Backgrounds: Citadel Agent and Knight Templar

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Backgrounds: Citadel Agent and Knight Templar

Postby Makis83 » Mon Jun 12, 2017 1:06 pm

Citadel Agent
The Citadel operates in the interests and at the behest of the King and Crown of Breland. Originally formed as an elite unit of spies and scouts during the Last War, the Citadel became the eyes, ears, and sword of the Breland kings. It represents the best of the Crown’s operatives—those with the skills and authority to take on the most harrowing assignments for the benefit and glory of Breland’s king.
The Citadel operates throughout Breland as the ultimate agency for dispensing the King’s justice. Local watches and constabularies can call on its agents when a crime or situation poses a threat that spreads beyond their jurisdictions. Agents can also insert themselves into any situations, as they desire, since they wield the authority of the Crown. The Citadel also conducts operations beyond Breland’s borders, gathering intelligence, performing covert missions, and vigilantly working to keep Breland safe from its enemies.
Part spy, part inquisitive, and part soldier, the agent serves crown and country with his heart and soul. He might have the training of a rogue or a fighter, a wizard or a sorcerer, but he has been forged by the Citadel to rise to the top of this extraordinary institution. Everything the Citadel agent does is for the good of Breland, and he sometimes receives missions from the Crown that require his unique abilities. More often, however, he is left to his own devices. He is trusted to perform in the best interests of King and Crown without having to be constantly monitored or told what to do. He has his oath and his duty to guide him, and he is expected to always operate with the good of Breland in mind.
Skill Proficiencies: Any two skills, depending your field of exeprtise.
Tool Proficiencies: Anyone of your choice, depending your specialty.
Languages: One of your Choice
Equiptement: A signet (a ring or a brooch) from the King of Breland denoting the agent’s favored connection to Crown and Nation.

Citatel Agent Specialty
The Citadel agent can serve the crown in many ways depending his training a role.
Choose the role you played in the church, or roll on the table below.
D8 Specialty
1 Assasin
2 Spy
3 Inquisitive
4 Bodyguard
5 Soldier
6 Diplomat
7 Magic Support
8 Researcher

Feature: Diplomatic Protection
The Citadel Agent acts in the name of the crown and has protection from the law. In Breland, this protection is absolute (though violating the laws of the land can lead to trouble for the agent). In the neighboring lands of Aundair, Thrane, Karrnath, and Zilargo, treaties and longestablished agreements protect agents of the Citadel, but agents who push their luck—meddling in the affairs of government in lands other than Breland, killing wantonly, or otherwise flouting the law at every turn—are likely to suffer “accidents” that are completely disavowed by authorities in those lands. In other realms, a Citadel elite’s diplomatic protection is meaningless.

Alternative Feature: Royal Contact
A Citadel agent has a contact close to the crown that provides information, assistance, and resources on an infrequent basis in exchange for the completion of missions and assignments that personally benefit the Brelish king. The type and degree of assistance this contact can provide is largely in the province of the DM. As a general rule, this contact can perform the same function as Persuation check, a bardic knowledge check, any Knowledge skill check, to accomplish a specific task, not simply to earn money, or to make or repair a single item. Other functions are possible, at the DM’s discretion. A Citadel agent can call upon this royal contact no more than once per adventure (or however the DM feels that is needed).

Variant Citatel Agent: Dark Lantern
The Dark Lanterns serve the crown of Breland as spies and assassins. Collectively they form the intelligence division of the King’s Citadel, a much larger organization sworn to defend Breland from its enemies and dispense justice in the name of King Boranel. More than any other division within the Citadel, the Dark Lanterns tend toward intelligence-gathering missions that extend beyond Breland’s borders. As the secret servants of the crown, members of the organization are granted the authority to conduct intelligence operations on foreign soil, execute covert missions across the globe, and prevent national secrets from falling into the hands of rival intelligence agencies. The Dark Lanterns also have an unwritten license to eliminate any creature that threatens their nation, its sovereign, or its citizens.
The King’s Dark Lanterns were vital to Breland’s defense during the Last War. However, conspiracies abound in the aftermath of war as nations struggle to rebuild and reclaim what was lost. The Thronehold Accords have done nothing to end the secret conflicts being waged across the Five Nations—confl icts steeped in espionage and subterfuge. With the threat of another war looming on the horizon, Breland needs its Dark Lanterns now more than ever.


Suggested Characteristics

-D8 Personality Trait
1 I idolize my King, and constantly refer to his deeds and example.
2 I’m haunted by memories of the Last War. I can’t get the images of violence out of my mind.
3 I’ve lost too many friends, and I’m slow to make new ones.
4 I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
5 I quote (or misquote) The wisdom of Beggar Dane proverbs in almost every situation.
6 I am tolerant (or intolerant) of other nations and respect (or condemn) the ruleship of other kings.
7 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
8 I always have a plan for what to do when things go wrong.

-D6 Ideals
1 Responsibility. I do what I must and obey just authority. (Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost.(Good)
3 Independence. I must prove that I can handle myself without the coddling of my superior. (Chaotic)
4 Power. I hope to one day rise to the top of the Citadel. (Evil)
5 Nation. My city, nation, or people are all that matter. (Any)
6 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)

-D6 Bonds
1 I will face any challenge to win the approval of the Citadel.
2 I will do anything to protect the King and Country.
3 Nothing is more important than my fellow agents and commrades.
4 Those who fight beside me are those worth dying for.
5 I owe my life to the Citadel agent who took in me and trained me when my parents died.
6 I will someday get revenge on the corrupt superior agent who tried to eliminate me for knowing dark secrets.

