Mike_Lemmer
2006-08-18, 05:12 AM
The Catalysts
"Sometimes progress requires a little grease on the floor and a firm shove to the back."
-Barnaby Perceival
Description:
The Catalysts are a loosely-knit secret society of sages, spies, and saboteurs dedicated to birthing new social orders by burning down the old ones. They research radical new inventions and magic for their revolutions, but rely on the summer heat for their main tactics: arson and unrest.
Purpose:
Tear down outdated societies through sabotage, rebellion, and assassination, paving the way for radical new societies.
Organization:
Fluid is an understatement. Rank and position are changed, superiors are swapped, and underlings are shuffled monthly. Members might not even have a superior for months.
The most stable groups in the Catalysts are the regions. Each region targets a particular city, state, or kingdom for reform. Regions start small as a few agents establish themselves on both sides of the law and escalate the conflict between the government and the people. Once a region is ready for ignition, numerous agents swarm in to prepare assassinations, arson, and sabotage. All of these go off simultaneously, crippling the government within hours. The region is then disbanded as a new government is set up.
Since the Catalysts rely on searing summer heat for "maximum effect", many of their agents have seasonal schedules, establishing regions during the winter months and igniting them during the summer.
Alignment: CN (any non-Lawful)
Each region leans from Chaotic Good to Neutral Evil, depending on their target.
Resources:
The Catalysts demand self-sufficient members; agents purchase their supplies themselves. (It also cuts down on the paper trail should one be caught.) The Catalysts can devote 80,000 gold to each region, up to 200,000 gold if it's particularly important. Most of this support comes in the form of magic items instead of cold cash.
The Catalysts also have an array of cutting-edge equipment they loan out for special missions, ranging from the subtle to the explosive. Much of it is baffling. Most of it is tested. All of it is scarily effective.
Membership:
Most members are recruited by agents working in the field. Rebels and outcasts that show cunning, a knack for sabotage or spying, and wanderlust are recommended for recruitment after three months of observation. If they are still alive after the region ignites, the agent tells them about a rebellion nearby that could use their help. If they accept, the agent leads them to the next region and passes them along to another agent for training.
Authority Figure:
Durgashan, CG Gnome Expert 7/Wizard 5: The iconic leader of the Catalysts. Nicknamed after an ancient Dwarven word for "resmelting". No one (besides himself) knows his true identity, home, or whether he really exists. His only contact with his agents are papers on technology, philosophy, government, and magic penned by him and distributed throughout the Catalysts. (These papers are worth top coin to sages and inquisitors alike.)
Other Important Figures:
The Transmuter, CN Doppleganger Rogue 4/Wizard 5/Arcane Trickster 7: The Catalysts' top agent. He was originally hired to infiltrate them, but quickly decided he would rather work for the Catalysts and switched sides. Since then, he has merrily incited rebellions, riots, and fires across the continent.
It's rumored he ignited the overthrow of the Earl of Westhampton with just three statements, was the true identity of the Unkillable Seer of Armont, ended the bloodline of the Rutherans by burning all of the family's manors simultaneously, and started half of the rumors about himself because "they weren't getting enough of them right". He usually takes the form of a traveling gnome bard.
Bolvar the Clanless, NE Dwarven Sorcerer 9: Bolvar was exiled from his clan when he studied the forbidden magic arts instead of joining the family line of engineers. Ever since, he's devoted himself to razing dwarven society to the ground, forcing them to embrace magical studies to rebuild it. His comrades are concerned about his radical plans, worrying that weakening the dwarves so much would expose the surface to an unprecedented Underdark invasion. He hasn't been drummed out yet because his skill in combining mundane and magical sabotage is unsurpassed.
Elithis Morromer, CG Elven Ranger 5/Rogue 3: Elithian is the Catalysts' ambassador to the druidic orders. Elithis argues that man's encroachment on nature stems from the use of land as a sign of wealth; abolishing feudal lords and improving farming techniques would reduce the demand for land. It has a few holes in its logic, but many druids think its a better idea than "wait until they bother us, then kill them". Druid support has been vital for many rural regions, and Elithis is currently developing plans to use druid agents in large cities. His comrades think it's just crazy enough to work.
Racial Makeup:
35% Humans
21% Gnomes
20% Halflings
13% Elves
6% Dwarves
5% Other (savage humanoids, dopplegangers, etc.)
Class Make-Up*:
27% Rogues
21% Fighters
18% Sorcerers
13% Bards
12% Wizards
9% Other (clerics, rangers, etc.)
*This breakdown just covers the PC classes. Half of the Catalysts' members are sages, traitorous nobles, gypsy spies, researchers, and other NPC roles.
Origin*:
*This documents the first proof of the Catalysts' existence. Their actual origin is still unknown.
