/* À compléter */ ====== Église de la Flamme d'Argent ====== {{:Silver_flame.jpg.?direct&350|Symbol of the Flamme d'Argent}} ^Alias |Rowa of the Jungle Leaves (Géants of Rushemé), Aarakti, the Goddess of Abundance and Storms (Adar) | ^Alignement |Loyal Bon | ^Domains | Light, Life, War | Foueter le DM The [[Flamme d'Argent]] is a religion that is most dominant in the nation of Thrane. The followers of the religion are called the [[purifie]]. ====== Histoire ====== [[The Flamme d'Argent]] has existed since the dawn of time. When [[Eberron]] was overrun by darkness and the [[Démon]] spawn of [[Khyber]], the Flame arose to bring light to the world and to bind the [[diables]] in the depths of the [[Dragon]] Below. But the Flame was too pure for flawed Humainity, and the people of [[Khorvaire]] could not hear its call -- until Tira Miron set upon her righteous path. This noble warrior had devoted her life to the cause of honor and sacrifice, and in her the Flame found a worthy vessel. Guided by a glorious feathered serpent, Tira gave her life to end the reign of a demon lord that had escaped its bond. Though she fell in battle, Tira's soul joined with the Flamme d'Argent, and in so doing, she became a conduit -- a voice that Humainity could hear. Across Thrane, the pure of heart heard her call; and ever since then, the Église de la Flamme d'Argent has stood against evil, whatever form it might take. The Église de la Flamme d'Argent was born in 229 AR. A volcanic eruption in [[Thrane]] released a demon lord. But with the coming of the demon lord it also created a link with the power that kept it in check for an eon. The Power (Flamme d'Argent) found a vessel in a young woman named [[Tira Miron]]. Tira soon raised the forces of Thrane and drove the fiends back to the black mountain. With the demon lord and his army back in the vaults of Khyber, Tira went to the cave where the Flamme d'Argent rose from the floor and jumped into her soul, [[La Fabrique]] her a part of the flame. Tira now serves as the Voice of the Flamme d'Argent, the intermediary between Humainity and the divine. The Flamme d'Argent is not an anthropomorphic deity. It is a [[Celestial]] force comprised of a vast multitude of noble spirits. It neither requires sacrifices of gold or spices, nor does it want praise in the form of prayer. Instead, it needs bold warriors and pure ministers who will embrace the light and use that inspiration to banish evil from the world. A typical worshiper of the [[Légion Souveraine]] offers prayers in the hopes that the deities will help him; a true follower of the Flamme d'Argent is interested only in how she can serve the cause of the flame. =====The Furie of the Flame===== The ministry of the Flamme d'Argent performs countless good works throughout the [[Cinq Nations]], but the actions of the templars often overOmbre these efforts. The most dramatic instance of this occurred when the [[inquisition_lycanthropique|inquisition]] destroyed the [[Lycanthrope]]s. To {{tagpage>Étrangers}}, this wholesale slaughter may seem shocking and unforgivable. However, a few factors can help people understand how such an event could occur -- and what the Church might do in the future.{{:Silver_flame_4th_edition.jpg?148|4th edition variant of the symbol of the Flamme d'Argent.}} • The Église de la Flamme d'Argent operates under a strict hierarchy. The Church expects the faithful to trust the wisdom of those who stand above them, since those higher in the hierarchy stand closer to the Flame. Thus, most templars act without questioning their orders: If a cardinal authorizes an action, it must be in the best interests of the world. This is especially true of the puritans. • The ultimate goal of the Church is to cleanse Eberron itself. For many members of the Church, this noble goal justifies any means required to reach it. This manner of thinking serves as one of the sources of evil-aligned priests within [[Thrane]]. Such a priest may be good in almost all ways, but she has a willingness to employ evil tools -- such as torture -- when necessary to achieve a goal that furthers the Church's cause. • When the Church targets a problem, it seeks to completely eliminate it. The templars act with ruthless efficiency. In the case of lycanthropy, any lycanthrope can afflict a victim with a curse that alters behavior and [[alignment]], and this makes the victim a threat to others and a new carrier for the curse. In 832 AR, the [[Gardien de la Flamme]] declared that lycanthropy afflicted the soul as well as the body, since it could turn the noblest soul to a tool of darkness. Even those lycanthropic strains that were not inherently evil still force a changel of behavior on the subject, and were thus suspect; [[Le Geolier]] declared that these still imperiled the