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Adventuring Companies

Adventuring companies represent groups of characters bound


together for some purpose. The company provides a theme,
special benefits, and a loose framework for a group of characters.
Creating an adventuring company is optional and can be done only
with the Game Masters consent before the start of the game.
nless the Game Master mandates the use of a particular
adventuring company, all the players have to agree to form a
company. They then select one company concept for their
characters. A group of characters gains the benefits of a single
adventuring company! they cannot benefit from belonging to
multiple adventuring companies.
"f your gaming group decides to form an adventuring company,
all of the player characters in the group must be members
of the company and satisfy its membership re#uirements.
$ikewise, new characters %oining the company must satisfy the
membership re#uirements of the company.
&ot every adventuring company concept is appropriate for
every campaign and the Game Master is the final arbiter of
which concepts, if any, are permitted his campaign. The Game
Master might even choose to base an entire campaign on a
given adventuring company concept. 'layers should feel free
to e(pand upon the skeleton of the company concept they have
chosen. 'irates should name their ship, criminal gangs should
have a name for their crew, and so on. )uch embellishments
help you breathe life into your character and the organi*ation
of which he is a part.
"f your adventuring company gives your character an ability
he already has from one of his starting careers, choose a new
ability from any of your characters careers.
Arcane Order
The "ron +ingdoms are home to many guilds and orders that e(ist
to promote the arcane arts and esoteric sciences. The characters
belong to one such group. They might representa small chapter house
of a larger organi*ation or be the sole members of a smaller order.
Requirements, Any character can belong to the company. The
company must include at least one character with the Gifted
archetype. Those with the Gifted archetype are full members
of the organi*ation with an e#ual vote on decisions pertaining
to the good of the order -or chapter house.. The players should
decide among themselves who the nominal leader of the group
is. &on/spellcasting characters are assumed to be guards and
skilled e(perts in the employ of the order.
Benefits, The company begins the game with a small guild
house that includes servants0 #uarters, stable, kitchen, great
hall, meeting room, member bedchambers, guest rooms, an
arcane library and an alchemical workshop.
1ach character created as a member of the company gains one
additional occupational skill level in $ore -Arcane. and treats it
as a career skill regardless of his careers.
1ach Gifted character created as a member of the company also
gains the Arcane )cholar ability -p. 234. at character creation -in
addition to any other abilities granted by his career selections..
1ach non/Gifted character created as a member of the company
begins with the )hield Guard ability -p. 254..
Intrepid Investigators
The pursuit of knowledge might be its own reward but like any
pursuit6 it is not earned without cost. The characters are a group
of individuals seeking a greater understanding of the mysteries
of western "mmoren. They could be e(plorers, ghost hunters,
tomb/robbing adventurers or perhaps an e(pedition from
Corvis niversity tasked with cataloguing the more unusual
flora and fauna of the Thornwood 7orest. "n the "ron +ingdoms,
many academics that spend time in the field learn their way
around a pistol or sword, but few are unwilling to hire guards
and assistants to accompany them on their sometimes/perilous
research missions.
Requirements, 1ach member of the company must have at least
one of the following careers, Alchemist Arcane Mechanik,
Arcanist, Aristocrat, 1(plorer, "nvestigator, Military 8fficer,
'riest, or )py.
Benefits, The company is able to seek funding for its
activities through support from a ma%or university, financial
backers, or private donations. 1ach month the company gains
299 gc for upkeep and e#uipment that can be spent any way
the players see fit.
1ach character created as a member of the company can benefit
from the starting "ntellectual archetype bonus -:2 on attack and
damage rolls while in an "ntellectual character0s command range.
from up to two "ntellectual characters simultaneously
instead of %ust one.
Law Dogs
The characters are professional bounty hunters who make
their livings tracking the most dangerous criminals and
army deserters. A good bounty hunter must be ready to go
anywhere the trail leads him, and so the law dogs regularly
traverse the "ron +ingdoms with little concern for national
borders or boundaries. "n the end, all that matters is getting
their man.
Requirements, 1ach member of the company must have at least
one of the following careers, ;ounty <unter, <ighwayman ,
"nvestigator, Military 8fficer, =anger, or )oldier.
Benefits, The characters in the company should be regularly
presented with bounty opportunities. They are regarded as solid
professionals by the various kingdoms and law enforcement
agencies throughout western "mmoren.
