About Verik of Abadar
LG Medium Humanoid (Human)
AC 24, touch 10, flat-footed 24 (+10 full plate, +4 shield w/ focus) / AC 14 (Chain Shirt only)
HP 47 (5d8+1d10+12+1)
Fort +9, Ref +2, Will +10 (includes bonuses from Cloak +1, CON belt, WIS headband)
Spd 30 ft. (Heavy/Medium Armor) / 40 ft. (Light or No Armor)
Melee Mw Warhammer +7 (1d8+2/x3) or Mw Handaxe +7 (1d6+2/x3) or Light Hammer +6 (1d4+2/x2) or Dagger +6 (1d4+2/19x2)
Ranged Light Crossbow +4 (1d8/19x2 80') or Light Hammer +4 (1d4+2/x2 20') or Dagger +4 (1d4+2/19x2 10')
Spiritual Weapon Light Crossbow +9 (1d8+1 force dmg/19x2 150', 5 rds.)
Str 14, Dex 10, Con 14(12), Int 10, Wis 20(18), Cha 15 (includes CON belt and WIS band)
Attractiveness 14(13 w/o Belt) (based on Lorekeeper's ATTR rules)
Base Atk +4; CMB +6; CMD 16
Feats (Heavy/Light/Medium Armor Proficiency, All Shields Proficiency, Martial/Simple Weapons Proficiency) (Hu)Extra Channeling, (1st)Selective Channeling, (3rd)Craft Wondrous Item, (5th)Craft Wand, (1st FT)Shield Focus
Traits Ease of Faith, Suspicious
Skill Points 23
Trained Skills Diplomacy +11, Heal +11(+9), Knowledge: Arcana +4, Knowledge: History +4, Knowledge: Religion +5, Knowledge: Engineering +4, Linguistics +4, Profession: Bureaucrat +9, Sense Motive +13, Spellcraft +9
Untrained Skills Acrobatics -6, Climb -4, Escape Artist -6, Fly -6 (-4 w/ spell), Intimidate +2, Perception +5, Perform (Oratory) +2, Ride -4(-6), Stealth -6, Survival +5, Swim -4
Languages Common, Celestial
SQ Strong Lawful Aura, Channel Energy 30'R Burst 3d6 Will DC 14 7/day; Command Will DC 17 8/day; +2 to Bluff, Diplomacy, or Sense Motive 8/day.
Verik's Enchanted Cloak of Resistance +1 520gp (1000gp value)
Verik's Enchanted Belt of Mighty Constitution +2 2030gp (4000gp value)
Verik's Enchanted Headband of Inspired Wisdom +2 2100gp (4000gp value)
Absalom Enchanted Full Plate +1 2650gp
Masterwork Warhammer 312gp
2x Traveler's Outfits 2gp
2x Belt Pouches 2gp
Abadaran Prayer Book The Order of Numbers 10gp
Wand of Cure Light Wounds (CL1)
Total Personal Gear Value (crafted cost): 10388gp, 9sp, 15cp
"Giles" Heavy Draft Horse 200gp (HP 19, AC 17, Fort +8, Ref +7, Will +3)
Leather Barding (+2 Horse AC) 40gp
Military Saddle (+2 Ride Check) 20gp
Saddle Blanket 5sp
Bit & Bridle 2gp
Large Tent (4-man) 30gp
50' Hemp Rope 1gp
1x Grappling Hook (common) 1gp
Iron Pot 8sp
Fishing Kit 5sp
Horse Gear Value: 300gp, 3sp, 0cp
250gp, 25sp, 13cp
Inevitable Sub-Domain (of Law):
Command (Su): As a standard action, you can give a Command (as per the spell), Will DC 17 (10+.5CL+Wis). You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day (3+Wis). 8/day.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—command undead, 4th—order's wrath, 5th—command (greater), 6th—planar binding (inevitable only), 7th—dictum, 8th—shield of law, 9th—summon monster IX (lawful only).
Trade Sub-Domain (of Travel):
Channel Positive Energy (Su): Standard action, 3d6, 30’R Burst, Will DC 14 (10+.5CL+Cha). Heal Living/Harm Undead. Can exclude 2 foes (Cha) from Channeling area (Selective Channeling). You can use this ability a number of times per day (3+Cha+2 Extra) 7/day.
