The Seekers

The Seekers have a presence in nearly every major city in the world, yet few know of their existance. A group of treasure-seeking adventurers at best, or a nefarious organization of thieves and grave-robbers at worst, the Seekers themselves are a loosely-knit group of explorers, adventuring scholars, and fortune hunters who scour the world for ancient secrets and lost magic for personal gain and profit. All character classes are equally suited for this affiliation.

Symbol: A ring with a 6-pointed star on it. Worn by all members and used to mark documents. Seekers Symbol

Background, Goals, and Dreams: A secret, loose organization, everyone’s in it for a different reason. Some want loot, while others search for knowledge. Some will do anything to accomplish their goals, while others are much more scrupulous. In the end, however, every member of the Seekers helps somehow or other to increase the body of lore and treasure possessed by the organization.

Enemies and Allies: The Seekers have a strained relationship with the Witchwardens, as both groups attempt to possess all the lore they can, but have been known to trade knowledge on occasion. Less scrupulous Seekers have given the group a bad reputation with the Dawn Council and an even worse one with the Host of the Seven. However, they get on quite well with the Guild of Blades, often hiring them for expeditions.

Class Notes: Rangers, wizards, rogues and cloistered or adventurous clerics are popular, but no class is biased against. The seekers sponsor the Loremaster and Dungeon Delver prestige classes.

Type: College
Scope: 14 (Continent)
Capital: 14. Gp limit 100,000. Assets 1,400,000 gp.
Executive powers: Gift, Research, Trade.
Affiliation Score Criteria: All ranks are informal and vague

Advancement Criterion Affiliation Score Midifier
Effective character level +1/2 levels
Acquired
Ability to read or write three “dead” languages +1
5 or more rains in Knowledge (Dungeoneering) +1
5 or more ranks in Knowledge (Geography) or Knowledge (History) +1
10 or more ranks in Knowledge (Geography) or Knowledge (History) +1
Work
Pay 10% of income in guild dues/month +2
Pay less than 1% of income in guild dues/month -1
Donates magic item to seeker lodge (this also counts against guild dues) +2/5,000 gp
Continual reports on most activities to the affiliation (doubled if players writes and publishes journal) +1
Owns an artifact or a magic item worth 100,000 gp or more +1
Adventure
Adds significant new lore to seeker lodge +1
Wins crucial academic debate +1
Penalties
Fails to deposit a journal in seeker lodge once/year -2
Fails to serve Seeker Council Member duties this year -4
Loses a magic item on deposit from the seekers -4
Reveal Seeker secrets to non-members (you are free to reveal secrets you brought to light) -2
Deliberately wrecks a ship -4
Titles, Benefits, and Duties: The church offers some perks, given by others and their patron
Affiliation Score Title: Benefits and Duties
3 or lower Apprentice: No benefits.
4-10 Seeker: Free but spartan accommodations at any seeker lodge. +2 circumstance bonus on Knowledge checks at seeker libraries.
11-20 Master Seeker: +4 circumstance bonus on Knowledge checks at seeker libraries. Receives an unflinchingly loyal servant/chronicler (expert class cohort).
21-29 Member of Seeker Council: Access to a lodge’s most secret tomes, grants an +8 circumstance check on Knowledge checks at seeker libraries and a +4 circumstance bonus on Bluff and Diplomacy checks in Seeker debates. Borrow and use non-charged guild item worth Affiliation Score x 500 gp for one month once per year. Must serve 30 days each year administrating the lodge. Loss of item or failure to serve gives loss of affiliation score.
30 or higher Grand Master: Borrow and use non-charged guild item worth Affiliation Score x 500 gp, one item at a time but no yearly limit. Loss of item gives loss of affiliation score.

The Seekers

The Savage Tide ajehy