The first official reports of The Catalysts' existance date back 80 years, when the theocracy ruling Delonia collapsed. Initial reports stated revolutionaries stormed the palace temple, killed two of the heads of state, and set the place on fire. Months later, the sage Pirus held an investigation into the event. He argued that not only was the temple on fire before the mob arrived, but the nobles' fatal wounds looked like they were caused by lightning bolts and backstabs, not fire and swords. Reeves also stated the cause was not high taxes and a new state religion, but the theocracy's attempts to gain control of the capital's College of Illusions and Magics. His main piece of evidence was the disappearance of Professor Shalin, a renowned enchantress, just before the storming of the palace. (Previous reports suggested she was caught off-guard by the carnage and killed.) He suggested that Shalin aided the revolution and went into hiding afterwards to avoid reparations.
More revolutions followed in nearby kingdoms, carrying the same trademarks as the Delonia Revolt: unrest exploding into anarchy, simultaneous strikes against the state, and attacks on noblemen by elite rogues and wizards. Pirus investigated each, claiming that a secret society called the Catalysts had influenced each one. His main link between them was reported sightings of someone resembling Shalin. Most sages regarded it as pure bunk.
Halfway through his fifth investigation, Pirus disappeared from a crowded inn without a trace. No one remembered him leaving or talking to anyone.
Thirty-six years later, special forces under King Edmund the IV launched a surprise attack on a secret revolutionary outpost. They were surprised to discover three skilled mages among the rebellers. Edmund's advisors were surprised to learn, following the successful raid, that two of them were Shalin and Pirus.
Since then, nations have looked for Catalyst influence in any internal dissent against the government. Even as more plots are foiled and Catalyst agents are interrogated, their loose structure has kept info spotty, conflicting, and prone to exaggeration.
Adventure Hooks:
1. A (secret Catalyst) revolutionary fought the PCs while they were quelling a rebellion in their homeland. Now, when they are infiltrating an enemy kingdom halfway across the continent, they meet him again. This time, he offers to aid them in their quest. How did he get here? Will he really help them? What is his true motive here?
2. During an insufferable drought, a fire spreads through the poor district of the capital. The government thinks it has the fire under control until one tongue of flame miraculously leaps across the river, igniting the noble district. The PCs see a suspicious group of men leaving the scene. Can they track them through a burning city on the verge of anarchy and prevent them from causing any more damage?
3. A hated marquis was giving a public speech when "a spurt of blood erupted from his forehead, followed by a thunderous crack echoing through the street". The clerics examining the wound discovered a small iron pellet embedded a half-foot into his brain. Although it doesn't radiate magic, it managed to get through the marquis's protection spells. The city's nobles barricade themselves in until the killer is found. Will the PCs aid the city's search for the killer or retrieve the mysterious weapon for themselves?
4. Some drow (Catalysts) are attempting to cripple their Underdark brethren by- get this!- digging a large tunnel into the empire and focusing sunlight into it! And they want to pay us to help them! What a stupid plan! It'll never work!
...Right?
"Sometimes progress requires a little grease on the floor and a firm shove to the back."
-Barnaby Perceival
Description:
The Catalysts are a loosely-knit secret society of sages, spies, and saboteurs dedicated to birthing new social orders by burning down the old ones. They research radical new inventions and magic for their revolutions, but rely on the summer heat for their main tactics: arson and unrest.
Purpose:
Tear down outdated societies through sabotage, rebellion, and assassination, paving the way for radical new societies.
Organization:
Fluid is an understatement. Rank and position are changed, superiors are swapped, and underlings are shuffled monthly. Members might not even have a superior for months.
The most stable groups in the Catalysts are the regions. Each region targets a particular city, state, or kingdom for reform. Regions start small as a few agents establish themselves on both sides of the law and escalate the conflict between the government and the people. Once a region is ready for ignition, numerous agents swarm in to prepare assassinations, arson, and sabotage. All of these go off simultaneously, crippling the government within hours. The region is then disbanded as a new government is set up.
Since the Catalysts rely on searing summer heat for "maximum effect", many of their agents have seasonal schedules, establishing regions during the winter months and igniting them during the summer.
Alignment: CN (any non-Lawful)
Each region leans from Chaotic Good to Neutral Evil, depending on their target.
Resources:
The Catalysts demand self-sufficient members; agents purchase their supplies themselves. (It also cuts down on the paper trail should one be caught.) The Catalysts can devote 80,000 gold to each region, up to 200,000 gold if it's particularly important. Most of this support comes in the form of magic items instead of cold cash.
The Catalysts also have an array of cutting-edge equipment they loan out for special missions, ranging from the subtle to the explosive. Much of it is baffling. Most of it is tested. All of it is scarily effective.
Membership:
Most members are recruited by agents working in the field. Rebels and outcasts that show cunning, a knack for sabotage or spying, and wanderlust are recommended for recruitment after three months of observation. If they are still alive after the region ignites, the agent tells them about a rebellion nearby that could use their help. If they accept, the agent leads them to the next region and passes them along to another agent for training.
Authority Figure:
Durgashan, CG Gnome Expert 7/Wizard 5: The iconic leader of the Catalysts. Nicknamed after an ancient Dwarven word for "resmelting". No one (besides himself) knows his true identity, home, or whether he really exists. His only contact with his agents are papers on technology, philosophy, government, and magic penned by him and distributed throughout the Catalysts. (These papers are worth top coin to sages and inquisitors alike.)