Spells per Day (4\6\4\3\0\0\0\0\0\0 CL 5th, Concentration d20+10)
An orderly, often pedantic, perfectionist, with a strong sense of duty and a kind heart. Verik loves lists and is a great organizer, though he can be infuriatingly inflexible at times. His penchant for lists and books conceals the fact that his memory is poor and is not very clever away from prepared study. He is often jovial when not in a cycle of sermonizing or stating his opinions, and is able to poke fun at both himself and others in equal fashion. While he has the ability to be sociable and diplomatic, his dealings with women have been naive and conversation of a baudy or amorous nature easily embarrasses him, often to the amusement of opposite sex. For these reasons he can seem prudish at times. Verik is humble and willing to admit his faults, though at times his self-doubts tend to preoccupy him. He is well-kept but never flashy, and always solid and dependable to those that ask for his help.
4708: In Spring 4708, his self-doubt over his battle skills and near-death experience at the mercy of tatzylwyrms caused him to leave his company of friends for a more sedentary existence, reinforced by the demands of the Brevian Archbanker Vinodragov shortly before Taxfest. This led to Verik not fighting by the side of his comrades during the Battle of Stagfall on 16th Gozran, indirectly leading to Jemini Lebeda's death. Due to Verik's guilt over the battle and his giving in to self-doubt, as well as having to found a new Bank without much help or communication from the Brevian Banks have made him stubbornly bolder and more suspicious of his own faith's leadership. Keenly feeling the loss of Jemini (and a growing love as he was the only one to see her spirit) and how it affects his companions, he tries to goad Berrin into fully realizing his potential, with mixed results. The emotional distancing of his cousin after Stagfall intensifies Verik's concern and self-guilt over his judgments of him, and tries to heal the broken bonds wherever he can.
The Jarrows are a family of Absalom based Lawyers and have been for generations, but as the fifth son Verik was not encouraged to follow the family profession. Instead after exhibiting an interest in Abadar, the family's choice of worship, he was encouraged to explore his faith and join the Church.
At thirteen he petitioned to join the Grand Bank of Abadar in Absalom and was accepted as an Initiate, accomplishing the journeyman rank of First Initiate in just two years. He spent four years total learning the faith before receiving his full clerical vestments of a Junior Clerk at age seventeen, just past his Naming Day. Working in the sprawling halls of the First Lady of Laws as a Junior Clerk, he earned the distinguished promotion of Full Clerk and Arbiter-Magistrate by the young age of twenty, and had a bright (if somewhat boring) future in the bureaucratic arena.
At twenty, however, his distinction within the Church took a very different direction when he was offered the rare chance to travel as a cohort with the famed diplomat and negotiator Benervan Knesh, a greatly respected cleric of Abadar, and a mighty Justicar in his younger days. With Venerable Master Knesh, Verik gained real-world experience and learned the valuable lesson that not all civilizations and societies are fair and just. During this period Verik learned from Knesh of a philosophy within the Abadarian Church that some adhered to, the Call of Enlightened Order, and was profoundly moved by this school of thought.
Over a two-year period they traveled to all of the great cities of the Inner Sea, and many more besides, as well as venturing further afield to Korvosa. It was on the return passage from Korvosa that their ship was attacked by pirates - The Red Reavers. Verik was injured early on and fled below decks, while Knesh's divine magics secured victory for the sailors, but cost the aging Justicar his life.
Thoroughly ashamed of himself, Clerk Verik vowed that he would not be found wanting again and returned to the Grand Bank of Abadar in Absalom to train for combat. After some months he was ready to set out into the world seeking to bring civilization, order, and law to those lawless lands where it is most needed. His chance came in the form of a call to far-off Brevoy, where an effort to explore and reclaim the Stolen Lands was taking place. Verik found himself suddenly promoted to Senior Clerk (with little fanfare) and "selected" for the task by Banker Ramuel Lorrell along with his cousin Taisper, who had also answered the call and traveled to Absalom to begin the journey with him up the Sellen River.
