Friday, July 17, 2026

Hack Sun: Templars

 Templars

Templars are the officials of the sorcerer-monarchs, granted access to elemental priestly magic through some unknown source. Others who have ascended to great power, becoming other beings, do not have the ability to grant spells to their followers but, for unexplained reasons, the sorcerer-monarchs of the Tablelands can.

Templars serve as the officers of the state in sorcerer-monarch governments; lower-level templars may serve as sergeants in the guard, while others will be judges, generals, or the head of sanitation. How positions are assigned varies among the city states, though they are often under some sort of High Templar who has direct access to the sorcerer-monarch, with a bureaucracy beneath them for lesser appointments.

Templars have the basic spell abilities of an Evangelist, but use the spell lists of the Assembly of Four Corners... all of them. All templarates, from each city-state, has access to the same spells, leading many to speculate that there is some common source of these abilities, but what it may be is unknown.

Templar Magic

As Evangelists, templars receive one favor token each day, which can be used to cast any spell that they know. At level 6, this becomes 2 tokens per day, 3 per day at level 11, and 4 per day at level 16. These favor tokens may be kept from day to day, up to a maximum of the templar's level, plus a number equal to the starting honor bonus for the templar's Charisma; this is only the bonus, and a penalty will not reduce the templar's maximum below their level.

At each level, a templar chooses one spell, equal to or less than their level, from the list available to the Assembly of Four Corners. These spells may only be changed through Ceremony: Investiture, cast by a higher-ranked (not necessarily levelled!) templar, or by a sufficiently-ranked templar casting it upon themselves; usually, this will be the high templar themselves, but this ability might be granted to certain others by the sorcerer-monarch; such dispensation is exceedingly rare.

Templars also have a number of bonus spells. At 1st level, they receive Ceremony: Consecrate Divine Icon, which they use to create a badge of rank. At 5th level, they receive Ceremony: Annoint, which is used to mark non-templars who serve them (such as non-templar guards), and at 10th level, they receive Ceremony: Investiture, which can be used to create new templars. Additionally, they receive bonus spells known based on their Wisdom, as clerics receive bonus spells per day. They can spend these on additional lower-level spells... a templar with a 20 wisdom would have eight additional spells known, and could choose them all as additional 1st level spells... but once chosen, they can only be changed through a superior's recasting of Investiture, which not all superiors  are willing to cast on a whim.

Each spell cast requires one favor token, regardless of the level of the spell. Truly powerful templars, of 20th level and with a high charisma, might cast 20 or more spells per day, but they would be able to regain only 4 tokens the next day. Excessive spellcasting by templars is said to have an enervating effect on the sorcerer-monarch, and is sometimes observed in times of war, but what truly constitutes "excessive" is unclear. Templars are advised to be judicious with their spells, lest they attract the wrath of their monarch.

In addition to their clerical spells, Templars may attempt to Turn or Command Undead. However, each such attempt also requires a favor token.

Templar Legal Powers

Templars, as they increase in level, gain additional powers of a legal nature. These powers are bestowed on them, not by the sorcerer-monarch, but by the bureaucracy that makes them agents of the sorcerer-monarch. As such, these powers may rarely be granted to someone who is not of the templar class, or a templar may be granted legal powers above their level. Again, however, this is exceedingly rare, and all such usage of these powers has the potential for political fallout. A templar may countermand the orders of any lower-ranked templar, and favoritism, bribery, and other such dealings are common. Additionally, these powers have no effect outside the lands of their monarch's city state; a templar diplomat visiting Urik from Raam has no concrete ability to demand things of Urikites.

1st - The templar may command any slave, and decree any judgement they wish upon a slave for any "crime" the templar may accuse them of. This includes the slaves of high-ranking nobles or officials, but the ramifications of the command or judgement may fall upon the templar.

2nd - The templar may enter the homes of free people. The people have no right to refuse the templar admission (though a templar might choose not to, if they're paid enough).

3rd - The templar may requisition soldiers while within the city-state. The templar will receive 1 soldier per level. These soldiers will be 1st level fighters. At level 5, they will receive a 1st level templar corporal, a 3rd level sergeant at level 10, a 5th level templar lieutenant at level 15. These troops may not be ordered to leave the city without the sorcerer-monarch's express permission (though templars of 15th level or higher likely have such permission).

4th - A templar may accuse a free person of crimes, sending them to prison for the time being. They may not, at this point, issue a judgement against a free person.

5th - A templar now has access to most of the palace's resources; certain areas are still set aside for the sorcerer-monarch or higher level templars and other servants, but access to libraries and council chambers becomes available.

6th - A templar may draw upon the treasury once per month, receiving their level times 1d10 times ten gold pieces. This should be used in the service of the sorcerer-monarch, but few questions are asked in most cases.

7th - The templar may now pass judgement on a free person, declaring whatever punishment the templar desires. As with other political powers, the templar may have to weather any fallout of the judgement (especially if the order is countermanded by a higher templar).

10th - The templar may accuse a nobleman.

15th - The templar may judge a nobleman.

Templars and Alignment

Templars must be of evil alignment, and most often match the alignment of their sorcerer-monarch; a chaotic evil templar will thrive in Raam, but would wither in Urik. A templar may attempt to become Neutral, but, like assassins, will be subject to the Nagging Conscience flaw, without the ability to buy it off.

Templar Skills, Talents, and Proficiencies

Basic templar training includes a mastery die in Administration, Current Affairs, Glean Information, Intimidation, Leadership, and Literacy. Further development of these (and other) skills is suggested, but a Templar is on their own for making sure it happens. However, once a templar reaches 5th level, their access to the palace libraries means that they have an advantage in learning academic skills. If they engage in formal training in the palace, they have a minimum of +2 on all mastery dice for Administration and skills based on Intelligence and/or Wisdom.
They do not receive free mastery of Religion or Divine Lore; for the most part, this is irrelevant to them, though some templarates might encourage Religion (for example, Draj and Urik's sorcerer-monarch hold themselves as deities).

Templars are proficient in light armor and shields, as well as Etiquette/Manners for their city-state. Each city will train its priests in different weapons (per the GM's ruling), but they can acquire additional weapon and armor proficiencies without restriction or additional cost. Because of their early training, they may train up to +1 specialization in any weapon for 6 BP per category; +2 and higher specialization is calculated as if they required 8 BP per category (so, 16 BP for each category to reach a +2, 24 per category for a +3, etc.)

Templars receive Hit Dice, an Attack Bonus, and Initiatve modifier based on the Cleric table on page 68. Otherwise, they are as described here.

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