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| + | ====== Le Sang Divin ====== | ||
| + | /* Blood of Vol */ | ||
| + | <WRAP box fgblack 350px left :en> | ||
| + | {{ : | ||
| + | <panel type=" | ||
| + | ^Alias | Le Sang de Vol | | ||
| + | ^Alignement | Neutre | | ||
| + | ^Portfolio | Immortalité | | ||
| + | ^Domaines | Mort, Vie | | ||
| + | ^Arme | Dague | | ||
| + | </ | ||
| + | |||
| + | Le **Sang Divin** est une religion à prédominance humaine qui n' | ||
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| + | Le Sang Divin est centré sur la croyance de la Divinité intérieure, | ||
| + | |||
| + | ====== Histoire ====== | ||
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| + | (**Avertissement : | ||
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| + | Avant de passer aux détails de la Divinité intérieure, | ||
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| + | Dans une tentative malavisée de mettre fin au conflit qui avait ravagé les elfes et les dragons, la matriarche de la Maison a mélangé le sang des deux races, donnant naissance à une petite fille qui incarnait les deux, Erandis. | ||
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| + | La révélation de l' | ||
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| + | Il y a vingt six cents ans, un puissant dragon rouge nommé [[Avothirax]] arrivA à la tête d'un millier de guerriers elfes. La Maison de Vol tomba en ruine, et la Marque de la Mort fut perdu. Les elfes des maisons associés à la maison de Vol furent épargnés et exilés en Khorvaire, ou ils répandirent leur religions parmi les humains. | ||
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| + | <ifauth @admin>< | ||
| + | {{ : | ||
| + | Les vrais adeptes de la religion servent et vénèrent l' | ||
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| + | La révélation de l' | ||
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| + | Au fil des siècles, Vol rassembla à ses côtés des adeptes formant le Sang Divin et plus récemment l' | ||
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| + | Vol supervise ses projets depuis sa maison du [[Château Illmarrow]] sur l' | ||
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| + | </ | ||
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| + | ====== Doctrine ====== | ||
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| + | Si une seule doctrine religieuse unit le Sang Divin, c'est bien le concept de la Divinité intérieure. Cette notion est incarnée dans l’un des principes les plus précieux des Chercheurs, prononcé à l’ouverture de presque tous les rassemblements rituels : | ||
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| + | < | ||
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| + | Ce chant illustre à quel point la foi se démarque des religions plus traditionnelles. Les chercheurs ne croient en aucune divinité autre que celle qui coule dans leurs propres veines et refusent de reconnaître l’existence d’un « dieu » par principe uniquement. Pour eux, les adeptes de la Légion Souveraine et des Sombres Six vivent des vies de mensonges qui finiront par se terminer dans le désespoir. La philosophie des chercheurs n' | ||
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| + | Les chercheurs croient que la foi traditionnelle est une vanité complaisante, | ||
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| + | ==== Les âmes et la vie après a mort ==== | ||
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| + | Les chercheurs soutiennent que le sang lui-même est « l’âme » de la vie, courant dans les veines des êtres sensibles comme un dieu liquide. Dans la mentalité de la plupart des cultes du Sang, les créatures qui ne connaissent rien au sang (constructions, | ||
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| + | Le concept de la Divinité intérieure est au cœur de la vision de l’âme des Chercheurs et de toute notion d’au-delà. Ils croient absolument en [[: | ||
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| + | La position élevée des [[Mort vivant]] au sein de l’Église pourrait surprendre ceux qui ne sont pas croyants. Les vampires, liches et momies n'ont plus de sang ni de vie et ne peuvent donc jamais atteindre pleinement à la Divinité intérieure. Les Chercheurs croient que les Mort-vivants intelligents ont fait ce terrible sacrifice pour vaincre la mortalité et servir la secte. Ainsi, ils sont vénérés et respectés, mais ils sont aussi plaints, car ils ne peuvent jamais atteindre la perfection. Les Mort-vivants sont les champions de l' | ||
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| + | ===== Serviteurs du Sang Divin ===== | ||
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| + | Contrairement à l' | ||
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| + | La caractéristique la plus révélatrice du Sang Divin est la variété des manières dont ses adeptes accèdent à la foi. Seul un type spécifique de personne cherche activement à adhérer à une religion telle que la Flamme d' | ||
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| + | ==== Devenir Prêtre ==== | ||
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| + | La majorité des prêtres de la foi sont issus des fidèles. Une fois que leur compréhension de la Divinité intérieure a progressé au-delà d’un certain point, certains chercheurs se sentent obligés d’aider les autres à trouver le chemin et sont ensuite élevé au rôle de prêtre. En théorie, pour rejoindre la prêtrise, il suffit d’une compréhension claire de son rôle dans le parcours d'un individu et d’un fort désir de servir. Dans la pratique, bien entendu, les choses se déroulent un peu différemment. | ||
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| + | <ifauth @admin>< | ||
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| + | Le sacerdoce mondial de la foi (tel qu'il est) est le mécanisme par lequel la reine liche Vol influence la vie des Chercheurs du monde entier. La plupart des fidèles n'ont aucune idée que Vol existe toujours, encore moins de l' | ||
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| + | Devenir prêtre pour le Sang Divin n' | ||
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| + | Lorsqu' | ||
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| + | Les spécificités varient d'un groupe à l' | ||
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| + | ==== Hiérarchie ==== | ||
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| + | Bien qu'il puisse paraître désorganisé par rapport à certaines autres fois, le Sang Divin a une hiérarchie formelle, aussi rigoureuse qu'une autre. La différence réside dans les niveaux de secret maintenus et dans le flux d’informations à tous les niveaux de la foi. Même si beaucoup l’ignorent, | ||
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| + | * **[[Vol]], Reine des Morts :** Au sommet de la religion se trouve son ancêtre et homonyme, [[: | ||
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| + | * **[[: | ||
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| + | * **Les Connaisseurs : | ||
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| + | * **L' | ||
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| + | * **Le clergé : | ||
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| + | ==== Quêtes ==== | ||
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| + | Officiellement, | ||
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| + | </ | ||
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| + | ==== Devoirs Du Clergé ==== | ||
| + | {{: | ||
| + | Chaque prêtre du Sang Divin partage le même devoir que chaque adepte : rechercher la Divinité intérieure. Même ceux qui ont déjà libéré leur propre divinité potentielle, | ||
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| + | Le clergé du Sang Divin dirige des cérémonies et des rituels importants, tout comme le font les prêtres des autres confessions. Dans tous les cultes, sauf dans les plus sauvages, on peut trouver des prêtres du Sang remplissant des rôles banals dans la vie de leurs compagnons chercheurs, offrant des conseils aux fidèles et même acceptant des confessions. Bien que ce soit loin d' | ||
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| + | Il n’existe pas de symbole sacré unique et obligatoire associé à la foi. Bien que le Sang Divin ait un symbole, qui est largement utilisé comme un symbole sacré, ce n'est pas le symbole sacré de chaque prêtre. Chacun est autorisé (et même attendu) à trouver un symbole qui résonne en lui et à le garder sacré. Cette pratique peu orthodoxe reflète non seulement l’importance accordée par la foi aux besoins de l’individu, | ||
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| + | Les prêtres du Sang Divin poursuivent et maîtrisent les sorts de l' | ||
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| + | ==== Prêtres Déchus ==== | ||
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| + | La procédure de renvoi d’un prêtre du Sang Divin est d’une simplicité troublante. En règle générale, quelque chose d’assez grave pour justifier la défroquation suffit à justifier la mort du prêtre. La mort devant la divinité est le pire sort qu'un chercheur puisse concevoir, donc l' | ||
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| + | ===== Rites et Rituels du Sang Divin ===== | ||
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| + | Le Sang Divin ne mène pas de rituels au nom d'une divinité spécifique, | ||
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| + | ==== Prières ==== | ||
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| + | Les adeptes du Sang Divin font peu usage de la prière conventionnelle, | ||
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| + | < | ||
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| + | ==== Rites mineurs ==== | ||
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| + | Le Sang Divin dans son ensemble ne maintient aucun rite mineur, car toute pratique confessionnelle est considérée comme un rite majeur, par définition. Toutes les pratiques et rituels localisés sont donc considérés comme des rites mineurs, et ceux-ci varient d'un culte à l' | ||
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| + | ==== Rites Majeurs ==== | ||
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| + | Le Sang Divin en tant que foi ne marque pas les événements de la vie comme d' | ||
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| + | Contrairement aux autres confessions, | ||
