1. Organizations

Keepers of the Word

Monastic

Led by Speaker Chanaakar, the Keepers of the Word are an amalgam of spellcasting traditions, most of which involve arcane magic and none of which overtly entail religion. This order came into being long ago with a covenant among arcanist exiles that sought to preserve their heritage. As the Inspired purged arcane and much divine magic from the lands that became Riedra, the ranks of the Keepers expanded. Their original stronghold is Kasshta Keep, but the siege of the Inspired and the loss of so many Taratai kalashtar at that battle taught the Keepers not to keep all their lore and members in one place. Representatives from and libraries of the Keepers of the Word exist in all of Adar's major monastery-fortresses. Even some small towns in Adar have a Keeper or two along with a Keeper library-shrine.

The Council of the Wise rules Keeper holdings. It is made up of individuals who have the confidence of the people they represent. Elders among the Keepers are titled "venerable "; the elder Thatari is referred to as Venerable Thatari, for example. The council selects a person as Speaker to guide discussion, focus on issues, and break deadlocks. In all cases, an elder can be removed if he or she loses the faith of the represented.

Knowledge and its preservation are most important, so many Keepers are dispassionate about other pursuits. However, the influence of Taratai and the kalashtar on the organization has been significant. Numerous Keepers respect the Path of Light, and some practice it. Many Keepers merely read, discuss, and teach the lore already possessed by the order. To a person, they are capable spellcasters. They preserve even techniques thought harmful to the mind or soul, for the sake of learning. Dangerous spells and objects are present within Kasshta Keep and other places the Keepers call home. As the corruption of Raadu Xeel shows, this policy can prove troublesome.

In Adar, the Keepers study the land, its strange phenomena, and its planar connections. They aim to someday connect with the Storm Guardians and gather information on the draconic history of Adar. As much of this work is for its own sake as it is for some higher purpose. However, Chanaakar's time as Speaker has changed this situation to some extent, and some grumbling about this change might be heard behind closed doors.

Getting the PCs Involved: The Keepers of the Word can be the source for almost any new magic or spell you want to introduce into your campaign. The traditions detailed in the Tome of Magic could be present, particularly truenamers. Keepers of the Word frown on the actual practice of pact magic and shadow magic in their midst, and the Shroud also makes such magic difficult at best.

The Keepers require those who seek their teachings to prove themselves worthy. Since the sages are cloistered ascetics, they are more than willing to send teams to remote sites in Adar and even other parts of Sarlona and the world. On the other hand, a Keeper arcanist could make a valuable addition to a party. Characters can always find a market for items and spells among the Keepers, even if the PCs don't work for the order directly. The Keepers might hire the PCs (or merely send duty-bound characters) to explore a Lamannia manifest zone deep in Adar and report back what they find. Alternatively, a small Keeper hold that seems to have gone rogue might need dealing with. Perhaps this corruption needs to be weeded out without alerting other Keepers of the Word, or the party might be sent directly from Kasshta Keep to investigate. Then again, the PCs could be pawns of the Keepers' enemies, and just going to talk to the hold's residents might be the best course.

All characters that are members of this organization.