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Friday, October 17, 2008

THE ALLURE OF EVIL - DARK CHURCHES



By Jason H. Haley
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Five dark churches are briefly outlined in the Complete Champion, and now you can learn more about the structure, duties, and benefits of each one. Because these affiliations explore the neutral and lawful/chaotic axis of the churches, player characters who aren't evil-aligned may want to consider gaining access to one of these churches.
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ERYTHNUL: THE TEMPLE OF CARNAGE
Seasoned veterans often speak of the chaos inherent with battle. To followers of Erythnul, this chaos is their sacred charge. The battlefield is their temple; the screams of the dying are their hymns and the blood of their victims is the sacrament. Minor sects and cults form from time to time, but few are long-lived. At the heart of the fear and chaos spread by the followers of Erythnul, you may sense a dark and gory unity. Erythnul is called "the many" for good reason.
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True to the nature of Erythnul, multiple sects and factions exist. They form alliances almost as often as they oppose each other. In uncivilized lands, the followers of Erythnul are typically chaotic evil and engage in slaughter for the sake of slaughter. They believe the blood of their victims fuels the strength of Erythnul and drives their god to greater heights of slaughter and violence.
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However, in civilized lands, the presence of these battle-mad murderers and sadists are often less overt. They have scraped out corners in the back alleys and slums of many major cities. At the heart, this nebulous organization is referred to as "The Temple of Carnage." The followers of this organization are predominantly chaotic evil, but not exclusively so. Chaotic neutral individuals, while rare, are not without precedent.
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What drives these followers is a clarity derived from a sense of purpose. The ideology of testing and proving their strength through battle -- by living and dying by the sword -- is only part of it. What separates civilized followers of Erythnul from the rest is their view on slaughter: Killing the weak proves nothing and nothing is gained from it. They seek out those who are worthy of being sacrificed to Erythnul. Slaughter for the sake of slaughter is meaningless; the deaths derived from such a practice bring no power to Erythnul. In fact, these followers believe that unworthy sacrifices anger Erythnul and invite his wrath.
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In the minds of the more civilized followers of Erythnul, a worthy individual is usually (but not always) a powerful and skilled warrior of one sort or another. Good or evil is irrelevant in the eyes of the Temple of Carnage. Spilling their blood is what lends the strength of their foes to Erythnul. Noncombatants and lesser foes are often beneath their notice -- such individuals do not deserve a warrior's death and are often ignored so long as they do not interfere. This view causes both evil and non-evil members of the Temple of Carnage to seek out greater challenges. Powerful beings and organizations draw these followers like moths to a flame.
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Prospective members are recruited from all lots of life. Typically those most sought out are warriors, berserkers, rogues, assassins, and adventurers. Initiation varies from sect to sect, but one of the most common practices is to take the prospective initiate into battle and abandon her at a critical moment. Those who survive are welcomed into the ranks and encouraged to seek out those worthy of death. Alternatively, an individual who kills an existing member of the Temple of Carnage and displays all the desirable traits may be recruited.
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Enemies and Allies: Any lawful-aligned organization is likely to oppose the followers of Erythnul. Outside of that, anyone or anything that stands in the path of the Temple of Carnage is something to be killed or destroyed. Allies are rare -- factions ally themselves with others for the sake of convenience. Ultimately, everyone is expendable in the eyes of these followers.
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Members: Members of the Temple of Carnage can be found in almost any lands, civilized or otherwise. The vast majority of the followers tend to be humanoids (goblinoids, ogres, trolls, and the like), with little diversity within a particular group. Strength and ruthlessness are the only real prerequisites.
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Scale: 12 (multiregional).
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Affiliation Score Criteria: Any skilled combatant who survives initiation can gain favor within the Temple of Carnage. However, an individual must be chaotically aligned in order to gain favor. Lawful individuals cannot fully embrace the ideology of the Temple of Carnage.
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Affiliation Score
Criterion
Modifier
One-Time

Character level
+1/2 levels
Barbarian or rogue
+1
Knowledge (religion) 5 or more ranks
+1
Base attack bonus +5 or higher
+1
Proficient with two or more exotic weapons
+1
Multiple Use

Abandons an inferior ally
+1
Survives a battle against difficult odds (at least three to one)
+2
Converts a new member
+2
Kills more than one opponent in melee combat in a single round
+1/4 creature's CR (after the first)
Single-handedly kills a superior opponent (1 or more levels higher than the follower)
+1/2 opponent's CR
Destroys a powerful holy or magic item
+1/1,000 gp in value
Survives a battle against impossible odds (at least five to one)
+4
Destroys a lawful aligned temple/fellowship
+8
Fails in combat
-2
Performs overtly good act
-4
Fails to kill a wounded opponent (50% or less health)
-4
Associates with known lawful creatures (such as monks or paladins)
-4
Flees from battle
-10

