This post presents another faction that could be used in a space fantasy or nautical
Pathfinder campaign.
-Nate
The Navigators
Ostensibly a
professional organization dedicated to studying the galaxy and
practicing the art of charting courses between bodies floating in the
aether, this group is in fact the cover for a secret society. Them
are obsessed with the idea that interaction between the (as they see
it) male sun and the (in their view) female earth is the source of
all creation. While some promote belief in the Universal Architect,
they see the aforementioned relationship as a necessary emanation
from that being in order to facilitate the rest of the creative act.
Such notions are, it should be noted, controversial.
Goal: Discovery
and, um, Knowledge
While their
publicly stated goals focus on exploring the galaxy and promulgating
knowledge of the planets, asteroids and other bodies that can be
found in it, their unofficial activities that focus on the
male-female relationship mentioned above. Indeed, in said act they
see a ritual that can promote the essential virility of life in the
universe, one that should be conducted over and over in order to
promote such vital energies. As such, they're also dedicated to
worshiping the Goddess of Love and Beauty.
Alignment: NG
Given the nature
of their rituals, members of the Navigators are not accepting of
social strictures that impede natural desires. On the other hand,
given their respect for all living things, they also don't like
doctrines that are enforced against the will of common people.
Leader
Although the
hierarchy in this organization is not as strict as those in other
groups, the acknowledged leader is a mystic theurge named Giovanni di
Savilla—an individual who combines the studies of a diviner wizard
with the passion of cleric who worships the Love Goddess.
Headquarters
Instead of just
one location that provides a focus for the group's activities, the
Navigators maintain a variety of places in which they conduct their
trade and undertake their rituals. A typical example of this is a
well-regarded bookshop, one in which buyers can find a variety of
tomes and maps detailing the worlds of the Sol System, along with
assorted curiosities and other, more mundane texts.
1. Front Room
In the front of
the shop there is a table at which the shopkeeper is stationed to
receive customers.
2. Stacks
All manner of
books, maps and other such items can be found throughout this area.
Additionally, in the space behind the front room is a table at which
visitors can sit and take their time in examining items.
3. Office
This room is
furnished with a bookcase, desk and storage trunk. The latter item is
sealed with a good lock, and contains the bookstore's working
capital: 124 gp, 381 sp and 274 cp. There's also a ledger with a
record of the shop's legitimate business transactions.
4. Stairways
In addition to the
stairs that lead up to the building's upper level, a secret door (DC
20 Perception) provides access to the basement, in which the
organization's more private entertainments occur.
5. Bedrooms
Each of these
rooms is comfortably appointed, due to the relative affluence of
those who run the bookshop. Furnishings include a bed and a
wardrobe—along with a desk in the smaller room.
6. Study
The larger bedroom
(see above) connects to a small library, a room lined with
bookshelves and filled by a large writing desk. It is from here that
the group's leader steers the organization, writing texts that
present sacred instructions, responding to letters from the faithful,
and the like.
7. Kitchen
Given their
hedonistic tendencies, it should come as not surprise that this group
provides plenty of food and drink for its members. As such, the
kitchen is outfitted with all manner of pots, pans, dishes and
utensils, along with a pantry stocked with beverages and foodstuffs,
and a closet containing linens, silverware and the like.
8. Dining Room
A table and chairs
here provide a place where the shop's everyday inhabitants can take
their meals.
9. Lounge
This is where the
society holds its meetings. There's a smaller semi-circle of chairs
for more intimate groups, or a ring of couches for larger gatherings.
10. Storage
The shelves that
line the walls of this room are stocked with all manner of beverage,
along with dainty preserved foods and sweetmeats. There are also
candles, incense, linens and the like.
11. Meeting Room
A broad table
surrounded by high-backed chairs fills this space, which is reserved
for those times when the group holds more formal meetings.
Using
the Navigators in an Aetherial Adventures
Campaign
This organization can provide plenty of plot elements for a space
fantasy RPG campaign; presented here are a few of the possibilities.
Ostensibly, characters can seek out these Navigator chapter houses
in order to find information about other planets as well as the
space that lies between them. Given their expansive knowledge,
members of this group are accomplished scholars and herbalists.
In a similar vein, a Navigator could seek to hire the PCs as part of
an expedition to acquire some lost relic, bit of lore or potent
magical component that the organization needs for one of its rituals
or projects.
When the son or daughter of a high-society family decides to join
the Navigators, that young person's parents asks the PCs to bring
back the wayward individual. Will the PCs do so, or will they
develop sympathy for the youth?
Those who are strong warriors, beautiful magicians, charming bards
or the like might be invited to participate in one of the
organization's secret rituals.
Indeed, this group can be used to add some drama to a campaign,
should a PC fall for one of its members—one who does not believe
in committed relationships. This might create difficulty for the PC
in question, or for an NPC who becomes jealous and vengeful as a
result.
One of the Navigators begins trading in secrets gained from intimate
interactions with outsiders, and decides to sell that information to
a rival or enemy. What is the secret, and what are others willing to
do to learn it, or to see that it remains unknown?
A foul murder, using poison or some other stealthy means, happens at
one of the Navigators' meetings that's being held as a masquerade;
the ensuing investigation becomes complicated because of the illicit
nature of the group's ritual activities.
These matters become even more complicated when an opponent of the
organization accuses the Navigators of summoning demons and devils
as part of their rituals. Is this claim true, or just an attempt to
sully the group's already delicate reputation?
