Sikarsis Tactics and Ptolus 13th Age Icon Organizations: Difference between pages

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[[Sikarsis]] was built to be a heal-stick NPC, so is not the most optimised cleric on the block (which suits him and his religion just fine). Here's a quick guide to using him.
''In an earlier draft of the [[Ptolus 13th Age Conversion]], the icons were represented by organizations. They looked like this…''


== Openers ==
Icons are most often institutions or organizations in ''13th Age Ptolus'', sometimes merely a loosely associated collection of smaller organizations or families. In the following descriptions, each entry will list the following information:


As his main job is to enhance his allies, this is what to look for when combat begins. He has a number of ways to buff all of his allies at once, so this should be the first thing he tries to do on any turn. If some of these buffs are already active, then maybe look to do something else, but certainly do one of these at the start of the combat (in this rough order of preference):
* Description: the basic idea and manifestation of the icon.
* Nature: How the icon fits into the ''13th Age'' notion of "heroic", "ambiguous" or "villainous". You may want to tweak these to match the flavor of your campaign.
* Components: any organizations that fall under the broad umbrella of the icon, through which most of the character/icon interaction reveals itself. When using icons in ''Ptolus'', particularly at lower levels, PCs will be more likely to encounter the smaller or more peripheral minions of an icon. As the icon becomes more important to the game, and as the influence of the PCs increases, attention will move upward and inward toward the center of the icon's power. Note that it is possible for a component to be intertwined with more than one icon, which can be useful in connecting PCs with relations to different icons.
* Allied Icons and Enemy Icons: relations with the other icons
* Cohesion: Organizations almost always contain some level of infighting, so fostering friendly relations with one part of the organization may mean gaining the animosity of another. How true this is for an icon depends on how cohesive its components are. For icons with low cohesion, the meaning of "positive", "conflicted" and "negative" relationships with characters gets a little muddy. Relations with low cohesion icons are usually conflicted, where the character can call on some components of the icon, but others may oppose her. Negative relations are the next most common with with low cohesion icons, where the character is disliked equally by all the components of the icon, even those that otherwise don't agree on much. Positive relations are extremely rare with low cohesion icons, but it may be possible to get in good with all of the factions within an icon.
* The True Danger: Everything will be all right provided…


* If the party is not ''hasted'' (or, in big battles, even if they are) and the combat looks to be hard, cast ''[[pfsrd-spell:b/blessing-of-fervor|blessing of fervor]]''. In the following turns, make use of the free metamagic effects (extend, in particular).
=== The Church of Lothian ===
* Otherwise the standard opener is ''[[pfsrd-spell:p/prayer|prayer]]''.
* If the enemy is using a particular type of energy attacks, everyone will love ''[[pfsrd-spell:r/resist-energy|communal resist energy]]''. This is a good spell to [[pfsrd:.com/feats/metamagic-feats/extend-spell-metamagic---final|extend]] with his metamagic rod. As with all spells with a long duration, this is a good one to cast before combat even begins, if possible.
* If facing evil outsiders, summoners or creatures with mental attacks, consider casting ''[[pfsrd-spell:m/magic-circle-against-evil|magic circle against evil]]''. The bonuses provided by this spell are incidental (most of the party already has deflection and resistance bonuses), so the real point of this spell is the protection against metal attacks and hindering of summoned creatures.


In battles that look like they might be over quickly (or those that look like some extra help is needed), some secondary spells that last a while can be useful:
* ''Description'': The dominant religion in the Empire and Ptolus.
* ''Nature'': Usually heroic. Sometimes ambiguous. Sometimes villainous.
* ''Components'': The formal hierarchy of the Church forms the bulk of the organization; however, devout followers fill the ranks and guide the philosophy of many smaller groups, such as the Knights of the Pale. The Holy Emperor also commands the loyalty of a diverse collection of interests who firmly support his claim as rightful ruler of the Empire.
* ''Allied Icons'': The Commissar (usually)
* ''Enemy Icons'': The Traduced, The Secular Empire, The Shuul
* ''Cohesion'': High. Though various followers and loyal groups follow disorganized orbits in the Church's halo, and various factions exist within its hierarchy, the Church tends to act in a unified way in most important matters.
* ''The True Danger'': Everything will be all right provided the Holy Emperor avoids open civil war and the Edicts of Deviltry remain rescinded.


