Kelleris
Explorer
I take it from your silence that you want me to do something? Well, okay, then, but first some spoiler-data for Adinal's Knowledge (local):
[sblock]Like I said, it's a long list. Based on their usual M.O., there are several groups that you think are most likely to have a hand in pursuing the amulet. Of course, none of this includes any unpredictable power blocs with their own agendas within each of these groups. You are already familiar with the Guard from an earlier post, so they're not here.
The Tower Sorceire: Has a reputation for ruthless pursuit of magical artifacts of any significant power, but is at least one-half nice guys. This depends on what division they assign to the job, then.
The FADACs: Always on the lookout for anything that can help in their quest against evil. There's no real way to predict how they'll get involved, but their organizational structure is designed to snowball problems; any situation a member gets involved in rapidly draws more and more of their resources until the situation is resolved. You-B-Screwed rating: starting as high as 7 depending on who gets involved, to a max of 9.
The Craftsman's Guild: The Guild has as much clout as the Tower, but they work differently. If you attract their attention, they will immediately respond with what they consider to be overwhelming (technological, political, physical) force. If you cause enough damage there, they'll actually leave you alone, unless you make it personal. The Guild has its fingers in too many pies to waste resources chasing any single goal. You-B-Screwed rating: 7-9.
Local Bosses, Cults, Merchants, etc.: Depends, naturally. You will almost certainly be tripping over any number of these if you try to make any move at all. You-B-Screwed rating ranges from 3 to 7 or 8. You need friends to stave off the inevitable surge of enemies you will acquire. Or massive, overwhelming force. Either way...
Unification Church: Only if they get wind of a nonaffiliated divine artifact. This has signs of being such, but you don't really know for sure. They're more persistent than actively dangerous though, except that they have a lot of friends. You-B-Screwed rating: 6, possibly higher if you needed an ally they can boot.
Zerivas the Reaper: Picturesque name, huh? This guy is something of a fixer, but mostly just a tomb raider and general bad guy. He trades artifacts to the Proxies to assist in their interminable wars. You-B-Screwed rating: 6.
The Seventh Guildmistress: Remember her? Her threat comes mostly from her influence on which division gets assigned the task of retrieving the Order's stolen property. You don't have enough info to assess a You-B-Screwed rating.
Boss K'trask: A githyanki boss, and arms dealer on the side. His territory's near where you were attacked at the warehouse, so he may have gotten wind of it somehow. He's an attack-of-opportunity thug, but if he sees you wandering through his turf looking a little worn, it could go poorly. You-B-Screwed rating: 5.
These are the most likely threats you can think of, plus whoever's behind that belligerent guard captain from before and whatever threats the others are bringing to the table. You don't know off-plane groups all that well either, so anything you do outside Dromus is largely a different ballgame.[/sblock]
[sblock]Like I said, it's a long list. Based on their usual M.O., there are several groups that you think are most likely to have a hand in pursuing the amulet. Of course, none of this includes any unpredictable power blocs with their own agendas within each of these groups. You are already familiar with the Guard from an earlier post, so they're not here.
The Tower Sorceire: Has a reputation for ruthless pursuit of magical artifacts of any significant power, but is at least one-half nice guys. This depends on what division they assign to the job, then.
Collection and Distribution: The mail room. They sometimes get sent out to pick up packages, but this seems too important for them. You-B-Screwed rating: 2.
Arcanomagical Assessment and Research: A sub-division of the R&D facilities responsible for looking at unexplained anomalies. They are tasked with the occasional retrieval mission, but have no specific forces for such work. Would likely employ mercenaries or summoned creatures if it comes to that. You-B-Screwed rating: 6.
Arcane Lore and Object Retrieval Task-Force: You're heading into the ruthless end of the spectrum if you attract the attention of these guys. They work "below the radar" of most arcanists, and have special authority from the Tower. Worse, they're known to have cultivated friends on the city council, and can get away with surprisingly illegal activities. You-B-Screwed rating: 8.
Special Retrieval Force: Sometimes something the Tower wants just vanishes, and so does anyone connected with the thing in question. These guys are responsible. You have heard nothing substantial about these guys, but lots of disturbing rumors. You-B-Screwed rating: 10.
Arcanomagical Assessment and Research: A sub-division of the R&D facilities responsible for looking at unexplained anomalies. They are tasked with the occasional retrieval mission, but have no specific forces for such work. Would likely employ mercenaries or summoned creatures if it comes to that. You-B-Screwed rating: 6.
Arcane Lore and Object Retrieval Task-Force: You're heading into the ruthless end of the spectrum if you attract the attention of these guys. They work "below the radar" of most arcanists, and have special authority from the Tower. Worse, they're known to have cultivated friends on the city council, and can get away with surprisingly illegal activities. You-B-Screwed rating: 8.
Special Retrieval Force: Sometimes something the Tower wants just vanishes, and so does anyone connected with the thing in question. These guys are responsible. You have heard nothing substantial about these guys, but lots of disturbing rumors. You-B-Screwed rating: 10.
The FADACs: Always on the lookout for anything that can help in their quest against evil. There's no real way to predict how they'll get involved, but their organizational structure is designed to snowball problems; any situation a member gets involved in rapidly draws more and more of their resources until the situation is resolved. You-B-Screwed rating: starting as high as 7 depending on who gets involved, to a max of 9.
The Craftsman's Guild: The Guild has as much clout as the Tower, but they work differently. If you attract their attention, they will immediately respond with what they consider to be overwhelming (technological, political, physical) force. If you cause enough damage there, they'll actually leave you alone, unless you make it personal. The Guild has its fingers in too many pies to waste resources chasing any single goal. You-B-Screwed rating: 7-9.
Local Bosses, Cults, Merchants, etc.: Depends, naturally. You will almost certainly be tripping over any number of these if you try to make any move at all. You-B-Screwed rating ranges from 3 to 7 or 8. You need friends to stave off the inevitable surge of enemies you will acquire. Or massive, overwhelming force. Either way...
Unification Church: Only if they get wind of a nonaffiliated divine artifact. This has signs of being such, but you don't really know for sure. They're more persistent than actively dangerous though, except that they have a lot of friends. You-B-Screwed rating: 6, possibly higher if you needed an ally they can boot.
Zerivas the Reaper: Picturesque name, huh? This guy is something of a fixer, but mostly just a tomb raider and general bad guy. He trades artifacts to the Proxies to assist in their interminable wars. You-B-Screwed rating: 6.
The Seventh Guildmistress: Remember her? Her threat comes mostly from her influence on which division gets assigned the task of retrieving the Order's stolen property. You don't have enough info to assess a You-B-Screwed rating.
Boss K'trask: A githyanki boss, and arms dealer on the side. His territory's near where you were attacked at the warehouse, so he may have gotten wind of it somehow. He's an attack-of-opportunity thug, but if he sees you wandering through his turf looking a little worn, it could go poorly. You-B-Screwed rating: 5.
These are the most likely threats you can think of, plus whoever's behind that belligerent guard captain from before and whatever threats the others are bringing to the table. You don't know off-plane groups all that well either, so anything you do outside Dromus is largely a different ballgame.[/sblock]
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