>hile pursuing a bounty, characters created as a member of the
company receive :? on non/combat skill rolls directly pursuant to
capturing the target and :? to attack rolls against their target.
Mercenary Charter
the characters represent a recogni*ed mercenary company
possess a charter recogni*ed by most nations authori*ed by one
of the "ron +ingdoms. The characters might be in the employ of a
larger organi*ation like the )teelheads Mercenary Company, or they
could be the only members of their charter. They have an easier time
negotiating work as sell/swords than those without a charter and are
members of a well/respected if sometimes brutish profession.
Requirements, Any character can belong to the company.
The players in the group should designate one member of
the company to be the captain. The captain then designate a
lieutenant and a treasurer. 8ther members are sergeants.
Benefits, The captain gains the &atural $eader ability, whether
or not he meets the prere#uisites.
Additionally, each character created as a member of the
company begins with one additional occupational skill
in one of the following skills, Animal <andling, Command
@riving, Gambling, "nterrogation, Medicine, &egotiation
=iding.
OUTLAWS
Crime does pay, but sometimes in blood. This lesson is
learned by criminals across the "ron +ingdoms, from the
streets of 7ive 7ingers to the vicious bratyas of the +hadoran
underworld to the feral gangs of the Cry(ian port of ;lackwater. The
characters are members of a close/knit game of criminals, ruffians,
and thugs motivated by the promise of coin or blood for bloods sake.
Requirements, 1ach member of the company must have
at least one of the following careers, Alchemist, Cutthroat,
@uelist, <ighwayman, 'istoleer, =ifleman, )orcerer, )py, or
Thief. The players in the group should designate one member
of the company to be the boss. The boss then designates the
underboss,
Benefits, The company begins the game with a hideout watched
over by a network of gang affiliates who keep an eye out for
dangerous rivals and the law. >hen a threat is spotted, the rest of the
gang is #uickly alerted. The hideout itself consists of a meeting area,
an administrative office, sleeping chambers, hidden cellars, and a
number of secret e(its or hidden passages.
1ach character created as a member of the company gains the
Gang and $anguage -7ive Cant. abilities in addition to any abilities
granted by his careers.
PIAT!S O" T#! $O%!& COAST
The characters are pirates or privateers, the ranking officers of a
small frigate. The characters might choose to be criminals of the sea,
pillaging and looting the coasts of the "ron +ingdom either for their
own purposes or even in the employ of the Cry(ian 'irate 7leet. 8r
they might be recogni*ed privateers bearing a letter of mar#ue issued
by the naval authorities of Cygnar, +hador, or 8rd.
Requirements, 1ach member of the company must have at
least one of the following careers, Cutthroat, 1(plorer, Military
8fficer, 'irate, or Thief. The players in the group should designate
one member of the company to be the captain. The
captain then designates a first mate.
Benefits, The company begins the game with a small pirate ship
crewed by unwashed sea dogs. +nown throughout the
secret coves and smugglers dens throughout the ;roken Coast, the
crew can choose between do*ens of safe ports to lie low or finish
repairs.

The captain gains the &atural $eader ability whether or not he
meets the prere#uisites.
1ach character created as a member of the company gains the
<it the @eck6 Ability.
SP' I&(
The characters in the company are intelligencers employed by a
kingdom, ma%or organi*ation, or private concern. They could be
members of the Cygnaran =econnaissance )ervice, agents of a noble
house, or simply freelancers in the employ of the highest bidder. "n
any case, they are practiced professionals in the art of espionage and
surveillance.
Requirements, 1ach member of the company must have at least
one of the following careers, Aristocrat, "nvestigator, =anger, )py, or
Thief.
Benefits: Although the characters are disavowed if captured, they
can count on material assistance from their employers.
@epending on the mission undertaken, the characters in the
company can receive speciali*ed e#uipment, access to safe houses,
forged documents, uniforms, and so forth. Additionally, they can
e(pect to call upon the intelligence resources of their employers
before a given mission.
Additionally, each character created as a member of the company
begins with either the $anguage ability or one
additional occupational skill level in one of the following
skills, ;ribery, Climbing. Cryptography, @eception, @etection,
@isguise, 1scape Artist, 1ti#uette, 7orensic )cience, 7orgery,
Gambling, "nterrogation, "ntimidation, Aumping, $ock 'icking,
&egotiation,, 'ickpocket, =esearch, =iding, =ope se, )eduction,
)neak, or )treetwise.