* If out of ''prayers'' or in need of some additional buffing, ''[[pfsrd-spell:b/bless|bless]]'' stacks with ''prayer''. This is a good spell for secondary encounters because it provides a bit a benefit without burning bigger spells, and can be cast extended, so that it will probably last through a couple more encounters. Note that his ''[[pfsrd:magic-items/wondrous-items/wondrous-items/a-b/beads-prayer-strand|prayer beads]]'' allow him to cast this for free once a day, so use that first.
=== The Commissar ===
* If ''bless'' or a ''magic circle'' is already running and you have nothing better to do, casting ''[[pfsrd-spell:m/moment-of-greatness|moment of greatness]]'' is a nice trick that lets each member of the party pick a moment to double the bonus granted by those spells (as well as other morale effects).


== Group healing ==
* ''Description'': The ''de facto'' ruler of the city and his associated offices.
* ''Nature'': Usually Heroic. Sometimes ambiguous.
* ''Components'': The City Watch, the Commissar's Men and the Twelve Commanders all report to the Commissar. Other groups, such as the Sisterhood of Silence, act for the commissar in less official ways.
* ''Allied Icons'': The Church of Lothian (usually), The Secular Empire (usually), The Nobility (sometimes)
* ''Enemy Icons'': The Syndicates (usually), The Last King (sometimes)
* ''Cohesion'': High. Though the Council which supposedly runs the city is often fractious, the Commissar himself runs a tight ship.
* ''The True Danger'': So long as no sudden upheaval undermines the city defenses or nullifies the Commissar's ability to compromise and negotiate to the mutual benefit, Ptolus will remain a shining example to the world.


Sikarsis can channel positive energy to heal damage on the hole party many times a day. With two uses of this ability, he can activate this as a move action, which allows him to cast a spell, and still provide group healing. If healing is needed, it is almost always worth spending twice the uses to still cast another spell (maybe another heal) in the same turn.
=== The Fallen ===


If anyone is in dire straights, take advantage of how good Sikarsis is a healer. Leave ''cure light'' to a wand, but otherwise his empowered healing is a more effective choice. Sweet spot is usually to cast the lowest level spell that allows the addition of all of his caster levels (''cure serious'' at the moment, for about 38 points on average). Note that ''breath of life'' and ''heal'' are not "cure" spells, so can't be spontaneously cast (and don't get empowered for free).
* ''Description'': The demonic host loyal to the angelic demigod who brought them into this world to stay.
* ''Nature'': Usually villainous. Sometimes ambiguous.
* ''Components'': The demons, devils and other outsiders loyal to Raguel or his lover Lilith form the bulk of the Fallen, but this core is surrounded by wannabes, such as the Forsaken and other death cults.
* ''Allied Icons'': The Syndicates (usually)
* ''Enemy Icons'': The Church of Lothian
* ''Cohesion'': High. Grumbling, whispers and some unsanctioned activity aside, Raguel exerts strong control and members of the Fallen defy him at their peril.
* ''The True Danger'': Everything will be all right provided Lilith never convinces Raguel to help free the Galchutt.


== Fixing things ==
=== The Galchutt ===


Next, Sikarsis is a problem solver. He has spells, scrolls, wands and other abilities to clear conditions from allies. Unfortunately, most of these only work on one target at a time. Still, if everyone is buffed, or one ally is really screwed, pull some of these out. When trying to solve a particular problem, look for solutions in this order:
* ''Description'': The Lords of Chaos imprisoned in the world.
* ''Nature'': Pretty much always villainous.
* ''Components'': Being imprisoned and asleep, the Galchutt rely on minions for all their actions. While the Vested of the Galchutt are their typical agents, the Galchutt also work through chaos cults, anyone who uses chaositech, and their own spawn (e.g. rhodintor, zaug, etc.).
* ''Allied Icons'': The Shuul (sometimes).
* ''Enemy Icons'': The Lords of the Seven Chains.
* ''Cohesion'': Low. The various groups of minions of the Galchutt usually do not know what one another are doing, and often do not like each other.
* ''The True Danger'': Everything will be all right provided the Galchutt remain in their cage.