Call of Enlightened Order:
A philosophy of thought by a minority group of Abadarians, more frequently spoken and discussed in Absalom and Andoran, and more openly practiced at the Abadarian Banks in Lastwall and Mendev. This philosophy started during the Shining Crusade, but has gained more prominence in the last century following Aroden's death, and what many have cited as the "corruption" of Cheliax to evil. At its heart, the writings and teachings of the Enlightened Order state that while the advancement of civilization is still the goal for those who serve Abadar, civilization must have a purpose towards Light and Weal, so that its citizens may prosper and move society towards a higher state of being. Conversely, those civilizations that are excessively cruel to its citizens and thrive on poverty and the downtrodden are destined for collapse and the subsequent destruction of civilization's promise to mankind. The symbol of those that revere the Call of Enlightened Order is a dual image of the Lawgiver construct with wings unfolded wielding the gavel, side-by-side with an Archon bearing his shield.
Abadarian Clerical Ranks of Note in the Bank:
* Clerk-Initiate or "Initiate" – Describes a novice who has not passed the full examinations and consistently receives the Master’s blessings on a daily basis (pre-1st Level Cleric). Initiates, when not at their many studies, are tasked to labor in the many areas that Clerks of Abadar are expected to perform at a full Bank: Counting coin, scribing dictation, copying contracts and texts, cataloguing the library, serving at negotiations and reciting relevant passages from memory are but a few of their functions. At most Banks, Initiates are not required to take more than just rudimentary weapons and armor training, though it does vary according to the locale and realm.
* Junior Clerk – A fully qualified member of the clergy who receives the Master’s blessings daily, but one that is new to his/her ‘key’ (1st Lvl Cleric), and are often referred to as "the newly minted" clerks. Junior Clerks find that their labors are even more numerous and strenuous than when they were Initiates, as their examination studies no longer apply. Partially, this is to help determine the Junior Clerk’s strengths and weaknesses in a given discipline, so that they might be channeled to a specialty for greatest productivity. Junior Clerks tend to be promoted to Full Clerks after approximately a year or two, when their assessment of talents and drawbacks is fully understood, with drawbacks corrected and talents tailored to maximize their productive output to the Bank.
* Full Clerk or "Clerk" – A fully qualified and vetted member of the clergy, shown to have aptitude in one or more sub-disciplines of the Bank, channeled to reach their utmost potential in productivity and efficiency. Full Clerks are often simply called “Clerk” as the rest is implied. This may be the highest ranking an Abadarian cleric can attain for several years, depending on the size and available positions within the Bank. The larger the Bank, the more the Full Clerks tend to specialize into disciplines such as: Contracts, Arbitration, Commerce, Proselytization, Diplomacy, Archives, City Planning and Dweomercraft. Very large Banks may specialize Clerks further into sub-disciplines. It is at this rank that some Clerks are specifically chosen to begin the path of a Justicar if they so choose, though the road is long and on its own progression completely separate from the Bank.
* Senior Clerk – An elevated rank for those clergy which consistently demonstrate high performance in a discipline or sub-discipline of the Bank, entrusted to the more sensitive tasks as assigned by the Bank’s leaders. Alternatively, Clerks who show signs of leadership potential may be promoted as Senior Clerks, so that their more routine duties can be delegated in preparation for advanced instruction. It is considered the highest ranking that the majority of Abadarian clergy may aspire to at a working level, and also simultaneously is the lowest level of recognized Bank leadership – at times the Senior Clerk is exposed to the interpretation and decision-making process of the Bank’s full leadership. As such, Senior positions over the disciplines and sub-disciplines of a Bank are rare and highly coveted – in many cases this competition for advancement is encouraged by the leadership as long as it serves to provide greater incentive for production. The exact number of positions varies greatly by each Bank.
* Junior Banker – The title assigned to very senior clergy of leadership quality, who act in one or more of the following capacities for a Bank based on its size and specialization:
* Traveling Banker – A variant of the Junior Banker, equal in prestige and equivalent in rank. Traveling Bankers are assigned to rural areas where no single village, hamlet or thorp is large enough to maintain a full Bank, but where the clergy can routinely travel between populated areas to perform the duties of Abadar. Traveling Bankers are not considered “true” Bankers because, quite simply put, they have no Bank to permanently maintain, and it is not the preferred arrangement of the leadership to do this. However, services to civilization must continue even in the smallest hamlets and settlements, and the knowledge gained by such activities often is the best preparation on the paved road to full Banker status. As such, Traveling Bankers often do not serve for long periods of time, being promoted and moving on to better ventures once they have seasoned themselves. Exposed to constant travel and other faiths, the position can be contentious but extremely instructive, though dangerously exposed. Usually the more dangerous locales are traveled by full Justicars and not Traveling Bankers.