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Titles, Benefits, and Duties: To gain a new rank and its associated benefit, you must designate a target that is your equal in combat and kill it within 24 hours. This target must be a combatant with an Intelligence score of at least 3 and be a sacrifice worthy of Erythnul.
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Affiliation

Rank
Score
Title: Benefits and Duties
0
3 or lower
None
1
4-12
Raider: Gain a +1 bonus on damage rolls when in combat.
2
13-18
Marauder: Once per day, when fighting multiple opponents, re-roll an attack that misses.
3
19-29
Reaver: Once per day when killing an opponent of equal or greater level, all opponents within 20 feet who witness the killing are shaken for a number of rounds equal to your Strength modifier. Will save to negate this effect: 10 +1/2 base attack bonus + Str modifier.
4
30 or higher
Incarnate: If hit points are reduced to 0 or less from a physical attack, make a Fortitude save equal to 10 + damage received. If successful, you do not suffer the effects of damage and can continue fighting for a number of rounds equal to your Constitution modifier (minimum of 1 round). You continue to take damage normally, and at the end of that duration, you die if your hit points are still at -10 or below.
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SPECIFIC ROLEPLAYING APPLICATIONS
Favored Feats: Followers of Erythnul prefer feats that enhance their ability to slaughter their foes. Power Attack is a common one, as is any feat that enhances their skill with weapons. Warriors and berserkers that worship the Temple of Carnage particularly favor Cleave and Great Cleave, which allows them to strike down more souls in the name of their bloodthirsty lord.
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Favored Combat Tactics: The Temple of Carnage draws the most ruthless and battle-driven combatants into its fold. Odds and numbers are utterly meaningless to them. Only victory matters: conquer, kill, maim, and plunder. They favor large weapons capable of inflicting terrible wounds. Many followers have several levels of barbarian, fighter, or rogue, depending on how they prefer to carry out their own methods of slaughter.
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Their own lives are brief and violent, and the only glory gained is by how many precede them into death. The followers of this bloody god usually prefer to overrun their enemy, using the sheer brutality of their assault to scatter their victims. Leaders and commanders on the battlefield are their favored targets since their deaths often create dissension. Many seize the head of a freshly slain enemy and hold it aloft while fighting in order to further rattle their opponents.
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Favored Adventure Types: Wherever there is conflict, you will find followers of this faith. Members of the Temple of Carnage are drawn to places of battle. They actively seek out violent battles and conflicts where they can. They continually seek out those who prove themselves to be worthy adversaries (skilled in combat) and try to destroy them. Powerful champions may be humiliated and harassed long before they are killed, while lesser ones are often slaughtered in a particularly gruesome fashion in order to create fear and dissension in the ranks.
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Favored Oaths: Most followers of Erythnul are incoherent in the height of their battle lust. However, those with a little more self control often shout taunts or epithets at their opponents: "Rush to your death, and glory!" or "Cowards bring no glory!" are common oaths. "You were hardly worth killing!" is a common taunt, as is: "Is this your best?"
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GRUUMSH: THE FURY OF THE EYE
Crush the weak. Break their bones, rend their flesh, and let their blood pour across the land. Strength lies in victory. Burn the forests and let the stone halls of the mountains echo with the screams of the dying. The orc warlords lay claim to all that falls under the watchful eye of He-Who-Never-Sleeps as is their right and destiny. All others are born only to be slaughtered or enslaved. The weak will be destroyed; all others serve only to test their mettle so that they may find glory under the One-Eye.
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The most devout followers of Gruumsh form a cabal known as the Fury of the Eye. This is the most zealous and ruthless (and consequently the largest) religious movement within the orc tribes. They are the driving force behind the hordes and continually seek out ways to reclaim their rightful glory. In most cases this means the utter annihilation of those who oppose them. However, neutral-aligned groups within this sect take a more utilitarian approach: The weak exist to be oppressed and serve the strong. Life under orc rule is harsh, and slavery is usually only a brief reprieve from death.
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Non-evil members are a bit more tolerant than their brethren. They do not actively seek to kill or subjugate non-orcs, and even dwarves or elves may be viewed neutrally so long as they are not automatically hostile toward the followers of Gruumsh. They are however, exceedingly competitive and go to great lengths to prove orc superiority at every turn. This can vary widely from simple contests of strength and skill to proficiency at arms and in combat. All members of this fellowship take great pride in demonstrating their superiority, and they count kills and captures in battles so that they can boast of their prowess.
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In their own lands, the Fury of the Eye holds sway over the tribal leaders of the orc clans. They actively push the warlords toward greater conquest, while at the same time encouraging promising champions to carve out their own bloody paths in the name of the One-Eye. This not-so-subtle manipulation culls the weak from their ranks, which ultimately serves both the intent and purpose of their god.
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Outside orc tribal lands, half-orcs and other humanoids are often used to carry out the will of Gruumsh. They have the distinct advantage of being able to move more freely within civilized lands and act as the eyes and ears of the Fury of the Eye beyond orc borders. Given time, they may view their fellow adventurers as a sort of surrogate tribe and show the same fierce loyalty to their comrades as they would their own blood.
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Initiation into the Fury of the Eye varies by tribe. Common initiations include acts of sacrifice to the One-Eye or the capture and enslavement of particularly hated enemies. One extreme ritual involves the voluntary self impalement with a spear symbolic of Gruumsh's suffering at the hands of his enemies. If the supplicant survives the ordeal (typically a day or more) without aid, he is tentatively accepted into the fold. Members are continually called upon to demonstrate their devotion to the One-Eyed god in various manners.
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Enemies and Allies: The relentless orc hordes rarely count other races among their allies. They swear to crush the followers of Moradin and Corellon Larethian, whom they hate above all else. Any alliances made outside the orc clans and tribes are usually a means to an end.
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Members: Members of the Fury of the Eye are typically orcs and their kin, but half-orcs are tolerated in the neutral-aligned sects. Non-orc affiliates are rare, but not entirely unheard of. Half-orcs and especially non-orcs are typically not held in high regard as full-blooded kin. However, regardless of race, first and foremost is the will of Gruumsh.
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Scale: 12 (multiregional).
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Affiliation Score Criteria: Orcs and half-orcs are preferred by the members of the Fury of the Eye. However, non-orc individuals can distinguish themselves through individual acts of devotion.
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Affiliation Score
Criterion
Modifier
One-Time