* Check to see if one of his special ability touches can solve the problem. These don't require spells and have a decent number of uses per day.
=== The Guilds ===
* If not used yet today, see if his ''[[pfsrd:magic-items/wondrous-items/wondrous-items/a-b/beads-prayer-strand|healing bead]]'' can manage it.
* If the problem can be cleared up by one of his wands, use them. This might seem counterintuitive, since wand charges cost money and memorised spells are free, but any of Sikarsis' spells can be turned into a heal, so they are slightly more valuable. Using ''lesser restoration'' from a wand is a typical action here.
* Use a spell to solve the problem, the lower level, the better. Stuff like ''remove paralysis'', ''remove disease'', ''remove fear'' can be useful here. If necessary, this is where ''dispel magic'' or ''break enchantment'' come in, too.
* Use a scroll to solve the problem.


When using these abilities, timing can sometimes matter. For example, ''restoration'' clears all ability damage, so if a target is fighting something that is doing ability damage, it may be better to wait until that enemy is dead before casting it.
* ''Description'': The many trade, craft and worker's guilds of Ptolus
* ''Nature'': Usually ambiguous. Sometimes heroic. Sometimes villainous.
* ''Components'': Dozens of guilds function within Ptolus. The Delver's Guild, the Ironworker's Guild and the Banker's Guild are the most powerful.
* ''Allied Icons'': The Commissar (sometimes), The Shuul (sometimes)
* ''Enemy Icons'': The Last King (usually), The Secular Empire (usually)
* ''Cohesion'': Low. While some guilds control others outright, most act independently and often at odds with the others. While each guild has its own leadership, there is no central authority over all the guilds. No matter their differences, however, guilds often unite for political advantage or when workers in general are threatened.
* ''The True Danger'': Everything will be all right provided guilds retain a seat at the table where city policy is decided and, therefore, have little incentive to incite a worker's revolt.


== See who needs help ==
=== The Last King ===


If none of this is applicable, take a look to see if someone needs a boost to confront a situational problem. Ideally, you can anticipate this before combat even starts and hand out strategic buffs before you engage the enemy. Some possibilities here:
* ''Description'': Long before the founding of the Empire or Ptolus, a king ruled over several noble houses and much of the land. The king is long dead, but the noble houses maintain the traditions of nobility, not to mention their extensive wealth and holdings.
* ''Nature'': Usually ambiguous. Sometimes heroic. Sometimes villainous.
* ''Components'': Ten noble houses remain in Ptolus comprised of individuals with direct blood ties to particular families. There are also those who enjoy "extended association" with a house and are considered members without such ties.
* ''Allied Icons'': The Commissar (sometimes)
* ''Enemy Icons'': The Secular Empire (sometimes)
* ''Cohesion'': Low. Each house looks out for itself, and some houses are bitter rivals. Rivalries within a house are also common. The houses tend to present a united front only when something challenges the special status of nobility itself, or their collective wealth is threatened.
* ''The True Danger'': Everything will be all right provided the houses never unite to restore the king.


* ''[[pfsrd-spell:f/freedom-of-movement|freedom of movement]]'': This is good to cast on someone getting grappled, entangled or slowed down.
=== The Lords of the Seven Chains ===
* ''[[pfsrd-spell:s/spell-immunity|spell immunity]]'': If you fear a particular 4th level or lower spell for some reason (e.g. you know an enemy you are about to fight is really good at casting ''charm monster'' or ''enervation''), cast this on the person most likely to be targeted.
* ''[[pfsrd-spell:s/spiritual-ally|spiritual ally]]'': If someone needs a flanker, or you need to hit a flying target, or you need to hit an incorporeal target, this spell is your friend.
* ''[[pfsrd-spell:d/death-ward|death ward]]'': If someone is facing something with energy drain, death effects, or negative energy, this will help a lot. Stack with ''moment of greatness''.