Other Important Figures:
The Transmuter, CN Doppleganger Rogue 4/Wizard 5/Arcane Trickster 7: The Catalysts' top agent. He was originally hired to infiltrate them, but quickly decided he would rather work for the Catalysts and switched sides. Since then, he has merrily incited rebellions, riots, and fires across the continent.
It's rumored he ignited the overthrow of the Earl of Westhampton with just three statements, was the true identity of the Unkillable Seer of Armont, ended the bloodline of the Rutherans by burning all of the family's manors simultaneously, and started half of the rumors about himself because "they weren't getting enough of them right". He usually takes the form of a traveling gnome bard.
Bolvar the Clanless, NE Dwarven Sorcerer 9: Bolvar was exiled from his clan when he studied the forbidden magic arts instead of joining the family line of engineers. Ever since, he's devoted himself to razing dwarven society to the ground, forcing them to embrace magical studies to rebuild it. His comrades are concerned about his radical plans, worrying that weakening the dwarves so much would expose the surface to an unprecedented Underdark invasion. He hasn't been drummed out yet because his skill in combining mundane and magical sabotage is unsurpassed.
Elithis Morromer, CG Elven Ranger 5/Rogue 3: Elithian is the Catalysts' ambassador to the druidic orders. Elithis argues that man's encroachment on nature stems from the use of land as a sign of wealth; abolishing feudal lords and improving farming techniques would reduce the demand for land. It has a few holes in its logic, but many druids think its a better idea than "wait until they bother us, then kill them". Druid support has been vital for many rural regions, and Elithis is currently developing plans to use druid agents in large cities. His comrades think it's just crazy enough to work.
Racial Makeup:
35% Humans
21% Gnomes
20% Halflings
13% Elves
6% Dwarves
5% Other (savage humanoids, dopplegangers, etc.)
Class Make-Up*:
27% Rogues
21% Fighters
18% Sorcerers
13% Bards
12% Wizards
9% Other (clerics, rangers, etc.)
*This breakdown just covers the PC classes. Half of the Catalysts' members are sages, traitorous nobles, gypsy spies, researchers, and other NPC roles.
Origin*:
*This documents the first proof of the Catalysts' existence. Their actual origin is still unknown.
The first official reports of The Catalysts' existance date back 80 years, when the theocracy ruling Delonia collapsed. Initial reports stated revolutionaries stormed the palace temple, killed two of the heads of state, and set the place on fire. Months later, the sage Pirus held an investigation into the event. He argued that not only was the temple on fire before the mob arrived, but the nobles' fatal wounds looked like they were caused by lightning bolts and backstabs, not fire and swords. Reeves also stated the cause was not high taxes and a new state religion, but the theocracy's attempts to gain control of the capital's College of Illusions and Magics. His main piece of evidence was the disappearance of Professor Shalin, a renowned enchantress, just before the storming of the palace. (Previous reports suggested she was caught off-guard by the carnage and killed.) He suggested that Shalin aided the revolution and went into hiding afterwards to avoid reparations.
More revolutions followed in nearby kingdoms, carrying the same trademarks as the Delonia Revolt: unrest exploding into anarchy, simultaneous strikes against the state, and attacks on noblemen by elite rogues and wizards. Pirus investigated each, claiming that a secret society called the Catalysts had influenced each one. His main link between them was reported sightings of someone resembling Shalin. Most sages regarded it as pure bunk.
Halfway through his fifth investigation, Pirus disappeared from a crowded inn without a trace. No one remembered him leaving or talking to anyone.
Thirty-six years later, special forces under King Edmund the IV launched a surprise attack on a secret revolutionary outpost. They were surprised to discover three skilled mages among the rebellers. Edmund's advisors were surprised to learn, following the successful raid, that two of them were Shalin and Pirus.
Since then, nations have looked for Catalyst influence in any internal dissent against the government. Even as more plots are foiled and Catalyst agents are interrogated, their loose structure has kept info spotty, conflicting, and prone to exaggeration.
Adventure Hooks:
1. A (secret Catalyst) revolutionary fought the PCs while they were quelling a rebellion in their homeland. Now, when they are infiltrating an enemy kingdom halfway across the continent, they meet him again. This time, he offers to aid them in their quest. How did he get here? Will he really help them? What is his true motive here?
2. During an insufferable drought, a fire spreads through the poor district of the capital. The government thinks it has the fire under control until one tongue of flame miraculously leaps across the river, igniting the noble district. The PCs see a suspicious group of men leaving the scene. Can they track them through a burning city on the verge of anarchy and prevent them from causing any more damage?
3. A hated marquis was giving a public speech when "a spurt of blood erupted from his forehead, followed by a thunderous crack echoing through the street". The clerics examining the wound discovered a small iron pellet embedded a half-foot into his brain. Although it doesn't radiate magic, it managed to get through the marquis's protection spells. The city's nobles barricade themselves in until the killer is found. Will the PCs aid the city's search for the killer or retrieve the mysterious weapon for themselves?
4. Some drow (Catalysts) are attempting to cripple their Underdark brethren by- get this!- digging a large tunnel into the empire and focusing sunlight into it! And they want to pay us to help them! What a stupid plan! It'll never work!
...Right?