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| + | En de rares occasions, un chef de secte rassemblera les chercheurs locaux pour marquer la naissance ou la mort d'un individu inconnu ou banal. Malgré cela, aucun chercheur fidèle ne remettra en question la décision. Ce rite se produit le plus souvent lors des décès mais peut également se produire lors de naissance de temps en temps. L' | ||
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| + | * **[[:Le sacrement du sang]] :** C'est la pratique la plus sacrée du Sang Divin, visant à affirmer que tous les membres d'une communauté sont un et unis dans leur divinité. Pendant ce sacrement, tous les chercheurs locaux se rassemblent dans une chambre spécialement préparée, loin des regards indiscrets. Le chef de la secte commence par un bref chant en [[Draconique]], | ||
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| + | * **Jour des révélations (13 Crya) :** À mesure que l' | ||
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| + | ==== Le Calendrier ==== | ||
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| + | Le Sang Divin existait bien avant la formation de [[Galifar]] et il n' | ||
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| + | Le Calendrier liturgique du Sang Divin compte le temps à partir de l' | ||
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| + | ===== Dans La Vie Quotidienne ===== | ||
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| + | Contrairement à [[:la Légion Souveraine]] ou à l' | ||
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| + | ==== Le Peuple Du Sang Divin ==== | ||
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| + | Les membres des races monstrueuses (en particulier les [[gobelinoïdes]], | ||
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| + | ==== LE Sang Divin ET LE GOUVERNEMENT ==== | ||
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| + | Bien que de nombreux Chercheurs l’ignorent, | ||
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| + | La foie est plus forte et plus influente à Karrnath que dans la plupart des autres régions. Et si [[npc: | ||
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| + | La foi est presque aussi active dans l' | ||
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| + | <ifauth @admin>< | ||
| + | À ses échelons supérieurs, | ||
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| + | Avec la réémergence de Kaius I (maintenant un vampire, grâce à Vol elle-même) sous l' | ||
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| + | La capitale de [[: | ||
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| + | Les chercheurs sont influents à la fois en [[: | ||
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| + | </ | ||
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| + | ==== Le Sang Divin Et Les Autres Foi ==== | ||
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| + | Comme l’Église de la Flamme d’Argent, Le Sang Divin estime que toutes les autres confessions sont fausses. Le chercheur typique ne croit en aucune divinité autre que celle qui coule dans ses propres veines et dénonce avec véhémence un culte insensé jusqu' | ||
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| + | Les membres individuels du culte du sang ont des attitudes différentes à l' | ||
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| + | * **[[:La Flamme d' | ||
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| + | * **[[: | ||
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| + | * **[[:Les Sombres Six]]:** Les vassaux des Six souffrent de la même maladie de l'âme qui affecte ceux de la Légion, mais au moins ils sont plus honnêtes à ce sujet (les adeptes du [[: | ||
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| + | * **Sectes druidiques : | ||
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| + | * **Autres confessions : | ||
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| + | ==== Le Sang Divin Dans La Dernière Guerre ==== | ||
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| + | De nombreux Chercheurs individuels ont tenté de tirer le meilleur parti de « l’opportunité » qu’était La Dernière Guerre. Certains ont utilisé le chaos comme couverture pour des opérations visant à dénicher des reliques ou des secrets dont l' | ||
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| + | Vol elle-même s'est présentée devant le roi de Karrnath pour réclamer son dû. Premièrement, | ||
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| + | Many individual Seekers tried to make the most of the “opportunity” that was the La Dernière Guerre. Some used the chaos as cover for operations to ferret out relics or secrets whose existence or access had been forbidden during peacetime. A few were successful; many others fell alongside those who fought in the war. The bulk of the Covenant Écarlate’s resources in the La Dernière Guerre, however, were tied up in the lich_queen’s efforts to secure Karrnath’s power and wealth. \\ Once the La Dernière Guerre had begun in earnest, Vol directed elders of her priesthood to approach King Kaius I with an offer. The Le Sang Divin, influential in the region for some time, pledged full support to Kaius and to Karrnath in exchange for a few “small considerations.” The timing, of course, was perfect. Cyre and Thrane were on the move, each eager to claim Karrnath for its own, and Kaius’s diplomatic relations with what few allies remained had never been worse. Were it not for Vol’s aid, Karrnath would have fallen during the La Dernière Guerre. \\ The Le Sang Divin provided two primary sources of aid, which mark Karrnath to this day. They created Mort_vivant to bolster and replace Karrnath’s living troops, stemming the tide of Thrane’s advance. Combined with the elite corps known as the [[: | ||
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| + | Vol herself came before the king of Karrnath to claim her due. First, she demanded that her cult be allowed to establish temples and bases in his kingdom. Second, she required Kaius to undergo the Sacrament of Blood. Kaius had heard of the ritual and knew it was harmless to participants, | ||
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| + | ===== Temples and Shrines of the Le Sang Divin ===== | ||
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| + | The Le Sang Divin is flexible about what structures can serve as shrines. Once again, individuality is respected. Seekers keep their faith in their own ways, and the religion mandates no adherence to any particular size, style, or construction of a shrine. It must contain an altar of some kind, along with a means for collecting ritually shed blood neatly and without undue waste. Any room can serve this purpose, so long as it is prepared withthe proper care and reverence. Most shrines are private affairs and usually small, since proper temples serve the needs of larger groups. \\ True temples are almost as varied as shrines but share more features. They are built of stone, natural or worked; the type is immaterial. Some are elaborate, using state_of_the_art engineering and magical techniques, incorporating multiple wings and vast, vaulted Chambres. Others are simple, one_room cubes of severe look and design, and a few are converted natural caverns. As with smaller shrines, the only requisite detail is an altar (preferably in its own room). Even the altar itself need not have any specific shape or design. In some temples, it is located against the far wall of the altar room; in others, on the floor in the dead center of the room; in still others, it is elevated and placed to one side. Every temple of any means also maintains a system to collect and preserve blood in the altar room. This can be a permanent magical effect, in the case of the largest and wealthiest temples, or simply a pattern of grooves in the floor of the Chambre, where spilled blood can pool in a specified collection place. \\ Candles, braziers, and other sources of fire are Commun, and a temple usually maintains at least one flame for each member of the local cult. These soulflames are kept alight, burning bright and red, whenever the temple is in use. They symbolize the sacred fire flowing through all sentient life. When a cultist unlocks the secret to divinity—by no longer aging or by becoming Mort_vivant—that flame is extinguished, | ||
| + | The largest and most famous of all Vol’s temples is the Monastère du Sang Pourpre in Atur, the City of Night, in Karrnath. Like the Cathédrale de la Flamme d' | ||
| + | Khorvaire boasts two other notable temples. The first is [[: | ||
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| + | ===== Variant Sects ===== | ||
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| + | The Le Sang Divin draws Seekers of many differing origins and behaviors. Not all are equally committed to (or indeed, aware of) the Covenant Écarlate or Vol herself. The spread of her philosophy has grown far beyond Vol’s ability to oversee directly, and she watches with interest as it grows and changes with each new Seeker who comes to the faith. \\ **[[: | ||
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| + | === The Le Sang Divin in Sharn === | ||
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| + | The Le Sang Divin is a religion that reveres the Mort_vivant. In Breland—and even in much of Karrn— people associate the Le Sang Divin with mad necromancers and armies of the dead. But as with the Église de la Flamme d' | ||
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| + | ====== Followers of the Le Sang Divin ====== | ||
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| + | Followers of the Le Sang Divin call themselves Seekers and come from all walks of life though Seekers are predominantly Humain. Seekers do not believe in divine beings rather they seek the divinity within themselves believing in the life and godliness that flows through blood itself. The Le Sang Divin tends to appeal to those who wish to improve themselves and those who are driven due to the faiths focus on the individual' | ||
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| + | ====== The Le Sang Divin and Other Faiths ====== | ||
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| + | Much like the Flamme d' | ||
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| + | **[[: | ||
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| + | **[[: | ||