== Against the undead ==
* ''Description'': Solar angels dedicated to keeping the Galchutt safely imprisoned and all who work toward the same end.
* ''Nature'': Usually heroic. Sometimes ambiguous.
* ''Components'': Most groups that serve a "higher good" ultimately dance to the tune of this icon, some more directly than others. The Malkuth are the most directly connected to the icon, but other groups (particularly the Keepers of the Veil and the Knights of the Golden Cross) watch each others backs.
* ''Allied Icons'': The Commissar
* ''Enemy Icons'': The Galchutt
* ''Cohesion'': Moderate. Most of the groups serving this icon are independent and dedicated to a specific agenda, but communicate and unite against threats.
* ''The True Danger'': Everything will be all right provided the Vallis moon remains hidden and the seven lords defend their post.


A number of cleric spells and abilities are particularly useful against the undead. These abilities tend to be more effective against hordes of lower level undead than "boss" creatures.
=== The Pactlords of the Quaan ===


* ''[[pfsrd-spell:c/consecrate|consecrate]]'': This spell is a only a minor hindrance to undead; the main point of it is as a setup to using…
* ''Description'': An ancient alliance of monsters, bent on the extermination of humanoid races.
* channel positive energy: against skeletons, zombies, shadows and so on, this can clear the room (particularly if the DC is increased by ''consecrate'').
* ''Nature'': Usually villainous.
* ''[[pfsrd-spell:u/undeath-to-death|undeath to death]]'': more potent room clearing. Expect it to take out about 30HD worth of undead, but only those with under 9 HD.
* ''Components'': Any intelligent monstrous type can swear the magical pact of cooperation. Many members rely on "pactslave" minions and delight in tricking others to advance the pact's agenda without realizing it. The pact supports many slaver operations in Ptolus, including the largest, the Ennin.
* ''[[pfsrd-spell:d/disrupting-weapon|disrupting weapon]]'': cast this on Lostwhite's weapon. Very good for destroying more powerful undead (but is capped by your level, so likely not "boss" undead). Alternatively, if Caralaria uses a weapon with this cast on it with a flurry, she should take out quite a few undead at once.
* ''Allied Icons'': None.
* ''[[pfsrd-spell:s/searing-light|searing light]]'': A blast that is twice as good against undead. Even better against undead that hate the sun (bodak, spectre, vampire, etc.).
* ''Enemy Icons'': None.
* ''Cohesion'': Moderate. The pact is magically enforced to prevent betrayal, but the pact has no central leadership and powerful members vie for influence over other members. Most pursue independent agendas.
* ''The True Danger'': Everything will be all right provided the pact never get their hands on the ''black grail'' or other major artifacts.


== Don't forget gear ==
=== The Secular Empire ===


While concentrating on his spells, it is easy to forget that Sikarsis' gear provides a number of tricks. His ''boots of levitation'' should be able to keep him above the fray. The ''prayer beads'' mentioned above provide free spells. His ''pearls of power'' all him to recall a 1st and 2nd level spell he has already cast. His cloak allows him to move silently. His amulet lets him buff his AC or saving throws.
* ''Description'': The crumbling, distant government which holds claim over Ptolus, the Empire of Tarsis.
* ''Nature'': Usually heroic. Sometimes ambiguous. Sometimes villainous.
* ''Components'': While Empress Addares XXXIV controls strings of government, the Imperial Army and a massive fleet, she lacks real presence in Ptolus itself. Technically, the Commissar is her vassal and could be replaced, but the popular Commissar has his own agenda which may or may not dovetail with the desires of the Empire (which is why he is a separate icon). Should a rift between the two develop, her influence would depend on how many institutions, bureaucrats and citizens would remain loyal to the Empire itself. Only partially able to trust the Commissar, the Empress counts on a web of spies, agents and influential people to ensure a critical mass of such loyalists should the time arrive. These agents almost certainly control ''The Courier'' newspaper, among other institutions.
* ''Allied Icons'': The Commissar (usually)
* ''Enemy Icons'': The Church of Lothian, The Shuul
* ''Cohesion'': High. In the play for control of the Empire, this icon represents one of the key players, able to muster loyal followers in unified action. (Imperial institutions, groups and people loyal to other factions serve other icons.)
* ''The True Danger'': The Empire will likely survive provided Addares XXXIV never seizes full control of it.
 
