Difference between revisions of "The Woldian League of Adventurers"

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Though recent the League has rapidly established itself as the largest, most influential and most popular of all the various adventuring guilds, in no small part due to the exceptional support and training facilities it offers.
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Established in the beginning years of the [[WoldianHistory|Second Age]], the Woldian League of Adventurers has long been the largest, most influential and most popular of all adventuring guilds due to the exceptional support and training it offers as well as its reputation for compassion and heroism.
  
==Membership Requirements:==
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== Membership Requirements ==
* '''Class:''' Any
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* '''Level:''' Any, though there are rank restrictions based on level (see Fees below)
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* '''Race:''' Any, though monster races are rare (but not unheard of)
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* '''Alignment:''' Any Good
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* '''Deity:''' Any
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* '''Deed:''' None
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* '''Oath:''' Adventurers must take the League oath: “I, Steygt Yor N’aym, do solemnly swear to uphold the ideals of the League, to protect the innocent and combat evil wherever I may find it.”
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* '''Fee:''' Fees vary depending on rank
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** Level 1-5: Initiate of the League = 2000 gp
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** Level 6-10: Journeyman of the League = 5000 gp
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** Level 11-15: Guardsman of the League = 15000 gp
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** Level 16-20: Officer of the League: Appointment only
+
  
For example a 14th level Fighter who decides to join the League is entitled to become a Guardsman, but must pay for each preceding rank in order to so (2000 + 5000 + 15000 = 22,000 GP). He may also, if he wishes, simply become an Initiate for 2000 GP, but this will not entitle him to certain benefits that would be available to a 2nd level character (see Benefits for more details)
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* Class: Any
 +
* Level: Any
 +
* Race: Any.
 +
* Alignment: Any Good.
 +
* Deity: Any
 +
* Deed: None
 +
* Oath: Adventurers must take the League oath: “I, (state your name), do solemnly swear to uphold the ideals of the League, to protect the innocent and combat evil wherever I may find it.”
 +
* Fee: Varies by level (See Benefits)
  
==Background:==
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== Background ==
* '''Sphere of Influence:''' Since its inception the League's influence has spread across the Wold. It has become a truly global organization, recognized by governments and regions as disparate as the Taur Isles, the Southern Continent and Plateau City. It has outposts in almost every reasonably sized settlement.
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* '''Ethos:''' The League exists to combat evil, in all its deadly forms, and protect the innocent. Of course there are as many ways to apply that ethos in practice as there are members.
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==History:==
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Sphere of Influence: The League is a global organization, supported by all governments that allow adventuring groups, and has chapters in most large towns and cities on both continents and all major islands.
The League is the dream made reality of a single man, the legendary half-elven ranger-cleric Lars Tokasis, Hero of Annun Far, Scourge of the Dark Lord, Liberator of The Last Fortress.
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Now in his late sixties Lars is a veteran of scores of adventuring groups and thousands of battles. He is a living legend across most of the peninsula, due to his knack of succeeding in practically any venture he turns his hand to, and with a minimum of unnecessary disruption. This has earned him many friends in high places.
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Ethos: The League unites heroic adventurers in fighting evil, in all its deadly forms, and in protecting the innocent. Of course, there are as many ways to apply that ethos in practice as there are members.
  
He came out of retirement briefly to participate in the final battle against Marteaus at the end of the Year of Ascension, and in its aftermath decided to bring to fruition a plan he had long contemplated. He would create a support network for the adventuring groups of the Wold, one more all-inclusive than such elitist organisations as The Chancers' Club, and less morally ambiguous than mercenary outfits such as the Mailed Fist.
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== Benefits ==
  