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| + | **[[: | ||
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| + | **[[: | ||
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| + | ====== As of Fourth Edition' | ||
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| + | While the followers of The Le Sang Divin are often distrusted by members of other faiths because of rumors that they worship the dead, the members are not evil. This is widely misunderstood due to the fact that the teachings are dark and driven. While no longer presumed evil, the members of The Le Sang Divin are unaligned and follow these exhortations: | ||
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| + | ====== Key Locations ====== | ||
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| + | *[[: | ||
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| + | ====== Notable Members ====== | ||
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| + | *[[: | ||
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| + | ====== Prestige Classes ====== | ||
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| + | *[[: | ||
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| + | ====== Variant Sects ====== | ||
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| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
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| + | RISING : Le Sang Divin Everyone has a spark of divinity. Find that power within. • Death is the end, Dolurrh is oblivion, and if the gods exist, they are cruel. Stand with those you care for; all we have is this life and each other. What just god would allow death and suffering? The Le Sang Divin teaches that we all have the potential to become divine beings-and that death is a curse, designed to kill you before you can unlock the divinity within you. The Le Sang Divin is a grim faith, founded by Erandis de Vol, an Elfee from Aérénal. It asserts that death is oblivion, that the universe is uncaring, and that if the Sovereigns exist, they are cruel. Its followers study the secrets of blood and life, and because they believe that death is the end, they see nothing wrong with using the bodies of the fallen to serve the living. Seekers of the Divinity Within (as the faithful call themselves) are glad to be reanimated after death; at least they can do some good. Because of this association with necromancy, many believe the Le Sang Divin embraces death and its followers want to become Mort-vivant. Both ideas are false. The Le Sang Divin sees death as the ultimate evil. Seekers don't want to become Mort-vivant; | ||
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| + | Unlike the Sovereign Host or Church of the Silver Flame, the Blood of Vol has neither a region where the faith is dominant (at least, not outwardly) nor a nation to call its own. Worship is strong all over Khorvaire, particularly in Karrnath and Droaam, but even where practice of the religion occurs openly, no dominance can be claimed. | ||
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| + | The People of the Blood of Vol Members of the monstrous races (particularly goblinoids, gnolls, and minotaurs) are often born into the faith, while other humanoids (especially humans and half-orcs) typically come to it later in life. In all but the most savage Seeker communities, | ||
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| + | The Blood of Vol and Government Although many Seekers are unaware of it, their faith is one of the most politically active on Eberron. In its upper echelons, the Blood of Vol is a force for political and social change that uses its congregation as a worldwide masquerade for its true agenda. | ||
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| + | The Blood of Vol is involved to some extent in every major government on Khorvaire. The faith is best known for its connections to Karrnath, where it is responsible for, among other things, turning the tide of the Last War and begetting the recently outlawed Order of the Emerald Claw. With the reemergence of Kaius I (now a vampire, thanks to Vol herself) in the guise of Kaius III, the faith has met with setbacks. Still, it is stronger and more influential in Karrnath than in most other areas. And if the recently converted Shirin d’Garda succeeds in his bid to take over House Garda, the tide could turn in favor of the Blood of Vol once more. | ||
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| + | The faith is almost as active in the neighboring state of Aundair, though its presence is not nearly as open or accepted. The capital at Fairhaven is the headquarters of the Cult of Life, the single largest order within the Blood of Vol, which serves as the Aundairian equivalent of the Order of the Emerald Claw (though without the public persona). Vol is much more careful about her operations in Aundair, for the region is important to her future plans. Her operatives have thus far managed to keep a low profile, despite having made substantial inroads in the Aundairian political system. | ||
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| + | Seekers are influential in both Breland and the Lhazaar Principalities, | ||
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| + | The Blood of Vol and Other Faiths Like the Church of the Silver Flame, the Blood of Vol believes that all other faiths are wrong. The typical Seeker believes in no divinity beyond that which runs through his own veins, and vehemently decries mindless worship until (and often beyond) his last breath. The Blood of Vol holds most other religions in contempt: No sane soul would choose to give up self-determination, | ||
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| + | Specific Attitudes Individual members of the cult of Vol have differing attitudes on other religions, often based solely on their individual experiences with said faiths, but the “party line” is roughly as follows. | ||
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| + | The Silver Flame: Empty-headed zealots of the worst order. The best lesson one can learn from the so-called Purified is how destructive faith can be when it is left to another to dictate. The only pure thing about these soulless sheep is the self-righteous condescension they harbor for us. | ||
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| + | The Sovereign Host: A faith that could almost be considered quaint, were it not so pervasive. It is a terrible pity that so many are content to eke out miserable lives in the honor of “gods” who have clearly forsaken them. I leave them to their misery . . . and to Dolurrh. | ||
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| + | The Dark Six: Vassals of the Six suffer from the same disease of the soul that affects those of the Host, but at least they are more honest about it (followers of the Keeper in particular). If nothing else, they make valuable if untrustworthy allies against the more zealous of the Silver Flame. | ||
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| + | Druid Sects: Some claim that these nature-worshipers are our greatest enemies. In truth, we are more alike than different. We both venerate nature. They look to the natural world beyond us, and in that are misdirected. It is the nature within us all—blood—that deserves the greatest reverence. | ||
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| + | Other Faiths: Simpletons. I can respect power and can understand why some might want to be in league with mighty beings. But to offer one’s soul to such beings—to lay all hope for divinity at another’s feet—is beyond pathetic. Even the druids are worthy of more respect. | ||
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| + | The Blood of Vol in the Last War Many individual Seekers tried to make the most of the “opportunity” that was the Last War. Some used the chaos as cover for operations to ferret out relics or secrets whose existence or access had been forbidden during peacetime. A few were successful; many others fell alongside those who fought in the war. The bulk of the Covenant Écarlate’s resources in the Last War, however, were tied up in the lich-queen’s efforts to secure Karrnath’s power and wealth. | ||
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| + | Once the Last War had begun in earnest, Vol directed elders of her priesthood to approach King Kaius I with an offer. The Blood of Vol, influential in the region for some time, pledged full support to Kaius and to Karrnath in exchange for a few “small considerations.” The timing, of course, was perfect. Cyre and Thrane were on the move, each eager to claim Karrnath for its own, and Kaius’s diplomatic relations with what few allies remained had never been worse. Were it not for Vol’s aid, Karrnath would have fallen during the Last War. | ||
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| + | The Blood of Vol provided two primary sources of aid, which mark Karrnath to this day. They created undead to bolster and replace Karrnath’s living troops, stemming the tide of Thrane’s advance. Combined with the elite corps known as the Order of the Emerald Claw, also provided by the Blood of Vol, Karrnath gained ground against not only Thrane, but Aundair, Breland, and Cyre as well. | ||
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| + | Vol herself came before the king of Karrnath to claim her due. First, she demanded that her cult be allowed to establish temples and bases in his kingdom. Second, she required Kaius to undergo the Sacrament of Blood. Kaius had heard of the ritual and knew it was harmless to participants, | ||
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| + | Temple : The Blood of Vol is flexible about what structures can serve as shrines. Once again, individuality is respected. Seekers keep their faith in their own ways, and the religion mandates no adherence to any particular size, style, or construction of a shrine. It must contain an altar of some kind, along with a means for collecting ritually shed blood neatly and without undue waste. Any room can serve this purpose, so long as it is prepared with the proper care and reverence. Most shrines are private affairs and usually small, since proper temples serve the needs of larger groups. | ||
