Arcanists of Prime Order

Gez

First Post
Prime Order is a loose secretive organization, a covenant between some of the most powerfuls arcanists. Arcanists of Prime Order are recruited only among those that have forsaken their ties to the world of men, only those that are utterly dedicated to studies and magic are invited. For this reason, few of them are still mortals, and actually, most have never been. None of them are below level 15. Several are of epic level.

Prime Order has no leader, no judge, no police, and, according to its funding myth, no creator. Prime Order is ruled simply by a surprisingly short text -- the Codex. Its most important laws are simple:
  • We are beyond the affairs of mortals
  • We are united against threats
  • Outsiders stay in the outer planes

The Codex also governs how members of Prime Order may gather a council, how threats are dealt with (traitors are threats, by the way, of course), and some other little details. However, it's more a pact of non-agression than actual cooperation, and these laws are uninvasive enough to be accepted by the most chaotic wizard.

Members of Prime Order are:
  • Altlane of Fiery Lightnings, female storm giant, evoker and elemental savant of fire;
  • Atlomorah, ex-familiar, cat, wizard and archmage;
  • Caleor the Old, male human lich, necromancer and loremaster;
  • Couremtse, male lightfoot hin, wizard, rogue, graven one, arcane trickster;
  • Critiritelle of the Ravens, harpy, sorcerer and familiarist;
  • Ekeltuline, female dragon-turtle, sorcerer and sea witch;
  • Eurylane of the Serpents, greater medusa, wizard and guiser;
  • Filafrel, male air mephit, enchanter and diplomancer;
  • Frisna, fire nymph, enchanter, fighter, spellsword;
  • Gartonai, male githzerai, sorcerer and planeshifter;
  • Guestelin the Pious, male human, wizard, cleric, and hallowed mage;
  • Guiwenn, female golden goblin, wizard and elemental savant of fire;
  • Hollow Wind, elderghost, bard, planeshifter, wayfarer;
  • Ida the Green, hamadryad, sorcerer and master alchemist;
  • Ivanelle, female merfolk, sorcerer and loremaster;
  • Jolsin, male human, evoker and elemental savant or earth;
  • Kelarie of Countless Mysteries, gynosphinx, wizard, loremaster, and alienist;
  • Kerrechardelion, male brass dragon, elemental savant of earth;
  • Myrwana of the seawinds, female grey elf, wu-jen
  • Nameliorn, male rock gnome, illusionist and master alchemist;
  • Orvinte, male ogre-mage, wizard and archmage;
  • Piercewind, male stormwarden, wizard and elemental savant of air;
  • Pirlin of the Trees, male faun, conjurer, and feyguiler;
  • Poromede, male merfolk, sorcerer and elemental savant of air;
  • Qwilion of the Waves, male grey elf, wu-jen and elemental savant of water;
  • Silanie the Cautious, female forest gnome, abjurer, master algemmist and familiarist;
  • Sinos, male human, necromancer, crypt lord and pale master;
  • Soline the Quiet, female human, wizard, loremaster, and diplomancer;
  • Soltaranellita, female song dragon, sorcerer and virtuoso;
  • Suilsana, sylph, sorcerer, and shifter;
  • Synwil of the Many Worlds, female human, bard and planeshifter;
  • Ticanitelle, female lillend, bard and loremaster;
  • Tilouna, female ghostwise hin, illusionist and penumbral lady
  • Tilvenol, male rock gnome, illusionist and mirror master;
  • Toz the Explorator, male shadow golden dwarf, transmuter, planeshifter and alienist;
  • Velfinamesterilion, criosphinx, evoker and embermage;
  • Veyol the Seer, male human, diviner, divine oracle, and fatespinner;
  • Volnil, male werefox forest gnome, wizard, druid, and mystic theurge;
  • Xonotlec of the Hundred Wonders, beholder, beholder-mage and archmage; and
  • Ygrel the Monster, male human, sorcerer, acolyte of the skin, dragon disciple of hellfire wyrm.

Sources:
Book of Eldritch Might 1: Embermage, Graven One, Mirror Master
Book of Eldritch Might 2: Diplomancer
Book of Hallowed Might: Hallowed Mage
Creature Collection 1: Hamadryad
Defenders of the Faith: Divine Oracle
Deities & Demigods: Faun
Forgotten Realms Campaign Setting: Ghostwise Hin, Golden Dwarf
Magic of Faerûn: Master Alchemist
Manual of the Planes: Planeshifter, Shadow Creature template
Monster Manual: Air Mephit, Grey Elf, Lillend, Ogre-Mage
Monster Manual 2: Hellfire Wyrm, Sylph
Monsters of Faerûn: Beholder-Mage, Song Dragon
Oriental Adventure: Wu-Jen (replace wizard as elves' favored class IMC), Shifter
Psionics Handbook: Githzerai
Relics & Rituals: Crypt Lord, Penumbral Lord, Sea Witch
Slayer's Guide to Medusa: Guiser
Song & Silence: Virtuoso
Tome & Blood: Acolyte of the Skin, Alienist, Dragon Disciple, Elemental Savant, Fatespinner, Pale Master, Wayfarer
Tome of Horrors: Fire Nymph, Stormwarden

Some of these classes are modified (like dragon disciple for a hellfire wyrm, or wayfarer guide without the guide silliness).

My Wacky Imagination: Elderghost, Familiarist, Feyguiler, Golden Goblin, Master Algemmist, Werefox (not kitsune).
 

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Gez said:
list]
[*]We are beyond the affairs of mortals[/list]
How far can a member interfere with mortals affairs to be considered a traitor ?

  • Atlomorah, ex-familiar, cat, wizard and archmage;
How does one become an ex-familiar ? Do you have any rule for this ?



Nice list, by the way.


Chacal
 

Re: Re: Arcanists of Prime Order

Chacal said:
Nice list, by the way.

I was planning on detailing one of them each week, but haven't found the time, sadly. Creating high level NPC is complicated, and even more when they are weirdoes (as all of mine are, 'coz otherwise it's boring).

Chacal said:
How does one become an ex-familiar ? Do you have any rule for this ?

Tome & Blood states that if the master dies, the familiar is still considered as if being the familiar of a master two level lower, for purpose of Int and special abilities. (Hit points, skills, and saves revert to normal, however.)

So you may get a magical beast bereft of its master, but with great intelligence (like 14 for the ex-familiar of a wizard that was 20th level), and knowledge of where its deceased master had put his spellbooks and magical tools. It was quite logical to have the creature study magic, gain actual class levels (which will eventually allow it to increase its Int score), etc.

Chacal said:
How far can a member interfere with mortals affairs to be considered a traitor ?

Clear delimitations would ruin the fun of arguments in the council! :D Anyway, a local scale would probably be OK, but stuff like overt politics or military participation to war would not.

The aim is to reduce the influence of high-level magic on the campaign world, without making it a low-magic world.

Clerics and druids are kept in check by their own ethos and churches/circles.

Psions are another matter. I have a special way of dealing with them.
 

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