PDA

View Full Version : [Org]{Item} Defenders of the Flame



Rimx
2006-08-31, 06:02 AM
Defenders of the Flame

In ancient times, when humans were primitive nomads on the steepe, and elves were the children of the fey playing in their deep woods, dwarves became the first crafters and the first to forge metal. The dwarven gods smiled upon their children. Pleased with their creation's ingenuity they gave them the Dwarven flame, a magical fire that burned with a blue-ish hue and made forging significantly easier. With the fire in their possession dwarven clans developed rapidly. They crafted many objects of legend as their empire grew. Unfortunately, with the coming of the great ice and the invasion of the northern barbarians and the army of the Hobgoblin Khan the first great dwarven empire collapsed. The flame was in danger of going out but for the actions of a few brave dwarves. They became the first Defenders of the Flame who have protected the flame to the present day.
-excerpt from the Sage's Tome of History

General Description:
The organization started out as a group of dwarves interested in protecting the flame from extinction. Over the centuries it evolved into a group that also protected dwarven clans and culture. The flame was one common element that brought the clans together after they were scattered by the destruction of their empire. The defenders established a branch in each clan. They saw dwarven culture as a flame that could be put out too easily with the clans scattered across the world. The flame would serve as an element of common culture and allow the defenders to keep an eye out for possible threats to the clans.

Today the Defenders of the Flame are a major, although not well publicized, part of clan life. The organization is allied with the dwarven church. Most clan clerics are also members. About 5-3% of a clan are active members. Adventuring dwarves are encouraged to join because their mobile lifestyle allows them to investigate threats more easily than clan dwarves and they attract less attention. A member is treated wtih high honor in a clan. He gains a +4 bonus to reaction rolls with members of his own clan and +2 bonus with other clans. Non dwarf members only gain half the bonus.

The flame is also a major part of clan life. It is located at the heart of the clan, used to fire the forges. Infants are baptized with ashes from the flame. When a dwarf reaches adulthood he is branded with clan mark that signifies the dwarf's clan of origin, individuals who are made members of a dwarven clan also receive this mark. When dwarves die they are creamated in the flame. The flame is held in high regard, for example should a dwarf dishonor his clan enough to be banished the brand used to mark him of his crime will be heated with a regular flame.

Purpose:
The main purpose of the the organization is the defense and maintaining of the dwarven flame and to protect clans from threats that their warriors cannot handle. The organization also seeks to recover lost dwavern treasures and historical artifacts.

Alignment:
Lawful Good(All) Most members are either lawful good or lawful neutral, but a defender may have any alignment as long as they are concerned with the welfare of dwarven society and the protection of the flame.

GP Resource limit/Economics:
The amount of gold available to the organization varies from clan to clan. Usually a branch has between 1,000,000-5,000,000 gp at their disposal. In cases of extreme emergency the organization has access to the clan's entire resources. Most of this is used to maintain and update defense. Members preforming a mission will often recieve equipment the organization feels is vital for the mission (f.g. cold weather gear for an artic based mission) within reason. Members also recieve a 10% discount on items made using the flame. If the member can craft items using the flame they can do so for a 10% fee on the total cost of the item.

Membership Requirements:
To join one must either be a dwarf or be inducted into a dwarven clan. The defenders pick members based on how well they think can defend the clan or the flame. Members are branded beneath their clan mark to so membership. To remain a member a dwarf must follow orders and defend the clan and the flame with his life. Members who have served well for a long period of time are promoted to the council.

Authority Figures:
The organization has no central command. Each branch is ruled by a council. They keep in contact with other councils through magical means, but are for the most part autonomous. Each council has roughly a dozen to two dozen members. When a member of the council member retires he selects a successor from the organization. The canidate is voted upon by the other members. The council selects one of it's members to act as the organization's head for a term of ten years. In most clans leadership is rotated through the council than put to a vote.

Here is a sample leader: Thilov"The Burned"Stonehammer(LG Fighter 7/Cleric 5) Thilov Stonehammer is in his early 250s he has several scars on his face and chest. He has served on the council for over 40 years and has acted as their leader for 7 years. He rose to fame in his younger years when he proved instrumental in the defeat of the Lich King's army and was responsible for his death. He recieved his name worthy burn scars during the lich's death attack leaving skeletal hand shaped scars on his face and chest. He went on to lead several successful attacks against hobgoblins and the troglodytes before being promoted to the council. As council member and leader he believes that a good offense is a good defense and acting proactivly to threats. He feels that potential problems should be dealt with before they wind up on the clans doorstep.


Racial Makeup:
The members of the organization are mainly dwarves, but members from several other races also make up the ranks.

96% Dwarf
2% Gnome
1% Human
1% Other

Class Makeup:
Fighters, clerics and Experts(craftsmen and others) make up the bulk of the membership.

30% Fighter
25% Clerics
20% Expert
7% Rouge
5% Monk
5% Ranger
3% Paladin
3% Wizard
1% Druid
1% Other

Lore:
The Defenders of the Flame are fairly well known to the dwarves. It's existance is common knowledge to the clans. It is less well known outside the clans, dwarves get a +5 bonus to knowledge checks.

Knowledge(local/dwarven region)
DC 10-The Defenders of the Flame is an organization that protects dwarven clans from that their clans warriors cannot handle.
DC 15-The Defenders of the Flame protect the legendary dwarven flame. They have done so since ancient times. They also search for lost dwarven treasures.
DC 20-You have a detailed knowledge of the dwarven flame. You can also tell a dwarves clan of origin by looking at their clan mark. Also you know the major members of the organization in your local clan and their rune brandings.
DC 30-You know which missions the organization is currently running and the member involved.

Adventure Hooks:
-Recently a dragon is rumored to have made a nest near the clan. The pc's are tasked with investigating the dragon, discover it's intentions and take it out if need be.

-The Lich King thought destroyed 60 years ago has returned and he wants vengance against the clan that stopped him last time. He is building an army in the underdark by trying tomake an alliance with the dwarves enemies. The pcs must stop him before he is successful.

Item:
Dwarven Flame (Minor Artifact)
Dwarven Fire is a magical fire that burns with a bluish hue. It has several notable properties. First it produces breathable air instead of consuming oxygen. Dwarves located deep underground use the fire to keep their air fresh. The fire also makes forging metal easier. For an average craftsman, the crafting costs are 20% less when created using the forge. If a crafter has +10 ranks in a craft skill they can craft items for 30% less and in 30% less time. The fire is one of the few ways that Adamantine can be efficently crafted. Dwarven fire is easily spread if placed with normal fire it converts the fire to Dwarven Fire. Should the fire leave dwarven hands it changes to normal fire over the course of a day.

Rune branding:
Rune branding is a process where a small portion of the fire's magical energy is transfered to a member in the form of a brand in the shape a rune. Each clan has at least one to several runes depending on the clans size. The rune emulates a minor spell or effect and is treated like as a Spell-Like Abilitiy. Runes are usually created and maintained by the clans clerics, although not always. Receiving a rune is draining, a member who gets a rune loses 500xp and is exhuasted for 1d4 hours. Below are several sample runes that can be rewarded to the pc's for completing andventure, dm's can create more as needed.

The Snake-+2 bonus on saving throws against poison. Stacks with dwarves racial bonus.
The Feather-1/2 damage from a fall.
The Miner-once per day the user gains a burrowing speed of 10ft. This effect last for a number of rounds equal to half the users levels
The Gnome-The user can cast three level 0 spells once per day as if he were a 1st level sorcerer with a charisma of 10.
The Shield-The user gain +1 ac in natural armor. This ability stacks with existing natural armor.