Thamarite Sept
The characters in this company are part of a small Thamarite
cult. They could be an organi*ed gang of cutthroats and
street assassins who sacrifice their victims to the @ark
Goddess, a group of shadowy occult investigators struggling
to uncover the secrets of rcaen and earth while keeping
beyond the reach of the 8rder of "llumination, or a pack of
scheming aristocrats who stop at nothing to achieve their
aims. >hatever their vocation, the characters can call upon
a wealth of arcane power in addition to their own natural
talents and contacts.
Requirements, The characters in the party must either be
devotees of Thamar or irreligious in their outlook. 'riests,
)hamans, >arlocks, and the faithful of other gods cannot
%oin this company. At least one character in the company must
be a Thamarite Advocate, and only Thamarite Advocates are
true members of the sept. All others are e(pendable pawns
in their service, whether they know it or not. The players of
Thamarite Advocates should choose the nominal leader of
the group among themselves.
Benefits , The company begins with a secret lair, likely
in some subterranean sewer network, desolate slum, or
aristocratic demesne. This lair includes a ritual room, library,
corpse storage, and ample workshops along with several
secret escape routes.
1ach character in the company gains one additional
occupational skill level in $ore -Thamarite..
Thamarite Advocate characters begin with one additional
spell of any level. 8ther characters gain $ock 'icking 2, =ope
se 2, and )neak 2.
ILLUMINATED ONES
The characters are a band of "lluminated 8nes, witch hunters of the 8rder of
"llumination. They are tasked with investigating cases of infernalism,
mesmerism -mind control., and necromancy for the Church of Morrow.
"lluminated 8nes take their work very seriously and have the legal authority to
act as %udge, %ury, and e(ecutioners.
Requirements, 1ach member of the company must be a devout human
Morrowan and must have at least one of the following careers, "lluminated
Arcanist -p. BB., "nvestigator, +night, or 'riest -Morrowan..
Benefits , The characters in the company are regularly dispatched to
investigate cases of black magic. Though they have broad powers to conduct
their investigations and enforce punishments -up to summary e(ecution., they
are still e(pected to act as law/abiding citi*ens and faithful members of the
Church of Morrow.
1ach character created as a member of the company begins
with the "ron >ill ability and either a ;lessed melee weapon
-flail, mace, maul, spear, or sword. or an 1(ecrator pistol
-p. C3.. ;lessed weapons are magical weapons and have the
;lessed ability. ->hen making an attack with a weapon with
the ;lessed ability, ignore spell effects that add to a characters
A=M or @17..
UNORTHODOX ENGAGEMENT
TEAM
The battlefields of the "ron +ingdoms are unpredictable and
dangerous places in which modern science intermingles
destructively with ancient arcane rites, and even the best
planning, training, and e#uipment cannot support every
situation. @rawn from a variety of service branches, Cygnars
unorthodo( engagement teams are sent in wherever they are
re#uired, bringing with them a variety of e(pertise beyond
the ken of more conventional military units. Gun mages and
military arcanists provide support to trencher demolitions
e(perts and )tormblade %ack marshals. =ather than fighting
e(clusively on the front lines, 1 teams are often tasked
with the trickiest, most dangerous, and sometimes strangest
missions imaginable, which test their varied skills to the limits.
Requirements, 1ach member of the company must be Cygnaran
and must have at least one of the following careers, Arcane
Mechanik, Arcane Tempest Gun Mage -p. B4., 7ield Mechanik,
=anger -C=)., =ifleman -$ong Gunner., )tormblade, )tormsmith
-p. BC., Trencher, or Cygnaran >arcaster -p. B4.. The players in
the group should designate one member of the company to be
the lieutenant. The lieutenant then designates a sergeant.
Benefits , The characters in the company receive regular
assignments and information of military significance. "n
addition to any mission/specific gear re#uired, the characters
can also e(pect to be resupplied with ammunition, grenades,
and alchemical accumulators.
greylords
The characters are members and agents of the Greylords
Covenant. @epending on their speciali*ations, the characters
might be sent to plumb the depths of ancient ruins in search
of arcane artifacts of value to the Motherlands war effort,
uncover and eliminate traitors, see to the safety and protection
of a great prince, annihilate representatives of a rival arcane
organi*ation, or steal occult secretsDanything to further the
cause of the +hadoran 1mpire. The characters must answer to
their superiors within the organi*ation but have broad freedom
in accomplishing the tasks assigned to them.
