Complete Champion - 3.5e

Page 74

magic items and other needed materials within reason (as determined by the DM). You are expected to return such items in good condition or replace them within 3 months of the end of your quest.

THE PARAGNOSTIC ASSEMBLY IN THE WORLD "I hate know-it-alls. Especially when they actually do seem to know it all. " —Lidda, adventuring rogue The Paragnostic Assembly is one of the greatest scholarly organizations in the world in terms of lore collected, if not in the size of its membership. Because it has satellite repositories in many major cities, the organization is easy to introduce almost anywhere in a campaign. Assembly members might offer resources to the PCs, or be either allies or rivals on quests to acquire forgotten secrets.

Structure Ironically, this organization that is so devoted to knowledge has no verifiable record of how it began. Members know that some followers of various knowledge-oriented deities origi­ nally formed the Paragnostic Assembly to share information and combine resources for research. Unfortunately, its first library was raided and destroyed by Cultists of Vecna, and the records of when and how it transformed into an independent organization have been lost. The Assembly rigidly divides its members into specific ranks, and promotion is based on a complex system of accomplishment and seniority. Unranked members are called Paragnostic entrants. Within a given rank, seniority determines authority. The organization maintains a close working relationship with most churches of knowledge deities, and members of one group are often members of the other as well. One particular god of knowledge, however, is a bitter enemy of the Paragnostic Assembly—Vecna. His followers see the Assembly as both a threat to be destroyed and a treasurehouse to be plundered. Assembly members consider Vecna's worshipers as vile betrayers of the very essence of learning, selfish fools who would make all lore secret and corrupt it for their own purposes. Though it is not normally a militant group, the Paragnostic Assembly does occasionally dispatch its champions to destroy a faction of Vecna's church.

NPC Reactions Most individuals have no strong opinions about the Para­ gnostic Assembly. The faculty of universities, members of scholastic or arcane guilds, and church leaders devoted to most deities of knowledge begin with an attitude no worse than indifferent. Members of Vecna's church, however, are automatically unfriendly at best.

PARAGNOSTIC ASSEMBLY LORE Characters who have ranks in Knowledge (history) or Knowl­ edge (religion) can research the Paragnostic Assembly to learn more about it. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.

DC 10: The Paragnostic Assembly is made up of worshipers and seekers of knowledge who have access to immense; quantities of ancient lore. DC 15: Some of the organization's members worship knowledge itself, rather than any god. They have developed various techniques of applying knowledge to improve their mystical and combat abilities. The Assembly's extensive records are kept in local repositories. DC 20: The Paragnostic Assembly and the followers of Vecna are bitter enemies. Contacting the organization is usually a simple matter of locating the local repository (usually a matter of an appropri­ ate Knowledge check, or a DC 20 Gather Information check) If that is not possible for some reason, the PCs can likely obtain directions from the clergy of a church dedicated to a deity of knowledge other than Vecna.

THE PARAGNOSTIC REPOSITORIES The Paragnostic Assembly does not have a central headquarters; rather, it maintains institutions in many major cities. These Paragnostic Repositories, as they are known, serve as • chapterhouses for members, shrines to knowledge and the various deities thereof, and libraries for archived lore. Every repository boasts a substantial amount of information about most topics, but each specializes in one or two subjects. For instance, the Paragnostic Repository in Greyhawk focuses on religious and military history, while the one in Dragonport (Cityscape 15) specializes in the lore of the sea and its creatures. Each repository has a catalog detailing which branches focus on which topics, so a researcher can readily find out where to obtain specific information.

THE PARAGNOSTIC ASSEMBLY IN THE GAME Because the Paragnostic Assembly is active on both the politi­ cal level and the adventuring level, it can appear in almost. any campaign. Some members seek treasure or positions of authority for their own sake, but most seek the knowledge and understanding that such acquisitions can provide. Portray NPC members as both highly knowledgeable and highly curious. Nothing fascinates such a scholar as much as something she doesn't already know. The Assembly interacts frequently with adventurers. In addition to sending its own members on quests, its leaders often hire freelance explorers, or buy lore from adventurers returning from an expedition. The organization might hire the PCs to explore a particular area or ruin, or trade temporary access to a repository for a specific service.

Adaptation If a large, knowledge-based organization of this sort doesn't fit into your campaign world, consider making the Paragnostic Assembly a faction of one particular faith, such as that of I Boccob. It can remain widespread, or you might limit it to! a single city or community. With only slight modifications, the Paragnostic Assembly could be altered to focus on some other area of study, such as psionics.

Sample Encounter Assembly scholars are most often encountered in urban environments, but the PCs could also come across one


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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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