When a crusading group of clerics—possibly followers of the Sun
God or the Universal Architect—decides to shut down this
organization, one or more of its members could look to the PCs for
help in leaving town quickly.
Giovanni
di Savilla
CR
8
XP
4800
Male
human cleric 3/wizard 3/mystic theurge 3
NG
medium humanoid
Init
+0; Senses Perception +3
DEFENSE
AC
10, touch 10, flat-footed 10 (+0 Dex)
hp
38 (6d6+3d8)
Fort
+5, Ref +3, Will +11
Resist
None
OFFENSE
Spd
30 ft.
Melee
Quarterstaff +4 (1d6)
Ranged
Shortbow +4 (1d6)
Special
Attacks Spells
STATISTICS
Str
10, Dex 10, Con 11, Int 16, Wis 16,
Cha 14
Base
Atk +4; CMB +4; CMD 14
Feats
Extra Channel, Scribe Scroll, Selective Channeling, Spell Focus
and Greater Spell Focus(enchantment)
Skills
Craft (writing) +12, Heal +12, Knowledge (arcane) +12, Knowledge
(Geography) +12, Knowledge (religion) +12, Linguistics +12,
Spellcraft +9
Languages
Common, Draconic, Elven, Gnomish
SQ
Aura, channel energy 1d6, domains (Charm, Community), orisons;
arcane bond (amulet), arcane school (enchantment), cantrips;
combined spells (1st and 2nd)
Combat
Gear Fancy clothing, masterwork quarterstaff, masterwork
shortbow, ring of protection +1, ring of sustenance, cloak of
resistance +2, elixir of love, spellbook, silver holy symbol,
pouch of writing materials
Cleric
Spells per Day: 4/4+1/4+1/3+1
Spells
Prepared: Create water, guidance, purify food and drink,
resistance; bless, charm person, comprehend languages, endure
elements, protection from evil, sanctuary; calm emotions, eagle's
splendor, hold person, owl's wisdom, status; dispel magic, locate
object, prayer, suggestion
Wizard
Spells per Day: 4/4/4/3
Wizard
Spells Known: All cantrips; charm person, comprehend
languages, hypnotism, identify, mage armor, sleep, true strike;
daze monster, detect thoughts, fox's cunning, hypnotic pattern;
arcane sight, clairaudience/clairvoyance, heroism, tongues
Giovanni
di Savilla is, to put it bluntly, a hedonist. He is good-regarding
his fellow people, and brilliant in his study of the heavens, but
still a hedonist. That is what led him to develop his theology of
divine coupling, as he calls it, and to combine the study of
arcane magic with devotion toward the holy. As such, he is content
to play the role of a modest research and bookseller, helping
others go about their business, so long as he and his followers
have time in which to conduct their own rituals.
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Cleric
of the Love Goddess
CR
½
XP
200
Various
human cleric 1
NG
medium humanoid
Init
+1; Senses Perception +2
DEFENSE
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 armor)
hp
9 (1d8+1)
Fort
+3, Ref +1, Will +4
Resist
None
OFFENSE
Spd
30 ft.
Melee
Light mace +0 (1d6)
Ranged
Shortbow +1 (1d6)
Special
Attacks Spells
STATISTICS
Str
10, Dex 13, Con 12, Int 8, Wis 15, Cha
14
Base
Atk +0; CMB +0; CMD 11
Feats
Extra Channel, Selective Channeling
Skills
Heal +6, Knowledge (religion) +3
Languages
Common
SQ
Aura, channel energy 1d6, domains (Charm, Community), orisons
Combat
Gear Clothing, leather armor, silver holy symbol, light mace,
shortbow, quiver of 20 arrows, healer's kit
Spells
per Day: 3/2+1
Spells
Prepared: Create water, guidance, resistance; bless, charm
person, protection from evil
Some
might call these clerics naive, but they would argue that their
message is true: the more love that people have for each other,
the better life will be for all. They are truly free spirits,
always interested in going somewhere or meeting someone new.
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Wizard
Enchanter
CR
½
XP
200
Various
human wizard 1
NG
medium humanoid
Init
+1; Senses Perception -1
DEFENSE
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp
7 (1d6+1)
Fort
+1, Ref +1, Will +1
Resist
None
OFFENSE
Spd
30 ft.
Melee
Quarterstaff +0 (1d6)
Ranged
Light crossbow +1 (1d8)
Special
Attacks Spells
STATISTICS
Str
10, Dex 13, Con 12, Int 15, Wis 8, Cha
14
Base
Atk +0; CMB +0; CMD 11
Feats
Scribe Scroll, Spell Focus and Greater Spell Focus(enchantment)
Skills
Craft (writing) +6, Knowledge (arcane) +6, Knowledge (geography)
+6, Linguistics +6, Spellcraft +6
Languages
Common, Elven, Draconic
SQ
Arcane bond (amulet), arcane school (enchantment), cantrips
Combat
Gear Clothing, spellbook, quarterstaff, light crossbow, case
of 10 bolts, amulet, pouch with writing materials
Spells
per Day: 3/2
Spells
Known: All cantrips; charm person, comprehend languages,
hypnotism, identify, sleep
While
a little more business-minded than their cleric colleagues, the
wizards who work in Mr. di Savilla's bookshop still delight in
using their magic to influence the minds of others. They are
friendly people who enjoy good food, good drink, and good company.
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