Character level
+1/2 levels
Barbarian or fighter
+1
Full-blooded orc
+1
Non-orc or half-orc
-1
Chaotic alignment
+1
Knowledge (religion) 5 or more ranks
+1
Strength 18+
+1
Kill an enemy with a single blow (within 3 levels of yours)
+1
Base attack bonus +5 or higher
+1
Multiple Use

Kills more than one opponent in melee combat in a single round
+1/4 creature's CR (after the first)
Subdues/captures more than one opponent in a battle
+1 per opponent (after the first)
Single-handedly kills a superior opponent (1 or more levels higher than the follower)
+1/2 opponent's CR
Kills the most enemies in a battle with an EL equal to your current level +2
+1
Defeating a higher-level elf or dwarf
1 + 1/2 opponent's CR
Destroys an elven enclave/dwarven stronghold
+4
Destroys a temple dedicated to Corellon Larethian or Moradin
+8
Fails in combat
-2
Fails to kill a wounded opponent (50% or less health)
-4
Associates with known enemies (such as dwarves or elves)
-4
Flees from battle
-10

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Titles, Benefits, and Duties: To gain a new rank and its associated benefit, a member of the Fury of the Eye must contend with his peers, dueling one after the other without aid or rest until they are unable to continue. To be considered for the next rank, they must defeat 1 + the number of peers equal to the next highest rank. Example: A rank 1 member (fodder) of the Fury of the Eye must defeat at least two of his peers in order to be considered for the next rank (foe bane).
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Affiliation