Requirements, 1ach member of the company must be a human
+hadoran and have at least one of the following careers, Arcane
Mechanik, Greylord Arcanist -p. 243., @oom =eaver -p. 24B.,
1(plorer, "nvestigator, Man/at/Arms, Military 8fficer, )oldier,
)py, or +hadoran >arcaster -p. 245.. The company must include
at least one Arcane Mechanik, Greylord Arcanist, or +hadoran
>arcaster.
'layers in the group should designate one Arcane Mechanik,
Greylord Arcanist, or +hadoran >arcaster to be the mag*iev, the
leader of the company. Any other Arcane Mechaniks, Arcanists,
and >arcasters in the company hold the rank of rastovik and
as such are full members of the Greylords Covenant. 8ther
characters in the company are considered to be agents in the
employ of the Greylords Covenant or military personnel
assigned to the command of the Greylords.
Benefits, 1ach Gifted character begins the game with one
additional Cost ? spell.
1ach non/Gifted character begins with the "ron >ill ability.
Additionally, if there are any @oom =eavers in the company, the
mag*iev begins the game with an 8rgoth staff -p. 2B3..
Khadoran military
detail
The characters are members of a special detail drawn from
various branches of the +hadoran military. The group could
include a >idowmaker sharpshooter, a +ossite scout, and a
Man/8/>ar mechanik, all led by an "ron 7ang officer. =ather
than fighting on the front lines, the group is tasked with various
missions of a more subtle nature appropriate to the characters
mi( of skills, such as infiltration, reconnaissance, and sabotage.
The detail might include subterfuge behind enemy lines,
conducting prisoner transfers, or tracking down dangerous
criminals. All in a days work6
Requirements, 1ach member of the company must be a human
+hadoran and have at least one of the following careers,
Greylord Arcanist -p. 243., Assault +ommando -p. 244., 7ield
Mechanik, "ron 7ang, Man/8/>ar -p. 2B9., =anger -woodland
scout., =ifleman ->idowmaker., )oldier ->inter Guard., or
+hadoran >arcaster -p. 245.. The players in the group should
designate one member of the company to be the lieutenant. The
lieutenant then designates a sergeant.
Benefits, The characters in the company receive regular
assignments and information of military significance along with
the e#uipment necessary to carry out the mission. Additionally,
the group can re#uisition up to 299 gc in +hadoran arms,
ammunition, and gear each month.
The lieutenant gains the &atural $eader ability whether or not
he meets the prere#uisites.
Additionally, 7ield Mechaniks in the company can begin the
game with a +olstot labor%ack -p. 2C2. with up to ?99 gc in
weapons instead of starting with a light labor%ack.
Heroes of the Resistance
The characters are members of the tattered remnants of the
$laelese =esistance. They might be part of a heavily armed
strike force operating out of =hydden or members of a sleeper
cell operating in a city under +hadoran control. >hatever their
situation, they are desperate patriots serving a fallen nation.
They might no longer believe that their country can be restored,
but they know for certain that it can be avenged.
Requirements, =esistance fighters can be of any background
provided they are dedicated to the cause of $laelese freedom.
=esistance companies even include mercenaries in the employ
of the e(iled $laelese aristocracy.
The players in the group should designate one human $laelese
member of the group to be the leader of the company. "n addition
to leading his team, this character has the closest contact with
the rest of the =esistance. <e often needs to attend clandestine
meetings and report back to his team to pass on orders and vital
e#uipment. The e(act nature of this communication depends on
the specifics of the campaign. 7or e(ample, the leader could be
part of a larger =esistance group based in =hydden, or he might
have a single handler tasked with keeping in contact with his
cell. The team leader should designate a second/in/command
who can take over in case of his capture or e(ecution.
Benefits, The company begins the game with a safe house
somewhere in occupied $lael, either within a city such as
Merywyn or in the occupied countryside. The safe house includes
at least one secret passage providing an entrance and e(it.
