CHA PT ER 1: PLAY ER O PT ION S 49 discolorations, scales, or other daedric traits as seen by inhabitants of the realms of Oblivion. When you aren’t wearing armor, your AC equals 13 + your Agility modifier. Additionally, you gain resistance to the damage type associated with your chosen Daedric ancestry. AFFINITY OF OBLIVION 6th-level Daedric Ancestry feature When you cast a spell that deals damage of the type associated with your Daedric ancestry, you can add your Willpower modifier to one damage roll of that spell. DAEDRIC FAMILIAR 6th-level Daedric Ancestry feature You gain the service of a Daedric familiar. You learn the summon Daedra spell, and you can cast it at a level equal to your proficiency bonus without expending magicka once per long rest. DAEDRIC TRAITS 14th-level Daedric Ancestry feature You gain the ability to manifest greater traits from your Daedric heritage. As a bonus action, choose any of the following traits listed below. You can gain only the benefits of one of the traits at a time, and it lasts until you dismiss it as a bonus action. You can’t manifest your traits while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your traits might be destroyed when you manifest them. Choose one of the following daedric traits: Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Willpower modifier, and you can't use this trait again until you finish a short or long rest. Additionally, you can breathe both air and water while you have this Daedric trait. Breath Weapon. You can use your action to exhale a 15-foot cone of destructive energy. Your Daedric ancestry determines the damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make an Agility saving throw against your spell save DC. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 18th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Claws. You have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Horns. Your horns are natural melee weapons, with which you are proficient. When you hit with them, the target takes bludgeoning damage equal to 1d6 + your DUNMER DAEDRIC ANCESTRY SORCERER
50 L E G IONNA IR E ’ S GU ID E TO CYROD I IL SORCERER Strength modifier. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that creature with your horns. The creature must be no more than one size larger than you and within 5 feet of you. The creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pushed up to 5 feet away from you. Hunter Senses. You have advantage on Willpower (Perception) and Willpower (Survival) checks made to spot and track creatures. Tail. Your tail is a natural melee weapon, with which you are proficient. When you hit with it, the target takes bludgeoning damage equal to 1d4 + your Strength modifier. If the target is a creature, it must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Additionally, you have a swim speed equal to your walking speed. Telepath. You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. Wings. You gain a flying speed equal to your walking speed. DAEDRIC PRESENCE 18th-level Daedric Ancestry feature You can channel the dreadful presence of your Daedric ancestor. As an action, you can draw on this power and exude an aura of awe, inspiration, frenzy, or fear (your choice) to a distance of 60 feet. For 1 minute, or until you lose your concentration (as if you were concentrating on a spell), each creature of your choice that starts its turn in this aura must succeed on a Willpower saving throw or be charmed (if you chose awe), rallied (if you chose inspiration), frenzied (if you chose frenzy), or frightened (if you chose fear) until the aura ends; a creature can choose to fail this saving throw if it wishes. A creature that succeeds on this saving throw is immune to your aura for 24 hours. Once you use this feature, you can’t do so again until you finish a long rest. DUNEWALKER Dunewakers have faced the true devastating power of sandstorms and have mastered an ancient spell casting tradition that fuses the deadly sands with the power of the wind to blind, overwhelm, and eviscerate their foe. EARTH GLIDE 1st-level Dunewalker feature You can move across difficult terrain made of earth, sand or stone without expending extra movement. In addition, you have tremorsense out to a range of 30 feet, and you learn the stonefist cantrip. It counts as sorcerer cantrip for you, but it doesn’t count against your number of cantrips known. DESERT CLOAK 6th-level Dunewalker feature As an action, you emanate a magical whirling cloak, which surrounds you for 1 minute. The cloak extends 10 feet from you in every direction, but not through total cover. For the duration, the cloak’s radius is considered difficult terrain. Choose sand or wind. Your cloak’s effect depends on the chosen element, as detailed below. You can use this feature twice and regain all expended uses when you finish a long rest. While you have no uses available, you can spend 5 magicka to use this feature again. Sand Cloak. A cloud of sand swirls around you, making you difficult to strike. You gain a +1 bonus to your AC for the duration. Additionally, when a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to blast the creature with sand. The target must succeed on an Endurance saving throw against your spell save DC or be blinded until the end of your next turn. Wind Cloak. Ranged weapon attacks made against you have disadvantage. If a ranged weapon attack made against you misses, you can use your reaction to redirect the missile to another creature within 20 feet of you. Make a ranged spell attack against the creature. If the attack hits, you deal damage equal to 1d10 + your spellcasting modifier. The type of damage is determined by the missile.
CHA PT ER 1: PLAY ER O PT ION S 51 DUNE STRIDER 14th-level Dunewalker feature You gain a burrow speed of 30 feet, which you can use to move through non-magical, unworked earth and stone. While doing so, you don’t disturb the material you move through. You can breathe normally while beneath the earth. Additionally, you learn the gaseous form spell if you don’t already know it, and it doesn’t count against the number of spells you know. You can cast this spell without expending magicka a number of times equal to your Willpower modifier, when you cast it this way, you resemble a floating cloud of sand. SORCERER REDGUARD DUNEWALKER DOOM OF THE DESERT 18th-level Dunewalker feature Your mastery over your cloaks increases. While under the effects of your Desert Cloak feature, you can switch between either cloak as an action. Additionally, you gain the following benefits: Sand Cloak. A pool of quicksand is created around you. When a target is blinded by the Sand Cloak feature, it becomes restrained by the sinking sands. A creature restrained this way can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Additionally, the AC bonus you gain for the duration increases to +2. Wind Cloak. You gain a flying speed equal to your movement speed for the duration.
52 L E G IONNA IR E ’ S GU ID E TO CYROD I IL SPELLSWORD By mixing methods of combat, combining the strength of the sword and the power of magic, new styles of warfare are crafted and honed. Spellswords excel at using their mind to express their might in ways unexpected by most rivals. There are some who focus more on mastering the blade, while others study the destruction of the elements. Sometimes, a spellsword carves a different path, balancing between two worlds in a spectacular dance of might and magic. The spellsword class receives new subclasses in this section. MYSTIC PATHS At 3rd level, a spellsword gains the Mystic Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Blademaster, Elemental Adept, and Twilight Duelist. BLADEMASTER Battlers from across Tamriel have come far and wide to make their fame and fortunes within the bloody walls of the arena. But for some, combat is a spiritual experience that transcends all other forms of physical stimuli. The roar of the crowd, the fawning of fans, and the wealth is all meaningless to a Blademaster. These spellswords seek after conflict not for the sake of materialism, but for the escape of the mundane. In combat, they can truly know themselves, and their opponents. Those who push a Blademaster further, and are more difficult to defeat, enlightens the spellsword and edifies them into a state of serenity. Some Blademasters claim their techniques date back to the time of the Dragonguard, or even that of the Blades. Some cite their knowledge of the blades come from Gaiden Shinji himself. Whatever these ancient blade techniques hail from, one thing is without question: few who face a Blademaster live to tell the tale. ETHOS OF THE BLADE 3rd-level Blademaster feature You set yourself upon a journey of discovery. This journey is often found within combative sports, such as gladiatorial matches. This combat allows you greater insight into your own self as well as those you fight. Whenever you make an attack roll against a creature that is within 5 feet of you, and you roll a 1 on your elemental or arcane imbuement damage die, you can reroll the die, but you must use the new roll. Additionally, when a creature hits you with a melee weapon attack, you can use your reaction to gain a bonus to your AC equal to your Intelligence modifier against the next attack made against you until the start of your next turn. AEGIS OF THE CHAMPIONS 6th-level Blademaster feature Your combative nature has grown with each victory and defeat. From defeat, you learn how to better yourself. Whenever you fail a saving throw to resist a magical effect, your AC increases by a number equal to half of your proficiency bonus, rounded down, until the start of your next turn. STANCE OF THE COMBATANT 14th-level Blademaster feature When you use your action to make a weapon attack with a weapon that you have infused with your Imbue Magic feature, you can make another weapon attack with it as a bonus action. MASTERY OF COMBAT 20th-level Blademaster feature You have gained supernatural mastery over combat and the blade, allowing you to tap into the energies of Aetherius. Whenever you roll your elemental or arcane imbuement die, you can roll it again and add the number to the total damage dealt by the attack. ELEMENTAL ADEPT While some spellswords focus on defending themselves and their allies or bonding with weaponry, others focus on channeling the primordial elements of destruction magic. Being able to effortlessly weave destructive enchantments on their weaponry, the Elemental Adept is truly a sight to behold, making a spectacle of their knowledge of the arcane to drown the battlefield in colorful sparks, freezing winds, blinding fires, and deadly venoms.
CHA PT ER 1: PLAY ER O PT ION S 53 ELEMENTAL ABSORPTION 3rd-level Elemental Adept feature You gain the ability to suppress incoming elemental effects. As a reaction when you take cold, fire, lightning or poison damage, you can give yourself resistance to that damage type until the start of your next turn. Additionally, the first time you hit with a melee attack on your next turn, the target takes an additional 1d6 damage of the chosen damage type. The damage dealt by this feature increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), 14th level, (4d6) and 17th level (5d6). Once you use this feature, you can't do so again until you finish a short or long rest, unless you expend 2 magicka to use this feature again. IMBUEMENT WEAVING 3rd-level Elemental Adept feature You learn an additional Elemental Imbuement of your choice. When you use the Imbue Magic feature to replace an existing Elemental Imbuement on a weapon for another Elemental Imbuement, you overcharge the weapon with elemental magic. The next time you hit a creature with a weapon attack using this weapon, the target takes additional damage equal to a roll of your Imbue Magic damage die. The type of damage is determined by your newly chosen Elemental Imbuement. DESTRUCTIVE POWER 6th-level Elemental Adept feature Your power over the elements allows you to freely change the type of damage dealt by spells you cast. As a reaction when you cast a spell that deals damage with a damage type that matches one of your known Elemental Imbuements, you can change the type of damage this spell deals to another damage type that matches a different Elemental Imbuement you know. Once you deal damage this way, you can’t do so again until you finish a short or a long rest. Additionally, once per turn, if you cast a spell that deals the same type of damage as your current Elemental Imbuement, you can add your Intelligence modifier to one damage roll of that spell. ELEMENTAL AFFINITY 6th-level Elemental Adept feature You gain additional benefits whenever you’re holding a weapon infused by one of your chosen Elemental Imbuements: ORSIMER ELEMENTAL ADEPT
54 L E G IONNA IR E ’ S GU ID E TO CYROD I IL SPELLSWORD Flame. As an action, you can cause your weapon to shed bright light in a 15-foot radius around it, and dim light for an additional 15 feet, and you can dismiss this at any time without using an action. You can also ignite an object that isn’t being carried or worn as an action. Frost. Whenever you reduce the speed of a target, their speed is reduced by an additional 10 feet. Storm. Your pace quickens, increasing your speed by 10 feet. Venom. Poisons that you apply last an extra round. NATURAL AILMENTS 14th-level Elemental Adept feature Once per turn when a spell deals extra damage from your Destructive Power feature, you can inflict additional ailments on the creatures affected by the spell. Each creature must succeed on an Endurance saving throw against your spell save DC or gain a condition depending on the Elemental Imbuement currently on your wielded weapon: Flame. You inflict the burning condition. Frost. You inflict the chilled condition. Storm. You inflict the dazed condition. Venom. You inflict the intoxicated condition. A creature affected by a condition repeats the saving throw at the end of each of their turns, ending the effect on a success or after 1 minute has passed, whichever comes first. This feature can be used a number of times equal to your Endurance modifier, you regain all expended uses of it upon finishing a long rest. PRIMORDIAL ASPECT 20th-level Elemental Adept feature You have total control over the elements. You gain the ability to channel a Primordial Aspect for 1 minute or until you’re knocked unconscious. For the duration, you gain the following benefits: ◈ Once per turn, you can use your Imbue Magic feature without requiring the use of a bonus action. ◈ Whenever you use your Imbue Magic feature, you can infuse up to 5 weapons of your choice within 60 feet of you, which lasts until your Primordial Aspect ends. These weapons can be wielded by another creature. ◈ When you use your Element Absorption feature, you gain resistance to cold, fire, lightning, and poison damage simultaneously, storing the last 2 types of damage you received. For example, if you were to take fire and lightning damage in the same round, your next melee attack would deal an additional 1d6 fire and 1d6 lightning damage. Once you use this feature, you can't use it again until you finish a long rest. ARGONIAN BLADEMASTER
CHA PT ER 1: PLAY ER O PT ION S 55 SPELLSWORD Dawn Stance. When you enter this stance, your weapon becomes enchanted with the Light arcane imbuement. While in this stance, you gain the ability to call forth the radiant dawn. As a bonus action on subsequent turns, you suffuse your imbued weapon with light as if it were targeted by the light cantrip. Invisible creatures within this light appear with a glowing silhouette that is only visible to you. Once on each of your turns, when you hit a creature with this weapon, the creature also illuminates as if it were targeted by the light cantrip until the start of your next turn. Dusk Stance. When you enter this stance, your weapon becomes enchanted with the Decay arcane imbuement. While in this stance, your steps are shrouded as the dark of night. When you are in dim light or darkness, you make any Agility (Stealth) checks with advantage, and you can take the Hide action as a bonus action on each of your turns. GLOOM AND RADIANCE 6th-level Twilight Dualist feature When you are hit by an attack, you can use your reaction to become protected in an aura of gloom or radiance. You gain 1d6 temporary hit points for the next minute. The amount of temporary hit points you gain increases to 2d6 at 11th level, and to 3d6 at 17th level. You can use this feature a number of times equal to half your proficiency bonus, rounded down, and you regain all expended uses at dawn and dusk. TWILIGHT PROTECTION 14th-level Twilight Dualist feature While in either your dawn or dusk stance, you gain advantage on saving throws against spells. HUMILITY AND PRIDE 20th-level Twilight Dualist feature While in either the dusk or dawn stance, you gain the following additional features: Dawn Stance. While in this stance, you have advantage on attacks made with your bonded weapons while you are in bright light. Additionally, your attacks with your bonded weapon or spell attacks score a critical hit on a 19 or 20 while you are in bright light. Dusk Stance. While in this stance and in either dim light or darkness, other creatures have disadvantage on attack rolls against you. When a creature misses you with an attack roll, you can use your reaction to make a weapon attack against that same target. TWILIGHT DUALIST Steeped in lore and mystery, the duality of dawn and dusk have been both a symbol of peace and destruction across Tamriel. Many of the Divines and Daedric Princes hold these celestial thresholds as cornerstones to their identity. Followers of Azura are imparted with the blessings of both radiant dawn and the dreary dusk. Others, such as the Akaviri have come to master the celestial powers of the twilight, allowing them to infuse such energy into their weapons. Whatever the case may be, Dualists who call upon the dawn and dusk to empower them are capable of great and terrible deeds. DUSK AND DAWN 3rd-level Twilight Dualist feature You have adopted a combat style that reflects the duality of your beliefs. By switching your stance, you call on the powers of the dawn and of the dusk. Once on each of your turns, you can use a bonus action to enter into a stance or switch from one stance to the other. Each stance has benefits that you gain while you are using that stance, and you retain these benefits until you change your stance or use a bonus action to end it. KHAJIIT TWILIGHT DUALIST
