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VECNA



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"…the Serpent speaks directly to Vecna. Others— daring to call themselves wizards, magicians, and sorcerers— manipulate the tiniest aspects of the Serpent and call it magic. But Vecna speaks to the Serpent, and the Serpent speaks back." —Vecna Reborn
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Once upon a time lost to history, there lived a mortal man called Vecna. Vecna plumbed the arts of magecraft, eventually becoming the most accomplished and powerful wizard of all times and spaces. When a betrayer's blade maimed and cut him down, Vecna rose again, infused with secrets of magic no mortal was ever meant to know. He was now a true demigod, while the relics of his former body gained fame in their own right. His power magnified many times over, Vecna schemed, laying audacious plans designed to transform himself into a true god, possibly even a supreme god. Just when all portents aligned with Vecna's will, the demigod was snatched from his former abode and forcibly caged in a misty realm. Vecna's imprisoning dimension, known as the Demiplane of Dread, offered diversions that successfully sidetracked the Maimed Lord, for a time.
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Vecna is nothing if tenacious. His goal of true godhod is too grand to suffer from misty distractions, and he has just recently (in demigod terms) put those distractions behind him. Now, the demigod's full concentration is focused on ascension. If Vecna perseveres, the very gyres of the multiverse may come undone and be cast down in ashes by Vecna, transfigured!
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Despite Vecna's entrapment in the Demiplane of Dread, long-laid plans have come to fruition. In Vecna's quest to achieve full and permanent godhood, he instigated several alternative strategies in the millennia of his existence. Many of these designs have played out with little to recommend them, but elements of more sinister schemes continue to move unnoticed.
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One such plan has promise at this point. Sometime during the span of years before his imprisonment, Vecna went to a lot of trouble secretly fabricating two tablets inscribed with a true dweomer in the Language Primeval. Then he buried them in a plausible archeological site. True dweomers represent 10th and higher level magic, and they can be understood and cast only by spellcasters of 20th level or higher. The Language Primeval, a surpassingly powerful magical grammar, was spoken by the Ancient Brethren, the Elders, and other semi-mythical races when all the worlds were young or yet unborn. As a confidant of the Serpent, Vecna has some knowledge of this purely magical tongue, and so he recorded a spell of uncommon power.
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The tablets were a set-up, secretly aimed at a handful of demipowers who met Vecna's criteria. The very power of the magical language recorded upon them made the tablets and all consequences of their discovery proof against almost every form of scrying and divinatory magic. Even when gods wielded such magic, the tablets remained steeped in mystery, save for a tantalizing clue hinting at transcendental significance.
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Though any of a handful of demipowers would have served Vecna's purpose, the corpse king Iuz took the bait. Having stolen the tablets from their original discoverers several years ago, Iuz has slowly brought his considerable resources to bear on the tablets. The more Iuz learned, the more the ancient formula seemed, to him and all his divinatory means, an ancient dweomer of stupendous strength, whereby a demipower might bootstrap itself to full ascension!
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The particulars of the dweomer, according to Iuz's study anyway, require a portion of flesh from the original body of any other demipower (called the "sacrificial" demipower). While in possession of the relic, the candidate demipower must cast the spell recorded on the tablets within a span of a few feet from the sacrificial demipower. Energized by the dweomer and using the relic as a conduit, the full power of the sacrificial demipower flows to the candidate demipower, and in so doing, elevates the candidate to full godhood. Or so the tablets promise. The tablets lie.
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The actual magic resembles the formula in Iuz's possession as recorded on the tablets; however, the real formula requires the sacrificial demipower to willingly instigate the magic of transfer as a catalyst. Then, when the tablet dweomer concludes, the real candidate demipower speaks the capstone phrase in the Language Primeval, which initiates the transfer through the relic conduit. As it stands, only Vecna knows the phrase.
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Lesser Known Vecnan Relics
The notoriety of the Hand and Eye of Vecna extends across many lands and worlds. Other relics of Vecna survive, but because Vecna's rise as a demipower occurred long after his Hand and Eye gained artifact status, other castoffs of his first physical body initially garnered no great distinction. Although mummified, most were lost, or destroyed outright when Kas brought Vecna low. Vecna returned as a demipower, manifesting an avatar from semidivine energy. At this time, surviving fragments of his original body (not required or part of Vecna's newest incarnation) gained relic status. Note that Vecna's physical avatar has no left hand or eye, but does possess all other portions of his body (the lesser relics are not true artifacts, and thus do not resonate with the demipower to the degree of the Hand and Eye).
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The relics of Vecna are activated like the Hand and Eye. If placed in a position of corresponding anatomy on an animate body, the relic grafts itself into position, and takes on the "normal" functions of the missing body part, despite appearing mummified and dead.
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Those who slice off or remove a portion of their own bodies to apply a Vecnan relic take damage normally; a finger, eye, or tooth is worth 2d6 hit points, while a whole limb or organ is worth. A vital organ, such as the heart or head, kills the hopeful recipient before the relic can be applied (and so compatriots must complete the grisly task). If the relic is authentic, the graft occurs, and the power of the relic returns life to the dead. Successful recipients who wish to remove a relic take damage from the removal as if severing their own flesh; however, their original flesh does not return, and the hit point loss is permanent until a suitable replacement can be found or a regeneration spell is used.
