Peacekeepers Organization in Allkinesh | World Anvil
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Peacekeepers

For a thousand years, the Peacekeepers stood at the vanguard of the war against world-ending magic. When magic was just coming into common practice and began to fall into the wrong hands. The Peacekeepers began as an order of illegal magic hunters but soon became dangerous magic hunters. For as long as many can remember, the Peacekeepers held the Vigil on magic and creatures of magic. Vampires, Faeyn, even Baalh themselves. They did it all.

Structure

  • The Council of Three: The Peacekeepers were the first order of their kind, but they were also the first to have multiple leaders with equal sway. Each one headed a branch of Peacekeepers with different forms of training. The Reverands, The Fadewalkers and The Blackhands. Each gave the perspective of a master from a different teaching so that each would have an equal representation.
  • High Emessairies: Speakers of news across each location of the Peacekeepers, they told of what scouts found and what occurred during a mission. They also addressed the public with news and warnings, as well as education on what the were, and fought against.
  • Fadewalkers, Reverands and Blackhands: The most gifted of recruits would be put in schools, which taught specific techniques in combat and magic. Each was different and specialized in a separate task. Each had a representative in the Council. Fadewalkers specialized in communing with Benevolent Baalh and collecting information and wisdom on threats and creatures that would otherwise be difficult or impossible to do. Their teachings are still valued today. The Reverands were the in-field support, using ancient magic and old texts as inspiration and healing for the victims and allies. They were the most common sight, as there was always one stationed in a city or town. Yet still very little is known of what they actually did. Some say it was communing with baalh, while others claim it was simply projective incantations. The Blackhands were the muscle, their name comes from the tarnish on their weapons and gauntlets from when silver reacts with Black Mana emanated by Baalh. They did most of the infantry work and hunting.
  • Recruits: Those freshly inducted into the order had to go through rigorous daily training and in-field exercises. Mostly educational speacting, or sometimes interactive training.

Public Agenda

The Peacekeepers were formed as protectors from vile magic, and later against powerful and malevolent Baalh. Their goals hardly changed, and they never went political. Which angered some. Their official statement was "We exist to protect the people, not to patronize them."

Assets

The Peacekeepers had hundred of well-trained men in their prime, with ancient once-forgotten knowledge about Baalh and Faeyn.

Disbandment

During an internal conflict between members over the succession of command after the Council was killed in a hunt, the Fadewalkers decided that perhaps the time for Peacekeepers was at its end. Thus, they signed the writ and disbanded the order on the 60th of Autumn, 7010
DISBANDED/DISSOLVED

To go where we are needed, and to go when we are not.

Founding Date
6039
Type
Guild, Professional
Alternative Names
Blackblades, Hunters
Training Level
Elite
Veterancy Level
Decorated/Honored
Subsidiary Organizations

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Character flag image: Peacekeeper's Banner by Damian Cline

Peacekeeper


Hit Points

Hit Dice: d6 per Peacekeeper level
Hit Points at first Level: 10
Hit Points at Higher Levels: 23

Proficiences

Armor: Medium
Weapons: Longsword, Bastard Sword, Arming Sword, Shortsword, Halberd, Spear, Greatsword, Sabre
Tools:
Saving Throws:
Skills:
  • +2 Arcana
  • +1 History
  • +1 Perception

Overview & Creation

Peacekeepers were born in the darkness as a vanguard against the transmundane, sentinels of magical might. Where ever disaster was found, the Peacekeepers would be at vigil to rectify the wrongs. But their vigil ended many decades ago, but some still remain, keeping the ancient traditions alive. Waiting for the time when they may be needed again.