56 L E G IONNA IR E ’ S GU ID E TO CYROD I IL THIEF Any treasure worth taking hides behind a fitting danger. Cutpurses, brigands, and spies make up your classic thieves, who slink through the shadows, avoiding detection, and strike when the time is right. While many thieves rely on their tools and skills to get what they want, others manipulate the shadows to and walk a path of darkness. The thief class receives new subclasses in this section. THIEVISH ARCHETYPES At 3rd level, a thief gains the thievish archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Fixer and Twilight Shroud. FIXER Among thieves, robbers, and ruffians, it is the Fixer who is seen as a crucial member of any organization. Being able to help themselves and their allies when in a pinch is their entire goal. They are reliable and knowledgeable, and have a knack for excelling where others would fail. These thieves take it upon themselves to make sure they know how to do what needs to get done, and then they do it. Every Thieves Guild or outlaw hideout is in need of a Fixer. TOOLS OF THE TRADE 3rd-level Fixer feature You gain proficiency with either the disguise kit or the forgery kit, and you gain proficiency in one skill of your choice from the list of skills available to a thief at 1st level. Additionally, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. You have advantage for any attribute check you make that uses either of the chosen proficiencies. DEFT STRIKES 3rd-level Fixer feature When you roll a 1 or a 2 on a damage die from a sneak attack’s extra damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. EVASIVE ACTION 9th-level Fixer feature When you use your Evasion feature to reduce or avoid damage, you can use your reaction to allow an ally within 10 feet of you to also gain the benefits of your Evasion feature. A FACE IN THE CROWD 13th-level Fixer feature Your ability to lose a tail within the populace is second to none. You gain advantage on Agility (Stealth) checks you make when you take the Hide action while in a crowded street, tavern, or any other grouping of people. STEPS OF THE SILENT FOOT 13th-level Fixer feature When you move stealthily as a group, you assist your allies in keeping silent. When you or an ally rolls an Agility (Stealth) check, you can grant a number of creatures equal to your Agility modifier that are within 30 feet of you the ability to make Agility (Stealth) checks with advantage for the next minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. CLEANER 17th-level Fixer feature Your weapon attacks score a critical hit on a roll of a 19 or 20. Additionally, whenever you score a critical hit, it is considered to be a Sneak Attack, even if the attack doesn’t otherwise meet the requirements. TWILIGHT SHROUD Blessed with the favor of the night magic, thieves of this archetype begin to walk a path of shadows and mystery within darkness. Whether blessed by the graces of Nocturnal, Azura, or another patron of night and shadow. SPELLCASTING 3rd-level Twilight Shroud feature You connect with the shadow, granting you the ability to cast spells. See the Chapter 10 of the Basic Rules for
CHA PT ER 1: PLAY ER O PT ION S 57 THIEF NORD FIXER the general rules of spellcasting and Chapter 11 for the nightblade spell list. Cantrips. You learn two cantrips of your choice from the nightblade spell list. You learn an additional cantrip of your choice at 10th level. Magicka. The Twilight Shroud Spellcasting table shows how much magicka you have to cast your nightblade spells of 1st level and higher. The table also shows what the level spells you can cast. To cast one of your nightblade spells of 1st level or higher, must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10 of the Basic Rules. You regain all expended magicka when you finish a long rest. For example, if you know the 1st-level spell invisibility and have a Spell Level of 2nd, you can cast invisibility using magicka to cast it at either level. Spells Known of 1st level and Higher. You know three 1st-level nightblade spells of your choice from the nightblade spell list. The Spells Known column of the Twilight Shroud Spellcasting table shows when you learn more nightblade spells of 1st level or higher. Each of these spells must be of a level for which you can cast, as shown on the table's Spell Level column for your level. When you reach 7th level, for example, you learn a new nightblade spell, which can be 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the nightblade spells you know and replace it with another spell from the nightblade spell list, which also must be of a level for which you can cast. Spellcasting Attribute. Personality is your spellcasting attribute for your nightblade spells, so you use your Personality whenever a spell refers to your spellcasting attribute. In addition, you use your Personality modifier when setting the saving throw DC for a nightblade spell you cast and when making an attack roll with one. Spell save DC = 8 + your Proficiency bonus + your Personality modifier Spell attack modifier = your Proficiency bonus + your Personality modifier Twilight Shroud Spellcasting Thief Level Cantrips Known Spells Known Magicka Points Spell Level 3rd 2 3 4 1st 4th 2 4 6 1st 5th 2 4 6 1st 6th 2 4 6 1st 7th 2 5 14 2nd 8th 2 6 14 2nd 9th 2 6 17 2nd 10th 3 7 17 2nd 11th 3 8 17 2nd 12th 3 8 17 2nd 13th 3 9 27 3rd 14th 3 10 27 3rd 15th 3 10 27 3rd 16th 3 11 32 3rd 17th 3 11 32 3rd 18th 3 11 32 3rd 19th 3 12 38 4th 20th 3 13 38 4th
58 L E G IONNA IR E ’ S GU ID E TO CYROD I IL THIEF EXPANDED SPELL LIST 3rd-level Twilight Shroud feature As a Twilight Shroud thief, you can choose from an expanded list of spells when you learn a nightblade spell. The following spells are added to the nightblade spell list for you. ONE WITH THE SHADOWS 3rd-level Twilight Shroud feature You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, dim light, and other natural phenomena. ILLUSIONIST 9th-level Twilight Shroud feature When you cast an illusion spell of 1st level or higher, these nightblade spells cost half as many magicka points as they normally would (rounded up, minimum of 1). DECEIVING MAGIC 13th-level Twilight Shroud feature You learn the mislead spell and you can cast it once without expending magicka. Once you use this feature, you can’t use it again until you finish a long rest. MASTER OF THE NIGHT 17th-level Twilight Shroud feature You have mastered the art of the Twilight Shroud and you gain greater control over this magical gift. Whenever you cast an illusion spell of 1st level or higher, you turn invisible until the start of your next turn. This invisibility ends early if you cast another spell or take any hostile actions. Twilight Shroud Spells Thief Level Spells 3rd disguise self, expeditious retreat 7rd darkvision, find traps 13th haste, nondetection 19th freedom of movement, greater invisibility DUNMER TWILIGHT SHROUD
CHA PT ER 1: PLAY ER O PT ION S 59 WARDEN Protecting the natural world from the rest of society is an unpredictable and dangerous duty. Wardens stretch across all the lands of Tamriel, ensuring the continued existence of the flora and fauna while adapting themselves to the lands they serve. Some wardens devote themselves to the natural elements, while others weave stories to preserve the past, and there are those connected to the smallest of nature’s creatures. The warden class receives new subclasses in this section. CONCLAVES At 2nd level, a warden gains the Warden Conclave feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Conclave of the Elements, Conclave of Spinners, and Conclave of Vermin. CONCLAVE OF THE ELEMENTS Harnessing the primal forces of the Mundus, the wardens of the Conclave of the Elements are exponents of the raw power of Nirn. Seeking Elemental Attunement, these wardens strive to embody the essence of their elements in both body and spirit. Some seek ever changing currents and excitement like that of electricity. Some ground themselves in solace and solitude like that of the stone. Others seek new-birth, renewal and to bring about change like that of the flame. Others find the calm within the inner raging winds of their being like that of the cold. Whatever Elemental Attunement they strive for, members of the Conclave of the Elements are forces of great power. ELEMENTAL ATTUNEMENT 2nd-level Elements feature You become attuned to one element of your choice. Choose from earth, flame, storm, or water. You can cast one cantrip that is aligned with your choice of Elemental Attunement, if you don’t already know it. You can change your Elemental Attunement choice whenever you gain a level in this class, but you can only gain the benefits of one Elemental Attunement at one time. Earth. You can cast the stone fist cantrip. Flame. You can cast the produce flame cantrip. Storm. You can cast the thunderbolt cantrip. Water. You can cast the ray of frost cantrip. ELEMENTAL RECOVERY 2nd-level Elements feature You can regain some of your magical energy by sitting in meditation and communing with the elements. During a short rest, you regain expended magicka points equal to the cost of a spell level that is equal to half your warden level (rounded up). You can't use this feature again until you finish a long rest. For example, when you are a 4th-level warden, you recover magicka points equal to the cost of a 2nd-level spell (3). ELEMENTS’S CONCLAVE SPELLS 2nd-level Elements feature Your mystical connection with the primordial elements infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to conclave spells that are aligned with your Elemental Attunement. While you have access to a Conclave spell from your Elemental Attunement, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the warden spell list, the spell is nonetheless a warden spell for you. Earth Warden Level Conclave Spells 3rd spike growth, transmute mineral ore 5th meld to stone, slow 7th petrify, stone shape 9th wall of stone, passwall Flame Warden Level Conclave Spells 3rd continual flame, fire bite 5th fireball, stinking cloud 7th fire shield, wall of fire 9th flame strike, conjure elemental Storm Warden Level Conclave Spells 3rd gust of wind, stormhand 5th lightning bolt, wind wall 7th shockball, resilient sphere 9th shattering prison, wall of force
60 L E G IONNA IR E ’ S GU ID E TO CYROD I IL WARDEN ELEMENTAL FORCE 6th-level Elements feature You gain an elemental mastery over your conclave spells, making foes more susceptible to your power. When a creature is hit by a successful spell attack from your Elemental Attunement's conclave spells, or if the creature fails its saving throw, it is also subjected to a condition aligned with that element until the start of your next turn, as shown in the Elemental Force table. Earth. The damage type is bludgeoning. Flame. The damage type is fire. Storm. The damage type is lightning. Water. The damage type is cold. ELEMENTAL FORM 14th-level Elements feature Your form becomes that of your chosen Elemental Attunement. As an action, you magically transform into an atronach that is associated with your element. This magical transformation lasts for 1 hour, and can be ended early as a bonus action. While in this new form, you assume the stats of the atronach of your Elemental Attunement. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can use this feature twice. You regain expended uses when you finish a short or long rest. (Refer to the Basic Rules appendix A and the Enemies of Elsweyr chapter 3 for atronach stats.) While you are transformed, the following rules apply: ◈ The new form can be any atronach whose challenge rating is equal to or less than the challenge rating listed in your Elemental Attunement below. Your game statistics are replaced by the statistics of the atronach, but you retain your alignment, personality, and Intelligence, Willpower, and Personality scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. Water Warden Level Conclave Spells 3rd Baronoff’s bloody icicle, misty step 5th Orum’s aquatic escape, water walk 7th control water, ice storm 9th cone of cold, cloudkill Elemental Force Element Condition Earth bleeding Flame burning Storm dazed Water chilled DESTRUCTIVE ELEMENTALIST 10th-level Elements feature You can add your Willpower modifier (minimum of 1) to one damage roll of any warden spell that you cast that deals the same damage type as your chosen elemental type. Additionally, you gain resistance to your Elemental Attunement damage type. ORSIMER WARDEN OF ELEMENTS BOSMER WARDEN OF SPINNERS BOSMER WARDEN OF VERMIN
CHA PT ER 1: PLAY ER O PT ION S 61 WARDEN ◈ When you transform, you assume the atronach's hit points and hit dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in your atronach form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. ◈ You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your atronach form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. ◈ You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as Darkvision, unless your new form also has that sense. ◈ You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. equipment that merges with the form has no effect until you leave the form. Earth. You transform into either an iron, earth, or stone atronach with a CR of 5 or lower. At 18th level, you can transform into either an iron, earth, or stone atronach with a CR of 7 or lower. Flame. You transform into either a cold-flame or flame atronach with a CR of 5 or lower. At 18th level, you can transform into either a cold-flame or flame atronach with a CR of 7 or lower. Storm. You transform into either an air or storm atronach with a CR of 5 or lower. At 18th level, you can transform into either an air or storm atronach with a CR of 7 or lower. Water. You transform into either a water or frost atronach with a CR of 5 or lower. At 18th level, you can transform into either a water or frost atronach with a CR of 7 or lower. CONCLAVE OF SPINNERS The Conclave of Spinners is reserved for Bosmeri priests of Y'ffre. The spinners emulate “The Storyteller” by preserving Bosmeri history, culture, and laws through stories and metaphors. Spinners often live their lives as though they are narrating a story, and speak in much the same way. Spinners weave tales about future events, divining and prophesying, the same way others might remember the past. The more powerful a spinner becomes, the more powerful their prescience seems to be. It is rare for a spinner to take up a life of adventuring, but those that do seek to protect and preserve Y'ffre's gifts, collect stories of their adventuring to be recorded for future historians. RESTRICTION - BOSMER ONLY Only Bosmer characters can become a Spinner. Typically connected to Y’ffre, these storytellers tell the stories of Bosmer lore and history. Your GM can lift this restriction to better suit the campaign. The restriction might not apply to your GM's setting or their version of the Elder Scrolls. BONUS PROFICIENCIES 2nd-level Conclave of Spinners feature You gain proficiency with the Performance skill and you learn one bard cantrip of your choice. SPINNER'S CONCLAVE SPELLS 2nd-level Conclave of Spinners feature Your mystical connection with storytelling infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to conclave spells connected with the spinners of Y'ffre. Once you gain access to a conclave spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the warden spell list, the spell is nonetheless a warden spell for you. Spinner Conclave Spells Warden Level Conclave Spells 3rd enthrall, suggestion 5th hypnotic pattern, major image 7th confusion, hallucinatory terrain 9th mislead, modify memory
62 L E G IONNA IR E ’ S GU ID E TO CYROD I IL WARDEN MARK OF FORESIGHT 2nd-level Conclave of Spinners feature You gain the ability to predict the actions of your marked target. Ally. When a creature marked as an ally by your Mark of Balance makes an attribute check or a saving throw, they can add your proficiency bonus to the roll. Enemy. When you mark a creature as an enemy with your Mark of Balance, the creature must succeed on a Personality saving throw against your spell save DC, or be charmed by you as though you cast the charm person spell. SPINNERS PREDICTIONS 6th-level Conclave of Spinners feature You can see into the near future, making predictions about your plans. You can ask a single, clear question about a course of action you plan to take within the next hour. The GM communicates the insight through vague symbols, impressions, or a single word such as “favorable” or unfavorable”. Once you use this feature, you must finish a short or long rest before you can do so again. SERENITY 10th-level Conclave of Spinners feature You gain proficiency with Personality saving throws and gain advantage on saving throws against being charmed. SPINNERS REVELATIONS 14th-level Conclave of Spinners feature You can weave stories that appear in front of you in an illusory pattern, peering into the future to gain insight about the world. If you spend 10 minutes weaving tales, you can choose a particular course of action, event, decision, person, or place. The GM provides a short, but meaningful, explanation in one or two sentences that is in response to the knowledge that you seek. Once you use this feature, you can't do so again for the next week. CONCLAVE OF VERMIN Surrounding themselves with arachnids, rodents, and other pests, wardens of the Conclave of Vermin— sometimes known as Vermincallers—find comfort in being part of a swarm. They are masters of breeding and keeping an array of tiny, dangerous creatures, which they use to enact their will. Perhaps influenced by the work of the Altmer mage Kornalus Frey, or Servos and Merilar Rendas, Vermincallers infuse these tiny critters with alchemical serums and enchantments to transform them into dangerous companions or volatile weapons. CONCLAVE SPELLS 2nd-level Conclave of Vermin feature Your magical connection to vermin and swarms grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Conclave of Vermins Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the warden spell list, the spell is nonetheless a warden spell for you. Vermin Conclave Spells Warden Level Conclave Spells 3rd protection from poison, acid arrow 5th protection from energy, stinking cloud 7th blight, giant insect 9th contagion, insect plague VERMINOUS SWARM 2nd-level Conclave of Vermin feature You’ve magically bonded with a swarm of vermin, which follows you around, and remains in your space while they crawl and skitter on or around you. You determine what type of vermin you’ve bonded with, or you can generate them by rolling on the Favored Vermin table below. You might have a single type of vermin that you prefer, or you could have an array of creatures with you. Favored Vermin d6 Vermin 1 centipedes 2 fetcherflies 3 rats 4 scorpions 5 snakes 6 spiders Once on each of your turns, you can use a bonus action to have the vermin from your swarm attack a creature within 30 feet of you. The vermin makes an attack using your spell attack modifier. On a hit, the target takes 1d6 piercing damage.