Using his vast personal fortune and calling in favours from colleaues, contacts and kings, Lars (with the assistance of a select group of his old adventuring comrades) planned and implemented a League of Adventurers that was breathtaking in its scale. The infrastructure covered the entire breadth of the Peninsula. And although Lars was a stupendously wealthy man, this would have bankrupted him utterly had it proved a failure.
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{| border="1" cellpadding="2" cellspacing="0"
 +
|-
 +
|+'''Table: WLA Benefits & Commitments'''
 +
|- style="background:#efefef;"
 +
!Level!!Title!!Skill Bonus!!Special!!Dues
 +
|- align="center"
 +
|1||Adventurer||+1||Badge, Information||Oath
 +
|- align="center"
 +
|2|| ||+1|| ||
 +
|- align="center"
 +
|3||Journeyman||+1||Training I, Prestige I||1,000 gp dues
 +
|- align="center"
 +
|4|| ||+1|| ||
 +
|- align="center"
 +
|5|| ||+1|| ||
 +
|- align="center"
 +
|6||Guardian||+1||Training II||2,500 gp dues
 +
|- align="center"
 +
|7|| ||+1|| ||
 +
|- align="center"
 +
|8|| ||+1|| ||
 +
|- align="center"
 +
|9||Officer||+1||Training III, Prestige II||3,500 gp dues
 +
|- align="center"
 +
|10|| ||+1|| ||
 +
|- align="center"
 +
|11|| ||+1|| ||
 +
|- align="center"
 +
|12||Champion||+1||Training IV||4,000 gp dues
 +
|- align="center"
 +
|13|| ||+1|| ||
 +
|- align="center"
 +
|14|| ||+1|| ||
 +
|- align="center"
 +
|15|| ||+1|| ||
 +
|- align="center"
 +
|16||Hero||+1||Training V, Prestige III||7,000 gp dues
 +
|- align="center"
 +
|17|| ||+1|| ||
 +
|- align="center"
 +
|18|| ||+1|| ||
 +
|- align="center"
 +
|19|| ||+1|| ||
 +
|- align="center"
 +
|20|| ||+1|| ||
 +
|- align="center"
 +
|-
 +
|}
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'''WLA Badge:''' When you take the oath and join the WLA, you receive a magical badge, a [[Item:_Fate_Items|Fate Item]], known all over the Wold.  It is in the shape of a battlemented tower with the WLA symbol in [[WoldianHistory#High_Woldian.2C_ancient_language_of_the_Wold|Old High Woldian]]. This slotless magical item only works for you, and all WLA benefits (Skills, Training, Prestige, Hero) only function when you wear your badge. If your WLA badge is damaged, it is restored to full hit points at dawn the next morning. If it is lost or destroyed, you replace it after one week in a special ceremony at a WLA chapterhouse, with a cost of 200 gp per character level. The badge has hardness 30 and 10 hit points.
 +
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[[Image:NewWLAlogo.jpg|left]]'''Skill Bonus:''' For each of your character levels, you gain a +1 unnamed bonus on checks for a skill you select. Note that this is a bonus - not a skill rank. You can select a given skill no more than twice, so the bonus maxes out at +2 for any particular skill. You cannot change the skills, once chosen. This bonus does not require WLA Training for levels 1 and 2.  Further skill bonuses require WLA Training.
 +
 +
'''Information:''' One of the League's primary tasks is to gather local knowledge and information, to offer WLA members situational awareness of events in the Wold, which makes the chapterhouses a font of eclectic information. Normally, you need to have at least one skill rank in a Knowledge skill to attempt skill checks above DC10. When you are at a chapterhouse, you may attempt those checks even if you are not trained. This bonus does not require WLA Training.
 +
 +
'''Prestige:''' When openly wearing your WLA Badge, you gain +1 circumstance bonus on all charisma-based skill checks with all Noble Races. This bonus increases to +2 at level 9, and +3 at level 16. This benefit requires WLA Training.
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 +
'''WLA Training:''' Starting at Journeyman and at each rise in rank, you may seek out and undergo two days of training led by a WLA-certified adventurer. This training grants you a Bonus Feat.  The cost and available feats are dependent by rank. You can choose to undergo all training you qualify for at the same time, but you must train at the lower level rank before training a higher rank. Training times and cost stack. You must qualify for all bonus feat prerequisites.
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 +
<blockquote>Training I:  Requires 1,000 gp in dues any time after gaining 3rd level. Pick one bonus feat: Armor Proficiency [any], Martial Weapon Proficiency [any], Run, Self-Sufficient, Magical Aptitude.
 +
 +
Training II: Requires Training I and 2,500 gp in dues any time after gaining 6th level. Pick one bonus feat: Endurance, Toughness, Alertness, Exotic Weapon Proficiency, or one feat from Training I list.
 +
 +
Training III: Requires Training II and 3,500 gp in dues any time after gaining 9th level. Pick one bonus feat: Die Hard, Fleet, Combat Casting; OR one feat from a previous list.
 +
 +
Training IV: Requires Training III and 4,000 gp in dues any time after gaining 12th level. Pick one bonus feat [http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/advancedFeats.html from the Advanced Players Guide]: Bodyguard, Cosmopolitan, Saving Shield, Heroic Recovery, Minor Spell Expertise; OR one feat from a previous list.
 +
 +
Training V: Requires Training IV and 7,000 gp in dues any time after gaining 16th level. Gains one feat from any previous list and can cast Atonement as a spell like ability, limited to the Redemption or Temptation version, 1/day.</blockquote>
  
