Ashlords
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The City of 7 Seraphs
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The Ashlords

NG preeminent organization
Leaders the Ring
Values defending life, protecting the grove
Nicknames “Ashers,” “Burners,” “Coalseeds,” “Sootswords”
Public Goals to staff and defend the city's walls, to cultivate the foodstuffs of the Orchard and feed the City, to maintain the boundaries of their home, to cleanse the city from dangerous corruptions, to protect Life itself
Private Goals to preserve the city against an ultimate loss of Balance; to destroy the City itself should a power take hold that will threaten Life; to drive back the dark and make way for the city to grow
Allies among fellow organizations, the Cocoon Pact shares watch over the Orchard, the Descendants of Thunder and the Everlasting Dawn; outside the organizations, the shadow fey of and various factions of the good lands
Enemies within the organizations historical enmity with the Scarlet Sovereignty, Booksealers, and Frozen Graves. Entropic deities have soured them on the House of Prominence; outside of the organizations, vampires are considered dangerous enemies
Membership Requirements trained in Knowledge (nature), Profession (farmer), or Survival
Influence Limitations Each time the adventurers wish to reach a new rank, they must cleanse a corruption or protect a powerful force of Life or Renewal significantly more noteworthy than the last. Succeeding at a special task more frequently than described below still gains you 1 favor (2 PP) but does not advance you toward the next rank of influence (or increase your Fame).

Special Tasks

Cleansing Corruption (1 Favor/2 Fame) Once every two months, you can increase your Fame score or take a step toward raising your influence with the Asgkirds by cleansing a corruption from the multiverse. Defeating a creature or force that unnaturally spawns, is contagious, and/or is inimical to Life itself that required overcoming a hazard or guardian with a CR higher than your level satisfies this special task.
Defend Life (1 Favor/2 Fame) Once every two months, you can increase your Fame score or take a step toward raising your influence with the Ashborn by defending a force of Life or Renewal that required overcoming a hazard or guardian with a CR higher than your level satisfies this special task.

Benefits

Passive Benefits (Fame Awards)

“Earthspark”—Rank 1 (5 Fame): You can access the Ashlords’ networks of naturalists, soldiers, and spiritualists. When within 100 miles of the city, you pay half as much as normal for NPC services involving guides and healers. NPC spellcasting is reduced 10% for abjuration or conjuration (healing) spells.
“Stoneburner”—Rank 2 (20 Fame): You burn with the light of Life itself, and can draw the light into your own being. When within 100 miles of the city, you gain 1 point of essence.
“Emberseed”—Rank 3 (35 Fame): You are entrusted with the cleansing and renewing fires of the Ashlords. You can cast flame strike and reincarnate as spell-like abilities once per day at your character level.
“Ashcrown”—Rank 4 (50 Fame): You become an influential leader of the organization and gain a +4 circumstance bonus on Diplomacy and Intimidate checks against those familiar with the Ashlords. In addition, you can retrain without expending money or favors (or PP).

Favors (Prestige Awards)

New benefits are marked with an asterisk (*). All other benefits are described in the Mastering Intrigue chapter of Pathfinder Roleplaying Game Ultimate Intrigue or campaign setting intrigue guide.
Rank 1 (5 Fame, 1 PP): borrow resources (100 gp), case (+15), gather information, sage (nature, local, or planes +15)
Rank 1 (10 Fame, 2 PP): abundance I*, skill specialization (Knowledge [nature], Knowledge [planes], Profession [any])
Rank 2 (20, 5 PP): abundance II*, borrow resources (1,000 gp), command team (1 1st-level druid or radiant), put in a good word, retrain (locate trainer), renewing fire*
Rank 3 (35 Fame, 2 PP): cleansing fire*
Rank 3 (35 Fame, 5 PP): abundance III*, borrow resources (5,000 gp), command team (1 4th-level radiant, 1d4 3rd-level druids, or 3d4 1st-level rangers), reciprocal benefits
Rank 3 (35 Fame, 15 PP): retrain (no gp cost)
Rank 4 (50 Fame, 25 PP): borrow resources (15,000 gp), command team (1d4 6th-level druids or radiants; or 5d4 3rd-level rangers or fighters [reborn]), lifeseed*

New Benefits

Abundance (10, 20, or 35 Fame; 2 PP or 5 PP): The Orchard’s trees learn to hear you through shadows and return the care the Ashlords give them growing through shadow to sustain. At Rank 1 (5 Fame), You may use goodberry as a spell-like ability once per day. At Rank 2 (Fame 20), you may increase this power to also use create food and water as a spell-like ability once per day. At Rank 3 (Fame 35), you may increase this power to also use heroes’ feast as a spell-like ability once per day. You must have each prior level of abundance to take the next.

Cleansing Fire (35 Fame, 2 PP): You add flame strike to your class spell list as a 4th-level spell and add it to your spells known. You must be able to cast 4th-level spells to gain this benefit.

Lifeseed (50 Fame, 25 PP): The members of the Ashlords cultivate a special radiant-druidic item called a lifeseed. You are attuned to this item, and reincarnate as per the spell if you are slain while the seed is planted in fertile earth. If the seed is maintained in the soil of the Orchard district they may roll twice on the reincarnation table and take the preferred result. You also may invest essence in the lifeseed no matter where it is, for each point invested in the lifeseed you gain another re-roll on the reincarnation table.

Renewing Fire (20 Fame, 5 PP): Once a day, when you deal flame and/or divine damage with any effect, you may select a number of creatures targeted by the attack or effect equal to or less than your Wisdom modifier. These creatures instead heal half the amount of the damage and take no fire or divine damage.

Sage (5 Fame, 1 PP): You consult a sage, who makes one Knowledge check on your behalf.


Ashlords Views & Beliefs

The Ashlords hold to the ideal of a perfected Creation. Their philosophy states for the potential in each person to grow to the promised perfection, the multiverse must be cleared of flaws. Burning away the flaws is then the path to their goals and the organiation's primary occupation. Not to be dismissed as raving pyromaniacs (though they have an ample supply), the Ashlords pursue the flaws of the world with a deep and abiding passion. Manifestations of flaws needn’t be purely physical either. Any obstacle to perfection’s potential—be it an unjust law, a rusted breastplate, or a corrupt organization—should be fed to the flame. They oversee the standing army of the city.

Fire is their guide and they claim it fiercely, deriding other organizations for their fear or misuse of it. Particularly, they eye the Steamstriders who they see as diluting the cleansing power of the element with their endless churning of arcane experiments and needless drains on resources. Resources the city could be using to defend itself (and reinforce the strength of the Ashlords).


Ashlords Game Mechanics

Feylighter (Druid Archetype)
Reborn (Fighter Archetype)
Soulfire (Theurge Archetype)

Ashlord Feats
Ashlord Shaman Spirit


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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