* Banker – The Banker is simply the highest authority over a Bank in any given town or city. Bankers are required to set the priorities, focus and hierarchy for their faith’s clergy in that location, taking into account the area’s existing laws and traditions, moving ever-forward towards the goals of greater order and civilization for its population base. As Bankers lie outside the rigid hierarchy they are supposed to provide for their lesser brethren, the review of a Banker’s performance is relegated to the following means:
* Archbanker – Contrary to outside perception, an Archbanker does not directly preside over multiple Bankers in a region, though there are exceptions. Rather, the title is afforded to those Bankers that govern Banks in the largest cities and metropolitan areas, they themselves demonstrating a degree of power, wealth and divine ability unmatched by the majority of Bankers. Though they may not have direct authority to formally review a nearby Banker, their prestige and affluence can greatly affect a nearby Banker’s reputation and overall success – not the least of which through trade and commerce between the Banks themselves. Throughout history, Archbankers of Abadar have occasionally risen to take part in some momentous event, demonstrating the full might and majesty of Abadar to protect a civilized population. Such historical deeds of the Archbankers have only ever been rivaled by the Justicars, whom can obtain a high degree of divine power outside of the traditional Bank hierarchy.
Once every seven years, Archbankers throughout Avistan are invited to attend the “Golden Conclave” in either Oppara or Absalom (rotated between the two cities, as Westcrown no longer applies since Aroden's fall), whereupon a thorough review of the faith’s highest policies and ideals are debated and discussed, with full results made available to every chartered Bank known throughout the continent. At this time the status of Banks and civilization in Avistan are evaluated and tallied, to better chart the progress of civilization across the known lands.
Abadarian NPC's of Newhaven:
The “Clerks” of the Bank of Sanctuary (6)
Reside In: The Bank of Sanctuary
* Senior Clerk Thomas Quiss (Human Male 3rd Cleric) Age 21, LG, Absalom
* Senior Clerk Anya Amitel (Human Female 2nd Cleric) Age 18, LN, Brevoy (Restov)
* Full Clerk “Old” Eben (Human Male 2nd Cleric/2nd Expert) Age 64, LG, River Kingdoms (Riverton)
* Junior Clerk Dannil LeVane (Human Male 1st Cleric-Evangelist) Age 16, LN, Galtian (Isarn)
* Junior Clerk Casil Whitestag (Human Male 1st Cleric) Age 19, LN, River Kingdoms (Pitax)
* Junior Clerk Sulda Whitestag (Human Male 1st Cleric) Age 19, LN, River Kingdoms (Pitax)
Known commonly as the “Twins” by the rest of the Bank, the young men are athletic and strong, preferring tasks out-of-doors as often as they can. Sulda and Casil lack a family name, both being of half-Kellid blood after what most likely was a forced siring by a Pitaxian mother and Kellid barbarian father during a raid. Given up at an early age in Pitax, the brothers were left to fend for themselves until their near-teens, but through some unknown grace were taken in by a caravan trader who operated between Pitax and Silverhall. The boys were worked hard but treated fairly by the trader, and taught the rudiments of money and letters as they grew older, as well as martial combat and how to defend the caravans. At some point the boys’ mentor died, and the boys were given entrance to an orphanage in Silverhall with meager funds. The orphanage was run by Abadarian devoted, who saw a “spark” of the Master in the pair and led to their admittance as Initiates. Still, being of half-Kellid descent with no family name to speak of, they were encouraged to take caravan to Newhaven to try for their keys there, for no Brevian Bank would be likely to retain them.