Rank
Score
Title: Benefits and Duties
0
3 or lower
None
1
4-12
Fodder: Gains +2 bonus on damage rolls when fighting adjacent to two or more allies.
2
13-18
Foe Bane: Gains +5 bonus on damage rolls on attacks of opportunity against dwarves and elves.
3
19-29
First Spear: Once per day, gain the ability to rage as a barbarian of half your character level.
4
30 or higher
Warlord: All allies within 30 feet gain a +4 morale bonus on saves against fear effects, and a +1 morale bonus on attack rolls.
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SPECIFIC ROLEPLAYING APPLICATIONSFavored Feats: To the blood-crazed warriors of Gruumsh, brute force rules the battlefield. As a result, the ability to move swiftly and strike decisively in combat is extremely prized. Mobility and Combat Reflexes are common choices, allowing them to pick and choose their targets and strike at a moments notice. Most warriors favor heavy weapons and prefer Weapon Focus and Power Attack to crush their opponents.
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Favored Combat Tactics: Orcs are canny fighters, and while the brutish warriors may seek glory in battle, the warlords make their plans. They fight with the relentless fury of a mob. Each one knows that even if they fall, a dozen others will swarm to take their place. However, this is tempered by the fierce desire to bring as much glory and honor to themselves as well as to their god, so while zealously fearless, they are not foolish.
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Followers of Gruumsh consider it a high mark of honor to capture particularly powerful opponents. Lesser captives invariably become slaves (though even this is often brief), while powerful foes are sacrificed to Gruumsh in dark and bloody rituals. Dismemberment and decapitation are the most common and favored methods.
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Favored Adventure Types: Smaller clans and younger warriors frequently venture out on skirmishes and raids to harass outlying villages. Any incursion into orc lands (or those the orcs believe is rightfully theirs) is a likely target. Elf and dwarf outposts are always favored targets, but any non-orc is fair game. Particularly powerful monstrous humanoids sometimes are approached on neutral terms for a mutual objective. Ultimately, however, they are used as little more than fodder in battle and are targeted just as viciously if they do not agree to ally with the bloodthirsty orcs.
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Favored Oaths: "Gruumsh sees only victory!" and "Blood for the One-Eye!" are common oaths. "By his bloody spear!" is another frequently shouted epithet.
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HEXTOR: THE FIST OF TYRANNY
Strength of law is meaningless without the will to enforce it. Slaves do not question their master. They do not contemplate the meaning of their existence or the will of their master. They simply execute their master's will. Hesitation invariably leads to disaster. Insubordination is tantamount to anarchy. Such weakness is not tolerated.
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The Fist of Tyranny is an elitist cabal among the ranks of the followers of Hextor. They maintain a rigid military hierarchy that tolerates no form of dissent or insubordination. Lesser members are subservient to their superiors. While treachery is discouraged, incompetence or failure of leadership is rarely tolerated. Punishment is always meted with swift and decisive finality. It is quite common for individuals to move up in the ranks through the demise of a superior.
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Churches dedicated to Hextor exist throughout civilized lands. Many double as military fortresses and bastions. They tend to operate openly, working within the laws of the land to their advantage. Cities and villages occupied by followers of Hextor tend to be very lawful; insurrection, corruption, and insurgency are not tolerated. Any occurrence or presence of criminal activity is dealt with publicly in a swift and decisive manner.
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This rule of law is what many find particularly appealing. While oppressive at times, everyone is equal under the law. There are no exceptions in this -- the law is absolute. Everyone is assured justice regardless of wealth, influence, and affiliation. The same iron hand that enforces the rule of law protects the citizenry from harm and corruption. Those who put aside their bias and fully embrace and endorse order flourish under the mantle of the Fist of Tyranny.
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Non-evil followers embrace the security and order provided by the Fist of Tyranny. They thrive under the social, military, and religious hierarchy provided by the order where everyone has a place and purpose. They are pragmatic enough to understand that others may disagree with their methods, but have conviction that the ends justify the means. For them education is preferred over subjugation. They use reason where reason rules, and force when all reasonable methods have failed. However, they are no less thorough in their use of force when they decide they have no other alternative.
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This pragmatic view is the foundation for their beliefs under the Fist of Tyranny and extends to matters that most non-evil races find distasteful -- particularly slavery. Non-evil followers view slavery as a necessary evil and the cornerstone of civilization. Those who have been subjugated were in need of purpose and guidance. Typically, non-evil members do not actively seek out to enslave individuals, but they do see slaves as property, much the same way a horse is: They provide a service and must be cared for accordingly. However, they are still subordinate and must obey the will of their master.
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True to the will of Hextor, these militant sects seek to instill order upon whatever populace they dominate. When not ruling over a subjugated populace, the order actively looks for conflicts abroad to hone their military might. While any scale of engagement will suit them, the followers of Hextor search for ways and means to oppose those devoted to Heironeous. They view the benevolence of Heironeous and his followers as folly; the weakness of Heironeous's followers allows dissent and corruption to take root. This leads to the breakdown of civilization and is tantamount to chaos.
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Conscripts are frequently selected from among the ranks of existing militias dedicated to Hextor. The indoctrination process is typically a brutal military regime that lasts up to a year. Out of the dozens who go through this training, only a few are actually prospective conscripts. The rest are fodder. Those among the fodder who survive form the cohort that the prospective conscript first leads in Hextor's name. Alternatively, individuals of particular skill at arms or leadership ability may be recruited into the fold. These champions are selected not only for their martial abilities and mastery of tactics, but their unquestioning loyalty to Hextor and their dedication to instilling, preserving, and enforcing order and discipline also help decide whether the champions are selected.
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Enemies and Allies: While many oppose the tyrannical and ruthless ideology of Hextor and his followers, the forces they command are recognized for their competence and discipline. Many kingdoms have called upon the legions of Hextor in the past, usually out of desperation. The price of their service is often high: Usually it comes in the form of land grants and permission to operate freely within a kingdom. Heironeous and his followers represent the only complete opposition to Hextor and the Fist of Tyranny.
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Members: Followers of Hextor are found primarily in civilized lands where organized warfare is prevalent. Bastions and smaller fortifications exist in savage lands, where they attempt to instill order on the indigenous population. Race is irrelevant to the Fist of Tyranny as long as all obey without question.
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Scale: 15 (continental).
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Affiliation Score Criteria: Members of the Fist of Tyranny find themselves constantly called upon to demonstrate their loyalty to the cause. They are expected to answer the call to arms at a moment's notice and obey orders received without question. Additionally, members are encouraged to seek out and recruit warriors to enlist in fighting under Hextor's banner. All members of this order must be lawfully aligned.
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Affiliation Score
Criterion
Modifier
One-Time