=== The Shuul ===
 
* ''Description'': Mysterious masters of technology, with a completely opaque agenda.
* ''Nature'': Usually ambiguous.
* ''Components'': The third claimant to the Imperial throne, Segaci Fellisti, is counting on the Shuul to restore the Empire's technological edge. As with all connections to the Shuul, it is difficult to discern if the Shuul control Fellisti or Fellisti controls the Shuul. In either case, the Shuul are able to call on the assets of their patron. Shuul agents are most publicly associated with the Temple of Teun (a technology god). The Shuul also have a connection to the Iron Angels and more than a few followers of the Iron God. Through its association with Kevris Killraven, the Shuul helped create the Sorn.
* ''Allied Icons'': The Syndicates, The Guilds (sometimes), The Galchutt (sometimes)
* ''Enemy Icons'': The Church of Lothian, The Secular Empire, The Traduced
* ''Cohesion'': High. The Shuul act with a united purpose, though few can really say what that purpose is.
* ''The True Danger'': Everything will be all right provided the Shuul avoid corruption and domination by chaositech.
 
=== The Syndicates ===
 
* ''Description'': The criminal underworld of Ptolus.
* ''Nature'': Usually villainous. Sometimes ambiguous.
* ''Components'': Though long dominated by the Balacazar crime family, new forces have risen in the criminal underworld, notably the Killraven Crime League. The Longfingers Guild has fallen out of favor, but still plies its trade. The Vai, an assassination cult, has strong ties to the Balacazar's. The Dark Leaf network contracts to any of the syndicates, but Naltegro Suun works only for themselves.
* ''Allied Icons'': The Shuul, The Fallen (usually)
* ''Enemy Icons'': The Commissar
* ''Cohesion'': Moderate. Differing criminal factions oppose each other, but actions taken by particular factions tend to be unified and organized.
* ''The True Danger'': Everything will be all right provided the syndicates keep crime organised and conflict between them doesn't spill into the streets.
 
=== The Traduced ===
 
* ''Description'': The decedents (both literal and figurative) of those targeted by, and who fought against, the Edicts of Deviltry.
* ''Nature'': Usually ambiguous. Sometimes heroic. Sometimes villainous.
* ''Components'': Within the boundaries of Ptolus, the Traduced are largely synonymous with the Inverted Pyramid; however, other, less formal forces oppose the Edicts, such as the Brides of Magic, the Knights of the Chord and the Iron Mage.
* ''Allied Icons'': The Commissar (usually)
* ''Enemy Icons'': The Shuul, The Church of Lothian
* ''Cohesion'': Moderate. The Inverted Pyramid can work in a unified way, but its members are powerful and also have their own agendas and rivalries.
* ''The True Danger'': Everything will be all right provided such powerful arcane casters never call up something they cannot control.
 
=== Vox Populi ===
 
* ''Description'': The "voice of the people", this icon represents popular opinion and the pull of the mob in Ptolus. Relations with it involve recognition, celebrity, and the benefits and drawbacks thereof.
* ''Nature'': Usually ambiguous.
* ''Components'': Fickle and ever changing, public opinion has no real leader and often no rhyme or reason. Newspapers play an influential role on shaping opinion in Ptolus, as do the pulpits of the temples of the new gods. Ultimately, though, it comes down to individual citizens.
* ''Allied Icons'': None.
* ''Enemy Icons'': The Fallen.
* ''Cohesion'': None whatsoever.
* ''The True Danger'': Ptolus will carry on so long as its citizens remain safe.