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Aside from any innate abilities and/or curses transferred from the relic to the recipient, each relic also grants the recipient special abilities and protection should they ever come upon an avatar of Vecna. Those with relic grafts are immune to Vecna's direct power (such as spells and spell-like abilities) and are invisible to any attempts by Vecna's avatar to scry them in any manner. However, Vecna can still indirectly affect recipients with physical weapons, followers, and indirect consequences of spells.
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Recipients (including recipients of the Hand or Eye) are more capable of affecting Vecna, possessing as they do remnants of his original body. The avatar cannot heal any damage inflicted by relic recipients, and furthermore, should any recipient grab and hold Vecna, while the grip lasts the avatar cannot magically depart. Should recipients actually kill the avatar of Vecna, the power's essence is ejected from the Outer Planes, finally returning to the world that spawned it: Oerth.
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The Demiplane of Dread in Brief
The Demiplane of Dread (the RAVENLOFT setting) is a mysterious corner of the multiverse, ignored or avoided by gods and feared by planar travelers. Enigmatic, godlike forces rule over strange realms they built among the misty tendrils of the Border Ethereal plane. Somehow, these dark powers transported vast chunks of the Prime Material plane into their sphere of existence, creating disturbing mirror images of Prime Material locations, mixing and matching geographic elements and cultures as they did. These places are now separate domains in the demiplane. Some of these lands are clustered together in continents, while others exist as isolated islands surrounded by thick fog.
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The goals and purposes of the dark powers of the Demiplane of Dread are as unknown as they are, but one thing remains consistent in their actions: At the heart of every domain brought into existence is a man, woman, or creature who committed deeds of great evil. Each such ruler is at once powerful and powerless, as the land around usually contains elements that bring that ruler great pleasure while at the same time forever deny that which the ruler desires most.
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Vecna's Domain in the Demiplane
Vecna is the most powerful of those beings who were gifted with their own domains in the Demiplane of Dread. His realm is half of an island in the demiplane: a vast desert covered by a perpetual state of twilight. A single road cuts through this terrain to cross a great volcanic mountain range (the Burning Peaks), allowing the Lord of Secrets to move troops against the sole neighboring realm, Tovag, which is ruled by Kas the Bloodyhanded on the mountains' far side. The very sands of Vecna's desert drain the life force of those who venture into it, so leaving the road is even more deadly than facing Kas's troops. The only permanent settlement in Vecna's domain is Citadel Cavitius, a massive, skullshaped fortress within which Vecna has orchestrated his schemes to finally ascend to full godhood.
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Encounters in Citadel Cavitius
Origins: The human citizens of Cavitius were apparently brought to this demiplane from Vecna's capital in his ancient empire on Oerth, just prior to the empire's collapse. Most have dark hair and eyes, with light bronze skin, though with a sickly yellow hue from poor nourishment and frequent illness. Their universal poverty leaves them gaunt. They speak a form of ancient Flan. They dress in a style of clothing common to that long-ago period, though their clothing is usually filthy, faded, and ragged. Demihumans and humanoids are unknown here, except as very rare adventurers or as creatures of rumors and folklore.
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While the undead definitely are "Vecna's Favored" in this domain, the undead nearly always ignore the city's living population. If the living can keep out of the way of the undead, they can eke out a bleak but tolerable existence in Cavitius. Still, daily life in constant horror and fear drives many of the people of Citadel Cavitius to depression or madness.
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Many citizens deliberately take on the characteristics of the undead, starving themselves to appear almost skeletal in hopes of incurring Vecna's favor. Most citizens value strength of force over other virtues, stealing and bullying one another. Outsiders find Cavitians a cold and distasteful people.
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All slaves and prisoners in this city are human, but they have varied origins. Many were soldiers in the army of Tovag, captured after battles in the Burning Peaks. Others are common criminals from Cavitius who escaped receiving death sentences but must work at hard labor (effectively as slaves) for life. A tiny minority consists of unlucky adventurers who ran afoul of local nobles, or refugees who fled from other domains to arrive here (to their great regret).
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As this land knows neither true day nor night, about one-quarter of the city's population is asleep at any one time. No citywide work schedules are known; each business or local lord dictates the work (and thus the sleep) schedule. Street traffic varies little over time, being usually sparse.
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The various origins of the undead here are given with their descriptions. Language: The universal language spoken in Citadel Cavitius is an ancient form of Flan, a tongue of the Flanaess of Oerth.
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Undead: Several guidelines apply when roleplaying the parts of the undead of Citadel Cavitius. First, all undead here, even if free-willed and intelligent, serve Vecna completely. Skeletons and zombies behave in robotic fashion, obeying the orders of any nearby intelligent undead or clerics of Vecna. Intelligent undead can, at Vecna's will, receive his mental commands in an instant; they then strive (regardless of their personal opinions) to fulfill those orders in whatever way they can, using their wits and experience to guide them like any live adventurer. Intelligent undead disobey Vecna only at their immediate peril, so they choose to obey and avoid destruction. Undead here also obey the commands of Vecna's clerics, but to a lesser degree.