CHA PT ER 1: PLAY ER O PT ION S 63 WARDEN Additionally, as an action, you can expend one use of your Mark of Balance feature to magically shape your swarm into a Small swarm of Tiny beasts. You determine the form it takes. Some vermin swarms resemble the creatures that make up the swarm, such as a Small spider made up of a swarm of tiny spiders, or a Small hand made up of writhing scorpions. This Small swarm forms in an unoccupied space of your choice within 5 feet of you and obeys your commands. See this creature’s game statistics in the Vermin Swarm stat block, which uses your proficiency bonus (PB) in several places. In combat, the vermin swarm shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the vermin swarm can take any action of its choice, not just Dodge. The vermin swarm remains in this form for 1 hour, until it is reduced to 0 hit points, until you use this feature to form the swarm again, or until you die. ELEMENTAL INFUSION 6th-level Conclave of Vermin feature You have learned to magically infuse your swarm with elemental energy. When you use a bonus action to command your vermin swarm to attack, you can change the damage it deals to cold, fire, lightning, or poison damage instead of piercing. The next time the vermin swarm hits with an attack, it deals this type of damage. You can use this feature a number of times equal to your Willpower modifier, and you regain all expended uses when you finish a short or long rest. BLIGHTER’S BOND 6th-level Conclave of Vermin feature When you spend at least 1 minute interacting with a Tiny beast, you can attempt to create a magical bond with them. The target must succeed on a Willpower saving throw against your spell save DC or become charmed by you for the next hour as though you had cast the charm person spell on it. INFUSED BLOOD 10th-level Conclave of Vermin feature You create a bond with the elemental energy of your infusions. When you finish a long rest, choose cold, fire, lightning, or poison. You gain resistance to this type of damage until you finish your next long rest. Your vermin swarm also gains this resistance. PROTECTION OF THE SWARM 14th-level Conclave of Vermin feature When you see a creature take damage from an attack that deals cold, fire, lightning, or poison damage, you can use your reaction and expend a use of your Elemental Infusion feature to protect that creature. As part of this reaction, your vermin swarm can move up to 15 feet. If the swarm ends their movement in the space of another creature, the swarm can envelop the creature and grant it resistance to the triggering damage type until the start of their next turn. Vermin Swarm Small swarm of tiny beasts Armor Class 13 + PB (natural armor) Hit Points 5 + five times your warden level Speed 30 ft., climb 30 ft. STR 12 (+1) AGI 14 (+2) END 14 (+2) INT 10 (+0) WIL 15 (+2) PER 10 (+0) Damage Immunities poison Condition Immunities charmed, frightened, grappled, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Swarm Form. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. Actions Bite/Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + PB piercing damage. Writhing Swarm. The swarm wraps around a creature within its space. The creature must succeed on a Strength saving throw against your spell save DC or take 1d6 + PB piercing damage and be restrained. The swarm has advantage on attacks against a creature restrained in this way.
64 L E G IONNA IR E ’ S GU ID E TO CYROD I IL WARRIOR Mastering a wide range of martial techniques, warriors take a scholarly approach to combat, learning as much as they can about their preferred styles to overcome any challenge. This exceptional training may have occurred while enlisted within the armies of Tamriel, through the necessity of skilled work, or by passing their own trials in the halls of an arena. The warrior class receives new subclasses in this section. MARTIAL ARCHETYPES At 3rd level, a warrior gains the Martial Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Legionnaire, Mercenary, and Gladiator. LEGIONNAIRE The Legionnaires of the Imperial Legion are soldiers of the Empire, stalwart defenders of the Emperor and keepers of peace and order in Tamriel. Using tactics, power in numbers, and harsh training, Legionnaires bolster the morale of their troop and lead allies by example. IMPERIAL TACTICS 3rd-level Legionnaire feature You learn tactics that are fueled by special dice called Tactical Dice. Tactics. You learn three tactics of your choice, which are detailed under “Imperial Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack. You learn two additional tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one. Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest. You gain another tactical die at 7th level and one more at 15th level. Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows: Tactic save DC = 8 + your proficiency bonus + your Strength or Agility modifier (your choice) BORN LEADER 3rd-level Legionnaire feature You gain proficiency in your choice of the Intimidation or Persuasion skill. If you are already proficient in this skill, you can choose a different skill proficiency from your warrior class list. Additionally, you can add your proficiency bonus to any skill check related to leadership, tactics, and bolstering morale. CENTURION 7th-level Legionnaire feature As a bonus action, you can initiate a squad formation by shouting orders. For 1 minute, you and a number of creatures of your choice equal to your Personality modifier that are within 20 feet of you create a squad formation. A creature in the formation gains a bonus to Strength saving throws and Strength attribute checks equal to half your proficiency bonus, and is considered to be behind half cover. Additionally, when you move, other creatures in the formation can use a reaction to move up to half their movement speed in a direction of your choosing. A creature under this effect must end their turn within 10 feet of another creature in the formation, otherwise the effect ends early for it. The squad formation ends early if you are incapacitated or you die. When the effect ends for you, it ends for all creatures affected as well. Once you use this feature, you can’t use it again until you finish a short or long rest. ALL AS ONE 10th-level Legionnaire feature You can command your allies to react faster. When you roll initiative, you and every ally within 10 feet of you can add your Personality modifier to their initiative roll. CALL TO ARMS 15th-level Legionnaire feature Your leadership training allows your allies to act without falter. Upon finishing a short or long rest, choose one of your Imperial Tactics to practice with a number of creatures equal to your Personality modifier. Each of those creatures gain a single use of your
CHA PT ER 1: PLAY ER O PT ION S 65 ARGONIAN MERCENARY NORD GLADIATOR IMPERIAL LEGIONNAIRE chosen tactic, which uses your Tactical Dice. The creature must use this tactic before it finishes another short or long rest, or else the tactic is wasted and forgotten. IMPERIAL MIGHT 18th-level Legionnaire feature You become a paragon of the might of the empire. As an action you raise a banner of the empire, bolstering the morale of your allies and increasing their power. For the next minute, you and every ally within 10 feet of you, gain a bonus to damage rolls from attacks equal to your Personality modifier. IMPERIAL TACTICS The tactics are presented in alphabetical order. Battlefield Healing. On your turn, you can use your action and expend one tactical die to heal an ally within 5 feet of you. It gains hit points equal to your tactical die + your Personality modifier. Challenge of Honor. On your turn, you can use your action and expend one tactical die to challenge a creature. The creature must succeed a Personality saving throw or it is compelled to use its reaction to move toward you, up to its movement speed. If the creature ends it’s movement 5 feet away from you, you can attack it once as part of the action, adding your tactical die to the damage roll. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. Distracting Strike. When you hit a creature with a weapon attack, you can expend one tactical die to distract the creature, giving your allies an opening. You add the tactical die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Emperor’s Orders. When an ally that can see and hear you attacks an enemy, you can use your reaction and expend one tactical die, allowing the ally to add the tactical die to their attack roll. Legate’s Valor. When up to three allies that can see and hear you make saving throws to resist the frightened or charmed condition, you can use your reaction and expend one tactical die, allowing each ally to add the tactical die to their saving throw. On My Command. On your turn, you can use a bonus action and expend one tactical die to modify a willing creature’s position in the initiative order. The target’s current initiative increases or decreases (its choice) by the number rolled on your tactical die Halting Attack. When an enemy you can see moves within reach of your melee weapon, you can use your reaction to expend one tactical die and make one weapon attack against that creature. If the attack hits, add the tactical die to the attack's damage roll and reduce the creature’s speed to 0 for the rest of the turn. Supervisor’s Advice. When a friendly creature who can see or hear you rolls a skill check, you can use your reaction and expend one tactical die to add it to the roll.
66 L E G IONNA IR E ’ S GU ID E TO CYROD I IL WARRIOR MERCENARY Hardened and battle-worn, these warriors are the backbone of any adventuring group and the strongarms of the front-line. Able to wade into battle and keep their opponent's focus on them, you couldn't ask for a greater ally to be at your side. Always the first to fight and the first to drink, Mercenary warriors are the select few who embrace the role of a rowdy brawler. Never one to back down from a challenge or a contract, these fighters are without a doubt trouble to both their superiors and those who stand against them. MERCENARY TACTICS 3rd-level Mercenary feature You learn tactics that are fueled by special dice called Tactical Dice. Tactics. You learn three tactics of your choice, which are detailed under “Mercenary Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack. You learn two additional tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one. Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest. You gain another tactical die at 7th level and one more at 15th level. Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows: Tactic save DC = 8 + your proficiency bonus + your Strength or Agility modifier (your choice) HARDY 7th-level Mercenary feature You have learned to roll with both the punches and the fireballs. You gain proficiency in Agility saving throws. If you already have this proficiency, you instead gain proficiency in Personality or Willpower saving throws (your choice). UNSTOPPABLE 10th-level Mercenary feature No threat, great or large, can conquer your resolve. When you use your Indomitable class feature to reroll a failed saving throw, on a success, you instead take no damage, if any, and only half damage if you fail. SLAYER 15th-level Mercenary feature You can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack against aberrations, dragons, fiends, monstrosities, undead, and shapeshifters. JOB FINISHER 18th-level Mercenary feature You attain the pinnacle of resourcefulness in battle. When you have no more than half your hit points left, all creatures have disadvantage on saving throws against your Mercenary Tactics, and you have advantage on any attack roll that is a part of your tactics. MERCENARY TACTICS The Mercenary tactics are presented in alphabetical order. Commander's Strike. When you take the attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one tactical die. That creature can immediately use its reaction to make one weapon attack, adding a tactical die to the attack's damage roll. Disarming Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the tactical die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Feinting Attack. You can expend one tactical die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the tactical die to the attack's damage roll. Goading Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to goad the target into attacking you. You add the tactical die to the attack's damage roll, and the target must make a Willpower saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
CHA PT ER 1: PLAY ER O PT ION S 67 WARRIOR Menacing Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to frighten the target. You add your tactical die to the attacks damage roll, and the target must make a Personality saving throw. On a failed save, it is frightened until it's next turn. Rally. On your turn, you can use a bonus action and expend one tactical die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the tactical die roll + your Personality modifier. Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one tactical die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your tactical die. The damage is of the same type dealt by the original attack. Trip Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. GLADIATOR Both champion and butcher, an Imperial Arena Gladiator is a competitor first and foremost. Always seeking grandeur, fame, and wealth, Gladiators are driven to achieve greatness. Spending much of their life toiling over gaining the upper hand in combat, many gladiators can be seen as either honorable combatants, or dirty and underhanded cheats. A gladiator has one chance to leave their mark upon the world and make their name known. How they do so is up to them. GLADIATORIAL REFLEXES 3rd-level Gladiator feature Your time in the arena has taught you how to defend yourself and take advantage of your opponent's mistakes. You can take a bonus action on each of your turns in combat to take the Dodge or Help action, or to gain advantage on your next weapon attack roll. BREAKTHROUGH 3rd-level Gladiator feature When a creature is reduced to 0 hit points by one of your weapons attacks, any excess damage from that attack can be dealt to another creature of your choice that is within 5 feet of the original target. If the original Attack roll would hit the second creature, it takes damage equal to the excess damage dealt. DAUNTLESS CONTENDER 7th-level Gladiator feature You gain the ability to prove yourself as a true contender among the greats. When you are reduced to 0 hit points, you can use your reaction to maintain consciousness. You remain at 0 hit points, but can continue to act as normal. You still must make death saving throws at the start of your turn, and each time you take damage, roll a d6. On a 1–5, you do not suffer a death saving throw failure. On a 6, you fail saving throws as normal. This feature ends when you regain hit points or if you die. Once you use this feature, you can’t use it again until you finish a long rest. SHOW STOPPER 10th-level Gladiator feature Your skills with combat have been tempered over the years to make you into a singular killing machine. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. IRRESISTIBLE 15th-level Gladiator feature You can’t be charmed or frightened while in combat. A creature that attempts to charm or frighten you in combat must succeed on a Willpower saving throw (DC equal to 8 + your proficiency bonus + your Personality modifier) or it becomes either charmed or frightened by you instead. HEFTY STRIKE 18th-level Gladiator feature When you have advantage on a weapon attack, you can forgo the advantage on the attack roll to increase your damage. Upon a successful hit, you can roll the weapon’s damage die again and add the number rolled to the total damage dealt. For example, if a gladiator with a greataxe were to hit a creature after forfeiting their advantage, they would roll 2d12 slashing damage instead for the hit, and 4d12 slashing damage on a critical hit for the attack.
68 L E G IONNA IR E ’ S GU ID E TO CYROD I IL A NEW CHALLENGER STEPS INTO THE IMPERIAL CITY ARENA
CHA PT ER 2: GU ILD S O F CYROD I IL 69 CHAPTER 2: GUILDS OF CYRODIIL I n the Second Era, Potentate Versidue-Shaie signed the Guild Act, which officially sanctioned all forms of guilds throughout the Empire. This moment in history changed the landscape of commerce, education, and politics, as the guilds were able to redefine the distribution of goods, services, and education to the people of Tamriel. Each guild is required to pay to expand their influence throughout the land, which in turn, strengthens the Empire by their presence and the increased gold in the Imperial coffers. There are many guilds that were formed through the eras, with some of the more prominent guilds rising above the rest: ◈ Skilled warriors and entertainers who fight in the Arena ◈ An illegal, but generally tolerated, guild of assassins, the Dark Brotherhood ◈ An organized mercenary company, the Fighters Guild ◈ A group of enterprising merchants, the Gold Coast Trading Company ◈ Worshipers of the Divines, the Imperial Temple ◈ A military force, the Imperial Legion ◈ Teachers and experts of magic, the Mages Guild ◈ An organized crime ring, the Thieves Guild Everyone in Tamriel respects the guilds and their rights, and considers high ranking members of those guilds as people deserving the prestige given to them. Nearly every worker in Cyrodiil, especially those in urban areas, belong to a guild suited to their vocation. The largest of guilds, recognized for their pervading respect or notoriety, are known to have adventurers, opportunists, and fortune-hunters among their ranks. GUILD MEMBERSHIP Many individuals have long standing relationships with the various guilds. There are many who have followed in their parents or guardians footsteps and are expected to keep the familial traditions. Just the same, there are many citizens who have never considered joining a guild and never intend to. When you create your character, you can choose to be associated with one of the guilds listed in this chapter. Doing so may allow your choice of guild to play a more significant role in your character’s development, or even may shape the campaign for yourself and your allies. Different requirements may need to be met to earn membership into a guild. If your character starts with an association to a guild, it may be based on your characters capabilities, or it could be built into the backstory you have created. While it is possible to be a member of more than one guild at once, it is best for new characters to start with only one membership. When joining a guild later in a campaign, either by being recruited by the guild or seeking membership yourself, the requirements the guild upholds may be more strictly enforced. The Fighters Guild will likely not allow a member who cannot prove the ability to fight and the Imperial Temple may not want to be associated with someone who is already a member of the Thieves Guild. Each guild provides a new background associated with it that can help shape your character even further and emphasize the importance of your guild on your life and upbringing. The backgrounds presented here work just like the backgrounds in the Player’s Handbook and Basic Rules, giving your character suggested proficiencies, languages, equipment, and characteristics (personality traits, ideals, bonds, and flaws). Each guild also provides suggested classes that would be associated with it and a list of spells that you can add to your spell list if you’re a member of a spellcasting class. GUILD SPELLS Spellcasting is relatively common in Tamriel, with most people having the ability to learn how to cast spells, with the appropriate level of desire and learning. Each guild has a favored style of magic, which usually represents how that magic is manifested and what types of magic is used. Even guilds that are more focused on martial aspects, like the Fighters Guild, understand that magic can be utilized as an additional tool to achieve their goals. For example, the Imperial Legion focuses on magic that will aid them in battle, while the Thieves Guild prefers magic that can help conceal their methods. If you play a character who has the Spellcasting or the Night Magic feature, your guild spells are added to the spell list for your class, thereby expanding the spell options available to you.