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| + | True temples are almost as varied as shrines but share more features. They are built of stone, natural or worked; the type is immaterial. Some are elaborate, using state-of-the-art engineering and magical techniques, incorporating multiple wings and vast, vaulted chambers. Others are simple, one-room cubes of severe look and design, and a few are converted natural caverns. As with smaller shrines, the only requisite detail is an altar (preferably in its own room). Even the altar itself need not have any specific shape or design. In some temples, it is located against the far wall of the altar room; in others, on the floor in the dead center of the room; in still others, it is elevated and placed to one side. Every temple of any means also maintains a system to collect and preserve blood in the altar room. This can be a permanent magical effect, in the case of the largest and wealthiest temples, or simply a pattern of grooves in the floor of the chamber, where spilled blood can pool in a specified collection place. | ||
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| + | Candles, braziers, and other sources of fire are common, and a temple usually maintains at least one flame for each member of the local cult. These soulflames are kept alight, burning bright and red, whenever the temple is in use. They symbolize the sacred fire flowing through all sentient life. When a cultist unlocks the secret to divinity—by no longer aging or by becoming undead—that flame is extinguished, | ||
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| + | Priests of the Blood of Vol seek out manifest zones of Mabar, the plane of Endless Night, to build shrines and temples. When the plane is Limitrophe with Eberron, it enhances the power of magic sacred to the faith, but this happens only once every five years, and for just three nights. Unknown to even most Seekers, the Covenant Écarlate aggressively searches for such zones, and has built numerous new temples since the end of the Last War. Rumor tells of a massive ritual to be conducted during the three nights when next Mabar is Limitrophe, but none can say what such an ambitious rite is to accomplish. | ||
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| + | The largest and most famous of all Vol’s temples is the Crimson Monastery in Atur, the City of Night, in Karrnath. Like the Cathedral of the Silver Flame, the monastery is fortresslike in design and defensibility. Unlike its counterpart in Flamekeep, it presents a far more humble exterior. The local high priest, an abactor of the Covenant named Malevanor, uses his temple’s innocuous reputation to hide in plain sight amid the turbulent political climate of postwar Karrnath. Malevanor rarely leaves his inner chambers and when he does, he goes heavily cloaked. | ||
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| + | Khorvaire boasts two other notable temples. The first is Illmarrow Castle, the home of Vol herself, in northern Lhazaar. The second is the Widening Gyre, a subterranean complex hidden beneath the streets of Xandrar, on the northwestern outskirts of Breland. From this underground temple (which is concealed by magic, as well as by natural rock), a Covenant abactor named Baszilio runs not only local affairs, but also a corridor of communication and trade with Covenant agents in Karrnath. According to rumor, Baszilio was in life a cousin to Shirin d’Garda, Lord Commander of the Épées Certifiéess, | ||
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| + | ============================================================================================================================================================================ | ||
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| + | ====== Dragonmark: The Blood of Vol ====== | ||
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| + | * **All Seekers revere or worship undead.** The Seekers see undeath as a //tool//. Undead such as skeletons and zombies are useful and a way to thumb your nose at the universe: //You may have killed me, but you’ll have to grind my bones to dust before I stop helping my people. //Seekers believe that their souls are destroyed after death, so there is nothing magical about the body; why //not //use it in a way that will help those who still live? In addition, throughout history the Blood of Vol has had champions who have become undead so that they can continue to teach or protect the living, or search for ways to break the curse of mortality or fight the Sovereigns themselves; essentially, | ||
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| + | //**Are undead warriors an extreme solution in Karrnath or now undeads are used in common works? Do they have undead farmers? | ||
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| + | //**A good follower of the Blood of Vol wants to preserve all life. This proves to be an uneasy goal to reach, as the very mechanics of the game tend to push players to kill their opponents without seconds thoughts more often than not. What creatures, would you think, the BoV faith may consider “impossible to save” (and so, fair game to kill if they act evil)?** // | ||
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| + | Well, rather than saying they want to preserve all life, I’d say that they //consider every death a loss//. Every death is a tragedy, and a good follower of the BoV sympathizes will all who labor under the curse; in my opinion, BoV clerics are the MOST likely to help others with resurrection magic, because they don’t believe dying people have some pleasant future with the Sovereigns of Flame. But with that said, that doesn’t mean that every life must be saved or that they cannot kill. Every death is a tragedy, but first and foremost //you have to protect your people//. If a bandit tries to kill you – or if a paladin of Dol Arrah is going to destroy your undead champion – it’s OK to kill them. If you CAN take them alive, great. But if misguided people pose a clear and deadly threat to the faithful, shed a tear for them and do what you must do to protect those who are truly innocent. Basically, it’s never something you should do without a second thought – but it’s acceptable to kill someone who will kill you or your people if nothing is done. | ||
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| + | Aberrations are definitely fair game. Strangely, //undead //are valid to destroy, because they’re dead. Constructs, oozes, etc – all good. Beyond that, many Seekers only see the divine spark as existing in “things that look like me”. TECHNICALLY any intelligent creature with blood has the Divinity within, but many Seekers only extend that to humanoids, and others limit even further to humans and demihumans. So if you try to protect all sentient things you’d a very noble Seeker… but many would just see the blackscale lizardfolk as a monster, not a brother-in-blood. | ||
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| + | //**What would be the position of the Church toward the warforged, in your opinion?** // | ||
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| + | A warforged is essentially like an undead. Pity them as they have no blood and can never attain true divinity, but if they choose to serve the faith, it’s a noble calling and they should be treated with respect. Now, the stranger case is the warforged Seeker who attains divine power; in the 5E game I’m running right now, one of the PCs is a warforged BoV paladin. Some Seekers will look at this and say that they //must //have a piece of the divine spark for this to occur. Others would assert that because they are acting as a champion of the faith, they are actually drawing on the divinity of the people they are protecting. | ||
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| + | //**You mentioned that the Bloodsails are more representative of the first traditions of the line of Vol. Does it have something to do with the presence of “Lady Illmarrow”, | ||
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| + | No – it’s because the Bloodsails are the direct descendants of the elves who served the line of Vol and fought alongside it against the dragons and the Undying Court. The Blood of Vol took their ideas and mixed them up with existing beliefs about the Sovereigns and such; the Bloodsails follow the more pragmatic approach that death sucks and undeath gives you power and immortality, | ||
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| + | * It is POSSIBLE for people to unlock the Divinity Within and move on without breaking the who cycle for everyone. So selfish Seekers this is all they want to do: achieve personal ascension, with no concern for others. But there are surely BoV “saints” who ARE believed to have ascended and to exist in a higher form already; we just want to make that possible for everyone. | ||
| + | * Tying to the point that most BoV followers consider the “Vol” in the Blood of Vol to be the original Seeker who discovered the Divinity Within: there’s no issue with this clashing with the true history of the line of Vol. Elves live a long time and thus HAVE more time to try to unlock the Divinity Within. Hearing the true history of the line of Vol, a Seeker would say “So, it’s a family of elves who was studying necromancy? Clearly, the Vol WE reference was a member of that family who discovered the Divinity Within as part of that work.” Essentially, | ||
| + | * Honestly, I think Seeker sages pity the elves. They have the right //idea //and they have such long lives they ought to be able to accomplish it. But looking to the Undying Court, they //tie themselves to this world// – when someone who unlocks the Divinity Within should ascend to something BETTER than this world. | ||
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| + | The Blood of Vol: | ||
| + | Divinity Within | ||
| + | Life is pain, a ceaseless struggle against hunger, disease, and despair. Every day we’re one step closer to the grave, and all that lies beyond is Dolurrh and the disintegration of the soul. What just god would create such a world? What benevolent Sovereign would condemn their creations to such misery? | ||
| + | But what if mortality is something that can be overcome? Perhaps we all have a spark of divinity within us, a spark that can become a force to rival the Silver Flame. Perhaps one day we can end the cycle of death and misery, so all can live long enough to find their divinity within. Until then, the best we can do is to hold our family and friends close, defy cruel fate, and fight to live as long as we can. | ||