Sulda is more talkative and speaks often for his brother as well as himself, being the slightly stronger “protector” of the two. Casil is shy and quiet, though quick and dexterous, showing natural skills in hunting and tracking. Casil is also slightly more quick-witted than his brother, feeding him sly comments for Sulda to verbalize. Verik finds both twins to be resilient and hardy, performing all their labors without hesitation or complaint. They have a strong preference to perform all their duties together, something Verik wants to change for their long-term development, but also mindful that they perform much more efficiently when they are together. Verik oversaw their examinations in the Fall of 4709 and gave them their keys as Junior Clerks. Moreover, he senses both have talents of crafting – particularly the more talkative Sulda who spends his free time watching the blacksmiths work their forges and asking questions on forging.
The Young “Initiates” of the Bank of Sanctuary (11)
* First Initiate Ethen Hoefurrow (Human Male 0 Initiate) Age 15, LG, River Kingdoms
* Initiate Petyr Mikhaila (Human Male 0 Initiate) Age 14, N, Brevoy (New Stetven)
* Initiates Jokubas, Artur, Marta, Lukas, Alise, Matas, Oliver, Emilija and Samson (6 Human Males / 3 Human Females, 0 Initiate) Ages 11-16, LN/LG, Brevoy/River Kingdoms
The Devoted of the Bank of Sanctuary (5 Guards, 3 Experts)
* Guardsman Bertram Dakkone (Human Male 3rd Warrior) Age 48, LN, Andor
* Guardsman Karl “Archer” Mersen (Human Male 2nd Fighter) Age 24, LN, Brevoy
* Guardsmen Davies, Ellard and Romett (Human Male 2nd Warriors) Age 32-44, LN, Brevoy
* Master Galen Laviil (Human Male 2nd Expert-Architect) Age 26, LG, Brevoy (New Stetven)
* Master Dominic Kobach (Human Male 3rd Expert-Lawyer) Age 42, Brevoy (Whiteseat) LN
* Madam Gerda Ryton (Human Female 2nd Expert-Governess) Age 41, Brevoy (Medhold) LG
The New Bank of Abadar in Sanctuary:
Built: Arodus 4710 (replaces older Bank built back in Erastus 4708)
Overview: The Bank of Abadar in Sanctuary is a massive main structure roughly in the shape of an ‘I’ comprised mostly of stone, with the exception of its roofs and ceilings. The ends of the ‘I’ are the fore and aft wings of the building and two stories (twenty feet) in height, the outer-facing ends containing no windows (though set with decorative bas-relief on the end that is its main entrance) and more heavily fortified as a stone wall. Set out to the sides of each end are two small square twenty-five foot crenellated towers, making four towers total. The shaft of the ‘I’ exclusively comprises the forty-foot tall worship hall with buttressed walls of stone and with a high-peaked wooden beam roof; the uppermost sides of the tall hall walls set with windows containing beautiful panels of stained glass to let in natural light.
Besides the main ‘I’ structure and accompanying four towers, two mostly wooden manor-style buildings are located at a 45-degree angle to each side, their front entrances facing towards the front entrance of the main structure. Stone walls fifteen feet high (without parapets or crenellations) run from the ends of the towers to enclose the manor-style buildings within their own courtyards, making for a hexagonal full stone enclosure around the Bank.
Unless otherwise noted, each area or “wing” of the Bank hasglobes ensconced into the walls or ceilings for normal light, though some are covered during the day where natural light is available.
Front Entrance: The front of the Bank is clearly meant to convey a solid and fortified presence to any onlookers or parishioners, made entirely of stone and lacking any windows. Only a solid set of bronze-plated reinforced large double doors allow access to its interior; clear views of the entrance can be seen from the front towers farther down on either side. However, the stone has been recessed immediately to either side of the doors for two decorative columns, with frescoes decorating the stone work above the doors and to either side of the columns themselves. Of particular note is the elaborate bas-relief sculpture above the double doors which illustrate an impressive image of Cobblehoof looking down upon any who enter, with wings spread to either side and the Golden Key of Abadar at its heart. A painted fresco on the left-side wall depicts the stag seal of Newhaven, whereas the bas-relief on the right-side wall depicts a set of scales upheld by two armored figures – one more angelic in appearance while the other clearly some sort of construct (the dual images of the Call of Enlightened Order).