70 L E G IONNA IR E ’ S GU ID E TO CYROD I IL RENOWN When you complete tasks or otherwise advance the goals of your guild during your adventures, you are recognized for your efforts and become an increasingly important member of your guild. You have the opportunity to make a difference with your guild as you rise through the ranks, possibly becoming secondin-line, or possibly even becoming named as Guildmaster. Your status in the guild is measured by your renown score. As you increase that score, you gain the opportunity to advance in the ranks of the guild. When you join a guild, either as a starting character or through the events of a campaign, your renown score with that guild is 1. Your renown score increases by 1 when you do something to advance the guild’s interests, assuming that other members of the guild are aware of what you’ve done. Each guild’s description in this chapter includes information about its goals and the role you may play in achieving them. Your GM will use these suggestions to determine whether your deeds earn an increase in your renown score. Each of the four ranks within the guilds generally describes a range of tasks that you might be expected to perform to maintain that rank. Fighting in the Arena on a somewhat regular basis will be necessary to maintain your standing as a combatant, whereas spreading the preachings of the Divines and upholding their ideals is expected of a member of the Imperial Temple. When your guild provides you with a mission or quest that requires you to leave the safety of your guilds holdings— putting yourself in danger—and you complete that task, your renown score with that guild increases by 2. Ideas for what these quests may look like are provided in each of the guilds descriptions. Of course there are other tasks that can be completed to increase your renown that don’t require facing the dangers of adventuring. You can use the time between adventures to improve your renown within your guild by performing these tasks, as well as by socializing with prominent people in the guild. After doing so for a total number of days equal to your current renown score multiplied by 10, your renown score increases by 1. These duties could include bookkeeping or working shifts at a Gold Coast Trading Company store, or researching arcane knowledge and allowing your superiors to safely experiment their magic on you in the Mages Guild. BENEFITS OF RENOWN When you gain renown in a guild, you also gain the opportunity to rise in ranks, which rewards you with certain benefits. Most of these benefits are specific to the guild and the role you play within it, but there are general benefits that apply regardless of which guild you belong to. Renown 3 or Higher. When you have a renown score of at least 3 with a guild you belong to, you are an established and respected member of that guild. Other members of the guild have a friendly attitude toward you by default. (Individual members of the guild might have reasons to dislike you despite your renown.) They provide you with lodging and food in dire circumstances and pay for your funeral if needed. If you are accused of a crime, your guild offers legal support, as long as a good case can be made for your innocence or the crime was justifiable. Some guilds, such as the Fighters Guild and Mages Guild, have clearly defined hierarchies that characters can ascend as they improve their renown scores. Other guilds have positions of honor that characters can apply for if their renown score is high enough. Not every member of the Imperial Temple aspires to be a Paladin, but any character who meets the prerequisites can apply for the position. Ultimately, the GM decides whether a character qualifies for such a role, with a certain renown score as a minimum requirement. Several guilds provide a salary among the benefits of renown within the guild. The salary is described as sufficient to maintain a lifestyle of a certain level. If you earn a salary, you can live at the specified lifestyle without paying the normal daily expenditure. See chapter 5 of the Basic Rules and the 5e Core Rules for more information on lifestyle expenses. Occasionally, certain prominent positions in the guilds will allow you to gain the services of lowerranking members to assist you with your work. When you do, they are assumed to be loyal followers who help you to the best of their ability. Some of them are assigned to you to help for the duration of a single task or mission, while others are under your permanent command, staffing a shop, garrison, or guild hall where you are in charge. Depending on their role, they may help you in dangerous situations (like combat) or flee from them. You might assign them to perform certain tasks in your absence, which could include undertaking research, staking out persons of interest, or taking on low hazard jobs, for example, depending on their role and capabilities. You carry the responsibility for their lives and welfare, ultimately, and if the guild decides that you are abusing your authority and mistreating the members beneath you, you might lose your renown, lose your rank or status in the guild, or even be cast out of the guild.
CHA PT ER 2: GU ILD S O F CYROD I IL 71 LOSING RENOWN If you commit a serious offense against your guild or its members, you might lose renown within the guild. The extent of the loss depends on the infraction and is left to the GM’s discretion. A character’s renown score with a guild can never drop below 0. If your renown score drops below the threshold for a rank or privilege you have attained, you lose that benefit. Even if you regain the lost renown, you might find it more difficult to again secure a position or rank you have previously lost. If your renown is reduced to 0, you may be ejected from the guild and, if the offense merits it, could be banned from ever joining again, without the appropriate reparations. REASON FOR JOINING When you create your character with a guild in mind, or if your character is seeking to join a guild at any point in time during a campaign, consider what motivates their membership. Guild members can have significantly different reasons for joining a guild, depending on their motivations and priorities. Consider what your reason has been for joining a guild. Do you firmly believe in the goals and ideals of a guild and hope to join with the sole purpose of advancing their goals? Were you born into a family that has been part of the guild for generations who carry an expectation of continuing on the tradition? If this describes your character, it is likely that you see membership in this guild as a badge of honor that should be proudly displayed. Imperial citizens who join the Imperial Legion with the sole purpose of strengthening the Empire are a good example of this type of guild member. Every guild has its perks. Are you more interested in what a guild can do for you and the political power or social influence you might gain from joining? Do you seek increased wealth and social status that can come from a prestigious role in the guild? You might find yourself abiding by the rules of a guild only when necessary to advance your position, while ignoring them if it gets in your way. An example character may be a Breton thief who joined the Gold Coast Company to gain more intel on possible shipments of goods or to take advantage of nobles with deep pockets. Have you ever been told that you can’t do something and find yourself doing your best to prove them wrong? Do you prefer to challenge yourself and actively seek to strengthen your weaknesses? A guild that seems completely unsuitable for you might be the faction you wish to the most to be a part of. An Altmer sorcerer might perfect their magic with the intention to prove themselves as a notable member of the Fighters Guild, even if their talents would be best suited for the Mages Guild. JOINING OTHER GUILDS Some people focus their life's work into a single guild, while others may never join one, preferring their independence. Then there are individuals who never seem to be satisfied with just one vocation, always searching for more. At character creation, you can choose to be a part of only one guild, but there is always opportunity to join more as a campaign progresses. The guild descriptions provide information about the goals of the guild and how a character might fit in, but ultimately, it is your GM that decides what requirements you must meet to join a new guild. Some guilds may welcome new recruits and make the process as simple as possible, while others may require demonstrations of your capabilities or of your loyalty. The Fighters Guild might send you on an unpaid job—possibly to kill a wild animal or intimidate some local bandits—to prove that you can be a successful mercenary. Joining the Imperial Temple might be simple conversation to determine your character and intention, whereas the Imperial Legion might take anyone willing to sign up for service. If you are already part of another guild, and your membership is well known, it may make it more difficult to join others. Very few guilds wish to work alongside known assassins and thieves, and others might not want to deal with the politics or conflicts of interest that might arise. A member of the Mages Guild could easily find themselves on a team in the Arena, but a known scam artist from the Gold Coast Trading Company might be rejected from the Temple of Zenithar, and a Legionnaire might be considered to be a warmonger in the eyes of the Temple of Dibella.
72 L E G IONNA IR E ’ S GU ID E TO CYROD I IL ARENA "You'll face whatever I can pull together for the day's events, and even I don't often know what that'll be much in advance. Criminals, heretics, wild beasts. If you can't roll with the punches, at least leap to your grave. The crowd loves that." —Arena Master Codus ap Dugal What started off as a mere dream of Gaiden Shinji, the Blademaster of the Order of Diagna, has grown out to be a reality. He stated that the best techniques are passed on by the survivors and that to be the best, you have to learn from the best. These sayings form the very foundation upon which the Arena is built. Gaiden Shinji personally guided the construction of the very first arena, located in the Imperial City. Even after Gaiden fell in the war against the Orcs of Orsinium, the construction continued and was eventually finished. Indirectly inspired by Gaiden, many other initiatives to build arenas had started, but only some managed to be completed. Even today, many aspiring combatants travel from all over Cyrodiil to meet either death or glory in the Imperial City's Bloody Jewel. In Cyrodiil, the two main arenas are in Kvatch and the Imperial City, with the latter being far more grand and reserved for the best fighters of Tamriel. INSIDE THE ARENA Promoters of the Arena organize battles all over Tamriel—from Dragonstar to Morrowind—but the sport reserves an unmatched popularity in Cyrodiil, with arenas found in both Kvatch and The Imperial City. The arenas can be led by entrepreneurial minds or even descendants of noble families, but most times they are being led by those who are willing to run an Arena and look for suitable investors. The arena itself employs an incredible workforce and is often one of the greatest providers of industry in regions that capitalize on it. Blademasters guide and manage the fighters, while announcers and bards stir the crowd and provide commentary during the fights. Gatekeepers oversee the gambling activities and the battlematrons are in charge of logistics and are responsible for the training of the most promising gladiators that the Arena has to offer. To be given the title of Grand Champion is a privilege that most combatants aspire to achieve for themselves, but it has proven to be a difficult and deadly challenge. Arenas require scouts, stablemasters, hunters, and trappers to find and maintain the best fighters and most exciting beasts to battle. The buildings themselves need repairs, cleaning, and maintenance, work eagerly filled by those who are very happy to come near some of the arena's heroes up close. There are times when the crowd gets so wild that it’s capable of starting a grand melee on their own. But along with capable fighters comes a capable staff who is more than willing to make sure that everything is in order when it comes to announcing the next great battle. GOALS OF THE ARENA Every arena wants little more than to entertain the citizens of Tamriel by organizing the most exciting gladiatorial fights possible. The more notable the fight, the higher the financial gain. The arenas wish to keep their fights honest by upholding certain rule sets, although that may differ from province to province. All the while, the Arena seeks to earn masses of gold by allowing spectators to place bets on the combatants. This heightens the excitement and spectacle of the fights, as the combat determines not just the winner, but who takes a hefty pouch of Septims home and who loses it all to fate. Concerning the combatants themselves, the stakes are usually even higher. There may be some lower ranking fights that prove to be merciful, but the greatest of crowds are often drawn to the bloodiest and most gruesome battles. Though many fighters have fallen, it is in the Arena's best interest to always remember and celebrate their heroes so that their memory may live on in the tales that people tell their children. The Arena also earns incredible profits from selling merchandise and organizing events around their most esteemed champions. In the end, the Arena wants to make history through their competitions and continues to satisfy that desire with every match. Even in the darkest of times, people will always be wanting for distraction and entertainment and there are always more than enough fighters who want to bring glory to their names. ARENA CHARACTERS Alignment. Any, but mostly lawful Suggested Classes. Barbarian, crusader, monk, warrior You might enjoy playing a character who fights in the Arena if one or more of the following statements are true: ◈ You live to hear the roaring of the crowd. ◈ You constantly push your physical boundaries and to truly test yourself. ◈ You fight with honor by following the rules.
CHA PT ER 2: GU ILD S O F CYROD I IL 73 JOINING THE ARENA Fresh Pit Dogs need to be of excellent brawn and athletics, and they must stay in peak physical condition. If any of these requirements aren't met, the fighter will probably be mauled by the first beast it encounters in the arena. The Arena looks for combatants that are apt and ambitious, who fight with honor and for glory. It is not a place for low-lives or cheaters, as they will be made short work of when caught. New combatants need to be interested in improving their skills and abilities, rather than being overconfident and arrogant. They are encouraged to help other fighters between battle through training and friendly skirmishes. Any drama between contenders is best kept on the pit floor, rather than having the fighters engage in conflict away from the ring. War wizards and spellcasters are welcome in the Arena’s ranks, but they seldom manage to rally the crowds the same way as those who prefer to engage in close range combats. The primary focus of the Arena is for those who like to get up close and personal. Barbarians and warriors have always been fan favorites, but a daring spellsword sometimes manages to grab some attention with their flashy martial magic. If you don't draw out a decent crowd, the Arena will most certainly stop promoting you. BACKGROUND: ARENA COMBATANT As an arena combatant you might be looking for fame, glory, or gold, or you could be fighting for the sake of all your fans. Do you even care, or do you just want to see blood? Most arena fighters do so willingly, but there are also those whose financial situation leaves them little choice but to turn to the Arena, rather than lowly banditry. Skill Proficiencies: Athletics, Performance Tool Proficiencies: One type of gaming set or a musical instrument Languages: One of your choice Equipment: A signature weapon that is inexpensive, a symbol of your gladiatorial style (tabard, sash, or emblem), a personalized gift from a fan, a set of common clothes, and a pouch containing 50 septims. FEATURE: ARENA ACCESS As a combatant in the Arena, you have access to any arena or fighting pit across Tamriel. Here you can find weapons and armor that you can borrow for fighting in the arena, and can gain the use of the local barracks where you can rest in safety. Along with the free lodging, you can also eat and drink the modest fare offered by the location for half the price it would cost at an inn.
74 L E G IONNA IR E ’ S GU ID E TO CYROD I IL SUGGESTED CHARACTERISTICS Arena Combatants are almost always fierce and come off as powerful fighters, each in their own right. They can be challenging, taunting, proud, or even arrogant. Some, however, are just thankful to the gods and crowds for aiding them in their journey through the ranks of the Arena. HOW DO I FIT IN? As a fighter in the arena, you are always able to apply for gladiatorial battles against either creatures, monsters, or other fighters. You might be traveling from one arena to another, looking for opportunities to prove your mettle and to show fans that you are the greatest fighter around. Unlike the Fighter's Guild, the fighters of the Arena look for fame and glory rather than solving problems or helping the community. You'll find that the arena life can be isolating, as there are few that understand both the banes and benefits of the intense life that you are living. The thrill of the fight and the roaring of the crowds are addicting enough that Arena fighters will often look for other chances to fight when there are no battles planned. They might turn to pub-fights or even a bit of mercenary work to keep their abilities honed for the next major battle. Most of the time, the fighters can be found training in the arena to improve their skills in combat. Sometimes, in the case of some Arena Personality Traits d8 Trait 1 I’m not boastful, I'm just better than everyone else. 2 A fight is never just a fight, the arena is a stage on which I have a part to play. 3 I really couldn't care less about anything, I just want to defeat my opponent and collect my pay. 4 My mother always told me that I wasn't the brightest of the bunch, but I sure know how to throw a punch. 5 I fight to forget; fighting clears my head. 6 I enjoy good sport and would gladly drink an ale with even my fiercest opponents. 7 I try to keep as much to myself as possible, using as few words as necessary. 8 I am usually calm and collected, but inside the arena I can’t contain my wrath. Ideals d6 Ideal 1 Violence. I want to see my opponent humiliated before I destroy them in the arena. (Evil) 2 Gold. I want to earn loads of Septims, my way. (Any) 3 Honor. I long for fair, respectful combat and memorable opponents. (Lawful). 4 Attention. I crave the adoration of the masses. I want to be carried on their shoulders to greet my fans. (Any) 5 Development. I want to become the greatest combatant by improving my talents. (Any) 6 Redemption. I'm not doing this for fun. I just want to right my wrongs by putting myself on trial. (Neutral) Bonds d6 Bond 1 I want to help as many other competitors as I can. 2 I have seen my friends perish at the hands of the Grand Champion. I will defeat him to honor their memory. 3 I don’t want to hurt anyone, but I do this to provide for those I love. 4 I fight to uphold the honor of my family. 5 My fans are everything to me and deserve to be treated with more respect than I do. They are the reason I’m here. 6 The arena is all I have ever known and owe my life to it. Flaws d6 Flaw 1 I have a burning hate for adoring fans. Annoying fools have no clue what it is like to be me. 2 I am way too confident about my own capabilities, resulting in recklessness. 3 I am a bad sport and a sore loser. 4 I have a nasty habit of cheating during fights. 5 Among all my cheering fans and comrades, I still feel lonely. 6 In secret, I am thoroughly traumatized by my time in the Arena.