| + | This is the message of the Blood of Vol. Life is suffering and death is annihilation, | ||
| + | Foundations of the Faith | ||
| + | Most followers of the Blood of Vol identify as Seekers of the Divinity Within—usually shortened to Seekers—though there are other traditions within the faith. The Blood of Vol has long been vilified, with outsiders often viewing it as a death cult, falsely equating it with the cult of Katashka the Gatekeeper (described later in this chapter), or blaming its members for plagues and blights. In the midst of misinformation and fear, what is the truth of the Blood of Vol? | ||
| + | Born in Khorvaire | ||
| + | Human settlers to Khorvaire brought the faith of the Sovereign Host with them, but the Blood of Vol is indigenous to the continent. The line of Vol was a noble line of Aerenal, as described in chapter 2, with a long tradition of necromancy tracing its roots back to Xen’drik. When members of the line of Vol developed the dragonmark known as the Mark of Death, they undertook a risky series of experiments designed to unlock its full powers. This ended when the Undying Court and the dragons of Argonnessen joined forces to eradicate the bloodlines that carried the Mark of Death. In the aftermath of this brutal purge, those elves who had supported Vol but didn’t bear its blood were given the choice of exile or swearing fealty to the Sibling Kings of Aerenal. This resulted in a wave of exiled elves settling in the Lhazaar Principalities and spreading west into the lands that are now Karrnath. | ||
| + | These exiles brought the knowledge of necromancy along with stories of how the heroic family of Vol had sought to attain godhood, only to be destroyed by the jealous gods. The people of the region knew nothing of Aereni traditions or dragonmarks, | ||
| + | So despite its name, the religion was never practiced by the line of Vol, nor by the infamous Erandis Vol herself, who was in hiding during the period in which the faith evolved. It is a faith born of the blending of elf and human myths and traditions. While the faithful believe that “Vol” was the first person to find the divinity within and challenge the curse of mortality, the faith is based around the divinity within each of us, not the worship of this mythical Vol. Even devoted priests of Vol do not know Erandis Vol’s identity, though they respect the name of “Vol” as author of their core texts, believing that this Vol challenged the Sovereigns, then was subsequently destroyed by these jealous gods—a martyr of the faith. Modern Seeker scholars debate the origins of the name, whether Vol was an individual or a group of people, or related to the elven line at all. So if Erandis Vol were to proclaim her true identity, many of the faithful would be impressed by her lineage, but her bloodline alone wouldn’t give her divine authority. | ||
| + | Always in Opposition | ||
| + | Millennia ago, as the faith of the Blood of Vol emerged in pre- Galifar Khorvaire, it stood in opposition to the dominant beliefs and authorities of the time. The tyrannical leaders asserted that the Sovereigns blessed their bloodlines and their rule. By challenging the benevolence of the Sovereigns, these early Seekers were also challenging the despots of the time. As time marched on and those petty tyrants fell, the Sovereign Host remained the dominant faith of humanity in Khorvaire, and the philosophical divide between Seeker and Vassal only grew. The Seekers were also shunned for their use of necromancy, generally considered taboo and said to be condemned by Aureon and Dol Arrah. This prejudice grew worse with the rise of Galifar and the Church of the Silver Flame, which asserted that undead are inherently anathema and drain the life from the world by their very existence. In turn, this caused people to blame plagues and blights on the Seekers. However, the Blood of Vol is a faith grounded in the principle of an oppressive universe, and it endured in spite of this prejudice and persecution. But it never spread far beyond the harsh lands where it began, and Seekers are often still met with fear and suspicion today. | ||
| + | Stronger Together | ||
| + | “The universe is against us, and all we have is each other.” This is one of the most basic principles of the Blood of Vol. Despite its grim outlook, it is a faith that emphasizes the value of friendship, family, and community. There are no benevolent gods looking out for us, so we have to look out for each other. Death is the end, so we can’t let it steal the people we care about without a fight. And since there is no pleasant afterlife waiting for us, we should treasure the time we have with those we love. These values have kept the Blood of Vol alive through the centuries: the deep commitment to community and to working together even in the face of impossible odds. | ||
| + | The Divinity Within | ||
| + | “Divinity lies within our blood.” | ||
| + | In the eyes of the Seeker, life and the soul are both divine forces. Every soul has the potential to evolve and develop divine power—but this takes time and willpower, and most mortals die before they accomplish it. | ||
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| + | As a divine spellcaster who follows the Blood of Vol, you believe that your power comes from your own soul. As a paladin, you are calling on the power of your own blood when you heal your allies or smite your enemies. The visible manifestations of magic of the Blood of Vol typically involve crimson energy, as if luminous tendrils of blood are flowing from you. But it’s not simply your power. Consider the Seeker priest who casts commune; how can they gain information they don’t already know? The answer is that the divinity within is something far greater than you. It is a god, possessing celestial power you can’t understand or imagine—but it is still in its chrysalis, waiting to be born. When you cast your spell, you awaken a sliver of its power; once the spell is done, it returns to its rest. Or at least, that’s a Seeker believes. Scholars of other faiths argue that the Seekers are deluded, that their powers are simply drawn from some other source, the same kind of delusion that allows a warforged cleric to draw magic from their devotion to the Lord of Blades. However, Seeker priests can reverse this same argument. What proof is there that all clerics aren’t simply drawing on their own divine sparks—that even a paladin of Dol Arrah mistakenly thinks their power come from above, when really, it’s always come from within? | ||
| + | Necromancy and the Undead | ||
| + | The Blood of Vol emerged from collaboration with Aereni necromancers, | ||
| + | However, a common misconception is that Seekers want to become undead. Some do, driven purely by the fear of oblivion, but undeath is a miserable half-life, not a triumph. The divinity within is bound to your blood and your soul, so Seekers believe that the souls of undead are trapped in their corpses, the spark of divinity lost to them. Those who embrace undeath are seen as martyrs, and generally expected to protect and serve their Seeker community. One of the most public of these champions is the mummy lord Malevanor, the high priest of Atur. The former high priest of Atur was the mummy Askalor, who held the post for over four hundred years—but he was weary of his long undead existence. When Malevanor was grievously injured during the Last War, Askalor transferred his power and his undead existence to his apprentice. This raises an interesting question: if the divinity within lies in the blood, how does Malevanor cast divine magic? The answer is that Seeker communities ritually draw their blood and share it with these champions. Vampires drink this blood, while mummies or liches may bathe in it. Through this, undead priests draw their power from the blood of the living faithful. | ||
| + | Another factor in the long association between the Blood of Vol and necromancy is that Seeker communities have often formed in or near manifest zones to Mabar. While such areas are often inhospitable or dangerous, over the course of many centuries, Seekers have learned how to tap the energies of these places. Because Mabaran manifest zones are usually blighted, outsiders often accuse the Seekers of causing blights. In reality, the Seekers often perform rituals that limit the negative effects of the manifest zones—so instead of causing the plagues and blights associated with Mabar, they often prevent them. | ||
| + | Celestials, Fiends, and the Blood of Vol | ||
| + | If the power of the Blood of Vol flows from within, who answers when a cleric conjures a celestial or invokes planar ally? One simple answer is for the DM to use a being who has the statistics of a celestial or fiend, but that is formed from blood and magic; it’s a manifestation of your own divine essence and fades away when its work is done. This might seem a strange match for planar ally, a spell that normally requires payment to an external force, but even an ally of your own essence might demand a service in return. This could be seen as a request from your subconscious—a demand that you do something you know you should do, but that you’ve been trying to ignore. On the other hand, it could be a mysterious task with no discernible purpose; this ties to the fact that your Divinity Within is something beyond mere mortal understanding, | ||
| + | Another possibility is that you’re drawing on the Seeker community rather than reaching to the planes for assistance. One principle of the faith is that champions become undead so that they can help other Seekers. When you cast planar ally, rather than calling a celestial or fiend, you might summon an undead champion of your faith; this could be anything from a vampire to a mummy lord or a death knight. In this case, the payment they demand for their service would likely be a tithe to the Seeker temple they are bound to. On a smaller scale, your DM could similarly decide that when you cast conjure celestial, it summons a sarcastic flameskull instead of an angel. | ||
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| + | War and Peace | ||
| + | Throughout its history, the Blood of Vol has been treated with fear and suspicion by the people of the Five Nations. It’s a faith that has dwelled in the shadows. This changed early in the Last War. His nation crippled by famine, King Kaius I accepted the aid of the Blood of Vol. The Seekers provided undead soldiers and necromantic expertise; with the resources of the crown behind them, Seekers developed necromantic rituals and weapons never before imagined. In exchange, Kaius elevated the Blood of Vol to the official state religion. Warlords were encouraged to embrace the faith, and Seeker families were given lands and titles. | ||
