Arcanamach
Each of the Appollonian Councilmen selects an elite few to study and learn magic under their protection. These hated creatures are Arcanamachs - mages sponsored by the Councilman and loyal to him. Acting as his emissaries and spies, the Arcanamachs are the only wizards of Alcirya who freely and openly practice their specific art in any location regardless of the School in power of that location. Only the protection of the Councilman himself keeps an Arcanamach from an ugly death at a mob’s hands. Only the best and brightest of potential students are selected. While traveling in the Wild Lands, Arcanamachs are particularly belligerent and demanding. They know that even there the power of a Councilman of Appollonia is understood and feared even by the mighty Templars. To harm an Arcanamach could mean the eradication of ones entire family, town, or clan. At best, it is certain death.
Role
Even the most powerful military commanders dare not trouble the Arcanamachs for fear of the Councilman’s wrath. The lifestyle of the Arcanamachs varies from city to city, but they generally have any materials or luxuries they could want. Arcanamachs enjoy the favor of their Councilman, and their fortunes rise or fall with their Lords.
Distinctive Appearance
None
Special Benefits
Due to their status they have access to the excellent libraries of the College anywhere they go. This provides them with the ability to automatically learn one spell of their choosing whenever they gain a level. Specialists may learn two. In addition, there is a 5% chance per level of the character that the Councilman takes personal notice of the character’s studies and allows him to immediately add 1d4 spells to his spell repertoire. Characters who enjoy the Councilman’s notice can also research spells or manufacture magical items at no cost to themselves, although they must still take time to arrange for the correct materials to be brought to them.
Arcanamachs can requisition all sorts of magical items from the Councilman’s hoard, and they begin play with 1,500 gp worth of magical items already in their possession. When the arcanamach gains a level, he can request another 1,500 gp worth of items. There is a 5% chance per level of the wizard that his request is granted.
Within the domain of their Councilman, Arcanamachs will not be arrested or interfered with by the local leader’s henchman or guards, within reason. An Arcanamach caught in a treasonous act is in just as much danger as anyone else.
Arcanamachs can request guards at any time after they reach 5th level; usually a pair of 3rd-level fighters are assigned for up to a month, but the numbers and skill of the guards are increased as the Arcanamach gains levels. The DM should be careful to ration the Arcanamach’s use of this power; an Arcanamach whose guards consistently die during their assignments eventually finds no guards willing to serve him.
Special Hindrances
The Arcanamach is a marked man. He has enemies everywhere - jealous nobles, rogue Templars, and even his ambitious peers - and only one friend: the Councilman. In return for the favor showered upon the Arcanamach, the Councilman expects absolute loyalty. The Arcanamach must vigorously pursue his Councilman’s interests or risk disfavor. Anytime the Arcanamach wishes to pursue his own studies, go on an adventure, or even just take a vacation, there is a base 50% chance that the Councilman’s demands interfere. The character may be assigned as part of a diplomatic party to another province, he may be “asked” to accompany a military force to battle, or he may even be loaned out to a powerful noble to assist in their enterprise. The DM should play this carefully; if the player has been playing his character well, his Arcanamach might not be bothered quite so often. If the player has been abusing his character’s perks, however, it’s a good sign that the wizard is leaning heavily on the Councilman and is in the monarch’s thoughts. Then, too, the Arcanamach is very often the target of the Councilman’s enemies. There is a 25% chance per month that someone moves against the Arcanamach. An opposing Councilman’s Arcanamachs may attempt to assassinate him, or a Commander may attempt to discredit the Arcanamach in the Councilman’s eyes by planting evidence or similar tactics. The Arcanamach must be eternally vigilant for the machinations of his many enemies.
Class
Wizard
Attribute Requirements
Wisdom 13, Intelligence 17, Charisma 15
Barred Beliefs
Some Arcanamachs begin as neutral characters, but at some point in their careers they must wholly give themselves over to the service of their Councilman and assume an evil alignment (they are willing to do anything to achieve the desires of their Councilman).
Race Requirement
None
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
Arcanamachs are occasionally required to serve with the Legions. They may choose from the following weapons: staff, dagger, sling, short bow, drusus, dart, javelin.
Recommended Weapon Proficiencies
None
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
History (Ancient), Reading/Writing, and Spellcraft
Recommended Non-Weapon Proficiencies
Riding (Land-Based), Etiquette, Herbalism, Engineering, Bureaucracy
Equipment
None
Wealth Options
The Arcanamach begins with the standard amount of money for a wizard character. However, he always has free lodging available to him in the Councilman’s palace.
Homeland Terrain
None
Economic System
None
Recommended Discipline(s)
None
Recommended Devotion(s)
None
Recommended Science(s)
None
Barred Discipline(s)
None
Preferred Schools
Each of the schools of magic has its uses to a Councilman, and a wide variety of specialists are recruited to serve as in the ranks of the Arcanamachs.
Barred Schools None