Latest revision as of 05:43, 31 March 2014

In an earlier draft of the Ptolus 13th Age Conversion, the icons were represented by organizations. They looked like this…

Icons are most often institutions or organizations in 13th Age Ptolus, sometimes merely a loosely associated collection of smaller organizations or families. In the following descriptions, each entry will list the following information:

  • Description: the basic idea and manifestation of the icon.
  • Nature: How the icon fits into the 13th Age notion of "heroic", "ambiguous" or "villainous". You may want to tweak these to match the flavor of your campaign.
  • Components: any organizations that fall under the broad umbrella of the icon, through which most of the character/icon interaction reveals itself. When using icons in Ptolus, particularly at lower levels, PCs will be more likely to encounter the smaller or more peripheral minions of an icon. As the icon becomes more important to the game, and as the influence of the PCs increases, attention will move upward and inward toward the center of the icon's power. Note that it is possible for a component to be intertwined with more than one icon, which can be useful in connecting PCs with relations to different icons.
  • Allied Icons and Enemy Icons: relations with the other icons
  • Cohesion: Organizations almost always contain some level of infighting, so fostering friendly relations with one part of the organization may mean gaining the animosity of another. How true this is for an icon depends on how cohesive its components are. For icons with low cohesion, the meaning of "positive", "conflicted" and "negative" relationships with characters gets a little muddy. Relations with low cohesion icons are usually conflicted, where the character can call on some components of the icon, but others may oppose her. Negative relations are the next most common with with low cohesion icons, where the character is disliked equally by all the components of the icon, even those that otherwise don't agree on much. Positive relations are extremely rare with low cohesion icons, but it may be possible to get in good with all of the factions within an icon.
  • The True Danger: Everything will be all right provided…

The Church of Lothian

  • Description: The dominant religion in the Empire and Ptolus.
  • Nature: Usually heroic. Sometimes ambiguous. Sometimes villainous.
  • Components: The formal hierarchy of the Church forms the bulk of the organization; however, devout followers fill the ranks and guide the philosophy of many smaller groups, such as the Knights of the Pale. The Holy Emperor also commands the loyalty of a diverse collection of interests who firmly support his claim as rightful ruler of the Empire.
  • Allied Icons: The Commissar (usually)
  • Enemy Icons: The Traduced, The Secular Empire, The Shuul
  • Cohesion: High. Though various followers and loyal groups follow disorganized orbits in the Church's halo, and various factions exist within its hierarchy, the Church tends to act in a unified way in most important matters.
  • The True Danger: Everything will be all right provided the Holy Emperor avoids open civil war and the Edicts of Deviltry remain rescinded.

The Commissar

  • Description: The de facto ruler of the city and his associated offices.
  • Nature: Usually Heroic. Sometimes ambiguous.
  • Components: The City Watch, the Commissar's Men and the Twelve Commanders all report to the Commissar. Other groups, such as the Sisterhood of Silence, act for the commissar in less official ways.
  • Allied Icons: The Church of Lothian (usually), The Secular Empire (usually), The Nobility (sometimes)
  • Enemy Icons: The Syndicates (usually), The Last King (sometimes)
  • Cohesion: High. Though the Council which supposedly runs the city is often fractious, the Commissar himself runs a tight ship.
  • The True Danger: So long as no sudden upheaval undermines the city defenses or nullifies the Commissar's ability to compromise and negotiate to the mutual benefit, Ptolus will remain a shining example to the world.

The Fallen

  • Description: The demonic host loyal to the angelic demigod who brought them into this world to stay.
  • Nature: Usually villainous. Sometimes ambiguous.
  • Components: The demons, devils and other outsiders loyal to Raguel or his lover Lilith form the bulk of the Fallen, but this core is surrounded by wannabes, such as the Forsaken and other death cults.
  • Allied Icons: The Syndicates (usually)
  • Enemy Icons: The Church of Lothian
  • Cohesion: High. Grumbling, whispers and some unsanctioned activity aside, Raguel exerts strong control and members of the Fallen defy him at their peril.
  • The True Danger: Everything will be all right provided Lilith never convinces Raguel to help free the Galchutt.