1ach character created as a member of the company gains
Connections, $laelese =esistance. The characters can e(pect to
be tasked with difficult or seemingly suicidal missions by their
superiors within the =esistance. )ince the characters represent
the leading edge of the dwindling =esistance, they are unlikely
to receive further intelligence related to their targets or significant
material support in the form of weapons or supplies. The characters
are granted broad latitude to plan and conduct missions of their
own devising as long as they do not countermand standing orders
or endanger other members of the =esistance or collaborating
civilians. They might even be asked to conduct %oint operations
with the &orthern Crusade from time to time.
1ach character created as a member of the company gains one
Additional occupational skill level in one of the following skills,
;ribery, Cryptography, @eception, @etection, @isguise, 1scape
Artist, 7orgery, "nterrogation, "ntimidation, or )neak.
Noble Exiles
After the invasion of $lael, numerous nobles were left bereft of their
wealth and ancestral homes and forced to flee south to friendly
nations. Attended by the few retainers that survived and remained
loyal, these fallen aristocrats must find patrons at foreign courts or
other means of filling their dwindling coffers. )ome members of
the $laelese nobility harbor sympathies for the =esistance and seek
the return of their rightful lands, but others might have committed
treasonous deeds during the bloody days of the invasion and
now hope to avoid those who know of their transgressions. The
characters in this company are likely to interact with a broad range
of individuals as they seek a means to improve their fortunes and
return to some semblance of the life they left behind.
Requirements, Any character can belong to the company.
The company must include at least one $laelese character
with the Aristocrat career. Aristocrat characters in the group
should choose one among their number to be a baron of $lael,
the highest/ranking noble in their company. &on/Aristocrat characters are
assumed to be bodyguards, mercenaries, distant family members, servants,
hangers on, or close allies of the e(iled aristocrats.
Benefits , The baron gains the &atural $eader ability
as well as :? on all social skill rolls against other
members of the company.
$laelese characters in the group begin with an e(tra 39 gc to spend on
weapons and e#uipment. All characters in the group also begin with
Connections -e(iled $laelese aristocracy..
Agents of the Crucible
The characters are members of the 8rder of the Golden Crucible. They
might represent a local guild house by conducting secret arcane research or
providing alchemical products to the local population. They could also be
traveling agents of the 8GC carrying out order business abroad. 8ccasionally
the company may barter their services as mercenaries, especially if they are
accompanied by members of the Crucible Guard.
Requirements, 1ach member of the company must have at least one of
the following careers, Alchemist, Arcane Mechanik, Arcanist,
Crucible Guard -)oldier., or 7ield Mechanik, or >arcaster. The
company must include at least one character with the Alchemist
career. The Alchemists should choose one
character among themselves to lead the company. Characters with
the Alchemist, Arcane Mechanik, and Arcanist careers are members
of the Golden Crucible. The non/Golden Crucible members are
assumed to be mercenaries in their employ.
Benefits, The characters begin the game with a small guild
house or three large wagons -p. CC. with teams of draft horses.
"n addition, the company begins with an
alchemical lab -see "ron +ingdoms 7ull Metal 7antasy
=oleplaying Game, Core =ules., either set up in their guild house
or dismantled and stored on their wagons. 1ach character earns ?3
gc per month from the regular sale of
alchemical goods.
Ordic Naval Expedition
The characters are the bridge crew of an 8rdic naval fighting ship.
"n service to the ;roken )word, these characters are e(pected to
operate within the code of their nations laws. They might
conduct raids against pirates along the coast of 8rd or engage in
e(ploration of new territories for their nation, but wherever they go,
they do so as the fighting edge of the =oyal 8rdic &avy.
Requirements, 1ach member of the company must be a human
and have at least one of the following careers, Artillerist -p. E9F.,
1(plorer, Marine -)oldier., Maritime 8rder of the Trident Arcanist
-Arcanist., or 8rdic >arcaster ->arcaster.. At least one character
must have the Military 8fficer career. The players in the group should
designate one member of the company with the Military 8fficer
career to be the captain. The captain then designates a first mate
and other officers as appropriate.
Benefits, The characters in the company receive regular orders
and information of military significance. The characters can also
e(pect to be resupplied with coal, food and water, ammunition,
grenades, alchemical accumulators, and other supplies.
The company begins the game with a small 8rdic fighting ship
crewed by able/bodied sailors. The ship can find a safe harbor
in any 8rdic port.
1ach character created as a member of the company gains
Climbing 2, =ope se 2, )ailing 2, and )wimming 2.