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Undead who become weakened in direct sunlight operate at full effect here, as direct sunlight does not exist. Spells such as light or continual light cause undead beings no harm, though many undead, such as shadows and wraiths, attempt to avoid bright light even here.
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Undead lords: Within Citadel Cavitius, potent undead beings such as vampires, ghoul lords, death knights, ghosts, skeleton warriors, liches, and master spectres vie for control. Vecna is aware of their presence and ambitions, but it serves his purpose to allow them to grow powerful, for they all serve him. So great has the deity's power become that no undead entity can resist his will—therefore he has no fear of them usurping him as foolish Kas once attempted.
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Each of about two dozen major undead lords controls a portion of the Citadel's undead population, or at least has them as allies. Certainly Vecna controls all undead, but he chooses to send his orders through these would-be nobles. Occasionally, conflicts erupt between the forces of one lord and another, but these are kept small and secretive. If a lord were destroyed, the Eye or perhaps even Vecna himself would investigate. No lord wants to fall under such close scrutiny and risk annihilation.
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Adventuring Heroes in Citadel
Cavitius In the eyes of every undead being in the city, new visitors are no different from long-term residents. This means that heroes can roam the city as they please, as long as they draw no attention to themselves and avoid confrontations with the undead. Demihumans and humanoids are curiosities, but given the nightmarish and oppressive environment, few citizens will look long at them, even at huge ogres, preferring to stay back, leave soon, and avoid trouble. The undead ignore nonhumans just as easily they will ignore humans, unless they become dangerously annoyed.
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The Palace of Vecna
On the outside, this fearsome structure is an exact duplicate of Vecna's ancient seat of power, as his empire reached its height across a now-forgotten region of the Flanaess. The palace housed the legendary Spider Throne and was the site of Vecna's greatest political and magical triumphs (and, perhaps, his greatest mistakes).
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Within this dread structure, the party must square off against the Old One for the life of Vecna himself. Little do they know that they are playing directly into Vecna's plans.
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Vecna's Master Plan
When Iuz launched what he hoped would be the final strike against Vecna, an ancient ally of the Whispered One—a supernatural beyond even human understanding— stirred. Known to Vecna as the Serpent, this being revealed Iuz's secret plan to Vecna, as it had revealed so many other secrets to him. The Serpent had previously told Vecna the truth about some of the multiverse's most shadowed beings: the dark powers that had restricted him to a physical form trapped within the Demiplane of Dread—and an even more mysterious entity, the Lady of Pain from the City of Doors. Vecna suddenly saw a way clear to do what he had previously failed at, a way to escape the clutches of the dark powers and elevate himself to the status of a greater god. All he needed was a way to bypass the dark powers and gain access to the City of Doors.
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He might well shatter the entire universe in the process, but he would be free, his enemies would be vanquished, and he would probably have enough power to remake the universe. Yes, Vecna would remake the universe in his image, as it had always meant to be.
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However, Vecna had to move carefully and slowly. He was playing a cosmic chess game against powers who had the same access to secrets that he did, so he had to think as if he was playing this game against himself. Therefore, Vecna placed himself on the board as the black king.
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Vecna allowed luz to discover the "true way" to slay Vecna and absorb his essence. Vecna himself informed those who carried the news to Iuz of his "vulnerable state." Thus, the Old One, unwittingly, took on the role of the white queen.
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Vecna had to hide to his moves from his opponent with clever feints. The first of these feints was an elaborate plan that would supposedly lead to his resurrection as a mortal with the powers of a god, leaving behind the rotting shell that is his current physical form. As part of that scheme, Vecna saw to it that pawns were provided to the dark powers to be used to thwart his scheme. (These events are described in Vecna Reborn.)
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Once that plan was seemingly defeated, Vecna started an almost identical one, banking on the fact that the dark powers would assume that he was blinded by rage. Carefully, operating in the background, he set events into motion on his homeworld of Oerth, instructing his followers to corrupt a gate to the Demiplane of Dread and to leak information to agents of Iuz. Vecna was certain that the dark powers would permit Iuz to enter Cavitius, as he was certain they knew that Vecna was manipulating Iuz.
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Vecna needed everyone to believe that they were acting of their own accord, so only his clerics and a few undead have been let in on some of his plans. Both Iuz and the party of adventurers—the current heroes—will meet resistance, even if Vecna ultimately wants Iuz to meet him in this throne room high atop the Black Tower. Vecna has arranged for nearly all of his most powerful followers to be away in the Burning Peaks, battling the forces of Kas. His palace is now staffed by a comparatively weak force, mixed with foes such as death knights and vampires, to keep Iuz challenged, but not too challenged. Even Iuz's humanoids should get part of the way into the palace, if they are very lucky. The trap is laid. Now Vecna must wait for someone to take the bait.
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