Character level
+1/2 levels
Knowledge (religion) 5 or more ranks
+1
Ex-paladin
+1
Ex-paladin of Heironeous
+2
Base attack bonus +5 to +9
+1
Base attack bonus +10 or higher
+2
Proficient with all martial weapons
+1
Base attack bonus +4 or lower
-3
Multiple Use

Converts a new member
+1
Instrumental in gaining control of a small community (thorpe through small town)
+2
Instrumental in gaining control of a median community (large town to large city)
+4
Instrumental in gaining control of a major community (metropolis)
+8
Defeat a larger force in combat
+1
Kills a high-ranking follower of Heironeous in honorable combat
+1/4 opponent's CR
Captures/destroys a relic or sacred object of Heironeous
+2
Destroys/conquers a site dedicated to Heironeous
+4
Commands a unit within an army during a major war
+2
Commands an army during a major war
+6
Surrenders in combat
-2
Fails to obey a superior officer
-4
Fails in combat against a follower of Heironeous
-8
Flees from battle
-10

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Titles, Benefits, and Duties: To gain a new rank and its associated benefits, a member of the Fist of Tyranny must have been victorious in at least one engagement against followers of Heironeous who possessed equal or greater numbers.
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Affiliation

Rank
Score
Title: Benefits and Duties
0
3 or lower
None
1
4-12
Conscript: Gains a +1 dodge bonus to AC when adjacent to at least one ally.
2
13-18
Praetorian: Gains +2 bonus on saves to resist charm or compulsion effects.
3
19-29
Crusader: Once per day, when you successfully drop a chaotic opponent to 0 hit points or below, you may make an additional attack at your highest attack bonus at the end of the round.
4
30 or higher
Justicar: Once per day, smite chaos (see paladin's smite evil class feature, Player's Handbook 44) as a paladin of equal level.