Class Features

  • Level 1
    • Keeping the Peace Attacks against Faeyn and Baalh deal 1d8 extra damage.
    • Vanguard Taking damage within 10ft of a non-Peacekeeper heals them 1d4.
    • Vigil When standing still, your passive perception increases by your levels as a Peacekeeper.
  • Level 3
    • Blackblade Coating your weapons in silver increases the potency of magical affects on them.
    • Choose one
      • Firebrandt Heating your weapon's blade through hyperactive Mana causes your attacks to deal 1d4 fire damage, and on critical hits, reduces armour class of those hit by 1.
      • Frostbrandt Chilling the air around your blade by slowing the motion of air around it, your attacks deal 1d4 of ice damage, and on critical hits, the afflicted has disadvantage on saving throws for the round.
      • Ironbrandt By purifying and hardening the edges of the blade with Mana, you deal 2d4 more damage to Faeyn and Baalh, and on critical hits, you reduce all healing the target recieves by half for the round.
  • Level 5
    • Mark of Peace You are now able to tolerate the presence of concentraited Mana on the surface of your skin, you may now mark yourself with the Peacekeeper's mark, which glows when Black Mana is near and when marked, you have ressistance to controling affects.
    • Sanctus Nomadus You carve a mark into Ashwood, that when placed into the groud, prevents Baalh from entering the area without permission. (Requires Ashwood, and 2 hours to carve.
  • Level 8
    • Paragon You gain +1 Armour Class when being attacked by Baalh for every 5 levels in the Peacekeeper class you have invested.
    • Reaping the Reaper When below half health, you absorb the damage dealt to Baalh into your health pool as healing.
  • Level 10 You may choose a class Archeatype


Subclass Options

Fadewalker

  • Level 10
    • Stepping Stones
    • You get +5 to your movement speed, +5 to any skill you want, and +1 to Wisdom.
  • Level 15
    • Wiseman You are now able to decect Baalh within a 20ft radius of yourself, and may now initate others as Peacekeepers.
    • Ageis of the Mind You are unable to be controled by magic or possession.
  • Level 19
    • Fade You become invunrable for 1 turn, and may still attack. But you cannot have any other magical affects.
    • Enlightened Your Firebrandt, Frostbrandt, and Ironbrandt are completly free, and have double the hit dice.

Blackhand

  • Level 10
    • Tarnished The more Baalh you've killed cumulitvly increases unarmed damage by 1 for every kill. Since this has been in effect.
    • Hands of the Falcon You may now choose to charge your unarmed attack, adding 1 hit die for every turn charged up, may only be done in combat.
  • Level 15
    • Fists of Doom Add a temporary +1 to your Armour Class if your hit landed. Lasts until end of round.
    • Unrelenting Force Hits that deal 10 damage or more stun the target, critical hits cuase the enemy to go flying 10ft.
  • Level 19
    • Vice Grip Enemies cannot break free from your grappels, and take 2d4 of damage for every turn they're in your grasp adding 2d4 every other turn.

Reverand

  • Level 10
    • Scoured Texts You gain +2 to Religion, Arcana, Insight and your Spellcasting Ability.
    • Choose one
      • A Solemn Time You stand in place, whispering ancient incantations. All unobscured enemies in a 20ft radius have disadvantage on attack rolls, and can no longer deal necrotic damage. This is a concentration spell.
      • A Moment of Silence You stand in place, whispering ancient incantations. All unobscured enemies in a 20ft radius have -5 spellcasting ability, and can no longer speak. This is a concentration spell.
      • Physical Asylum You stand in place, whispering ancient incantations. All unobsured allies in a 20ft radius recieve 1d6 of healing every round, this is doubled if they are below half health. This is a concentration spell.
  • Level 15
    • Weeds from Chaff Enemies who are unaffected by your spells take 2d4 fire damage.
    • Choose one
      • Judge Must be grappeling the target. They take damage equal to double the damage inflicted by them during the fight, and they are stunned.
      • JuryAll allies in the area get +1 to Armour Class, +1 to initative, or +1 to Attack rolls for every ally within 10ft.
      • Executioner The final blow to an enemy stores Overkill, which is left over damage, you may store as much as you please, and release it at the cost of 2d4 of damage to yourself. If this were to kill, the excess Overkill may be stored.
  • Level 19
    • Wraith of Unending Carnage All enemies within melee range take your hit die of damage, for every enemy hit, add another hit die to the attack. If an enemy is killed, then regain 2D4 of health, and reset the cooldown on Judge, Jury or Executioner.

 

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