| + | For a time, the Blood of Vol spread and was celebrated—or so it seemed. Most of the old warlord families still despised the Seekers and felt that the use of undead in battle debased the proud martial traditions of their ancestors. Toward the end of the war, Regent Moranna turned on the faith and the Blood of Vol became a scapegoat for all of Karrnath’s troubles. Moranna claimed that the famines and plagues the people had suffered were caused by the Seekers. Its nobles were stripped of their lands. Chivalric orders of Seekers were disbanded. Some—notably the infamous Order of the Emerald Claw—refused to surrender, but most Seekers remained loyal to their nation even when it betrayed them. | ||
| + | Today, the Blood of Vol has returned to the shadows, though there are still Seekers who serve the crown. Kaius III has sealed most of his undead forces in the crypts below Korth and Atur, but he isn’t willing to entirely surrender this strategic advantage. Fort Bones and Fort Zombie remain bastions of loyal Seekers. But the faith is no longer celebrated, and the old warlord lines still mutter that they would have won the war if only they’d relied on skill and steel instead of foul magics. In playing a Karrnathi Seeker, do you support the crown and believe that Kaius III is only doing what he has to do to maintain the support of the warlords, or do you despise Kaius III and Moranna for betraying your faith? | ||
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| + | Paths of the Faith | ||
| + | When creating a player character or NPC associated with the Blood of Vol, consider the following paths and which best fits your character. | ||
| + | The Seekers of the Divinity Within | ||
| + | The Seekers of the Divinity Within are the largest and most widespread tradition associated with the Blood of Vol. The faith isn’t as formally structured as the Church of the Silver Flame or even the Sovereign Host. For the most part, Seekers keep to themselves, living in their own villages and small towns or in isolated neighborhoods of larger communities, | ||
| + | Outside Atur, for the most part, each Seeker community relies on their abactor—the priest that oversees a temple or community—and they rarely reach out to the world beyond. The largest temple in a region serves as a hub, coordinating with the other Seeker communities around it. But every community has its own stories and traditions and they’re generally unconcerned with “heresy”; | ||
| + | The Bloodsails | ||
| + | The elves of the Bloodsail Principality occupy the island of Farlnen in the Lhazaar Principalities. The Bloodsails share the same roots as the Blood of Vol, as the principality was founded by Aereni exiles. However, they have followed a different path and hewn closer to the traditions of their ancestors. They don’t believe in the divinity within and readily seek immortality through undeath. However, the island can only support a limited number of vampires, and Bloodsails must earn their afterlife by paying velgys—blood money—to the lords of the land. Those who fail to earn enough to buy a better afterlife are instead bound to objects after death. This is similar to the Aereni techniques described in chapter 2, but Bloodsail elves are often tied to ships and sails, enabling their vessels to move across a windless sea, sails driven by ghosts. | ||
| + | Bloodsail elves often bear crimson tattoos that are tied to their families and vessels. The Bloodsails are exceptional sailors, so both sailor and pirate are logical backgrounds for a player character. Most Bloodsails use the Aereni elf subrace provided in chapter 6. As an adventurer, you might have been exiled from your island, or you could be searching for a way to quickly earn the blood money you need to leave mortality behind. | ||
| + | The Order of the Emerald Claw | ||
| + | The Order of the Emerald Claw began as an elite military force comprised of devoted Seekers. When Regent Moranna turned on the Blood of Vol, the Emerald Claw refused to stand down. Today, members of the order include both Seeker extremists and Karrnathi patriots furious at Kaius III for embracing peace. The ultimate leader of the Emerald Claw is the lich known to most as the Queen of the Dead, though those in the inner circle know her to be the infamous Lady Illmarrow of Farlnen. She claims that her violent actions are for the good of Karrnath and the Blood of Vol, but in truth, they primarily benefit her and serve to spread terror. | ||
| + | The Order of the Emerald Claw is full of villains whose actions have cast all Seekers in a bad light, and most Seekers despise the Emerald Claw. If you have ties to the Emerald Claw, you could have served with them before realizing that the Queen of the Dead is pursuing her own evil agenda; if so, you could be determined to find some way to destroy the lich and restore honor to the order. Or you could be convinced that Lady Illmarrow truly does have the best interests of your people at heart. Has she been unjustly vilified? Or are you simply a tool? If you wish to play a Seeker veteran without the villainous ties of the Emerald Claw, the Order of the Onyx Skull was another elite unit comprised of Seekers, but disbanded on Moranna’s orders. As a paladin of the Blood of Vol, you could be a knight of the Onyx Skull who has taken up adventuring after being cast aside by your nation. Are you still loyal to Karrnath? Or do you believe Kaius III is a traitor to your people? | ||
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| + | Thieves of Life | ||
| + | The Seekers of the Divinity Within value community, urging the faithful to stand together. But there are others who follow the principles of the Blood of Vol who prefer to stand alone. The hermits known as Thieves of Life are determined to unlock their divinity within at any cost—not to help others, but solely to further their own quest for power and immortality. Thieves of Life are often master necromancers, | ||
| + | As a hermit devoted to the Blood of Vol, you could choose the path of the Thief of Life. You are utterly devoted to the pursuit of your personal divinity, and your Discovery has likely shown you the path you must take. You might be a cleric, a Divine Soul sorcerer, or an Undying warlock (with your patron being your own nascent divinity within). What binds you to your fellow adventurers, | ||
| + | An unusual option for a Thief of Life hermit is to say that you’ve actually been in a state of suspended animation for decades or even centuries—your Discovery was made on an inner journey. You were once far more powerful than you are today, but your powers have yet to return; as you gain levels, you are actually regaining the power you once had. If this is the case, it could be that one or more of your adventuring companions are actually descendants of yours; while you’re obsessed with your quest for immortality, | ||
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| + | My last IFAQ dealt with the role of mummies in the Blood of Vol. This ties into another question that’s equally relevant to the season: How would you use the Covenant Écarlate in your Eberron? | ||
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| + | Information about the Blood of Vol is wildly inconsistent across canon material. You can find some of my thoughts on this in this article. My vision of the Blood of Vol is articulated in Exploring Eberron. In short, the Blood of Vol was created in Eberron, when exiled elves fleeing the destruction of the line of Vol settled among humans and dwarves living in a harsh land, long oppressed by tyrants who used the Sovereign Host to justify their rule. The elves shared a tale of a champion who attained divine power only to be crushed by the existing gods, and the humans recast that to fit their reality. In their story, Vol isn’t an elf with a dragonmark who fights the Undying Court, but rather is a human who finds a spark of divinity within and fights the Sovereign Host. The NAME is there and the bones of the story can be seen, but the truth that iinspired it is long forgotten. The elves shared some of their necromantic traditions with the humans, and that aspect of the faith has its roots in Aerenal. But it was only in the synthesis of the cultures and traditions that the faithful actually found the Divinity Within. The Aereni line of Vol were NECROMANCERS; | ||
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| + | So: the Blood of Vol was is something entirely unique to Khorvaire, something formed by the blending of Vassal heretics and exiled elves. When this religion was taking root, Erandis Vol was hiding from the Undying Court and building her strength; it was many centuries before she would stumble across the faith that carried her family’s name. She sees the Blood of Vol as a useful tool and is happy to manipulate them, and the result of this is the Order of the Emerald Claw. But she didn’t create their faith and she doesn’t share it. She aspires to be a goddess, but it is her apex dragonmark that is her path to divine power, not some universal Divinity Within. | ||
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| + | The Blood of Vol has always been a religious of the downtrodden, | ||
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| + | The basic principle of the Blood of Vol is that every mortal holds a spark of divinity within their blood, and the goal is to unlock that Divinity Within. But few can accomplish that in their lifetime, and death is oblivion. Some champions of the faith become undead—typically vampires and oathbound mummies—to live beyond what their mortal span would allow. This is a form of martydom; an undead creature has no spark of life, and loses the Divinity Within. But they gain time, and can guide and protect other Seekers. The Covenant Écarlate are the oldest and most powerful of these undead champions, some of whom were guiding the Seekers before Erandis Vol even knew the faith existed. | ||
