Spellrunners (Faction)

> *This page contains mechanical information for a specific faction. For more general information, see Factions.*
> **This faction is inactive and cannot be joined.**
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You've gained favor with the elusive Spellrunners, a group of Kairosians interested in maintaining the accessibility of magic and magical items for general citizens, by either being a recipient of their help or helping them in some way. While they are a group that generally works for the freedom of magic for everyone, their secretive nature has made them wary of introducing new members and operatives into their fold. If their trust can be gained, however, they can be a powerful ally on the streets of Kairos.

## Rank 1: Friend of Quincee

You've managed to encounter a Spellrunner in the field, and they've taken a liking to you. The tavern doors are always open to a friend.

### Mechanics

***The First Rule of Spellrunning...*** You are issued a pair Spellrunner boots that allow you to leave tracks like those of another kind of humanoid of your size while worn. Once per day, the magic infused into these boots can be activated on a reaction, and you can roll any stealth check in the next minute with advantage. During the minute, you leave no tracks of any kind.

### Social

***The Family Name.*** You have been given privy to one of Quincee's last names, allowing you access to a single Quincee Tavern. Quincee Taverns can act as safehouses and magic item shops within Kairos, or simply a place to socialize with fellow patrons.

## Rank 2: Jogger

You've become more than just a friend. You've show enough skill and loyalty to now be a part of the operation, though to a limited degree.

### Mechanics

***The Second Rule of Spellrunning...*** You are issued a Spellrunner Blade, a magical wand housed inside of a dagger façade. Using the Blade, you can cast *Expeditious Retreat* and *Pass without Trace* once per long rest. Your boots are also enchanted further, allowing you to roll with advantage on saving throws against being knocked prone.

### Social

***The Line in the Sand.*** You've crossed the line and are now considered to be part of the Spellrunners if your true identity is made known. Members of the Protectorate and Inquisitores will consider you suspect while members of the Spellrunners will consider you to be an ally. You are unable to ascend beyond rank 1 within the Inquisitores until you forfeit your status within the Spellrunners.

***Friend of a Friend.*** The frequent patrons of the Quincee Tavern now recognize you and treat you with respect. You are now a welcome sight within your respective Tavern and will have an easier time acquiring the help of fellow patrons of the Tavern and bargaining for magic items for sale.

## Rank 3: Runner

Your feats and acts of bravery in the face of oppression have increased your status and renown within the Spellrunners and even outside the group. You're no longer a liability; you're someone the Tavernkeeps know they can trust.

### Mechanics

***The Third Rule of Spellrunning...*** You are issued an Aura Mask, a small charm that can fit neatly within an enclosed fist or a pocket. Using an action, the user can squeeze the charm to change the way all items on their person appear to spells and other magical effects that detect auras. All magical items on their person will appear as nonmagical. The effect remains on all items, even if taken away from the user, for an hour. The Aura Mask can only be activated once per day.

### Social

***Aggressive Networking.*** You gain the knowledge of a second Quincee Tavern location and its corresponding last name for entry. Your reputation precedes you, as the Tavernkeep and patrons of the bar are already familiar with your stories of helping the needy. In addition, regular Kairosian citizens may recognize you and your position.

## Rank 4: Marathoner

The life of a Spellrunner is dangerous, and fraught with risks to both yourself and those you care deeply about, but you've managed to handle it fairly well—much better than the average runner, in fact. The Tavernkeeps now see you as their fixer—the one who can do what others can't.

### Mechanics

***Some Things Can't Be Taught.*** Your experience out on the streets has honed your skills to be perfectly suited to the trade. Your walking speed increases by 10 feet and you gain a swimming and climbing speed equal to your walking speed. Additionally, you gain proficiency in either stealth, acrobatics, or athletics.

### Social

***Poster Child.*** You're no longer just *a* Spellrunner, you're one of *the* Spellrunners. You gain the knowledge of all Quincee Tavern locations and their corresponding last names. Your identity is now synonymous with the organization, and thus other rebellious groups may come to you for aid or vice versa. The Inquisitores now regard you with begrudging respect, if not intimidation.