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SPECIFIC ROLEPLAYING APPLICATIONSFavored Feats: Skill at arms is highly prized, but the ability to lead effectively is sought out. It is common for higher-ranking members of this order to have the Leadership feat. Combat Expertise and the associated feats are common, since they are effective in destroying the combat effectiveness of other military units. Given the rigorousness of the training involved, feats such as Toughness or Iron Will are also appropriate.
*
Favored Combat Tactics: The followers of the Fist of Tyranny adhere to the tenets of strict military doctrine. Several smaller units (typically 50-100 combatants, usually referred to as a cohort) make up a legion, moving in concert with one another. Smaller units are uncommon but not unheard of. Typically members of the Fist of Tyranny are in a leadership position and even those who hold the rank of conscript are responsible for at least five to ten capable warriors.
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In any engagement, large or small, the followers of Hextor are shrewd and canny combatants. Combatant commanders control the ebb and flow of battle through communication and will; their orders are obeyed unquestioningly and without hesitation. Fighting as a single unit, they excel through discipline and purpose. Their training and experience makes them extremely adaptable in combat. When committed to a cause, they fight tenaciously. However, they avoid throwing away the lives of competent warriors and rarely commit to endeavors that do not serve to further their aims.
*
Favored Adventure Types: Bordering on the mercenary, members of the Fist of Tyranny actively seek out military conflicts. Once they enter into a contract or commitment, they fulfill it to the letter. No treachery is tolerated, and any breach in contract is likely to result in immediate and direct retaliation. However, once the contract is concluded, there are no guarantees. When not actively campaigning, they seek to bring order to lawless lands and people. Above all else, the followers of Hextor seek to oppose Heironeous and his ilk at every opportunity.
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Favored Oaths: Battle oaths are typically a mark of distinction within the ranks of the armies of Hextor and vary from cohort to cohort and legion to legion. They usually have something to do with conquest such as "Strength in victory," or "Mercy is for the weak." "Death to the unworthy" is another common oath and a not-so-subtle reference to Heironeous and his followers.
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NERULL: THE FANE OF THE SKULL
All things have a purpose, even if it is not immediately obvious. Through knowledge and understanding, we master the world around us. Without this understanding, efforts are unfocused and time is wasted. Your life serves as an example of such wasted effort. Perhaps in death we can find the purpose that eluded you.
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The Fane of the Skull exists to study death. To this end, they have perfected their art in all of its forms: everything from natural death and carefully planned assassinations, to wholesale slaughter and decimation. Death in all of its forms serves to bring greater power to Nerull. And those who excel at it curry greater favor. Non-evil members are a bit more discerning. They believe that death comes to all things in time; it need not be hastened.
*
It is this point in which the followers are divided: The evil-aligned orders seek to spread death and undeath. Those more neutrally aligned, however, see undeath as a gift: It is something that should be used sparingly. Both factions are consummate students and academicians, and they pursue any opportunity to study death or educate the unenlightened about the various intricacies of death and undeath.
*
The study of death includes the exploration of undeath. Both are seen as alternative forms of existence. While death is natural and the right of all living things, non-evil followers believe undeath is something that very few are truly worthy of earning. Mindless undead in particular are viewed in a mixed light, controlled undead serve a purpose, and uncontrolled undead are not viewed positively. More often than not, uncontrolled undead are corralled, studied, and, in many cases, destroyed.
*
The non-evil members of the Fane, who believe that where living things are concerned, life ends naturally, rarely feel the need to hasten this process. They feel that mindless undead, however, are far too random and disruptive. They may seek out infestations of undead from which to learn and then they eventually eliminate them. They keep their true motives secret, though, and allow others to see their actions in whatever light they so choose. It makes no difference to the Fane of the Skull as long as they are allowed to operate unmolested.
*
One thing all the sects have in common is patience. The Fane of the Skull takes the long view, and it attempts to predict how specific actions will achieve the maximum effect. Death is inevitable, so it is always best to wait for the right place and time. It is not unheard of for members of this dark cult to wait years (in some cases decades or even centuries) to see the culmination of a carefully laid plain. The few individuals who are aware of this group attribute their patience to the fact that many of the followers of Nerull are undead, but even the living members tend to have the implacable patience of their un-living brethren.
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While warriors and assassins sometimes find their way into the ranks, spellcasters (both arcane and divine) join the Fane of the Skull far more frequently. More prominent members are often necromancers of one sort or another. Most members often style themselves as "students of death." Many lead innocuous lives, hidden in plain sight while waiting for the right opportunity or circumstances to arrive. Less common are those who seek to eradicate or control the various plagues of mindless undead.
*
Enemies and Allies: Followers of Nerull tend to be self-reliant and extremely suspicious of others, even their own peers. Many count the undead followers subject to their will as the only allies they can rely on. Most intelligent beings fear Nerull and his followers (rightly so) and actively shun a follower's presence if they are aware of her true affiliation. Most members of the Fane of the Skull are content to let the masses remain ignorant of their affiliation, especially if it gives them the opportunity to learn or teach about death. In lands where other religions have less influence, non-evil Nerullites often have a hand in rituals involving the care and handling of the deceased.
*
Members: Only the lower and mid-ranked individuals are still likely to be counted among the living. Living followers often serve as spies who infiltrate various organizations and relay information back to their masters, both living and otherwise. Higher-ranked individuals often surround themselves with various forms of undead minions who are usually more resilient, reliable, and, most importantly, easily replicable.
*
Scale: 12 (multiregional).
*
Affiliation Score Criteria: While not all members of this organization are evil, most are at least partially neutral.
*

Affiliation Score
Criterion
Modifier
One-Time

Character level
+1/2 levels
Evil alignment
+1
Knowledge (religion) 5-9 ranks
+1
Knowledge (religion) 10 or more ranks
+2
Specialized in the necromancy school of magic
+1
Has knowledge of one of the following domains: Death, Evil, Trickery
+1
Can cast 3rd-level or higher necromancy spells
+1
Has an undead template
+1/4 LA rounded up (minimum +1)
Gains an undead template
+1/2 LA rounded up (minimum +1)
Currently controls an undead retinue
+1/4 CR of highest undead controlled
Has an undead ally/familiar
+1
Abandons necromancy school of magic
-2
Multiple Use

Kills 10 or more living creatures in 1 day
+1
Gains control of undead (unintelligent) and maintains control for at least one month
+1/4 the CR of the highest undead controlled in this attempt
Gains control of undead (intelligent) and maintains control for at least one month
+1/2 the CR of the highest undead controlled in this attempt
Instrumental in the death of a small community (thorpe through small town)
+2
Instrumental in the death of a median community (large town to large city)
+4
Instrumental in the death of a major community (metropolis)
+8
Creates intelligent undead
+1/4 the highest creature's HD
Prevents a creature from dying
-1/4 the creature's HD
Prevents an intelligent humanoid from dying
-1/2 the humanoid's HD
Loses an undead template
-1 per LA lost
Is willing to be brought back to life
-4
Brings a dead humanoid or intelligent being back to life (includes wish and miracle spells)
-10

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Titles, Benefits, and Duties: The rank of reaper is reserved only for those who have demonstrated the highest dedication to the will and intent of their master: They must either possess an undead template or levels in a necromantic class or prestige class to attain this rank.
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Affiliation