Crusaders
The characters are members of a Menite crusade fighting the
faithless outside the 'rotectorate of Menoth. They could be part of the
&orthern Crusade fighting alongside the =esistance in $lael or covert
warriors striking targets within Cygnar, +hador, or 8rd. The
characters receive their orders from a ranking priest or 1(emplar and
could be tasked with all manner of missions abroad.
Requirements, 1ach member of the company must be a human
Menite and must have at least one of the following careers,
Allegiant of the 8rder of the 7ist -p. E35., Cutthroat -@aughter of the
7lame., 1(emplar -p. E34., Man/at/Arms -Temple 7lameguard.,
'aladin of the 8rder of the >all -p. E3B., 'riest -Menite.,
'rotectorate >arcaster -p. E33., =eclaimer -p. E3C., )crutator -p.
E59., )oldier -@eliverer or 7lameguard Cleanser., or Gassal of
Menoth -p. E3F.. The group must include at least one 'riest,
'rotectorate >arcaster, or )crutator character. The players in the
group should designate one 'riest, 'rotectorate >arcaster, or
)crutator to lead the party.
Benefits , The characters in the company receive regular
assignments and information of military significance along with the
e#uipment necessary to carry out the mission. Additionally, each
character in the group gains one melee or ranged weapon from the
H'rotectorate GearI section below.
The company leader gains the &atural $eader ability whether
or not he meets the prere#uisites.
Idrian Tribe
The characters are the members of an "drian tribe that might
-or might not. be allied with the 'rotectorate of Menoth.
"n addition to seeing to their own survival, the characters
engage in hunting, trading, and raiding across the ;loodstone
Marches and beyond. They likely come into regular conflict
with invading skorne and farrow as well as migrant trollkin
kriels. 1ven if the characters are not directly associated with the
'rotectorate, they might trade with that nation or seek its protection
on occasion. The characters are nomadic and could even range
outside the 'rotectorate and the Marches.
Requirements, The ma%ority of the characters in the band must
be "drian characters. 8thers are tagalongs who have %oined the tribe
for a time. $ikely the group includes a number of children or elderly
&'C characters that must be cared for.
1ach "drian member of the tribe must have at least one of the
following careers, <ighwayman, <orseman -p. 24C., 'riest
-Menite., =anger, =ifleman, or )orcerer.
Benefits , The players should choose a chieftain from among
the "drian characters. The chieftain is the nominal leader of the band,
though all "drian characters in the group have a voice and a vote in
tribal discussions.
Characters in the company gain the 1(pert =ider ability even if
they do not #ualify for it and begin with a riding horse.
Fringe Cultists
The characters are part of a Cyrissist cult on the periphery of the
Convergence, such as the Maidens 1#uation or the @isciples
of the <armonics. >orking beyond the inner circle of the faith,
fringe cultists toil in secret pursuit of their own uni#ue worship
of the Clockwork Goddess.
Requirements, 1ach character must be a worshipper of Cyriss.
At least one character must have the "ntellectual archetype or be
a 'riest of Cyriss. "f there are multiple priests or characters with
the "ntellectual archetype in the company, they should choose
one among their number to be the leader of the sect. All other
characters are assumed to be his apostles and followers.
Benefits, The leader of the sect gains the Team $eader ability as
well as :? on all social skill rolls against other members of the
company. All other members gain one occupational skill level in
one of the following skills, Craft -metalworking., Cryptography,
7orensic )cience, $ore -Cyriss., Mechanikal 1ngineering, or
=esearch.
The Inner Circle
The characters are members of the inner circle of the Convergence
of Cyriss, with access to the highest #uality of astronomical,
engineering, and research facilities. Additionally, they have the
privilege of working and worshipping alongside some of the
keenest minds in all of western "mmoren.
Requirements, 1ach member of the company must be a
worshipper of Cyriss and have the "ntellectual archetype, the
'riest of Cyriss career, or the Cyrissist >arcaster career. The
company must include one or more 'riests of Cyriss. "f there are
multiple priests, they should choose one among their number to
be the leader of the company.
Benefits, The characters have dedicated workshops and
laboratories within one of the Convergence of Cyriss temple
facilities -e#uivalent to a Mechaniks >orkshop.. They can
enter or leave this facility at will and will be recogni*ed by its
guardians.
Additionally, each character gains the niversity 1ducation
ability whether or not they meet the re#uirements.

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