The Galchutt

  • Description: The Lords of Chaos imprisoned in the world.
  • Nature: Pretty much always villainous.
  • Components: Being imprisoned and asleep, the Galchutt rely on minions for all their actions. While the Vested of the Galchutt are their typical agents, the Galchutt also work through chaos cults, anyone who uses chaositech, and their own spawn (e.g. rhodintor, zaug, etc.).
  • Allied Icons: The Shuul (sometimes).
  • Enemy Icons: The Lords of the Seven Chains.
  • Cohesion: Low. The various groups of minions of the Galchutt usually do not know what one another are doing, and often do not like each other.
  • The True Danger: Everything will be all right provided the Galchutt remain in their cage.

The Guilds

  • Description: The many trade, craft and worker's guilds of Ptolus
  • Nature: Usually ambiguous. Sometimes heroic. Sometimes villainous.
  • Components: Dozens of guilds function within Ptolus. The Delver's Guild, the Ironworker's Guild and the Banker's Guild are the most powerful.
  • Allied Icons: The Commissar (sometimes), The Shuul (sometimes)
  • Enemy Icons: The Last King (usually), The Secular Empire (usually)
  • Cohesion: Low. While some guilds control others outright, most act independently and often at odds with the others. While each guild has its own leadership, there is no central authority over all the guilds. No matter their differences, however, guilds often unite for political advantage or when workers in general are threatened.
  • The True Danger: Everything will be all right provided guilds retain a seat at the table where city policy is decided and, therefore, have little incentive to incite a worker's revolt.

The Last King

  • Description: Long before the founding of the Empire or Ptolus, a king ruled over several noble houses and much of the land. The king is long dead, but the noble houses maintain the traditions of nobility, not to mention their extensive wealth and holdings.
  • Nature: Usually ambiguous. Sometimes heroic. Sometimes villainous.
  • Components: Ten noble houses remain in Ptolus comprised of individuals with direct blood ties to particular families. There are also those who enjoy "extended association" with a house and are considered members without such ties.
  • Allied Icons: The Commissar (sometimes)
  • Enemy Icons: The Secular Empire (sometimes)
  • Cohesion: Low. Each house looks out for itself, and some houses are bitter rivals. Rivalries within a house are also common. The houses tend to present a united front only when something challenges the special status of nobility itself, or their collective wealth is threatened.
  • The True Danger: Everything will be all right provided the houses never unite to restore the king.

The Lords of the Seven Chains

  • Description: Solar angels dedicated to keeping the Galchutt safely imprisoned and all who work toward the same end.
  • Nature: Usually heroic. Sometimes ambiguous.
  • Components: Most groups that serve a "higher good" ultimately dance to the tune of this icon, some more directly than others. The Malkuth are the most directly connected to the icon, but other groups (particularly the Keepers of the Veil and the Knights of the Golden Cross) watch each others backs.
  • Allied Icons: The Commissar
  • Enemy Icons: The Galchutt
  • Cohesion: Moderate. Most of the groups serving this icon are independent and dedicated to a specific agenda, but communicate and unite against threats.
  • The True Danger: Everything will be all right provided the Vallis moon remains hidden and the seven lords defend their post.

The Pactlords of the Quaan

  • Description: An ancient alliance of monsters, bent on the extermination of humanoid races.
  • Nature: Usually villainous.
  • Components: Any intelligent monstrous type can swear the magical pact of cooperation. Many members rely on "pactslave" minions and delight in tricking others to advance the pact's agenda without realizing it. The pact supports many slaver operations in Ptolus, including the largest, the Ennin.
  • Allied Icons: None.
  • Enemy Icons: None.
  • Cohesion: Moderate. The pact is magically enforced to prevent betrayal, but the pact has no central leadership and powerful members vie for influence over other members. Most pursue independent agendas.
  • The True Danger: Everything will be all right provided the pact never get their hands on the black grail or other major artifacts.