-D6 Flaw
1 An fellow agent lost his agent status for a violation of the Citadel's rules that I did. I’m okay with that.
2 I have little respect for anyone who is not a proven agent.
3 I made a terrible mistake in a mission that costed lives—and I would do anything to keep that mistake secret.
4 I hide a truly scandalous secret that could ruin some Citadel superiors forever.
5 I obey the law, even if the law causes misery.
6 My hatred for the other nations is blind and unreasoning.
Last edited by Makis83 on Tue Jun 13, 2017 12:56 am, edited 3 times in total.
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Re: Backgrounds: Citadel Agent and Knight Templar

Postby Makis83 » Mon Jun 12, 2017 1:07 pm

Knight Templar
The Church of the Silver Flame illuminates a way of life for millions of people across Khorvaire, represents the force that governs the nation of Thrane, and inspires bands of crusaders dedicated to exterminating evil from the face of Eberron. If mere membership in the church grants a comforting degree of faith and security, life as a crusader in its order of knights templar guarantees a career of excitement, virtue, and honor.
Evil is everywhere, but that only strengthens your resolve to fight against it. Your faith in the Silver Flame drives you to wage unending war against the evil in the world, wherever it might be found—even if it lies within your adventuring party, your church, or yourself.
Skill Proficiencies: Insight, Religion
Tool Proficiencies: None
Languages: One of your Choice
Equiptement: A small wooden case containing essential supplies for your work. This case holds four Silver Holy Symbol, four flasks of holy water, a small prayer book containing rites and prayers relating to exorcism and protection and two sharpened wooden stakes.

Knight Templar Specialty
There are many kinds roles that a Knight Templar fills in the Church Hieracy. Not all of them perfom the same duties. When you first join the order you are assinged a task, you are bound to it until the church find an other usage for your abilities.
Choose the role you played in the church, or roll on the table below.

D8 Specialty
1 Inquisitor
2 Priest
3 Occult Hunter
4 Knight
5 Silver Pyromancer
6 Temple Guard
7 Exorcist
8 Relic Collector

Feature:Templar Status
As a member of the order, you have the privilege of identifying yourself as a knight templar of the Silver Flame. You can properly be addressed with "Sir" or "Lady" preceding your given name, and you can wear a silver tabard identifying you as a member of the order.
This status carries the most weight in Thrane, where it guarantees the good will of most citizens. You receive shelter and succor from members of your knightly order us well from temples of the Silver Flame and any citizen of Thrane. The common folk make every effort to accommodate you and avoid your displeasure and you can always secure an audience with the local authorities. These benefits apply within the region of Thrane though. Outside Thrane, it may provoke different responses.

Suggested Characteristics
Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order. Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.

Missions
You don't undertake trivial adventures for base purposes such as self-enrichment. An adventure, for you, is a mission: an opportunity to make a difference in the world, to advance the cause of the church or hinder the progress of evil, or preferably both. You have been identified as an agent the church can use in the world, so you might be sent on missions by the church, either with an explicitly spiritual goal or to advance the agenda of Thrane among the other nations of Khorvaire. Even if no one sends you, however, you go regardless—like a knight-errant, you seek out any opportunity to do battle with evil. Supernatural evil is your true foe. The undead, possessing devils, rampaging demons—you can slay these foes without hesitation or qualms. By their mere existence, they corrupt the world; by eliminating them, you help to make the world a better place.
Last edited by Makis83 on Tue Jun 13, 2017 12:52 am, edited 1 time in total.
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Re: Backgrounds: Citadel Agent and Knight Templar

Postby AvonRekaes » Mon Jun 12, 2017 9:52 pm

Thanks for these! Very well written setting material. And I like the background features a ton.

The Citadel Agent, however, seems to be a bit much in terms of what it grants mechanically. Ignoring the background feature, it grants 2 Skills, 1 Tool, and 2 Languages? I believe that's one more benefit than any other background. (A background should grant 4 things, with each being roughly on par with each other).

I also like how you separated the Dark Lanterns as a variant background. They're cool enough to get their own explanation beyond the rest of the Citadel. The variant background, Royal Contact, would make a lot of sense to be singled out as the variant feature for Dark Lanterns, since they're usually undercover and can't make as much use out of that "diplomatic immunity" that most citadel agents get. It also feels a lot like a CIA agent's handler, you know? Very cool!
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Re: Backgrounds: Citadel Agent and Knight Templar

Postby Makis83 » Tue Jun 13, 2017 12:56 am

AvonRekaes wrote:Thanks for these! Very well written setting material. And I like the background features a ton.

The Citadel Agent, however, seems to be a bit much in terms of what it grants mechanically. Ignoring the background feature, it grants 2 Skills, 1 Tool, and 2 Languages? I believe that's one more benefit than any other background. (A background should grant 4 things, with each being roughly on par with each other).

I also like how you separated the Dark Lanterns as a variant background. They're cool enough to get their own explanation beyond the rest of the Citadel. The variant background, Royal Contact, would make a lot of sense to be singled out as the variant feature for Dark Lanterns, since they're usually undercover and can't make as much use out of that "diplomatic immunity" that most citadel agents get. It also feels a lot like a CIA agent's handler, you know? Very cool!


You are right i will remove 1 language. Besides all five nations speak common. A for the Royal Contact I agree with you but I let it free for the DM and the player to decide what feature to choose and how that plays out in the characters background.
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