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| + | Among most of the faithful the Covenant Écarlate is little more than a legend; most seekers believe that Hass Malevanor, High Priest of Atur, is the greatest spiritual leader of the faith. There is good reason for this secrecy. First and foremost, there are many—the Aereni Deathguard, templars of the Silver Flame, paladins of Dol Arrah, and other champions of the light—who would see these elders as monsters to be destroyed. But there is another aspect: all undead aren’t created equal. We think of things in terms of stat blocks and rules, under which a lich is a lich is a lich. But the necromancy of the early Seekers was adapted from Aereni techniques; it was never as sophisticated as the techniques used by the Bloodsails or the Line of Vol, and has its own quirks. The most ancient member of the Covenant Écarlate, Duran, was its first lich; but while his will is strong, his enchantments are unable to maintain his body and he exists now as a demilich. Most of the members of the Covenant Écarlate are oathbound, and many of their oaths are quite restrictive. Beyond this, many members have had their humanity slowly worn away by the passage of time, and they know it; it is difficult for them to interact directly with the living. With this in mind, Malevanor ISN’T a member of the Covenant Écarlate; he is still young, still comfortable with the world. But he and other priests protect the Covenant and rely upon it for guidance, and the Covenant does perform the most sacred rituals of the faith. The core of the Covenant resides in the catacombs below Atur, and it is their devotions that contain and channel the dreadful powers of this sunless land. | ||
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| + | So for the most part the Covenant Écarlate are masterminds and advisors. They can cast spells and perform rituals that are far beyond Malevanor’s powers—but only a few of them are actually capable of freely moving within the world. As such, they generally support the faith by creating magic items, raising undead (they were certainly an important part of raising the first armies for Karrnath), and casting divinations and other rituals. They teach the most promising students in the Crimson Monastery. But there are only a few—such as the Silent Knight and Lady Dusk—who often act in the outer world. There have been others—there were a few members of the Covenant Écarlate who rose from their chamber to lead Seekers in the Last War—but they have been destroyed. | ||
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| + | So, to go back to the original question, How would I use the Covenant Écarlate in my Eberron? I would use it as something the adventurers hear of in whispers. Seekers may receive guidance from the Covenant Écarlate; I might even choose to say that when a Seeker priest casts commune, it’s the Covenant that answers. Its possible they won’t even believe it exists until one of these ancient champions actually DOES appear to assist a group of seekers… or alternately, | ||
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| + | What’s the relationship between Lady Illmarrow and the Covenant Écarlate? | ||
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| + | Originally, none. The Covenant Écarlate are elder Seekers, many of whom have served the faith for longer than Illmarrow has been aware of it. However, Lady Illmarrow is a mastermind, and over the course of centuries some of her handpicked agents have risen to join the Covenant Écarlate. It is through these agents that Illmarrow knows the plans of the abactors and influences the faith to her own ends. It is Illmarrow’s agents who have prevented the Covenant from taking any action against the Emerald Claw, convincing the others that they must wait and see, and that perhaps Illmarrow is acting as a champion of the faith. Some of those councilors slain in the Last War were victims of schemes laid by their fellow councilors, because they posed a threat to Illmarrow’s plans. So the point is that Lady Illmarrow doesn’t control the Covenant Écarlate… But she is influencing it, and in many ways slowly poisoning it to help with her agenda. So again, if I were running a campaign in which the adventurers were fighting Illmarrow and the Emerald Claw, an important piece of the endgame would be identifying and destroying her agents in the Covenant Écarlate, at which point its surviving members could be valuable allies. | ||
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| + | Likewise, I could certainly see a member of the Covenant Écarlate who is suspicious of Illmarrow’s influence but unable to act openly serving as a patron for a group of adventurers—potentially using the Immortal Being group patron, or serving as an Undying patron for a warlock or a personal spiritual guide for a Seeker paladin or cleric. Such a patron could direct adventurers to operations of the Emerald Claw or to expose other agents of Illmarrow within the faith. | ||
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| + | What’s the relationship between the Blood of Vol and the Bloodsail Principality? | ||
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| + | Well, I DID say canon was inconsistent! Having said that, let’s take a look at what the canon Bloodsail article says. | ||
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| + | The religion known as the Blood of Vol is a bastardized version of the beliefs of the elves of Farlnen, and it has grown and changed over the centuries. Bloodsail priests are far more pragmatic than are their Karrnathi counterparts. They shape their divine spells from the raw energy of Mabar, and whereas the Seekers of Atur try to unlock the immortal potential of the Divinity Within, the priests of Port Cairn are content with the simpler immortality of undeath. Nonetheless, | ||
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| + | The bolded element is the key. After the line of Vol was eradicated in Aerenal, the Undying Court allowed elves allied to the line but who didn’t carry its blood to either swear fealty to the Court or to accept exile. Some of these went directly north to Farlnen and became the Bloodsails. Others landed in Lhazaar and migrated west, mingling with humans and dwarves. The Blood of Vol arose from that mingling of traditions, and the Divinity Within was a discovery of this new faith. So Ashalyn Vol WAS a cleric and did set the first cornerstones of the faith. But those cornerstones were about channeling the power of Mabar, not about finding the Divinity Within. The idea of fighting against death was there, but how you do it is very different. The Seekers see undeath as a sacrifice; the Bloodsails see it as entirely satisfactory and don’t believe in a divine inner spark; they don’t believe the oathbound gives anything up by becoming undead, and their divine magic isn’t drawn from the same source as that of a Seeker priest. So as noted, the Bloodsails RESPECT the Seekers and recognize their common roots; but they also think the Seekers are, well, crazy humans with bizarre conspiracy theories. “The Sovereigns cursed people with mortality, so they couldn’t become gods themselves” — that’s just a ridiculous idea! | ||
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| + | Part of the point of this is to challenge the concepts of Elven Exceptionalism and that Things Were Always Better In The Old Days. I like the idea that the blending of elf and human beliefs and ideas created something new—that this fusion allowed them to DISCOVER the Divinity Within, which is a real divine power source that the line of Vol never knew about or harnessed. To me this is more compelling than saying “Oh, an elf discovered it five thousand years ago – we’re just following in their footsteps and we’ve never really made any sort of improvements.” The Bloodsails ARE just following in Ashalyn’s footsteps, because that’s what elves do; they cling to the traditions of their ancestors. But the Blood of Vol did something NEW. And part of MY idea is that they are continually improving their techniques—that Duran the demilich is a demilich because their original lich technique was flawed and that they’ve gotten better at it — that the techniques used to produce Malevanor were superior to the oathbound rituals they used centuries ago. | ||
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| + | What’s the relationship between the Covenant Écarlate and Kaius III? How does the Covenant feel about Lady Illmarrow and the Emerald Claw? | ||
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| + | In thinking about the Covenant Écarlate, it might be helpful to look at the US Supreme Court. It’s a small body of people who are experts at what they do (we hope) but who have differing opinions and who were appointed in very different times. It’s a lifetime position, and in this case, when we say lifetime, we mean eternity—or until you get taken down by a paladin of Dol Arrah. There are members of the Covenant Écarlate who are older than Galifar, and at least one who’s older than Karrnath. For these people, the events of the last ten years—the Order of the Emerald Claw, Kaius III—are a tiny drop in the bucket of time. It’s only been a decade; let’s see how it plays out in another decade. | ||
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| + | You definitely have factions in the Covenant. There are those who argue that the Covenant should be focused on teaching the living—that it’s not its place to intervene directly. There are those who say that they should be trying to find a way to destroy the Sovereigns directly, those who say they should undermine the institutions that encourage worship of the Sovereigns, and those that say that all this discussion of the Sovereigns is ridiculous, because they don’t exist. There are those who believe Lady Illmarrow poses a threat to the faith, and those who argue that she’s a champion and that the Covenant should be supporting her—along with those who say “Let’s see what happens in the next ten years.” | ||
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| + | So there are definitely enough members on the Covenant who support Illmarrow or at least want to wait and see to keep the Covenant as a whole from acting against her. But there’s certainly members of the Covenant who ARE worried about Illmarrow and the Emerald Claw. Such a member might well be secretly working with Kaius III, and might very well work as a patron for an adventurer or a party of adventurers. They can’t convince the majority of the Covenant to take action, but they do believe that something should be done. | ||