soul. If a single lycanthrope remained alive, it could pass the curse to others, and they could pass the curse to others, and within a generation the problem could arise anew. Thus all lycanthropes -- even those seemingly innocent and young -- must be destroyed. A handful of paladins found alternatives. Some helped werebears escape to [[Lamannia]], while others sought to cure the afflicted. Unfortunately, the process of breaking the curse is long and involved, and the Gardien de la Flamme said that once the curse was set (via changing alignment), nothing could save the victim's soul. And so the templars relied on their silvered swords, cutting out the cancer and praying for forgiveness when innocents fell at their hands. The Church is fighting a war, and it intends to win. Casualties are certain. Sacrifices must be made, and allies may fall to friendly fire. But the Church will always act swiftly, decisively, and in a manner that serves the greater good -- at least, as the cardinals see it. The idea that good people can do evil and that evil people can serve the cause of good is a central theme of Eberron. The Église de la Flamme d'Argent embraces this paradox. It has a noble cause. The majority of its followers champion the ways of the light. And yet, with the best of intentions, they can become your enemies -- or you may be asked to do questionable things in the service of the Church. ======Hierarchy====== The church is divided into two parts; militant and ministry. The ministry oversees administrative functions of the church. The ministry also gives spiritual guidance to the church's members. Every kingdom has a network of priests and bishops who answer to the Council of [[Fort-de-la-Flamme]] and then to the Gardien de la Flamme. The church militant is comprised of warriors, paladins, clerics, and exorcists. Unlike the ministry, it battles evil rather than evangelize to the people. The soldiers live and train in monastic fortresses, and patrol across the territory of Thrane. ======Goal====== The goal of the Church is to destroy all evil in the world. These evils rangel from fiends and [[Mort-vivant]] to corruption and greed. The Church does not expect every member go out and kill fiends, but rather ask that they live a noble life and try to get others around them to do the same. =====Humain Evil===== The goal of the Church is to cleanse the world of evil. In the minds of most outsiders, this conjures up images of templars and exorcists fighting with sword and spell. But the vast majority of the members of the Church are not warriors. More people are in the ministry and the [[Order of Friars]] than in the [[ordre_des_templiers]], and they seek to battle evil by nurturing good. A Thrane farmer who is faithful to the Flame does not fight [[Démon]]. But he seeks to live his life by the ideals of the Church: to help those in need, to encourage virtuous behavior, and to be a force of light in the world. Gradations of evil exist, and while no mercy can be granted to the demon, hope remains that the greedy merchant or the arrogant king may follow a different path if shown how. The minister -- and the [[paladin]] -- leads by example and Démontrates to others the errors of their ways. With this said, puritans of the Flame may be less forgiving and more apt to use violence as a tool to eliminate social evils as well as supernatural forces. ======Enemies====== The Church's foremost enemy is [[Les Seigneurs Des Cendres]]. Known only to a select few, the Flamme d'Argent was born of an ancient struggle between the [[Rakshasa]] and the [[Couatl]]. It is the Flame that holds the [[Rajah]] at bay to this day. Also opposed to the Church is the [[Ordre de la Griffe d'Émeraude]]. The Church takes any opportunity to strike down these necromancers and their Mort-vivant creations. ======The Afterlife====== Some say that when a true follower of the Flame passes on, his spirit joins with the Flamme d'Argent, strengthening the light. While some people may see this as a mediocre reward, the priests of the Flame say that they can achieve no greater bliss and that glory beyond anything that can be experienced in life awaits -- not to mention that this far surpasses the experience of wasting away in [[Dolurrh]]. For this reason, clerics of the Flamme d'Argent are loathe to raise the dead; when a true hero dies, his spirit has gone to a better place, and he continues to fight from the other side. Gold rarely influences a true priest of the Flame; the [[classe:clerc]] brings the hero back only if she believes he has a noble purpose to serve in this life, and this often involves a quest or vow. ======Other Faiths====== While the Église de la Flamme d'Argent seeks to abolish the worship of the [[Le Sang Divin]], the [[Cultes du Dragon d'En-Dessous]], and