The Secular Empire

  • Description: The crumbling, distant government which holds claim over Ptolus, the Empire of Tarsis.
  • Nature: Usually heroic. Sometimes ambiguous. Sometimes villainous.
  • Components: While Empress Addares XXXIV controls strings of government, the Imperial Army and a massive fleet, she lacks real presence in Ptolus itself. Technically, the Commissar is her vassal and could be replaced, but the popular Commissar has his own agenda which may or may not dovetail with the desires of the Empire (which is why he is a separate icon). Should a rift between the two develop, her influence would depend on how many institutions, bureaucrats and citizens would remain loyal to the Empire itself. Only partially able to trust the Commissar, the Empress counts on a web of spies, agents and influential people to ensure a critical mass of such loyalists should the time arrive. These agents almost certainly control The Courier newspaper, among other institutions.
  • Allied Icons: The Commissar (usually)
  • Enemy Icons: The Church of Lothian, The Shuul
  • Cohesion: High. In the play for control of the Empire, this icon represents one of the key players, able to muster loyal followers in unified action. (Imperial institutions, groups and people loyal to other factions serve other icons.)
  • The True Danger: The Empire will likely survive provided Addares XXXIV never seizes full control of it.

The Shuul

  • Description: Mysterious masters of technology, with a completely opaque agenda.
  • Nature: Usually ambiguous.
  • Components: The third claimant to the Imperial throne, Segaci Fellisti, is counting on the Shuul to restore the Empire's technological edge. As with all connections to the Shuul, it is difficult to discern if the Shuul control Fellisti or Fellisti controls the Shuul. In either case, the Shuul are able to call on the assets of their patron. Shuul agents are most publicly associated with the Temple of Teun (a technology god). The Shuul also have a connection to the Iron Angels and more than a few followers of the Iron God. Through its association with Kevris Killraven, the Shuul helped create the Sorn.
  • Allied Icons: The Syndicates, The Guilds (sometimes), The Galchutt (sometimes)
  • Enemy Icons: The Church of Lothian, The Secular Empire, The Traduced
  • Cohesion: High. The Shuul act with a united purpose, though few can really say what that purpose is.
  • The True Danger: Everything will be all right provided the Shuul avoid corruption and domination by chaositech.

The Syndicates

  • Description: The criminal underworld of Ptolus.
  • Nature: Usually villainous. Sometimes ambiguous.
  • Components: Though long dominated by the Balacazar crime family, new forces have risen in the criminal underworld, notably the Killraven Crime League. The Longfingers Guild has fallen out of favor, but still plies its trade. The Vai, an assassination cult, has strong ties to the Balacazar's. The Dark Leaf network contracts to any of the syndicates, but Naltegro Suun works only for themselves.
  • Allied Icons: The Shuul, The Fallen (usually)
  • Enemy Icons: The Commissar
  • Cohesion: Moderate. Differing criminal factions oppose each other, but actions taken by particular factions tend to be unified and organized.
  • The True Danger: Everything will be all right provided the syndicates keep crime organised and conflict between them doesn't spill into the streets.

The Traduced

  • Description: The decedents (both literal and figurative) of those targeted by, and who fought against, the Edicts of Deviltry.
  • Nature: Usually ambiguous. Sometimes heroic. Sometimes villainous.
  • Components: Within the boundaries of Ptolus, the Traduced are largely synonymous with the Inverted Pyramid; however, other, less formal forces oppose the Edicts, such as the Brides of Magic, the Knights of the Chord and the Iron Mage.
  • Allied Icons: The Commissar (usually)
  • Enemy Icons: The Shuul, The Church of Lothian
  • Cohesion: Moderate. The Inverted Pyramid can work in a unified way, but its members are powerful and also have their own agendas and rivalries.
  • The True Danger: Everything will be all right provided such powerful arcane casters never call up something they cannot control.

Vox Populi

  • Description: The "voice of the people", this icon represents popular opinion and the pull of the mob in Ptolus. Relations with it involve recognition, celebrity, and the benefits and drawbacks thereof.
  • Nature: Usually ambiguous.
  • Components: Fickle and ever changing, public opinion has no real leader and often no rhyme or reason. Newspapers play an influential role on shaping opinion in Ptolus, as do the pulpits of the temples of the new gods. Ultimately, though, it comes down to individual citizens.
  • Allied Icons: None.
  • Enemy Icons: The Fallen.
  • Cohesion: None whatsoever.
  • The True Danger: Ptolus will carry on so long as its citizens remain safe.