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| + | What stops the Covenant Écarlate from using some preexisting D&D 5e methods of achieving effective immortality, | ||
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| + | Part of the idea of Eberron has always been to consider magic as a tool and a science—which means that we add limitations to it that aren’t necessarily obvious from the rules. If you’re making a character you can be a druid, just like that. But in the WORLD, druidic magic comes from ancient traditions. A random person in Sharn can’t just say “I’m going to be a druid” and start casting thorn whip; they need to LEARN these traditions from someone else. There is no established druidic tradition in Karrnath, therefore, the Covenant Écarlate has no druids and no idea how to cast reincarnate. On the other side, clone is an 8th level spell, which is far outside the common power level of the Five Nations—which is normally 1st-3rd level spells are common tools, 4th-5th are attainable but rare. On that scale, clone is the stuff of legends. Even if we assume that there are a few members of the Covenant Écarlate who have gained the power to cast 8th level spells, the next point of considering arcane magic as a science is that just because there’s rules for a spell doesn’t mean that every culture has developed every spell. This is something we called out in earlier editions with the idea of limiting certain rituals to character with dragonmarks. As a PLAYER CHARACTER, your wizard can learn any spell on the wizard spell list. And in my Eberron you can be sure that Mordain the Fleshweaver has discovered clone. But beyond that, it’s up to the DM to decide what spells are available to NPCs. If you want to have a member of the Covenant who uses clone as a path to immortality, | ||
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| + | Ultimately, remember—the rules are a tool for the DM to use to tell a story. It’s always up to us to decide which elements we want to use and which we choose to ignore. I prefer to think of each wizard spell as a scientific discovery, and to consider that different traditions—the Twelve, Arcanix, Aerenal, the dragons—may know spells that the others haven’t yet mastered. Again, player characters can choose any spell—but that’s part of what makes them remarkable. | ||
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| + | That’s all for now! My next major article (as chosen by my Patreon supporters) will deal with Ghost Stories of Eberron. And tomorrow I’ll have a few announcements about other things I’m working on! | ||
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| + | What’s the role of mummies in the Blood of Vol? | ||
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| + | The traditions of necromancy practiced by the Blood of Vol and the Bloodsail Principalities are known to be able to produce three forms of sentient undead: mummies, vampires, and liches. Note that I don’t include the Karrnathi undead in this list, because while they are seemingly sentient, they don’t have the personality or memories of a living person. If you want to extend your own existence, these are your three options. | ||
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| + | Of these, liches are the rarest and most difficult to produce. Setting aside the notable example of Minara Vol and Lady Illmarrow—which is an extremely unusual situation involving one of the greatest necromancers of the last 20,000 years—the general idea is that a necromancer can’t just make you into a lich: YOU have to perform the ritual yourself, and it requires both tremendous will and a deep understanding of necromancy and arcane science. This is why all liches are powerful spellcasters: | ||
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| + | On the other end of the spectrum, vampires are the easiest sentient undead to produce, because if you have one vampire, they can produce more vampires. So an obvious question is why don’t they? Yes, the Blood of Vol generally believes that undeath is an inferior state that severs your connection to the Divinity Within. But still, it is trivially easy for a vampire to create more vampires. Why aren’t all of the leaders of the Emerald Claw vampires? We know that the Emerald Claw ISN’T flooded with vampires, so this is a simple logic problem: If you could turn an ally into a vampire, why wouldn’t you? In my campaign, the answer is that being a vampire isn’t easy. Of the lich, mummy, and vampire, the vampire is a PREDATOR. It is a conduit to Mabar, and Mabar is HUNGRY. The vampire needs to drain the blood and life force of other creatures, not simply in the practical way that a human needs food and water, but as a consuming drive that is always burning. This is a critical reason most vampires are evil: because the hunger of Mabar hollows them out, eroding their empathy and transforming them into pure predators. So, why doesn’t the Emerald Claw turn everyone into vampires? Because most people can’t take it. Just as it takes a powerful will to become a lich, to endlessly defy the draw of Dolurrh, it takes a powerful will to retain your own identity as a vampire. Most vampires degrade into inhuman creatures driven purely by their hunger—creatures with the statistics of Vampire Spawn, but without true human sentience. So you don’t want to just turn all of your friends into vampires because you don’t know if they will survive the experience. Their bodies will survive—but they may no longer be the people they were, or even people at all. | ||
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| + | Which brings us to the original question: what’s the role of mummies? First of all, let’s consider that word. Mummies are indeed produced by rituals that include, among many other factors, ritualized embalming and mummification. But that’s just a physical aspect and not what Seekers see as their defining principles. Thus, Seekers and Bloodsails call them oathbound, for reasons that will soon become clear. Anyone can become oathbound; it involves a conduit to Mabar, an expert necromancer, | ||
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| + | OK, but… The default mummy in the Monster Manual has an Intelligence of 6. That doesn’t SEEM like it’s an ideal alternative to, say, a vampire. In my Eberron, that base MM Mummy is a classic tomb guardian. As the lore suggests, it’s someone bound to be a mummy as a sort of course, forced by their oaths to battle intruders; they haven’t tried to retain their humanity. However, oathbound such as Malevanor retain their mental ability scores, their proficiencies, | ||
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| + | Now: oathbound aren’t driven by the hunger of the vampire. They don’t need to consume to survive. However, they are sustained by and suffused with the power of Mabar. This is why the touch of the mummy causes flesh to rot and why its gaze causes dread; it is a vessel for Mabar, which embodies the death of all that lives and the end of all hope. While it’s not as dramatic as the vampire, the influence of Mabar still does erode the compassion and the empathy of the oathbound. This is why most mummies have an evil alignment. As is always the case in Eberron, they can have an evil alignment and still be driven to DO GOOD—but because of that lack of empathy, they may do good deeds in an evil way. A mummy forgets pain, and so it doesn’t care about causing pain to others. You can have a good or neutral mummy, but there’s a reason that they are rare… and why mummies tend to be crueler than the deathless of Aerenal, who are sustained by positive energy. The rotting touch of the mummy is something the Aereni point to in asserting that the oathbound do consume the life force of the world—that even though they don’t actively feed on others as vampires do, they are still slowly destroying the world merely by existing. | ||
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| + | So within the Emerald Claw and the broader Blood of Vol, liches are rare and remarkable. Vampires aren’t very common, but they are often found as active agents in the field because they have freedom of movement and need to find new prey. Oathbound are the most common sentient undead, and if adventurers encounter an undead priest of the Blood of Vol, it’s most likely a mummy; however, it may be bound to its temple or its village (and it may be a lesser oathbound, weaker than the default mummy). In creating one of the oathbound, the critical question is what are the oaths that bind it? What are the restrictions on its actions and choices? Who was it in life, and what key skills has it retained in its undeath? Has it retained its sense of mercy and empathy, or has this been worn away? | ||
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| + | How do wights figure into this? | ||
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| + | I prefer not to lump all undead into a single basket. There are different sources of undead—Qabalrin traditions, Katashka the Gatekeeper, the raw power of Mabar—and to me, a story is more interesting if those different traditions produce different undead, rather than the only difference being CR. With this in mind, the basic lore of 5E notes that wights are mortals transformed by a dark power with the goal of making eternal war on the living. With this in mind, I say that wights AREN’T created by mortal necromancers; | ||
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| + | What do you think happens if an oath is broken? Would the mummy just cease to function or would it be compelled magically to restore its oath? | ||
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| + | It’s a matter of will. I think that most oathbound simply cannot violate their oaths, and if they are somehow forced to (a guardian removed from its tomb by force) it must attempt to rectify the situation immediately. If it can’t, this will weaken the bonds that sustain its undead existence, and it would ultimately disintegrate. Having said that, there can always be exceptions. A mummy with the strength of will to break its oath might become something else—finding a new way to sustain itself—potentially becoming something like a death knight or a wight, depending on the power of the spirit and its personal story. | ||
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| + | That’s all for now! Thanks as always to my Patreon supporters for making these articles possible. | ||
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