Main Foyer: Within the double entrance doors lies a sizeable square foyer with a white stone pedestal at its center; the pedestal holds a utilitarian copy of The Order of Numbers for review as well as registry books for appointments and sign-ins, complete with quills and inkwells inset into the basin. A tile mosaic is set upon the floor with the Golden Key of Abadar. Each of the other three walls hold archways with closeable iron-reinforced doors, though the archway directly across from the entrance is larger and set with double doors (whereas the side archways contain single doors only). Along the side walls and corners between the archways are white stone sitting benches; the far wall on each side of the double-doors has insets containing various notices and proclamations of the Bank, such as:
From the entranceway, the left-side archway leads to the Vault Wing and the right-side archway leads to the Chamber Wing, with the far-side double-door archway leading into the Main Worship Hall. During public hours the Main Foyer is always staffed with two Bank guardsmen and two to four Initiates and/or Junior Clerks, which assist visitors in making appointments or providing directions to various public areas of the Bank.
Vault Wing: The Vault Wing comprises the areas reserved for the secure storing of goods, coin and property of paying clientele to the Bank, both short-term and long-term. It also offers moneychanging services. There are no windows on this wing, and no exits other than back to the Main Foyer. The reception room of this wing from the Main Foyer is not very deep and taken up with a long raised stone counter across its width, where attentive Clerks and Initiates conduct requests for deposit and withdrawal of items after being dutifully recorded on account ledgers (and verified by at least one Full Clerk). Behind the counter upon the wall is a mural depicting the First Vault of Abadar, with a bas-relief Golden Key symbol at its center (a concealed panel contains a coffer that actives aif opened. A single access door beyond the counter leads to a hallway which makes a ‘U’ turn around the lower floor; the rest of the lower wing level is a series of locked rooms with marked shelves, each containing chests and coffers for patrons requiring services of lesser value. The hallway eventually leads to a locked and barred door that is guarded and can only be opened from the other side which leads upstairs. The upstairs wing is reserved for more select rooms that are individually reserved for wealthier patrons, often with additional paid protections (superior locks, lead panels, Vaultman watch duty) and enchantments (glyphs, arcane locks) upon them. Upstairs is also where the Bank’s own vault rooms are located, as well as the office of the Vaultmaster, Ignacius Lago.
A varied number of Bank guardsmen and Vaultmen are always found here, both at stationary posts as well as on patrol through interior halls and chambers, usually with full Clerks to observe and support them. Initiates are typically not allowed in the Vault Wing, except to assist in counting and tallying efforts under direct supervision in the reception room at the counter.
Chamber Wing: This wing provides both public and private meeting rooms for facilitating negotiations and arbitrations of contracts between parties, settlement of commerce disputes and otherwise engaging in various contracted services of the Bank (contract writing, appraisals, arbitration, architectural design, Vaultmen services, dweomercrafting and enchantment services, etc.). Small narrow windows are found on the upstairs level only, and no exits other than back to the Main Foyer. The lower floor holds several sparsely furnished common chambers for ease-of-use, though small common rooms are available as well for ad-hoc needs by small parties. The upper floor holds finer, more decorated chambers reserved in advance for specific needs, with refreshments and accessories available. Upstairs is where the private offices of the Bank’s professional experts are located: Dominic Kobach (contracts and law), Galen Lavill (architecture), and Jamus Marquett (appraisals and moneylending).
Bank Clerks are often found in the Chamber Wing, assisting the professional experts in supportive spellcasting, research or scribing duties. Initiates too are often found here, though they are relegated to guiding patrons to their chambers and serving them, cleaning chambers for use and otherwise assisting the Clerks.