CHA PT ER 2: GU ILD S O F CYROD I IL 75 heroes, they can be found cajoling with their numerous fans, receiving gifts and excessive adoration. It may seem simple to some, living life in a cycle of training, fighting, eating, and sleeping. But make no mistake, even the lowest ranking battles against smalltime foes can prove fatal to careless combatants. However different their individual goals may be, fighters will often be amicable to each other and will often help those who are in need of training, for there is little need for fighting when the crowds have gone home. AN ARENA PARTY A party that fully consists of Arena contenders might be asked to participate in a large-scale battle with a competing league. They may have a face or captain (bard or warrior) who excites the crowd, with expert fighters that make quick work of their opponents (barbarians or rogues). A combat medic or protector (crusader or spellsword) could defend, while war wizards and archers (mages and rangers) pelt down enemies from a safe distance. They might gain fame fighting as a team with a name and sigil of your choosing, rising in the ranks together as you tackle deadlier foes. RANK AND RENOWN By gaining renown as a combatant in the Arena, you increase in standing and rank. Promotion throughout the ranks requires the approval of a Blademaster. Advancement is a reward for winning Arena fights and defeating worthy opponents, rather than an automatic consequence of increased renown. ARENA GUILD SPELLS Prerequisite: Spellcasting or Night Magic class feature For you, the spells on the Arena Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) Arena Guild Spells Spell Level Spells Cantrip true strike, vicious mockery 1st mage armor, heroism 2nd magic weapon, flame blade 3rd fortify attribute, haste 4th death ward, stoneskin 5th animate objects, flame strike RANK 1: PIT DOG Prerequisite: Renown 3 or higher with the Arena As Pit Dog for the Arena, you are standing at the start of a hopefully long career as a fighter. You have a lot to learn, but you have already picked up various techniques from the others. You have either won a few fights or proved yourself in the training grounds. The trainers have even begun to refer to you by name. Your training has allowed you to learn new techniques. You gain proficiency in one of the following choices: a weapon type of your choice, light armor, shields, smith’s tools, or a gaming set. After a battle, the Arena ensures that you are healthy and taken care of. If you spend a short rest with the Arena healers after a fight, you regain all of your hit points without needing to roll hit dice. You aren't supplied with a steady income, but you do get paid a modest amount after each fight. RANK 2: BLOODLETTER Prerequisite: Rank 1 and Renown 10 or higher with the Arena You have seen your share of bloodshed, but there is still a long road ahead of you. The crowd is more likely to recognize you and cheer you on and you have earned the right to wear a signature outfit or use a unique banner when entering an arena. You may have even seen your likeness on posters and playbills around town. You now get paid more after each fight, and you receive small discounts with shopkeepers that are familiar with you when buying arms or armor, hoping that you can promote their wares. RANK 3: MYRMIDON Prerequisite: Rank 2 and Renown 25 or higher with the Arena You have proven yourself as a true competitor in the Arena, but it has left a mark on you. Due to your experience with the high tension battles of the arena, you now gain advantage on saving throws against being frightened. The Arena has recognized your skill and now pays you a retainer in addition to the money you receive for fighting. You earn a salary that is sufficient to maintain a modest lifestyle.
76 L E G IONNA IR E ’ S GU ID E TO CYROD I IL RANK 4: HERO Prerequisite: Rank 3 and Renown 50 or higher with the Arena All the training and fighting has not been for nothing. You are one of the highest ranking fighters in all of Tamriel and you have learned how to stir a crowd like none other. While in the arena, you gain advantage on all Performance checks made with either Strength or Personality. Additionally, you have earned the unconditional respect of an adoring fan, who follows you around and is eager to help you with anything you might need. You continue to earn a salary that is sufficient to maintain a modest lifestyle and you now get paid a large sum of Septims after each fight. GRAND CHAMPION (SPECIAL ROLE) Prerequisite: Rank 4 and you must have defeated the previous Grand Champion You have conquered all of those beneath you to become the Grand Champion of the Arena. While you are currently the best in the league, all others now have their eyes set on you. You likely spend less time fighting in the arena, but the matches you do participate in are either meant to please the crowds or take your title. Your title earns you a set of the Grand Champion's armor, custom made for you to display as a shining symbol of your glory. Additionally, you receive even larger discounts at stores when buying arms and armor and may sometimes get these wares for free. As Grand Champion, you continue to earn a salary that supports a modest lifestyle, but you are paid with a substantial amount of Septims for each appearance at the arena. ENEMIES AND ALLIES The Arena does not like to meddle with the politics of other factions and would prefer to remain an independent organization. Any enemies the Arena might have consist of a handful of people who plead that it is inhumane to lock up animals in cages, but those are very few. Although the Arena has a great network of locations suitable for battle, such as other arenas in Tamriel, and maintains great contact with their respective owners, they seldom interfere with anyone else. The Arena does keep in contact with the Fighter's Guild regularly to scout for hidden talent that is wasted on killing rodents. Otherwise, the Arena is an honest organization that values merit and valor above all else.
CHA PT ER 2: GU ILD S O F CYROD I IL 77 DARK BROTHERHOOD "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear." -Black Sacrament Incantation Lurking in the shadows, preying on their targets, the Dark Brotherhood is an occult faction of infamous assassins that answer to the call of their dread Night Mother, matron of the Brotherhood. Ever since the Morag Tong became outlawed outside of Morrowind following the assassination of the Reman dynasty during the second era, various splinter organizations sprang from the Dunmeri guild of assassins. One of these became known as the Dark Brotherhood, which still continues to be operational to this very day. The assassins associated with the Brotherhood worship both Sithis and the Night Mother, drawing both their motivation and inspiration from the Void. Since their founding, the Brotherhood has spread all over Tamriel, striking fear into the hearts of those unlucky enough to be confronted with the horrid rumors. Through Black Sacraments, rituals of communing with the Night Mother herself, the Brotherhood can be summoned to assassinate a target for a price. INSIDE THE DARK BROTHERHOOD The Brotherhood consists of an operating core and a council of higher ranking brothers and sisters known as the Black Hand. Various Dark Brotherhood sanctuaries lie scattered throughout Tamriel, offering the assassins of this nefarious guild a place to call home. These sanctuaries are ominous places, safeguarded by an eerie door, opening only for the initiated. It is here that contracts are divided among the assassins, each crafted to suit their own strengths. Four Speakers and one Listener make up the Black Hand, the governing body of the Brotherhood. The Night Mother speaks only to the aptly named Listener. From there, the Listener shares these contracts with the Speaker, who organizes and distributes them to the assassins. All five fingers have a personal assistant, known as a Silencer, a skilled assassin that handles only the deadliest contracts. All members, whether you belong to either the operating sanctuaries or the governing organ known as the Black Hand, have to live by the five tenets of the Brotherhood, rules to ensure both professionalism and respect. GOALS OF THE BROTHERHOOD The Dark Brotherhood’s ultimate goal is to kill in the name of Sithis and the Night Mother, transferring the souls of the slain into the Void. To make sure that the faction will endure, its members are equipped with outfits and weapons that allow them to kill with grace and precision. To remain in shadow and secrecy is perhaps the second-most important objective of the Brotherhood. Their secretive and mysterious nature inspires fear in their enemies and trepidation among allies. To put it more bluntly, the Brotherhood aspires to do as the Night Mother pleases, as it is her that steers the course of the guild. To let blood flow from the veins of their targets is to appease the Night Mother and to praise Sithis. DARK BROTHERHOOD CHARACTERS Alignment: True neutral to lawful evil, sometimes chaotic. Suggested Classes: Nightblade, ranger, rogue You might enjoy playing a character who is a member of the Dark Brotherhood if one or more of the following statements are true: ◈ You like to hunt and kill your prey. ◈ You have a close connection to the void or the occult. ◈ You want to come off as secretive, using as few words as possible. JOINING THE BROTHERHOOD If you aspire to become an assassin for the Dark Brotherhood, there is no possible way for you to contact the faction, because the Brotherhood will always contact you. A quick way to get noticed by the guild is to display your talent for killing and your thirst for blood by slaying an innocent person. Shortly after, the Brotherhood will find a way to communicate with you, either by sending unsettling messages or waking you up in the middle of the night. Those who take their superiors and the Night Mother seriously will rise through the ranks of the Brotherhood, provided they have the talent to do so. BACKGROUND: BROTHERHOOD SLAYER As a slayer for the Dark Brotherhood, you know what it is like to claim a life. By taking the lives of others, you have learned the wonders and the pleasures that color your own life. You may intend to improve your skills and to further appease Sithis and the Night Mother by serving the Dark Brotherhood at the fullest of your potential.
78 L E G IONNA IR E ’ S GU ID E TO CYROD I IL Skill Proficiencies: Deception, Stealth Tool Proficiencies: Poisoner’s kit, disguise kit Equipment: A memento taken from a killed target, a dark hood and face mask, a set of common clothes and a pouch containing 40 septims. FEATURE: SLAYER’S PRESENCE As a member of the Dark Brotherhood, you have an intimidating air about you, which can present itself in different ways. While not everyone is aware of your true potential, most people can sense that you could be dangerous and are careful not to offend you. Because of this, you are able to commit minor criminal offenses, like petty theft or minor vandalism, as long as no guards or authorities witness the event. Innkeepers and tavern owners might not confront you or report you to the town guard if you refuse to pay for food or lodging. SUGGESTED CHARACTERISTICS From deep and brooding to cynical and humorous, every assassin within the Brotherhood has their own way of dealing with the intense pressure under which they live. Generally speaking, the Dark Brotherhood slayers are known for their secretive and shadowy nature, revealing very little of whatever dark deeds they have committed in the past. Personality Traits d8 Trait 1 I used to live a normal life, but all of that is behind me now. 2 I have a dark sense of humor and laugh at some of the most inappropriate times. 3 I could kill most people easily and I’m quick to let them know this. 4 My first kill was that of a loved one; it all spiraled out of control from there. 5 No matter the circumstances, one must always stay cold and professional. 6 People get killed all the time and so I'd rather not get attached. 7 I don’t like killing stealthily. Sneaking is for wimps. 8 I remain silent.
CHA PT ER 2: GU ILD S O F CYROD I IL 79 require careful planning to execute their assassinations without being apprehended by the law. You are expected to be able to handle these contracts on your own, or to help your brothers and sisters to complete more complicated contracts. Your skills are your own, and may set you apart from other assassins. You utilize your specialty on your own contracts and are often selected because of your expertise. However you choose to work, you are bound to keep your loyalties within the Brotherhood, as your brothers and sisters are all the family you will ever need. A DARK BROTHERHOOD PARTY A party that fully consists of Dark Brotherhood assassins are able to take on bigger, more complex contracts. Perhaps ones that require multiple people to be assassinated, or a high-profile target that needs a highly specialized team made up of rogues and nightblades to handle. A spy or operative (thief) can help gather intelligence as a ranger takes out the target from a great distance. RANK AND RENOWN By gaining renown within the Dark Brotherhood, you will be rewarded with contracts of higher complexity and importance. Aside from the Black Hand, most assassins in the guild are generally seen as equally important. What sets each other apart is their efficiency and devotion, and your renown represents the attention the Listener gives to you. As you start with the Dark Brotherhood, your contracts may be simple targets, or could include focused instructions and you retrieve these contracts from the Listener. BROTHERHOOD GUILD SPELLS Prerequisite: Spellcasting or Night Magic class feature For you, the spells on the Dark Brotherhood Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) Ideals d6 Ideal 1 Brotherhood. I will see to it that the Brotherhood will endure the test of time. (Any 2 Sadism. It is not enough to kill someone, for I want to hear every last scream. (Evil) 3 Escape. I want to get out of the Brotherhood as soon as possible. (Good) 4 Occultism. I kill only in the name of Sithis and the Night Mother to ensure their pleasure. (Lawful) 5 Skill. Murder is an art which I seek to master. (Evil) 6 Revenge. I joined the Brotherhood to settle an old score. (Neutral) Bonds d6 Bond 1 I have been with the Dark Brotherhood ever since I was little. They are my only family. 2 I can never let my family know about my dark profession. 3 The Brotherhood and what it stands for are important to me. 4 My loyalty lies with the Night Mother. 5 I am guilty of a horrible crime but the Brotherhood doesn’t judge me. 6 I'm planning on replacing my superiors soon enough. Flaws d6 Flaw 1 I never wanted to join the Brotherhood because I’m not made for it. 2 I always mix up my contracts. 3 I can’t stand my brothers and sisters and hope their contracts will end them. 4 Sithis, who? I just came to kill. 5 I am prone to overestimating my capabilities. 6 I’m very bad at keeping secrets. HOW DO I FIT IN? Dark Brotherhood assassins are tasked with various contracts their Speaker receives indirectly from the Night Mother, matron of the Brotherhood. At first, these contracts are relatively easy, but as one proves their skill, they are given more intricate contracts that Dark Brotherhood Guild Spells Spell Level Spells Cantrip poison spray, true strike 1st disguise self, expeditious retreat 2nd pass without trace, silence 3rd fear, speak with dead 4th night form, phantasmal killer 5th create black soul gem, dream
80 L E G IONNA IR E ’ S GU ID E TO CYROD I IL RANK 1: MURDERER Prerequisite: Renown 3 or higher with the Dark Brotherhood Once you are fully integrated into your new family, you are initiated in the ways of killing targets. You have a great deal of independence when it comes to how you fulfill your contracts, as long as they continue to be completed. While you are working on contracts, you will always be provided with the necessary means for a modest lifestyle and any supplies you need to complete the mission (within reason). RANK 2: ELIMINATOR Prerequisite: Rank 1 and Renown 10 or higher with the Dark Brotherhood After having slain more targets than your conscience can bear, you have decided to turn it off for good. You have gained more experience with slinking in and out of places undetected. While traveling alone through urban areas, you can move stealthily at a normal pace. You’ve also learned how to detect safe houses where you can take shelter until things calm down. RANK 3: EXECUTIONER Prerequisite: Rank 2 and Renown 25 or higher with the Dark Brotherhood You have gained a sinister reputation even among your fellow brothers and sisters, for your skill at sending targets to the Void is almost unrivaled. You have learned how to quickly finish off your targets or incapacitate them before they can make a sound. If a creature has 10 hit points or less after you deal damage to them with an attack, you can choose to reduce them to 0 hit points instead. You also have access to more expensive reagents, like dangerous herbs or poisons, to help you complete your contracts. RANK 4: SILENCER Prerequisite: Rank 3 and Renown 50 or higher with the Dark Brotherhood You have been an exemplary assassin, deserving of the Night Mother’s favor. You are given the opportunity to serve as a personal assistant to a member of the Black Hand, killing on their command in the name of the Dread Father. As Silencer, you are considered to be the nails or claws on the hand, and you may be asked to lead your own sanctuary. Your status is similar to a guildmaster, and the Black Hand gives you nearly the same level of respect as they have for themselves. ENEMIES AND ALLIES A faction filled with professional assassins is bound to make some enemies, as most of Tamriel fears and despises the Brotherhood. Those who oppose the Dark Brotherhood will grapple every chance they get to disrupt or destroy their operations. The rival guild concerning the assassinations of others is the Morag Tong, the organization from which the Dark Brotherhood originates. The two factions hate each other with a burning passion and can often be found fighting each other over influence or unsettled scores. The Brotherhood will find an ally in those who are wealthy enough to pay for their services and wish to see their profession flourish. Many corrupt officials benefit from the Brotherhood’s unique services
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82 L E G IONNA IR E ’ S GU ID E TO CYROD I IL FIGHTERS GUILD The Fighters Guild is a brotherhood of warriors. We provide a service to Tamriel, lending steel and shield to those who need our help. Whether that means ridding a town of an invading menace or protecting a helpless mage, we'll take the contract. —Vilena Donton By the authority of the Emperor, the Fighters Guild provides employment to sell-swords and mercenaries and protects many citizens of the Empire. Citizens and governments alike can contract with the Guild, usually to remove creatures and pests, deliver goods on dangerous routes, and collect fearsome beasts for the Arena. Dinieras-Ves “The Iron”, an Akaviri warrior in service of the Potentate Versidue-Shaie, was the first to come up with the idea of a guild of warriors. A group of companions that could be hired by nobility, rather than requiring a standing army. The work would be contractual, and a percentage of the fees would go back to the government. The organization was originally named The Syffim, after the Tsaesci word for 'soldiers', before opening itself to people outside of Akaviri descent. INSIDE THE GUILD A leader of the Fighters Guild is simply referred to with the appellation of Master, and while the Guild can be found throughout much of the Empire, the guildmaster typically keeps residence within the province of Cyrodiil. There is a relatively strict hierarchy within the ranks of leadership, each leader usually heading up a guild hall of a particular region or county. These Guardians and Champions that run the individual guild halls spend most of their time organizing contracts, while the Master deals with political matters and ensuring ongoing relationships provide meaningful advancement. While those in leadership may sometimes appear to be bureaucrats, make no mistake, they are still skilled and formidable warriors. To the associates of the group, the Fighters Guild provides training and guidance, often making it easy for skilled workers to increase their capabilities while being paid—and the work typically a bit more comfortable than joining the ranks of the Legion. Members of the guild are often treated with respect and seen as local heroes for keeping the citizens safe, especially given the strict code of conduct each member is expected to follow. Even with the protections and guidelines put in place. the Guild is not immune to corruption. High ranked individuals have been known to use their knowledge and connections for self-enrichment, and nepotism, while not inherently counteractive, can put the incapable in places of power. GOALS OF THE GUILD Any mercenary guild is generally straight forward: fulfill the contract and collect your coin, and the Fighters Guild doesn't deviate from this much. As one of the first guilds created after the Guilds Act of the Second Era, the Fighters Guild has a long history with the peoples of Tamriel which has produced a sense of trust with the Guild, along with an expectation of professionalism and the ability to deliver. Part of this trust is earned by the Imperial Charter of the Guild of Fighters, which prevents the guild from taking contracts that offend against the laws and customs of the Provinces and the Empire. Ultimately, the Fighters Guild sees itself as a premium mercenary guild and easily out-competes most individual sell-swords through skill and access to essential resources. Ensuring that they keep that distinction is paramount to the Guild's success and a fair amount of effort is put into ensuring any competition is snuffed out before they can gain much of a foothold with the people of Tamriel. In more uncertain times, the Fighters Guild has found itself in powerful positions, being contracted by governments to fight back threats to all of Nirn. During the Planemeld of the Second Era, the Guild was put in charge of fighting back the daedric forces that threatened to invade Tamriel.
