doors that lead out into the abandoned complex of the Faceless Brethren are all solid stone, and barred from within.

DISCIPLES OF LEGEND IN THE GAME

EL 11: The mythic exemplar Mikolai Laziros (page 89) is on of the most active Disciples of Legend. A military leader, hi frequently volunteers to lead soldiers on behalf of any nation or cause whose forces are attempting to destroy dangerous ana evil foes. His squire, Ezria Birrinsdottir (page 112), serves 1 his bodyguard—and as his voice of reason when he become! too wrapped up in a cause to consider the practical ramifications. If the PCs get involved in a large-scale military conflict! these two are likely to fight on their side, but if both of the conflicting forces are non-evil, the PCs could face Laziros ana) Birrinsdottir across the battlefield. The statistics for these characters can be found with the descriptions of their respective prestige classes.

GUARDIANS OF THE GREEN

"The earth is our mother and father, and all living creatures are o siblings. Would you not be willing to fight and die for the safety of your family?" —Hasayla, Knight of the Green The organization known as the Guardians of the Green is devoted to protecting all natural things and spaces. This goal seems laudable, but the group can take the concept to an extreme. Its members are often militant and uncompromising in their defense of the natural world. Though rarely evil, they are unpopular with and suspicious of city folk.

When introducing the Disciples of Legend, play up its members' devotion to the Six from Shadow. The PCs are accustomed to meeting all sorts of adventurers, so focus on the JOINING THE GUARDIANS beliefs and attitudes that make the Disciples of Legend stand out OF THE GREEN from the rest. They might quote from ancient tales of the Six, Most characters who are willing to go to battle to protect or pepper explanations and arguments with comments such as nature are welcome among the Guardians of the Green, "Because it's what Ktolemagne would have done!" However, Druids and rangers are the organization's most common these NPCs are not fools or mindless drones parroting tales they members, but barbarians, clerics of nature deities, monks don't understand; portray them as individuals who truly believe and others who are attuned to the natural world make up in following the examples of the legendary heroes. a significant percentage of the membership. Some join The Disciples of Legend can be a means of introducing the Guardians because they love the wilds with an abandon the PCs to specific threats in the campaign world, or to the that few ever experience—even in the love of another person. legends of the Six from Shadow, which might in turn inspire Others are drawn to the organization because they are the PCs to undertake their own quests. Alternatively, NPC angered by the wanton destruction of natural beauty. mythic exemplars serve as examples of what can be accom¬ plished by following the old ways. Perhaps contact with such ENTRY REQUIREMENTS individuals might inspire your PCs to seek out and join the Skills: Knowledge (nature) 4 ranks, Survival 4 ranks. Special: Full initiation takes place only after the candidate organization themselves, since membership could open up has spent a moon cycle in the wilderness with other a wide range of potential adventures.

Adaptation While the Disciples of Legend and associated prestige classes are based heavily on the Six from Shadow, they can easily be altered to venerate historical heroes from your own setting. As long as you keep the specific classes of the legendary heroes the same, you can easily change the background flavor and behavioral requirements to suit your purpose.

Sample Encounter Nearly all encounters with Disciples of Legend occur in an adventuring context—most likely involving opposition to a great evil or a search for ancient lore. In both cases, members of the organization could become either allies or enemies of the PCs, depending on the compatibility of their goals.

members. During this time, the new member's loyalty is tested in battle if possible.

Though it welcomes members of several religions (chiefly followers of Ehlonna and Obad-Hai, and those who revere nature itself), the organization is a spiritual one in its own I right. Its leadership is chosen almost exclusively from among its druids, clerics, and other religious leaders, regardless of their personal beliefs, and a reverence for all natural life pervades the group's actions. All members are holy warriors in an ongoing struggle to defend that which is green and growing from encroaching civilization. Rangers and rogues undergo special training as guerrilla soldiers and saboteurs, whereas monk or barbarian members might choose a more primal path.


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Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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