Main Worship Hall: The heart of the Bank between its two-story wings on each end, the Hall is over forty-feet tall and comprises mostly one large open hall for worship, with a high peaked ceiling supported by strong wooden crossbeams; around the hall on its upper reaches are tall rectangular windows with panels of stained glass, letting in the greatest amount of natural light during days of good weather. Below the windows are frescoes painted on the walls, depicting worthy scenes and symbols of Abadarian importance. The near end of the Hall just past the double-doors has a small space that is partitioned by decorative wood and silken panels where a mixture of doorways and stairwells allow access to other parts of the Bank: two side staircases allow access to a balcony level above, and doorways allow access to the outside courtyards on each side, which are commonly used by Bank guardsmen, Vaultmen and Initiates to gain access to the Bank from the manor houses. Most of the bottom level of the Hall is devoted to rows of wooden pews for the bulk of the Abadarian congregation on days of worship and ceremonies. The balcony level has more private and reserved seating for its devoted and noted patrons. On the far end of the Hall past the pews, the floor steps up to a raised floor for the Abadarian clergy to preside over its congregation in worship services: the noted Banker’s “desk” is centered there as well as a white stone speaking podium slightly forward and to one side, and the sanctified altar flanking opposite to the other side. Chairs for Senior Clerks facing the pews are arrayed behind and to either side of the Banker’s desk, set in order by seniority. Atop the altar lies a glass-topped gilded metal boxwith the Bank’s formal chartered copies of The Order of Numbers and The Manual of City Building contained within. A white marble font basin for the consecration and use of is back by the far wall, and on the other side stands an eight-foot tall bronze statue of the Lawgiver with a gilded tower shield with a white and golden embroidered shroud over it. The tower shield has a inscribed, activated if the shroud is removed and the passphrase ‘Light of the Lawgiver’ is uttered – as a shield it can be removed outside to aid the public in a crisis. A wood and silken panel directly behind the Banker’s desk hides an archway leading back to the Clergy Wings (see below), and is the only way out of the Main Worship Hall on the far side.
Verik's Current Crafting Schedule:
Crafting in chronological order as of 4710:
************************(For Main Characters)**********************
NIKOLAI) Red-Scaled Pelt of the Rogarvian Scion +2 (ENHANCEMENT) (Resistance +2, Fire Resistance 10) - 3000gp (22000gp-19000gp) base price / 1500gp (8750gp-7250gp) materials cost (paid by Nikolai). Crafting DC10. 3 Days Crafting Time.
Success would enhance Nikolai's 'pelt' (cloak) to a +2 status.
Description: "...his red dragon pelt stylishly covers his right arm to the elbow, disappearing behind his back to form a diagonal point on his left side. The flattened dragon snout lays over his right shoulder, clamping down on a golden ring, anchored in the wing that folds under his left arm. The velvet and leather affair is striking - scales, shining leather, and gold trim."
AKIROS) Red Dragonscale Full Plate Armor +2 – 4000gp (+3300gp mw armor value) base price / 2000gp (+1650gp mw armor cost) materials cost (paid by Akiros). Crafting DC11. 4 Days Crafting Time.
AKIROS) Red Dragonscale Heavy Shield +1 – 1000gp (+340gp mw shield value) base price / 500gp (+170gp mw shield cost) materials cost (paid by Verik). Crafting DC8. 1 Day Crafting Time.
JEMINI) Circlet of Persuasion - 4500gp+circlet value base price / 2250gp + circlet materials cost (paid by Jemini). Crafting DC10. 5 Days Crafting Time.
*******************(For Verik - Primary Importance)*****************
TBD) Verik’s Belt of Physical Might +2 (ENHANCEMENT) - 6000gp (10000gp-4000gp) base price / 3000gp (5000gp-2000gp) materials cost (paid by Verik). Crafting DC17. 6 Days Crafting Time.
TBD) Absalom Full Plate Mail +2 (ENHANCEMENT) – 3000gp (4000gp-1000gp) base price / 1500gp (2000gp-500gp) materials cost (paid by Verik). Crafting DC11. 3 Days Crafting Time.
TBD) Verik’s Cloak of Resistance +2 (ENHANCEMENT) - 3000gp (4000gp-1000gp) base price / 1500gp (2000gp-500gp) materials cost (paid by Verik). Crafting DC10. 3 Days Crafting Time.
TBD) Verik’s Warhammer +1 – 2000gp base price / 1000gp materials cost (paid by Verik). Crafting DC8. 2 Days Crafting Time.
TBD) Spectacles of Understanding – 3000gp base price / 1500gp+?? materials cost (paid by Verik). Crafting DC7. 3 Days Crafting Time.
******************(For Verik - Secondary Importance)*****************
TBD) Lesser Restoration Wand (CL3) - 4500gp base price / 2250gp materials cost (paid by Verik). Crafting DC8. 5 Days Crafting Time.
TBD) Imbued Votive - 1250gp base price / 625gp materials cost (paid by Verik). Crafting DC6. 2 Days Crafting Time.