But the League, like so much else that Lars did, proved an astonishing success. Membership grew at amazing speeds, as adventurers flocked to this new organisation. Its universal presence, support network and unsurpassed training facilities proved irresistable to many adventurers.
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== History ==
 +
 +
The WLA is ancient, dating back, according to some, to the Second Age and filling the void of the [[Alemi#History_and_Relationships|Oshirr House]] after the ascension of [[Alemi]] and [[Domi]]. It has borne several names over the centuries, but the original Three Precepts of Oshirr House remain:
  
And so, despite Lars' largely altruistic motives, the League has made him richer than ever before. Today he works tirelessly with his League High Commanders, working to better the services provided, maintain the infrasructure and extend their influence to new, unexplored continents.
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# To foster the excellent behavior and sterling reputations of adventuring groups.
 +
# To offer adventurers centers for training and information.
 +
# To help those in need to find an adventuring group to aid them.
 +
 +
The original first chapterhouse of the WLA in the interior of the continent of Yrth no longer exists. It was abandoned at the end of the Third Age and assumed to be destroyed in the Cataclysm.  The current ‘First Chapterhouse’ is in [[Plateau City]] near the Red Wyrm Inn. It was established by the legendary half-elven ranger-cleric Lars Tokasis, who devoted his considerable wealth and prestige to enhancing the reputation and reach of the WLA throughout the Wold. Some say he is still alive, and lucky members may meet him and even learn from him during their training.
 +
 +
== Organization ==
 +
 +
Each chapter operates independently but works from a common charter overseen by the First Chapterhouse. Most local chapterhouses are run by retired adventurers or family members of local adventurers and can provide food, lodging, information and training. Most chapterhouses have access to healing and other spell casting services for the regular price.
 +
 +
WLA chapters tend to be built near the a city’s most infamous inn. (In small towns, the chapterhouse may well double as an actual inn.) One can easily spot the iconic tower with the WLA symbol in Old High Woldian.  Some older chapters have four carved faces of a Fighter, Mage, Cleric, and Thief instead of the Old High Woldian symbol.
 +
 +
The League pretty much runs itself, supported through altruism and heroic adventurers stepping up when needed.  When necessity requires a Wold-wide response, a League Council convenes at the First Chapterhouse.  Invariably, the right heroes seem to be at the right time and do what needs to be done.  The League works closely with the Dragon Consortium.
  