Rank
Score
Title: Benefits and Duties
0
3 or lower
None
1
4-12
Scribe: Gain a +4 bonus on Knowledge (religion) checks made regarding undead.
2
13-18
Printer: Gains a +2 bonus on saves to resist the special attacks of undead creatures.
3
19-29
Binder: Once per day, create undead as per the animate dead spell (PHB 198) with a caster level equal to half your character level. No material component required. Undead created in this manner last only 8 hours before falling inert.
4
30 or higher
Reaper: Once per day, call upon a dread wraith (MM 258) to serve you for up to an hour. At the end of the service (or if it is destroyed) the dread wraith dissipates. This dread wraith cannot create spawn.
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ROLEPLAYING APPLICATIONS
Favored Feats: Skill at arms is rare within this order; subtlety over force is always the most desired method. Among divine casters, Improved Turning and Extra Turning are common feats, allowing greater control over undead. Feats that augment spellcasting are also commonly desired by either divine or arcane casters: Silent Spell and Still Spell are useful in avoiding detection, as is Eschew Materials. Those who are more oriented toward offense find Heighten Spell and Spell Penetration useful.
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Favored Combat Tactics: The Fane of the Skull always prefers treachery and misdirection, and they avoid direct combat if possible. Fortunately, most followers of Nerull tend to surround themselves with various types of undead. Common tactics rely on the use of undead as a diversion to draw unwanted attention elsewhere. This usually involves a large number of expendable, mindless undead such as zombies or skeletons. If the foes are more powerful, undead of greater power are used. An especially favored tactic is to isolate individuals from larger groups, killing them and sending them to their former compatriots as undead minions to instill fear and panic.
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Favored Adventure Types: Worshipers of Nerull are constantly looking for new ways to spread death in his name both directly and indirectly. To this end, any knowledge or necromantic lore is extremely tantalizing. The discovery of a new type of undead would prove of interest to Nerull's followers, as would any knowledge pertaining to the refinement of lichdom.
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Favored Oaths: "Life passes, only death is eternal," and "Death is the first step to true power," are the most common oaths, along with, "All things end in time."
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VECNA: THE HALLS OF SECRETS
Trust is a weakness, easily gained and exploited. Nothing can be taken for granted. Only by questioning will you find the real truth of the matter. In seeking the truth, you can trust no one. No one is your friend; confidants can betray you, willingly or otherwise. Be confident in your knowledge, but not prideful.
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The Halls of Secrets is often dismissed as a myth or rumor. Many speak of it only in whispers, though some openly mock it as a "children's story." The true members would have it no other way. Discovery means destruction -- all followers of Vecna learn this mantra. This goes double for those who have attained the knowledge of the Halls of Secrets. More enlightened followers believe that the Halls of Secrets refer to the individual's own mind, since it is the one place that is truly secure (or so they believe).
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While true followers are not impressed with speculation about the Halls of Secrets, they actively encourage guesswork to keep those they view as "weak-willed" properly occupied. The truth is far less insidious: Knowledge is the truest form of power. Such power is often wasted on the unenlightened, who squander it because they do not understand it. Only those who take the time to delve into the mysteries of the world to discover the truth are worthy of such power.
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Neutral followers are less bent on pushing Vecna's agenda as they are their own. Everything is a means to an end. They follow the philosophy of Vecna, seeing his existence as proof that knowledge is the path to power. They accept that through dedication and study it is possible to achieve not only immortality, but divinity. This is not to say that all members of this organization have aspirations of godhood, but many believe it's a good place to start.
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Kas's betrayal of his master is an oft-cited example of why trust is a weakness: the pursuit of power can be derailed pretty easily sometimes. To this end, most members of the Halls of Secrets keep the truth of their affiliation and study to themselves. Every piece of knowledge is evaluated and weighed. It is rarely shared, even with close companions and confidants. Neutral-aligned followers more freely share their information if the benefit outweighs the risk, but they still parcel out their knowledge in bits, giving allies only what they need to know.
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Prospective seekers are culled from the countless individuals lost in the deception woven by Vecna and his followers. Those who discern the fragments of truth find themselves quickly caught up in a web of intrigue, knowledge, and power. The lowest ranks are mockingly referred to as "Trusted" in reference to both their lack of knowledge and understanding. In other words, they don't know enough to know they don't know anything and are therefore not a threat -- they are trusted because they are ultimately predictable and cannot compromise the fellowship.
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Enemies and Allies: Vecna is typically seen as a bane to almost all civilized folk. His followers are viewed as corruptors and deceivers of the worst sort. However, many individuals and organizations are constantly working to further the goals of the former lich who has achieved godhood, whether they know it or not.
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Members: Members of the Halls of Secrets are a covert lot at best. They draw their numbers mostly from academicians and scholars. Mages and priests are the most common, seeking greater power to further their own ends.
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Scale: 12 (multiregional).
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Affiliation Score Criteria: Members of the Hall of Secrets must be at least partially neutral. Good and evil, law and chaos are simply differing points of view. Given that the followers of this sect are usually self-serving, they are typically neutral evil, but they lean more toward neutrality than any other extreme. Neutral and lawful neutral followers are rare, but not unlikely. The latter, while less common, tend to be more successful within the ranks.
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Affiliation Score
Criterion
Modifier
One-Time