the [[Sombres Six]], it can be tolerant of other religions. Warriors of the Flame have much in [[Commun]] with the followers of [[Dol Arrah]], and the teachings of [[Aureon]] and [[Boldrei]] echo those of the Church. With that said, followers of [[La Légion Souveraine]] are often somewhat lackadaisical in their faith, and this often draws disdain from the faithful of the Church. A loyal member of the Church can associate freely with followers of the Légion Souveraine or the [[Voie de la Lumière]], but a zealous friar will still try to lure them to the true faith. ====== Other Religions devoted to the Flamme d'Argent ====== The Église de la Flamme d'Argent is not the first faith to honor the Flamme d'Argent. The orcish Ghaashk'kala of the [[desolations_demoniaques]], and the serpentfolk [[Shulassakar]] of the [[Talenta]] Plains are also devoted to serving the Flamme d'Argent. ====== Related Pages ====== [[Exorcist of the Flamme d'Argent]] ---- **Église de la Flamme d'Argent, Part 1** \\ //By Keith Baker// //"Why do you hurt your fellow citizens?"// //The innkeeper froze. "What?"// //"I can see the greed swirling in your soul," Handor said. "Do you water down your ale? Charge three crowns when the price is two? Or worse?"// //"I don't know what you're talking about," the man stammered. His eyes flickered down to Handor's blade.// //"I am a paladin of the Flamme d'Argent. I am sworn to fight evil in all its forms. My sword is for the fiends and monsters that deserve neither reason nor mercy. But you are no monster, and you can still find redemption." Handor put his hand on the hosteller's shoulder. "Consider your actions. Think about those you have harmed. Seek out a minister and cleanse your soul. The true darkness is rising, and if we are to survive we must all find a path to the light. If you cannot . . . then perhaps you are a monster, after all."// **Core Beliefs** The Flamme d'Argent has existed since the dawn of time. When Eberron was overrun by darkness and the demon spawn of Khyber, the Flame arose to bring light to the world and to bind the fiends in the depths of the Dragon d'En-dessous. But the Flame was too pure for flawed Humainity, and the people of Khorvaire could not hear its call – until Tira Miron set upon her righteous path. This noble warrior had devoted her life to the cause of honor and sacrifice, and in her the Flame found a worthy vessel. Guided by a glorious feathered serpent, Tira gave her life to end the reign of a demon lord that had escaped its bond. Though she fell in battle, Tira's soul joined with the Flamme d'Argent, and in so doing, she became a conduit – a voice that Humainity could hear. Across Thrane, the pure of heart heard her call; and ever since then, the Église de la Flamme d'Argent has stood against evil, whatever form it might take. The Flamme d'Argent is not an anthropomorphic deity. It is a celestial force comprised of a vast multitude of noble spirits. It neither requires sacrifices of gold or spices, nor does it want praise in the form of prayer. Instead, it needs bold warriors and pure ministers who will embrace the light and use that inspiration to banish evil from the world. A typical worshiper of the Légion Souveraine offers prayers in the hopes that the deities will help him; a true follower of the Flamme d'Argent is interested only in how she can serve the cause of the flame. **The Afterlife: **Some say that when a true follower of the Flame passes on, his spirit joins with the Flamme d'Argent, strengthening the light. While some people may see this as a mediocre reward, the priests of the Flame say that they can achieve no greater bliss and that glory beyond anything that can be experienced in life awaits – not to mention that this far surpasses the experience of wasting away in Dolurrh. For this reason, clerics of the Flamme d'Argent are loathe to raise the dead; when a true hero dies, his spirit has gone to a better place, and he continues to fight from the other side. Gold rarely influences a true priest of the Flame; the cleric brings the hero back only if she believes he has a noble purpose to serve in this life, and this often involves a quest or vow. **Humain Evil: **The goal of the Church is to cleanse the world of evil. In the minds of most outsiders, this conjures up images of templars and exorcists fighting with sword and spell. But the vast majority of the members of the Church are not warriors. More people are in the ministry and the Order of Friars than in the Order of Templars, and they seek to battle evil by nurturing good. A Thrane farmer who is faithful to the Flame does not fight Démon. But he seeks to live his life by the ideals of the Church: to help those in need, to encourage virtuous behavior, and to be a force of light in the world. Gradations