CHA PT ER 2: GU ILD S O F CYROD I IL 83 FIGHTERS GUILD CHARACTERS Alignment: Usually lawful, often good Suggested Classes: Barbarian, crusader, monk, spellsword, warrior You might enjoy playing a character who belongs to the Fighter's Guild if one or more of the following statements are true: ◈ You like the idea of a hardened mercenary working for coin. ◈ You prefer to use brawn to solve problems. ◈ You enjoy playing tactical warriors, glory seeking barbarians, or martial spellswords. JOINING THE GUILD As a new associate of the Fighters Guild, you are expected to be strong and healthy, as this is the bare minimum required to defend and deliver. You are also expected to maintain a minimum standard of public behavior and must have a clean criminal record to join. Your training usually occurs at the chapter's guild hall you joined in, which is typically short but effective. You've proven that you can handle yourself while protecting others, and now you are free to take on contracts. Given the name of the Guild, having some form of martial training is definitely an asset, but how that is exhibited, and what type of contracts you are more likely to receive depends on your abilities. If you are skilled with weapons and armor, you will be more likely to be engaged in pest control and monster hunting. If this is the career path you see for yourself, then you are likely a warrior, ranger, barbarian, or even a monk. You will fit in with most of your fellow guild mates and will be a promising member of the team. If you are a spellcaster, you will likely be overlooked unless you can prove your worth with strong battle magics or protection. Crusaders of the Knight or Templar devotion and spellswords are well respected for their combination of magic and might always have a place in the Fighters Guild. Combat medics are seen as a necessity, especially for larger raids or when needing to escort caravans, but their restorative and defensive skills are sometimes overshadowed by the flashier acts of valor. BACKGROUND: FIGHTERS GUILD ASSOCIATE As a member of the Fighters Guild, you spend your time in possibly dangerous situations with the expectation of getting compensated appropriately for it. You may be nothing more than a sword-for-hire, doing what you do best to earn a few extra coins for you and your family. Or perhaps you are devoted to helping others and see this as the best way to make a difference in your community. Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set Languages: One of your choice Equipment: A Fighters Guild insignia, a hunting trap, a stein marked with a family crest, a deck of cards, a set of common clothes, and a pouch containing 40 septims.
84 L E G IONNA IR E ’ S GU ID E TO CYROD I IL FEATURE: HALL ACCESS As an associate of the Fighters Guild, you have access to any Fighters Guild Hall across Tamriel. Here you can find simple equipment that you can borrow for temporary use and can gain the use of the shared barracks where you can rest in safety. Along with the free lodging, you can also eat and drink the modest fare offered by the Guild Hall for half the price it would cost at an inn. SUGGESTED CHARACTERISTICS Members of the Fighters Guild tend to be more aggressive in nature but reserved enough to obey the law and guild guidelines. They have earned the respect of others, but also know each good deed comes with a price. HOW DO I FIT IN? As a member of the Fighters Guild, you will likely spend most of your free time in guild halls training, looking for contracts, recovering, or swapping tales of battle over a flagon of ale with your guild mates. Between contracts you will find yourself with a lot of independence, with the expectation that you always exhibit an air of professionalism and respect. Those who strike or steal from their own, or are found breaking the law, risk being expelled from the guild, with re-admittance at the discretion of the Guild Stewards. Most contracts for low ranking members consist of simple pest control, escorting merchants on dangerous trade routes, or collecting unpaid debts. Removing spiders, skeevers, or other wild animals that threaten the citizens is a great way for an associate to cut their teeth, but these simple tasks can become tedious for the more ambitious members who wish to rise through the ranks. Flaws d6 Flaws 1 I constantly feel the need to prove myself. 2 I spend too much time and too much gold at the arena. 3 I joined the Guild to hide my cowardice. 4 Those who rank above me always know best. 5 I'll take any job if it helps me rise in rank. 6 I wanted to join the Legion but feared they wouldn't take me. Personality Traits d8 Personality Traits 1 I prefer action over planning. 2 Getting the job done right always take priority, even at the cost of safety. 3 I like to remind others that I do this for the coin. 4 I react brashly when in uncomfortable situations. 5 Life is short and even serious situations should be looked at with levity. 6 I always look forward to celebrating a job well done back at the Guild Hall. 7 I don’t deserve the respect I’m given, but I hope to one day. 8 I will put myself in harm’s way if it means it saves another. Ideals d6 Ideals 1 Guild. My guild is all that really matters. (Any) 2 Force. I use my respect to get what I want. (Chaotic) 3 Protection. Not everyone is capable of helping others, but those who can, must. (Good) 4 Independence. I take contracts when I need to, but otherwise follow my own goals. (Neutral) 5 Connection. The world works best when we all work together. (Lawful) 6 Apathy. Protecting others comes at a cost, which must be paid.(Neutral) Bonds d6 Bonds 1 Becoming Guild Master motivates my every action. 2 I take on contracts to provide for my family. 3 The Guild has given me purpose and I will do everything to protect it. 4 I put myself in danger so I can provide for my family. 5 I failed to protect a loved one and I won't let that happen again. 6 The Guild saved me from a wild animal and I hope to one day do the same for someone else.
CHA PT ER 2: GU ILD S O F CYROD I IL 85 Those that have proven themselves as capable defenders are trusted with more dangerous jobs or guild business outside of standard contracts. You might be tasked with stopping entire bandit dens that are causing problems outside of town or fighting off giants or trolls that encroached on nearby farmland. At the same time, you might be worried about Thieves Guild members infiltrating your ranks and stealing secrets for their own gain, or going undercover in rival mercenary guilds to determine any illegal tactics being used to get an upper hand. In extreme circumstances, entire guild halls can be contracted to fight back supernatural threats like vampires, lycanthropes, or invading daedra. A FIGHTERS GUILD PARTY An entire adventuring party made up of ranking members of the Fighters Guild will be relied on to take care of more dangerous contracts, including raiding gangs of smugglers, or providing crowd control for official events. Bodyguards (warriors and barbarians) would provide the muscle, while light armored scouts (rangers or nightblades) sneak ahead gathering vital information before a strike. Medics and skalds (bards, mages, or wardens) support the party with extra defense and uplifting tales or heroism. RANK AND RENOWN By gaining renown as a member of the Fighter's Guild, you rise in rank within the guild. Promotion throughout the ranks requires the approval of a superior. Advancement is a reward for services rendered to the guild, rather than an automatic consequence of increased renown. FIGHTERS GUILD SPELLS Prerequisite: Spellcasting or Night Magic class feature For you, the spells on the Fighter's Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) RANK 1: APPRENTICE Prerequisite: Renown 3 or higher in the Fighter's Guild As an Apprentice of the Guild, you are provided with legal counsel, and the guild will pay for any damages that may occur at the cost of completing a contract, within reason. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. Your continued training with the guild has allowed you to learn 1 maneuver of your choice from among those available to the Battle Master archetype in the fighter class (Player's Handbook p.73). If a maneuver requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Agility modifier (your choice). You also gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Fighters Guild Spells Spell Level Spells Cantrip resistance, second barrier 1st heroism, protection from evil and good 2nd enhance ability, warding bond 3rd haste, protection from energy 4th freedom of movement, locate creature 5th flame strike, hold monster
86 L E G IONNA IR E ’ S GU ID E TO CYROD I IL As a full member of the guild, you now earn a salary that supports you at a poor lifestyle, on top of your compensation for completing contracts. RANK 2: PROTECTOR Prerequisite: Rank 1 and Renown 10 or higher in the Fighter's Guild As a protector, you've proven yourself as a skilled fighter and an apt strategist. You are personally given contracts from your guild steward and you are responsible for determining the methods and actions used to complete them. Lower ranking members of the guild now report to you, and when you are given a contract, a group of 1d6 Fighters Guild Associates can assist you on the mission, or can be assigned to completing contracts within your guild hall's region. Additionally, you have begun training with some of the most skilled fighters within the guild, learning 1 additional maneuver of your choice from among those available to the Battle Master archetype in the fighter class (Player's Handbook p.73). You also gain one additional superiority die. Between contracts and adventures, you now have a salary pursuing your duties that supports you at a modest lifestyle. RANK 3: GUARDIAN Prerequisite: Rank 2 and Renown 25 or higher in the Fighter's Guild To become Guardian, you must be promoted by your provincial Champion. Your new title places you in charge of your own guild hall and gives you the responsibility of a guild steward. The guild hall you run may be the hall you've been working with for some time, or perhaps you are transferred to another city, or even another province. As Guardian, you collect contracts from your Champion while also pursuing your own local jobs, handing them out as necessary to your own company of guild members. You have full access to the resources of your guild, including a personal assistant who can take care of your duties while on adventures. You also earn a salary that is sufficient to maintain a comfortable lifestyle. RANK 4: CHAMPION Prerequisite: Rank 3 and Renown 50 or higher in the Fighter's Guild As Champion, you take on the leadership of the guild halls throughout your province. Only the Guild Master can promote you to this rank, and only if the previous Champion is demoted, retires, or is otherwise indisposed. In this role, you are in regular communication with the Guild Master, who relies on you as an advisor and puts you in charge of major guild initiatives. You may be expected to heighten guild membership, investigate rival mercenary groups, deal with Thieves Guild spies, or assist the Empire with greater concerns. As Champion, your personal assistant stays with you and you gain 1d4 + 1 Protectors that act as your entourage. You continue to earn a salary that maintains a comfortable lifestyle. ENEMIES AND ALLIES The Fighters Guild does its best to maintain a neutral relationship with the other guilds and organizations of Tamriel, although they often work alongside the Imperial Legion, the Imperial Cult, trading companies, and the Mages Guild. They usually do not have much representation outside of the Empire, nor do they attempt to encroach on the established guilds of other provinces, such as the Companions of Skyrim. While the Fighters Guild is not responsible for upholding the law, you likely prefer to work with those who operate within the law and oppose those who don't. The guild has had problematic relationships with the Thieves Guild and various assassination guilds in the past, and that history make attempts at accord to be difficult. Mercenary guilds that operate within the borders of the Empire rarely grow to a size that truly competes with the well-established Guild of Fighters, but they do appear from time to time. The Guild goes to great effort to stifle these guilds before they even have a chance to interfere with their profits. You may be tasked with sabotaging the relationships of rival guilds, defying spies attempting to steal guild secrets, or protecting well known targets of assassins.
CHA PT ER 2: GU ILD S O F CYROD I IL 87 GOLD COAST TRADING COMPANY “I love wandering the merchant stalls. Examining all the goods that we helped bring to the Gold Coast. I get a certain amount of pleasure from experiencing the result of all my paperwork and negotiations.” -Dobias Sophus The Gold Coast Trading Company is a flourishing mercantile organization that looks after a broad array of business interests. Mostly known for trading general goods, trinkets, and supplies, the Company also deals in weaponry, armor, and adventuring gear and have unique partnerships with various guilds and businesses. Sometimes their ventures are a bit unorthodox, secretly trading in exotic creatures from far off regions—such as Craglorn—resulting in confrontations with officials. Despite their somewhat mixed reputation, and sometimes unwelcome notoriety, the Company continues to supply Tamrielic citizens with all kinds of products. Spices from Elsweyr. Curios imported from Vvardenfell. They are even renowned for the stalls and kiosks that they hire to others. INSIDE THE COMPANY What started as a conglomerate of small-time merchants and craftsmen, the Gold Coast Trading Company has grown to be one of Cyrodiil's most prominent and lucrative enterprises.This growth, however, has not gone unchallenged. Other trading guilds, like the East Empire Trading Company, strive to conquer the market. With their main office set in Anvil, where the organization finds its origin, they have branched out with expeditions to other provinces in order to find new merchandise and to establish new outposts. Through innovative trade routes and persuasive propositions, the Company tries to maintain a foothold in the Tamrielic economy. The Company's true leaders are the major shareholders, who each own a significant part of the business through their lucrative investments. Savvy investors and cunning magnates, these high ranking members ensure everything is written and eternalized in their statutes. They have little room for those who seek to bring chaos into their ranks. Almost all rules imaginable, including the power of both the members and the shareholders, as well as the policies for setting up trade, have been written down and codified. This bureaucratic form of organization makes for sharp division of tasks and clearly defined functions of their members, however daunting the concerning paperwork might be. Because of this, the authoritarian members of the Company are usually very sharp, ensuring their victories through the loopholes and blind spots in the rules or Imperial laws. Some members within the Company have sought out deregulations, causing a schism with those that seek only to uphold the structure as it is. This internal conflict has created interesting opportunities for intrigue and deception, as members will sometimes get their hands dirty to climb the corporate ladder. However lawful the Company may seem to associates and outsiders, there are always those that believe beneficial trade and far-reaching connections are simply not enough. GOALS OF THE COMPANY In short, the Company's main ambition is profit. Through trade, acquisition, and innovation, the Gold Coast Trading Company competes for the dominant market share in order to gain the largest sums of gold. They may achieve this by investing in expeditions for rare goods and items, enforcing their dominance upon freelance merchants not yet committed to the Company, and the general expansion of their sphere of influence. The members of the Company are eager to get their hands on the newest products to prove they are worthy of promotion and therefore, better compensation. There are some who wish to see the Company freed from bureaucracy and the shareholders to achieve the optimal environment for free trade and soaring profits. Unfortunately for their cause, the shareholders still decide on the course set by the company. In an ideal world, the Company wants to monopolize their trade and see their earnings rise as citizens from all over Tamriel buy their goods. Their primary goal is cold, measurable, and calculated: gold.