==Organization:==
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== Politics ==
Membership of the League is split into four broad ranks, Initiate, Journeyman, Guardsman and Officer. Fees are payable to rise through the first three ranks. Officer ranks can only be attained by promotion by a superior officer of Commander rank or higher, and are broken down as follows;
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* Captain
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The League strives to be a beacon of good in the Wold without taking sides when people and nations disagree in good faith. They do not have any true enemies or rivals in the ruling governments in the Wold, though they are viewed with distrust by a great many other groups, notably the mercenary outfit [[The Mailed Fist]].
* Lt. Commander
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* Commander
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* High Commander
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* Lord High Commander
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At any time there is only one Lord High Commander and twelve High Commanders.
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The League is run by the council of 12 League High Commanders (six regional heads, six discipline heads) and Lars himself, the Lord High Commander of the League. All League decision making is carried out by this body.
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League members of Captain rank may (with the agreement of the local outpost) offer missions to members of the Initiate rank. Members of Lt. Commander rank may offer missions to members of Journeyman rank. Members of Commander rank may offer Missions to members of Guardsman rank. Only the Council may offer Officers missions, and only the council can order members (of any rank) to undertake missions. These missions must be carried out, on pain of expulsion from the League. Such missions are invariably of grave import to the League.
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League outposts exist in almost all reasonably sized settlements on the Peninsula. A small outpost will typically provide the following:
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* Food and secure lodgings at reduced rates to members
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* A cleric: Healing, resurrections etc at reduced rates to members
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* A Wizard: Wayfaring at reduced rates to members
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* A ranger or bard: Local knowledge, history, information source
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Members of Guardsman or Officer rank may be called upon at any time by the Council to man an outpost, providing support to lower ranking members.
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Larger outposts provide training, access to magical literature and so on (see Benefits)
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==Headquarters:==
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The League Hall is the meeting and normal work place of the Council members and their support staff. It is a new and imposing building in the heart of the city of Isumbre in [[Geography: Fargunia_and_Zarthmoor|Zarthmoor]].
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==Politics:==
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The League strives to be as neutral as possible. As a recent creation it has yet to develop any true enemies or rivals, though they are viewed with distrust by a great many other groups, notably the mercenary outfit [[Organization: The Mailed Fist|The Mailed Fist]].
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==Benefits:==
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* '''Prestige:''' Members can be identified by a pin badge (a monogram of WLA), though obviously one might not always wish to be recognized! This badge denotes the wearer as a warrior for good, and a trustworthy character. Anyone who abuses their status in the League, or who pretends membership, is swiftly and harshly dealt with. Non-officer badges are blue, Officer badges are red. The badge has a number of tines equal to the rank of the wearer, for example a Commander would have a red badge with three tines. A Commander in the League is considered equal with minor nobilty.
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* '''Information:''' One of the League's primary tasks is to gather local knowledge and information, and present it to the central ruling body. In this way a clear picture of events across the Peninsula can be gathered and responded to when needs be. In turn this information (if not deemed of a sensitive nature) is disseminated to members.
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* '''Skills:''' League training is second to none. Trainers are assisted by dedicated mages who speed the natural learning process significantly. As a result any member who spends at least two full days at a large League outpost is entitled to 2 extra skill points to spend on the following skills (these skill may be taken as Class Skills by all classes): climb, handle animal, jump, ride, and swim. These 2 skill points may be taken when the Leaguer joins and each time the Leaguer levels up.
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* '''Feats:''' Advanced training is probably the single biggest reason for the League's phenomenal success. At each of the four ranks a specific bonus Feat is awarded.
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Initiates get Weapon Proficiency in one of the favored League weapons: shortsword, longspear, or bastard sword.
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* Journeymen gain Toughness.
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* Guardsmen gain Endurance.
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* Officers gain Leadership.
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Potentially a character may gain up to four bonus Feats during their time with the League, if they start in the League at Level 5 of earlier. However there are strict rules. A character is only entitled to a Feat within the Level parameters of their rank. For example Huggrig, a 2nd level barbarian who joins as an Initiate, is entitled to the Initiate rank Feat. If he rises to 7th level and decides he can afford to increase his rank to Journeyman, he then gains his second Feat. However if Selina the 6th Level elven rogue joins and pays 2,000 gp to become an Initiate, she is not entitled to a Feat (Rank 1 feats are only for characters of Rank 1 levels, ie 1-5). If she paid a further 5,000 gp to become a Journeyman she would be entitled to the Toughness feat, as she qualifies for this rank (Rank 2 covers levels 6-10). Then, if she paid an additional 15,000 gp at level 11, she would get her next Feat, Endurance.
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[[Category:Organizations]]
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Latest revision as of 20:07, 4 May 2023

Established in the beginning years of the Second Age, the Woldian League of Adventurers has long been the largest, most influential and most popular of all adventuring guilds due to the exceptional support and training it offers as well as its reputation for compassion and heroism.

Membership Requirements

  • Class: Any
  • Level: Any
  • Race: Any.
  • Alignment: Any Good.
  • Deity: Any
  • Deed: None
  • Oath: Adventurers must take the League oath: “I, (state your name), do solemnly swear to uphold the ideals of the League, to protect the innocent and combat evil wherever I may find it.”
  • Fee: Varies by level (See Benefits)

Background

Sphere of Influence: The League is a global organization, supported by all governments that allow adventuring groups, and has chapters in most large towns and cities on both continents and all major islands.

Ethos: The League unites heroic adventurers in fighting evil, in all its deadly forms, and in protecting the innocent. Of course, there are as many ways to apply that ethos in practice as there are members.

Benefits

Table: WLA Benefits & Commitments
Level Title Skill Bonus Special Dues
1 Adventurer +1 Badge, Information Oath
2 +1
3 Journeyman +1 Training I, Prestige I 1,000 gp dues
4 +1
5 +1
6 Guardian +1 Training II 2,500 gp dues
7 +1
8 +1
9 Officer +1 Training III, Prestige II 3,500 gp dues
10 +1
11 +1
12 Champion +1 Training IV 4,000 gp dues
13 +1
14 +1
15 +1
16 Hero +1 Training V, Prestige III 7,000 gp dues
17 +1
18 +1
19 +1
20 +1

WLA Badge: When you take the oath and join the WLA, you receive a magical badge, a Fate Item, known all over the Wold. It is in the shape of a battlemented tower with the WLA symbol in Old High Woldian. This slotless magical item only works for you, and all WLA benefits (Skills, Training, Prestige, Hero) only function when you wear your badge. If your WLA badge is damaged, it is restored to full hit points at dawn the next morning. If it is lost or destroyed, you replace it after one week in a special ceremony at a WLA chapterhouse, with a cost of 200 gp per character level. The badge has hardness 30 and 10 hit points.