of evil exist, and while no mercy can be granted to the demon, hope remains that the greedy merchant or the arrogant king may follow a different path if shown how. The minister – and the paladin – leads by example and Démontrates to others the errors of their ways. With this said, puritans of the Flame may be less forgiving and more apt to use violence as a tool to eliminate social evils as well as supernatural forces. **Other Faiths: **While the Église de la Flamme d'Argent seeks to abolish the worship of the Le Sang Divin, the Cultes du Dragon d'En-Dessous, and the Sombres Six, it can be tolerant of other religions. Warriors of the Flame have much in Commun with the followers of Dol Arrah, and the teachings of Aureon and Boldrei echo those of the Church. With that said, followers of the Légion Souveraine are often somewhat lackadaisical in their faith, and this often draws disdain from the faithful of the Church. A loyal member of the Church can associate freely with followers of the Légion Souveraine or the Voie de la Lumière, but a zealous friar will still try to lure them to the true faith. **The Furie of the Flame** The ministry of the Flamme d'Argent performs countless good works throughout the Cinq Nations, but the actions of the templars often overOmbre these efforts. The most dramatic instance of this occurred when the inquisition destroyed the lycanthropes. To outsiders, this wholesale slaughter may seem shocking and unforgivable. However, a few factors can help people understand how such an event could occur – and what the Church might do in the future. * The Église de la Flamme d'Argent operates under a strict hierarchy. The Church expects the faithful to trust the wisdom of those who stand above them, since those higher in the hierarchy stand closer to the Flame. Thus, most templars act without questioning their orders: If a cardinal authorizes an action, it must be in the best interests of the world. This is especially true of the puritans. * The ultimate goal of the Church is to cleanse Eberron itself. For many members of the Church, this noble goal justifies any means required to reach it. This manner of thinking serves as one of the sources of evil-aligned priests within Thrane. Such a priest may be good in almost all ways, but she has a willingness to employ evil tools – such as torture – when necessary to achieve a goal that furthers the Church's cause. * When the Church targets a problem, it seeks to completely eliminate it. The templars act with ruthless efficiency. In the case of lycanthropy, any lycanthrope can afflict a victim with a curse that alters behavior and alignment, and this makes the victim a threat to others and a new carrier for the curse. In 832 AR, Le Geolier of the Flamme d'Argent declared that lycanthropy afflicted the soul as well as the body, since it could turn the noblest soul to a tool of darkness. Even those lycanthropic strains that were not inherently evil still force a changel of behavior on the subject, and were thus suspect; Le Geolier declared that these still imperiled the soul. If a single lycanthrope remained alive, it could pass the curse to others, and they could pass the curse to others, and within a generation the problem could arise anew. Thus all lycanthropes – even those seemingly innocent and young – must be destroyed. \\ \\ A handful of paladins found alternatives. Some helped werebears escape to Lamannia, while others sought to cure the afflicted. Unfortunately, the process of breaking the curse is long and involved, and the Gardien de la Flamme said that once the curse was set (via changing alignment), nothing could save the victim's soul. And so the templars relied on their silvered swords, cutting out the cancer and praying for forgiveness when innocents fell at their hands. The Church is fighting a war, and it intends to win. Casualties are certain. Sacrifices must be made, and allies may fall to friendly fire. But the Church will always act swiftly, decisively, and in a manner that serves the greater good – at least, as the cardinals see it. The idea that good people can do evil and that evil people can serve the cause of good is a central theme of Eberron. The Église de la Flamme d'Argent embraces this paradox. It has a noble cause. The majority of its followers champion the ways of the light. And yet, with the best of intentions, they can become your enemies – or you may be asked to do questionable things in the service of the Church. **Next: **Using the Church! **Église de la Flamme d'Argent, Part 2** \\ //By Keith Baker// **Ministers and Priests** The Église de la Flamme d'Argent is highly structured. Someone who seeks to enter the order of friars or ministers first serves as an apprentice within his local community, learning the basic teachings of