Character level
+1/2 levels
Knowledge (any) 5 ranks
+1
Knowledge (religion, history, or arcana) 5-9 ranks
+1
Knowledge (religion, history, or arcana) 10 or more ranks
+2
Can cast 3rd-level or higher divination spell
+1
Has knowledge of one of the following domains: Evil, Knowledge, or Magic
+1
Has at least one level in the loremaster class
+1
Multiple Use

Avoids discovery (as a follower of Vecna) by deceiving a foe
+1/4 CR of the most powerful creature
Creates a new spell or magic item
+1
Recovers an ancient, previously lost piece of knowledge
+2
Recovers an ancient, previously lost piece of knowledge pertaining specifically to Vecna
+4
Steals secret knowledge from an organization and powerful entity
+4
Deceives someone into recovering a valuable item
+1/1,000 gp in value
Discovers a powerful unholy or magic item
+1/1,000 gp in value
Is caught in a deception
-4
Is discovered as a worshiper of Vecna
-8
Loses or destroys secret knowledge pertaining to the church or Vecna
-10

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Titles, Benefits, and Duties: Above all else, members of the Halls of Secrets hold to the philosophy "Discovery is death." In most cases, when a member is discovered for whom they really are by individuals outside of the church, they are killed in the conflict that ensues. Those few who survive discovery are disavowed and cast from the order, losing all rank and associated benefits. It is unknown if any have ever rejoined the ranks after being discovered.
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Affiliation

Rank
Score
Title: Benefits and Duties
0
3 or lower
None
1
4-12
Seeker: Once per day, gain a +5 bonus on any one Knowledge check.
2
13-18
Deceiver: Shift your alignment by 1 axis from your actual alignment (lawful/chaotic, evil/neutral) once per day. This can be done as an immediate action, and the shift is not detectable unless you are already under the effect of an ability that detects alignment. This is a constant effect lasting as long as you are conscious.
3
19-29
Scryer: Once per day, re-roll any single attack, save, or check.
4
30 or higher
Watcher: Designate an item to be attuned. This item does not need to be magical. If the item is not a magic item, it radiates a faint, nonspecific magic aura. Once per day, you can focus on the attuned object, and observe and hear the area in the object's immediate vicinity. This ability functions as the spell clairaudience/clairvoyance centered on the focus with a caster level equal to your character level. Performing this action requires your full and undivided attention. Any action breaks the link. This link can be maintained for your Wisdom modifier in hours (minimum 1).
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ROLEPLAYING APPLICATIONS
Favored Feats: With such a devotion to knowledge and power, it is rare to find a ranking member of the Halls of Secrets without Skill Focus in a particular field of knowledge. The acquisition of power is a very close second, however, and any feat that augments spellcasting is a likely candidate. True power however, lies in how you can apply your knowledge. To this end, the item creation feats are commonly chosen since they allow for the creation of items for specific purposes as opposed to relying on luck to discover something or expending resources on acquiring an existing item that may not be powerful enough or be suitable for a specific task.
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Favored Combat Tactics: Followers of Vecna rarely become directly involved in conflicts. They consider such endeavors far beneath them. Most use various types of proxies and minions to accomplish such goals. However, any time they are forced to engage in combat they do so with terrifying commitment and overwhelming power. If there is even the suspicion that their knowledge might be compromised, they go to excessive lengths to make sure nothing and no one remains.
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Favored Adventure Types: Followers of Vecna often venture to remote regions, where they seek out lost sites of knowledge and power. Far removed from prying eyes, they operate more openly, with little fear of reprisal. In civilized lands, however, they work under such a veil of secrecy and deception that their activities are often kept secret even from one another. Contrary to popular belief, those affiliated with the Hall of Secrets have little interest in the Hand and Eye of Vecna. The power of these artifacts is well known to them and pursuing them is often seen as a waste of time and resources. They are more than content to allow lesser followers of Vecna seek out these items. A common practice among followers is to employ a foolhardy party of adventurers to engage in such pursuits, which allows the Halls of Secrets to pursue more useful endeavors unmolested.
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Favored Oaths: Followers of Vecna rarely invoke his name directly. Common oaths include "By his hand!" or "By the hand and eye!" in reference to the infamous relics of Vecna. These are commonly uttered out of frustration as much as anything. "Ignorance is death" is another common saying.
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About the Author
Jason H. Haley is a freelance writer who has contributed to several articles in the past, including contributing material to Complete Mage and Races of the Dragon.

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