88 L E G IONNA IR E ’ S GU ID E TO CYROD I IL COMPANY CHARACTERS Alignment: Usually neutral, sometimes lawful Suggested Classes: Bard, nightblade, rogue, thief If the following sentences describe you, you might enjoy playing a character who belongs to the Gold Coast Company: ◈ You like to promote trade and strike deals. ◈ You hope to solve problems using wit and guile. ◈ You respect hierarchy. ◈ Intrigue, deception, and creating partnerships has a special appeal to you. JOINING THE COMPANY As a new trader, you have to understand the true value of gold, and you are expected to know that spending it is sometimes necessary to make more of it. You might have started your time with the Company sweeping floors around the shop, calling out sales in the marketplace, or handing out pamphlets on the streets. It’s possible you’ve been doing this since you could hold a broom, especially if you’ve been born into the guild, serving a family business. Interns at the Company start at the bottom of the organization, needing to make a name for yourself by aiding your superiors in their endeavors. Depending on your skills, you might fit into different roles in the guild. MUSCLE Every asset within the company is worth protecting, and there is never a shortage of work for those that can. You might be the muscle who collects debt payments from the guilds clients, or you might need to intimidate those who have fallen behind. Every now and then, assets need to be guarded during transport, and you might be along for the ride. Fighters and thieves typically meet these expectations, especially those with the Assault or Ruffian archetype. SELLER Those with a silver tongue (most likely bards and rogues, or nightblades that have focused on illusion spells) have a knack for getting what they want. If you are more suited for social encounters than combat, you might be best suited behind a desk or with a contract in one hand and a quill in the other. BACKGROUND: COMPANY CLERK As a member of the Gold Coast Trading Company, you are always looking for opportunities to make gold and to strike favorable deals. You might be a humble and honest trader, looking to deliver quality merchandise, or a cunning salesperson who is looking to make a quick profit. Either way, you find yourself among the company's hierarchy. Whether you choose to climb the company ladder or not is up to you. Skill proficiencies: Persuasion, Insight Tools proficiencies: Land vehicles or sea vehicles Languages: One of your choice Equipment: A certificate of membership, 10 sheets of parchment, a quill, a personal Company seal, a set of traveler’s clothes, and a pouch containing 60 Septims. FEATURE: INTERN MERCHANT
CHA PT ER 2: GU ILD S O F CYROD I IL 89 Flaws d6 Flaws 1 I will do anything for a bit of gold. 2 I always get way too eager and make promises I simply cannot keep. 3 To be honest, I don't care for customers that much either. 4 I'm a terrible liar. 5 I'm too lazy to ever finish my work by myself. 6 I am known to be quite particular. Personality Traits d8 Personality Traits 1 I have a great distaste for complications. 2 Gold is gold, no matter where it came from. 3 I’m nice to others, especially if I want something from them. 4 I’m the smartest person I’ve ever met. 5 The best way to keep a patron is to shower them with compliments. 6 I enjoy meeting people and making new acquaintances. 7 Colleagues will never be my friends, I like to separate work from my private life. 8 They might not notice, but I am always watching their every move. Ideals d6 Ideals 1 Wealth. I want to get filthy rich. (Neutral) 2 Power. I want to make a career and gain power over others. (Evil) 3 Change. I intend to do things differently once I'm on top. (Any) 4 Quality. I wish to gain respect by offering only the very best to my customers. (Good) 5 Discovery. I want to set out on an expedition and venture to lands unknown. (Any) 6 Company. I want to see this enterprise succeed and watch as my competitors fail. (Any) Bonds d6 Bonds 1 I am primarily driven by status. 2 I’m not cut out for business, but I need to look after my family. 3 I built my business with my own hard work. I will always protect it. 4 The customers are the most important, everyone else comes second. 5 Without the company, I’d be nothing. I owe them everything. 6 Strong partnerships are the key to success. As a member of the Gold Coast Trading Company, you can rely on certain benefits that the guild provides for you. While conducting business for the guild, you will be provided an allowance that covers food and comfortable lodgings at any inn associated with the Company. In some cities and towns, Gold Coast Company guildhalls are key locations to meet with other traders, high ranking members, potential patrons, or mercenaries. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or if the crime is justifiable. You also gain discounts when shopping from businesses that are a part of the Company. When purchasing any supplies or services from a guild member—such as weapons or a night at an inn—you receive a 10% discount. SUGGESTED CHARACTERISTICS Members of the Gold Coast Trading Company are often cold and rational, however they can be empathetic and creative, too. Regardless of how they achieve their goals, most merchants are highly competitive, even with other members of the guild. When it comes to customers, a responsible merchant remains respectful, even when it’s difficult.
90 L E G IONNA IR E ’ S GU ID E TO CYROD I IL HOW DO I FIT IN? There is a well-defined hierarchy in the guild which means that you will be working for someone else and that there will always be someone higher up the ladder than you. As a member of the Gold Coast Trading Company, you are always on the lookout for new contracts to raise your status in the guild. You will be expected to do whatever it takes to make new connections and agreements. That could mean dealing with less desirable people, dealing with bandit lords, or disrupting the work of the Company's rivals. A TRADING COMPANY PARTY A party that fully consists of members of the Company might oversee the construction of new outposts or be sent to important diplomatic gatherings with influential society. Agents and infiltrators (thieves and rogues) are perfect for gaining intelligence and stealing secrets from competitors. Hucksters (bards) can bring in the business with their pitches, while protectors and bodyguards (warriors and barbarians) can keep merchandise safe. RANK AND RENOWN A strict hierarchy is important to the Gold Coast Trading Company and roles are clearly defined in the many documents outlining the organizational structure. Pressure is placed on its members to continually strive to increase their own status and compete with their colleagues with the same ambition used against outside competitors. COMPANY SPELLS Prerequisite: Spellcasting or Night Magic class feature For you, the spells on the Gold Coast Trading Company Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) Gold Coast Trading Company Spells Spell Level Spells Cantrip mending, message 1st charm person, identify 2nd arcane lock, knock 3rd sending, tongues 4th arcane eye, compulsion 5th modify memory, telekinesis RANK 1: TRADER Prerequisite: Renown 3 or higher in the Gold Coast Trading Company When you have proven yourself to be a reliable employee of the guild, you are provided with a kiosk or cart under the company's name to sell goods that have been provided for you. As a trader, you’re starting to become well-practiced in estimating the value of goods and objects, due to the Company's strict policies on quality control, and you can generally ascertain the value of most items with some accuracy. As long as you spend at least one week each month selling wares from your kiosk or on your travels, after the company’s cut of the profits, you earn a salary that supports you at a modest lifestyle. ODDJOB (SPECIAL ROLE) Prerequisite: Renown 3 or higher in the Gold Coast Trading Company Looking after a small shop isn’t ideal for everyone, especially not you. You prefer to take a hands-on approach to making sure the business has what it needs to keep competitive. Instead of running a kiosk in a city or outpost, you help those that do by running errands, procuring special goods or escorting precious cargo. RANK 2: SALES ASSOCIATE Prerequisite: Rank 1 and Renown 10 or higher in the Gold Coast Trading Company When you become a sales associate of the Gold Coast Trading Company, you have become respected enough to move away from the outdoor markets and find yourself a new home in one of the respected Company stores. In this role, you are part of a team that assists the merchant that heads the business. You have also become more familiar with the volatile world of trade, allowing you to recognize opportunities and pick up on rumors at inns and taverns that others might miss. The Company also allows you to make use of their contacts which can provide information, air, or even discounts at certain stores or guilds. An oddjob at this rank might continue what they do, but supplying and servicing the store instead. You might also spend time working in the warehouses and stockpiles. Your promotion will supply you with an income worthy of a comfortable lifestyle, provided you spend at least one week each month working for the Company.
CHA PT ER 2: GU ILD S O F CYROD I IL 91 RANK 3: MERCHANT Prerequisite: Rank 2 and Renown 25 or higher in the Company By the time you reach this level of renown with the Gold Coast Trading Company, you have gained a reputation for yourself as a cunning merchandiser. You become proficient in one skill of your choice from Deception, Insight, or Persuasion. If you are already proficient in these skills, you can choose any skill from your class list. Your expertise has been noticed and you are eligible for a leadership position at one of the prominent Company stores. You must have the approval from an overseer to gain one of these positions, and only if there is a store available to run, which you could build yourself. While running your own store, you can afford to employ 1d4 + 1 sales associates (use the commoner stat block), who can run the store for you while you are away. Your elevated status also allows you to make use of the Company's reputation to gain entry at places where this is required, such as warehouses and local governments. Any Personality (Persuasion) check that is made to gain access is made with advantage if the reputation of the Company would hold influence. Between your adventures, you can maintain yourself at a comfortable lifestyle as a merchant. RANK 4: OVERSEER Prerequisite: Rank 3 and Renown 50 or higher in the Gold Coast Trading Company Famous for your negotiating skills and ability to strike a deal, you are known both inside and out of the Company for your continued success. You are now in waiting for a new venture capital deal to go through to be put in charge of your own partnership. As new sales divisions or outposts rarely open, it is likely that you must wait for another overseer to retire, or find the investments needed to expand the reach of the Gold Coast Trading Company on your own. As an overseer, you are responsible for directing the success of several businesses under your care. You manage 1d6 + 1 merchants (use the noble stat block), who in turn have 3d12 sales associates split among them to assist with the day to day business. Your increased prestige gains you access to guild events and political audiences where you can influence policy and new endeavors. You also become increasingly familiar with the black market, where all sorts of services are offered. You may deal with criminal contacts as you please, but you may never besmirch the Company's image. Between your adventures, you can now maintain yourself at a wealthy lifestyle as an overseer of the Gold Coast Trading Company. SHAREHOLDER (SPECIAL ROLE) Prerequisite: Renown 50 or higher in the Gold Coast Trading Company You are eligible to purchase shares to the Gold Coast Trading Company, as they become available. As a shareholder, you gain the privilege to speak with other shareholders and high ranking members of the Gold Coast Trading Company. You also gain significant influence over the decisions made and could possibly sway the course of the company. The more shares one has, the more power they have to control the company’s direction. ENEMIES AND ALLIES The Gold Coast Trading Company strives to be on good terms with as many people, guilds, and factions as possible to maximize the possibilities of trade. It is impossible to strike deals with the other guilds and exploit their needs for profit if the Company is in poor standing with them. The Company does its best to stay in good stature with most of the authorities, since they are known to supply both rulers and governments with wine and weaponry in their time of need. They try to keep their deals with the Arena, Fighters Guild, and Mages Guild out in the open, where they can benefit from the public knowledge, but try their best to hide any dealings with the Thieves Guild or other less ethical institutions. However objective the company tries to be, there are always those who feel disadvantaged by them. The company's reputation is celebrated, although it is far from spotless. There are some who try to bring to light the company’s deep-rooted issues so that they may come to fall. The Gold Coast Trading Company has a far-reaching network of mercenary companies, diplomats and aristocrats alike to aid them in their purpose of generating wealth for their customers, members, but especially their shareholders. From tax cuts to contracts, the Company makes sure to have these kinds of arrangements in order.
92 L E G IONNA IR E ’ S GU ID E TO CYROD I IL IMPERIAL LEGION "Upon my honor I do swear undying loyalty to the Emperor, and unwavering obedience to the officers of his great Empire. May those above judge me, and those below take me, if I fail in my duty. Long live the Emperor! Long live the Empire!" —Imperial Legion Oath The strong-arm of the Emperor, known as the Red Legion, the Imperial Army, or even the Ruby Ranks, the Imperial Legion is the primary fighting force of the Empire. The roots of the Imperial Legion dates back to the founding of the Alessian Empire during the First Era. When the slave-turned-saint Alessia conquered the White-Gold Tower and lit the Dragonfires, her rebellion became a legitimate political power. The Empire, as much as its legions, would traverse eras of conflict, civil war, and loss. Dynasties rose and fell between the First, Second, and Third Eras. The legion likewise followed suit, ranging from a world power, to crumbling to a mere shadow of its former self. INSIDE THE IMPERIAL LEGION The legion, much like any other military organization, functions as a well-oiled machine when structure is kept. Command must be upheld and respected in order for any military to be successful in their campaigns. The Empire holds little allowance for those who would shirk their duties or disobey a direct command from a superior officer. Order is considered one of the most important virtues for which the legion strives. The Legion has never been above public executions of traitors or its enemies. Any legionnaire who would dare disobey their duties knows this fact very well. Every recruit, even the lowliest of auxiliaries, pledges allegiance to the Emperor, who has the ultimate control over the Legion’s actions. A series of leadership roles, Generals, Admirals, Grand Marshalls, and others, report directly to the Emperor, providing their opinions and advice on strategic decisions for the continued success of the Empire. The Legion hierarchy is clearly defined, with dozens of positions for senior and junior officers, as well as the soldiers that make up the lower ranks. Legates are politicians who lead their own legions under the guidance of the generals. Prefects lead smaller cohorts throughout Tamriel, as the soldiers await their next instruction. GOALS OF THE LEGION The singular purpose of the Imperial Legion is this: fulfill the will of the Empire no matter the cost. Long has the Empire’s ambition to conquer the known world, and the Legion will go to Oblivion and back in order to achieve it. Upon the will and command of the emperor, the legion acts. Charged with establishing order and keeping the peace within the Empire, the Imperial Legion provides guards for towns and cities, and offers protection to nobles and high ranking politicians. Outside the walls of civilization, legion soldiers can be found patrolling the common roadways and manning established forts
CHA PT ER 2: GU ILD S O F CYROD I IL 93 and places of strategic importance. They act both as the main arm of the Empire’s military efforts, as well as routine law enforcement in the allied provinces. In times of war, the Legion is given great latitude in their power, and many resources are put into place to ensure the Empire is preserved. With a standing navy and the ability to quickly increase their recruitment, the Imperial Legion is an invading and occupying force. One tactic that the Legion has employed to ensure victory is an enrollment process with a high standard of excellence, while remaining open to all denizens of Tamriel. All people, from any background and a broad range of skill sets, are welcome within the Ruby Ranks. From disenfranchised Orsimer to disaffected Altmer, the fiercest warriors and the sharpest wizards. Even dragons have been counted among the Legion at times. This versatility has provided the Imperial Legion with centuries of strength and power. IMPERIAL LEGION CHARACTERS Alignment: Typically lawful or neutral Suggested Classes: Crusader, mage, ranger, spellsword, warrior You might enjoy playing a character who is a member of the Imperial Legion if one or more of the following statements are true: ◈ You like to play disciplined characters with a sense of justice. ◈ Protecting the innocent is important to you. ◈ You are drawn to unbending rules and clear hierarchies. JOINING THE LEGION Many may come to join the ranks of the Imperial Legion from a diverse range of backgrounds. Some join as part of a knighthood, some join from conscription and not of their own choosing, whereas others may end up becoming a member of the legion as an Irregular. Others may act as agents to the Empire in foreign lands, either as ambassadors or envoys of the Emperor. Depending on whether you focused on martial training, studied magic, or pursued both courses, your path will look somewhat different. MARTIAL TRAINING The vast majority of ranking members of the Imperial Legion are trained with martial weapons and armors. Warriors, rangers, and rogues fit right in and will have a clear career path with the guild. The biggest challenge you will face is setting yourself apart from the many others with similar skills in the Legion. ARCANE STUDIES Spellcasters, especially destruction mages, bards from the College of Solitude, or necromancers of the Undying Warrior art, can find a place in the Legion alongside the Imperial Battlemages. These arcane snipers open the battlefield for the ground troops. If restoration is your preferred school of magic, combat medics are a highly valued part of any cohort or army. Priests, bards, and wardens are essential to maintain the strength of the Legion. WAR WIZARDRY If you are a spellsword of the Battlemage mystic art or a crusader, you combine the powers of might and magic to bridge the expertise needed on any battlefield. These fighters bolster the troops and themselves while cutting through their enemies with ease. BACKGROUND: LEGION AUXILIARY You are a recruit in the Imperial Legion and you have devoted yourself to serve the Emperor and the Empire. You might spend your time patrolling the streets of cities, guarding prisoners in the gaols, watching over the trade routes between towns, or keeping busy in forts while waiting for instructions. You might have enlisted to help others, or to help yourself. You might be from a long line of Legionnaires, going back generations, or it might have been the manipulative tactics of the Legion’s recruiter. Skill proficiencies: Athletics, History Tool proficiencies: One type of gaming set Languages: One of your choice Equipment: An Imperial Legion insignia, a cloth bearing the symbol of the Empire, a memento from home, a set of common clothes, and a pouch containing 50 septims
94 L E G IONNA IR E ’ S GU ID E TO CYROD I IL FEATURE: LEGION STATION As a member of the Imperial Legion, you have found your place within the strict hierarchy. You can requisition simple equipment for temporary use, and you can gain access to any Imperial Legion fort, camp, or office in the Empire. In these areas, you can rest in safety and receive treatment from the combat medics. People tend to be on their best behavior in your presence, and assume you have the right to be in areas that might otherwise be locked off to the public. SUGGESTED CHARACTERISTICS Legionnaires are pragmatic and confident. Disciplined and orderly. Members of the Legion see themselves as leaders and have a competitive spirit, fostered by the line of expected promotions within the guild. Flaws d6 Flaws 1 Once I have been given an order, I will strive to follow that order no matter the cost. Even to my own detriment. 2 I put too much trust in my commanding officers and the Empire. 3 I am inflexible in my thinking due to my training within the legion. 4 Secretly, I question my orders from superiors. 5 I hate those who fight against the Empire. 6 I judge others harshly, and myself even more severely. Personality Traits d8 Personality Traits 1 I swore to follow an oath to the legion, and I keep my promises. 2 I idolize a particular hero from my youth, and constantly refer to their deeds. 3 I swear to protect our Empire with force if necessary. 4 I joined the legion because I want to help people. 5 I have a criminal past and seek redemption through self-sacrifice. 6 I quote (or misquote) legion regulations in almost every situation. 7 I am used to the constant moving and marching of the legion. Luxury grates on me. 8 I look down on anyone who hasn't served a cause greater than themselves. Ideals d6 Ideals 1 Authority. The Empire is the law and offers stability to the land, and I am an extension of that order. (Lawful) 2 Aspiration. I seek to prove myself worthy of my family and superiors by matching my actions against my duties. (Any) 3 Altruism. I serve to better the world around me. (Good) 4 Power. I hope to one day rise to the top of the ranks within the legion. (Lawful) 5 Protection. Any threat to the Empire needs to be struck down before it can cause any harm. (Chaotic) 6 Change. We must help bring about the changes the Empire is constantly working in the world. (Chaotic) Bonds d6 Bonds 1 I would die to serve my Emperor and our Empire. 2 I will someday get revenge on those who have harmed my loved ones. 3 I’ve formed endearing relationships with those who have negative opinions of the Empire. 4 I opposed the Empire in my youth, and I’m striving to atone for my past. 5 My fellow Legionnaires are my family. 6 I serve the Empire to make my parents proud.