NewWLAlogo.jpg
Skill Bonus: For each of your character levels, you gain a +1 unnamed bonus on checks for a skill you select. Note that this is a bonus - not a skill rank. You can select a given skill no more than twice, so the bonus maxes out at +2 for any particular skill. You cannot change the skills, once chosen. This bonus does not require WLA Training for levels 1 and 2. Further skill bonuses require WLA Training.

Information: One of the League's primary tasks is to gather local knowledge and information, to offer WLA members situational awareness of events in the Wold, which makes the chapterhouses a font of eclectic information. Normally, you need to have at least one skill rank in a Knowledge skill to attempt skill checks above DC10. When you are at a chapterhouse, you may attempt those checks even if you are not trained. This bonus does not require WLA Training.

Prestige: When openly wearing your WLA Badge, you gain +1 circumstance bonus on all charisma-based skill checks with all Noble Races. This bonus increases to +2 at level 9, and +3 at level 16. This benefit requires WLA Training.

WLA Training: Starting at Journeyman and at each rise in rank, you may seek out and undergo two days of training led by a WLA-certified adventurer. This training grants you a Bonus Feat. The cost and available feats are dependent by rank. You can choose to undergo all training you qualify for at the same time, but you must train at the lower level rank before training a higher rank. Training times and cost stack. You must qualify for all bonus feat prerequisites.

Training I: Requires 1,000 gp in dues any time after gaining 3rd level. Pick one bonus feat: Armor Proficiency [any], Martial Weapon Proficiency [any], Run, Self-Sufficient, Magical Aptitude.

Training II: Requires Training I and 2,500 gp in dues any time after gaining 6th level. Pick one bonus feat: Endurance, Toughness, Alertness, Exotic Weapon Proficiency, or one feat from Training I list.

Training III: Requires Training II and 3,500 gp in dues any time after gaining 9th level. Pick one bonus feat: Die Hard, Fleet, Combat Casting; OR one feat from a previous list.

Training IV: Requires Training III and 4,000 gp in dues any time after gaining 12th level. Pick one bonus feat from the Advanced Players Guide: Bodyguard, Cosmopolitan, Saving Shield, Heroic Recovery, Minor Spell Expertise; OR one feat from a previous list.

Training V: Requires Training IV and 7,000 gp in dues any time after gaining 16th level. Gains one feat from any previous list and can cast Atonement as a spell like ability, limited to the Redemption or Temptation version, 1/day.

History

The WLA is ancient, dating back, according to some, to the Second Age and filling the void of the Oshirr House after the ascension of Alemi and Domi. It has borne several names over the centuries, but the original Three Precepts of Oshirr House remain:

  1. To foster the excellent behavior and sterling reputations of adventuring groups.
  2. To offer adventurers centers for training and information.
  3. To help those in need to find an adventuring group to aid them.

The original first chapterhouse of the WLA in the interior of the continent of Yrth no longer exists. It was abandoned at the end of the Third Age and assumed to be destroyed in the Cataclysm. The current ‘First Chapterhouse’ is in Plateau City near the Red Wyrm Inn. It was established by the legendary half-elven ranger-cleric Lars Tokasis, who devoted his considerable wealth and prestige to enhancing the reputation and reach of the WLA throughout the Wold. Some say he is still alive, and lucky members may meet him and even learn from him during their training.

Organization

Each chapter operates independently but works from a common charter overseen by the First Chapterhouse. Most local chapterhouses are run by retired adventurers or family members of local adventurers and can provide food, lodging, information and training. Most chapterhouses have access to healing and other spell casting services for the regular price.

WLA chapters tend to be built near the a city’s most infamous inn. (In small towns, the chapterhouse may well double as an actual inn.) One can easily spot the iconic tower with the WLA symbol in Old High Woldian. Some older chapters have four carved faces of a Fighter, Mage, Cleric, and Thief instead of the Old High Woldian symbol.

The League pretty much runs itself, supported through altruism and heroic adventurers stepping up when needed. When necessity requires a Wold-wide response, a League Council convenes at the First Chapterhouse. Invariably, the right heroes seem to be at the right time and do what needs to be done. The League works closely with the Dragon Consortium.

Politics

The League strives to be a beacon of good in the Wold without taking sides when people and nations disagree in good faith. They do not have any true enemies or rivals in the ruling governments in the Wold, though they are viewed with distrust by a great many other groups, notably the mercenary outfit The Mailed Fist.