CHA PT ER 2: GU ILD S O F CYROD I IL 95 VARIANT: LEGION AGENT Agents of the Imperial Legion hide in plain sight, unlike the rank and file soldiers of the Empire. Agents are specialists in infiltration, espionage, politics, and even sometimes assassination. These legionnaires act independently and are given a handler in order to further the Empire’s goals where armies cannot go. Skill proficiencies: Insight, Investigation Tool proficiencies: Disguise kit Languages: One of your choice Equipment: A Disguise kit, a nondescript badge of the Imperial Legion, a set of common clothes, a decoder, and a pouch containing 50 septims FEATURE: REFUGE You receive shelter and assistance from members of the Empire at fortresses, Imperial held cities, outposts and forward camps. Additionally, you have special access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives of the Empire, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These imperial agents may risk their lives for you, so long as the risk revealing their true identities is justifiable or minimal. SUGGESTED CHARACTERISTICS An agent of the Empire will need to wear many faces in order to live out their role. Taking their place as secretive members of this division of the legion, agents act as the underhand of the Emperor, but this needn't be their only personality trait. Many agents find their way into this line of work as a regular legionnaire and are reassigned into this division due to their supreme abilities and skills. An example trait could be: I have worn so many faces, I forget who I truly am anymore. HOW DO I FIT IN? The Imperial Legion is an established military and you are expected to follow all orders given. This sense of duty and structure can be complementary or jarring for some. You can be seen as either a protector for the people, or a ruthless invader. Those who feel their lands are being encroached upon may not welcome those with the trappings of the Empire and legion. Others may roll out the red carpet in order to get on your good side. Your place in life is one of uncertainty and one of conflict. You will find yourself fighting both beast and person. Invading hordes of Akaviri or former allies, such as the Nords of Skyrim. Your life will no doubt include strife and misery, but also victory and pride. The Empire invokes a great sense of emotion and feeling in the different regions of the world, and each era has different views on the given Empire at the time. During the Third Era, the Empire was allencompassing and ruled without question. Many have not enjoyed their place as a provincial government and indentured to Cyrodiil, but they endured it nonetheless. During the Second Era, the former Reman Empire had crumbled, and all of Tamriel was thrown into disorder. The legion had lost much of its power and much of its respect. The Fourth Era had also become a time of disorder as the rise of the Thalmor had threatened to overrule the Empire. From the ensuing conflicts that arose, many of the Empire's greatest allies, the Redguards and Nords, had lost their respect with their former ruler. AN IMPERIAL LEGION PARTY A party entirely consisting of Imperial Legionnaires could be a small specialized military strike force, likely focused on combat, but also highly trained in infiltration and politics. Soldiers (barbarians, fighters, or rangers) could make up the majority of the party, with a combat medic (priest or warden), a war skald (bard), and an agent or scout (rogue or ranger) rounding out the group. Battlemages (spellswords or wizards) would add to the firepower of the tactical team. RANK AND RENOWN By gaining renown as a soldier in the Imperial Legion, you ascend through the structured ranks of the guild. Promotion always requires the approval of a superior officer. Your advancement is a reward for fulfilling your duties and proving your talents, rather than an automatic consequence of increased renown. LEGION GUILD SPELLS Prerequisite: Spellcasting or Night Magic class feature For you, the spells on the Imperial Legion Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) Imperial Legion Spells Spell Level Spells Cantrip guidance, message 1st alarm, command 2nd arcane lock, calm emotions 3rd haste, clairvoyance 4th compulsion, freedom of movement 5th dominate person, scrying
96 L E G IONNA IR E ’ S GU ID E TO CYROD I IL to the longstanding traditions of this esteemed order. They will be called upon to take on tasks that require the use of the schools of magic, such as missions that could benefit greatly from the use of illusion or teleportation magics. The Imperial Battlemages will also be responsible for defending and healing the troops, while using destruction or alteration magic to control the battlefield and exploiting the enemies weaknesses. As a Battlemage Palatine, you are placed in charge of a cohort of soldiers, just as a prefect is, except these soldiers are Imperial Battlemages (use the hedge wizard stat block to represent them). RANK 3: LEGATE Prerequisite: Rank 2 and Renown 25 or higher with the Imperial Legion As a legate within the Imperial Legion, you gain command of a fort or military base and the responsibility for maintaining order and protecting people in that part of Tamriel. You have four cohorts under your command. Each cohort has six squads of five soldiers (including a sergeant) reporting to them. One additional squad of 2d4 Legion recruits is your personal retinue. You become more familiar and engaged with the politics of the Empire, and regularly receive communications from generals who coordinate the efforts of the smaller garrisons. They keep you informed of the goals and concerns of the Emperor and can help you address them. You are responsible for giving orders to your brigadiers, and you must answer to your general for the troops’ success or failure in achieving the Legion’s strategic goals. As a legate, your salary allows you to maintain a comfortable lifestyle between adventures. SPECIAL ROLE: CENTURION Prerequisite: Renown 25 or higher with the Imperial Legion You have made yourself known to the Emperor, who has become impressed with your loyalty and dedication to the Empire. In one of the most honored roles among the Imperial Legion, as a Centurion, you have been chosen as one of the Emperor’s personal bodyguards. You are expected to take on this role if the Emperor calls upon you, and you become one of their most trusted defenders and advisors. You become a confidant of the Emperor and accompany them in even the most private assemblies of the Elder Council. You will be responsible for protecting the Emperor while in the Imperial City, but will be requested to take on missions that are of personal importance to the Emperor. RANK 1: SERGEANT Prerequisite: Renown 3 or higher with the Imperial Legion As you’ve spent time with the Legion you have proven yourself as a leader. At this rank, you have trained extensively and have been gifted with Legion equipment befitting your station. You gain proficiency with a one-handed weapon of your choice and shields, or with a two-handed weapon of your choice, and you receive a version of this equipment that indicates your rank in the Legion, generally bearing a Legion or cohort insignia. Additionally, you gain authority over a small team of lower-ranking soldiers. When you undertake a mission on the Legion’s behalf that requires military strength, a squad of 1d4 soldiers accompanies and assists you for the duration of the mission. Between work and adventures, you earn a salary that is enough to maintain a modest lifestyle, including private quarters in an Imperial Legion fort or garrison. RANK 2: PREFECT Prerequisite: Rank 1 and Renown 10 or higher with the Imperial Legion As a prefect, you are responsible for missions and strategies that you can’t execute entirely on your own or with the aid of a handful of soldiers. After receiving orders handed down from the legate above you, it’s your job to figure out the tactics needed to accomplish those goals. You lead a cohort of soldiers, which consists of six squads, each made up of four Legion recruits commanded by a sergeant (use the soldier stat block to represent them). You can assign these squads to tasks of your choosing within the area of Tamriel that your forward camp, fort, or city is situated. You can also lead these soldiers into battle yourself, or bring one squad and its sergeant with you on a guild mission. You continue to earn a salary sufficient to maintain a modest lifestyle, but your private quarters are more spacious. SPECIAL ROLE: BATTLEMAGE PALATINE Prerequisite: Renown 10 or higher with the Imperial Legion, Spellcasting or Night Magic class feature If you meet the prerequisites, you can apply to become a Battlemage Palatine, an elite leader of the Imperial Battlemages. These exceptional spellcasters are exalted for their unique skills and abilities and serve alongside the regular Legions. While in this prestigious role, you use a combination of might and magic to serve the Empire in ways that the martial rank-and-file soldiers cannot. Members of the Imperial Battlemages are given a different level of independence in the guild, due
CHA PT ER 2: GU ILD S O F CYROD I IL 97 RANK 4: GENERAL Prerequisite: Rank 3 and Renown 50 or higher with the Imperial Legion As a general, you have been handpicked by the Emperor to assume the leadership of one of the major forts or cities of the Empire. In this role, you attend meetings with the Elder Council, and even the Emperor, who places you in charge of major guild initiatives. In these meetings, you are advised and ordered, with the expectation that your duties and decisions align with their orders. You are in regular communication with other generals and military leaders, relaying any information from the Council. You might be tasked with improving recruitment, developing a plan for dealing with Thalmor infiltration, or collaborating with the Fighter’s Guild to train more soldiers. You have the freedom to go against the Emperor’s or Elder Council’s direct orders, but you are responsible for the results of those choices. Your leadership as a general inspires those around you. Any soldiers under your command, and any allies within 15 feet of you, that can see and hear you have advantage on saving throws against being frightened. You continue to draw a salary sufficient to maintain a comfortable lifestyle. ENEMIES AND ALLIES The Imperial Legion is dedicated to the Empire, assisting as needed to keep the peace or conquer their enemies. Many of the guilds of Tamriel keep a friendly relationship with the Legion, although there are some that prefer to keep a tactically neutral position. The Fighters Guild has a long history with the Empire and continues to support the Legion in times of need. The Gold Coast Trading Company sees the Legion as a valuable business partner, whereas the Mages Guild usually tries to keep its ranks out of politics as best as possible. Even the Thieves Guild has a relatively favorable view of the Legion. Of course, soldiers and guards have no qualms with arresting and punishing the thieves they catch, but the Empire as a whole sees the Thieves Guild as a necessary evil, as they regulate crime and keep out bandits with less moral ideals. Throughout the Eras, the Imperial Empire has made no shortage of enemies. Other factions have risen to contend with the Empire, such as the Aldmeri Dominion and the Stormcloak Rebellion. These threats represent the very real conflicts that you will find yourself in under the Imperial banner. It is your duty as a legionnaire to quell all threats and advance the Empire’s rule.
98 L E G IONNA IR E ’ S GU ID E TO CYROD I IL IMPERIAL TEMPLE “I have noted that Heartlanders like myself, and assimilated Imperial Citizens of other races, tend to impersonal and formal relationships with their gods and spirits. For us, cults are first and foremost social and economic organizations. We typically think of the Eight Divines in the most abstract terms—as powerful but indifferent spirits to be propitiated, and do not think of their relationships as personal.” —Cuseius Plecia, Reflections on Cult Worship Faith and religion form the fundamentals of Tamrielic culture, yet there are few mortals as dedicated to their deities as the ones that serve the Imperial Temple. The citizens of Cyrodiil have always adopted the devotion of the Divines into their lifestyle; they pray at chapels, seek divine aid, and ask counsel from their priests. The ones that facilitate the Imperial beliefs are the followers and members of the Imperial Temple. Those who devote themselves to the Imperial pantheon strive to uphold the commands of the Divines, and share their faith and philosophies with the community. Depending on the era, the Imperial Pantheon consists of either eight or nine Divines. The Third Era brought forth Talos, but worship of the Ninth Divine was outlawed in the Fourth Era with the signing of the White-Gold Concordat after the Great War with the Aldmeri Dominion. INSIDE THE TEMPLE The Imperial Temple is the combined organization of all Imperial orders dedicated to a Divine. The guild itself consists of an array of faiths, from members that serve only a single Divine, to those who worship several, or even all beings in the Imperial pantheon. Chapels, wayshrines, and many other types of religious structures fall within the Temple's sphere of influence, and each is either operated or maintained by the faithful. Every city in Cyrodiil, and the greater expansive Empire, has at least one chapel or temple dedicated to one or more Divine. These main places of worship are looked after by a Primate, who counsels and guides the public, as well as those who serve the temple. You have regular contact with the Primate that looks after your temple and generally knows your interests, goals, and strengths. If you haven't devoted yourself to a specific chapel, you can seek guidance from any Primate. The Temple knows little authority, though you may come into contact with both militaristic and clerical leaders who communicate goals and instructions to their members. Each individual order of the Temple can have slightly different organizational structures, as each deity has different spheres and priorities. The primary source of organization is directly interpreted from the words of the Divines themselves and the Primates seek only to convey the sacred wisdom to the rest of the Temple. The Ten Commands of the Nine Divines 1. Stendarr says: Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy. 2. Arkay says: Honor the earth, its creatures, and the spirits, living and dead. Guard and tend the bounties of the mortal world, and do not profane the spirits of the dead. 3. Mara says: Live soberly and peacefully. Honor your parents, and preserve the peace and security of home and family. 4. Zenithar says: Work hard, and you will be rewarded. Spend wisely, and you will be comfortable. Never steal, or you will be punished. 5. Talos says: Be strong for war. Be bold against enemies and evil, and defend the people of Tamriel. 6. Kynareth says: Use Nature's gifts wisely. Respect her power, and fear her fury. 7. Dibella says: Open your heart to the noble secrets of art and love. Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love. 8. Julianos says: Know the truth. Observe the law. When in doubt, seek wisdom from the wise. 9. Akatosh says: Serve and obey your Emperor. Study the Covenants. Worship the Nine, do your duty, and heed the commands of the saints and priests. 10. The Nine say: Above all else, be good to one another.