the Flame. When he receives the blessing of the local minister, he can enter one of the seminaries of the Flame. Most initiates progress as experts, learning mundane skills that will help them serve their communities. Knowledge (religion), Heal, and Diplomacy are vital skills, and Knowledge (the planes) and Sense Motive are encouraged. In addition, most initiates have ranks in Craft or Profession. Various challenges test an initiate's potential to channel divine magic; those who possess this talent are called to the Great Seminary of Fort-de-la-Flamme, where the wisest adepts of the church teach them. The cardinals occasionally visit the Great Seminary, and on rare occasions Le Geolier hersElfee will speak to the young adepts. A character's backstory could incorporate this, giving a PC a pre-existing connection with a high-ranking patron in the church. But is the cardinal in question faithful to the Flame, or is she a corrupt schemer? At the end of this training, a minister usually possesses two NPC levels (expert, adept, or one of each) or one level of cleric. **Paladins and Templars** The templars learn their trade in one of the fortress monasteries scattered across Khorvaire. While monasteries exist throughout Thrane, Breland, and Aundair, the three largest fortresses are located in Thrane: the massive monastery of Kloijnir, which watches over Fort-de-la-Flamme; Tira's Watch, on the southeastern border of Thrane and Breland; and Crête-du-Matin to the west. Templars live an austere life, and they dedicate themselves to combat training and religious studies. The majority of templars become warriors, while the most gifted become fighters or monks. A cleric typically travels to a fortress monastery after completing spiritual training in Fort-de-la-Flamme, and here he learns the use of weapons and armor. These monasteries also serve as garrisons, and most templars remain at the monastery even after completing their training. Occasionally a templar accompanies a friar or serves as a pilgrim; this calling is a matter between the templar and the abbot. Paladins are a special case. You cannot train to be a paladin: it is a spiritual calling. Many paladins learn basic skills outside of the Church, since the Voice of the Flame guides them. Ministers and friars who discover a potential paladin send her to a monastery for full training, though some paladins have risen to significant levels before officially joining the church. A paladin must undergo tests at Fort-de-la-Flamme before she can act as an official representative of the Church. Some then take up residence at the templar monasteries, but many serve as pilgrims or serve in secular organizations, such as the Knights of Thrane or the King's Citadel; their calling draws them out to the world, and they find monastic life stifling. Eberron is a place where alignments are blurred, but the paladin is held to a higher standard. A paladin embodies good, and the Flame itself calls her to serve as a champion of the light. A paladin's powers are the result of her faith, her purity, and her destiny. If a player wants to be a corrupt warrior with divine powers or a holy warrior who doubts her cause, she shouldn't be a paladin – she should play a fighter/cleric, or something similar. With that said, the moral ambiguity of Eberron makes life challenging for the paladin who expects everything to be black and white. In a crowd of ten Communers, odds are good that three will be evil. But that doesn't mean they are monsters or even killers – each is just a greedy, sElfeeish person who willingly watches others suffer. The sword is no answer here; the paladin is charged to protect these people. Oratory, virtue, and inspiration are the weapons of the paladin – though intimidation may have its place. A paladin who meets this challenge and lives up to the ideals of the Flame should be treated with respect by the faithful; a paladin in good standing should find shelter and support among any community of the Flame. **Friars and Pilgrims** Ministers and templars are assigned to specific regions. Friars and pilgrims take the light of the Flame into dark places. A friar goes through the same training as a minister, but instead of settling in a single community, he is charged with the task of missionary work. A friar travels across Khorvaire preaching the virtues of the Flamme d'Argent and attempting to win converts to the church. Friars also serve as the eyes of the Church; a friar will search every new village for signs of possession, cult activity, or other foulness, and then he can report his findings back to the nearest Church official. The majority of friars are experts; a few remarkable individuals possess adept levels. The role of the pilgrim is less strictly defined. A pilgrim wanders the world. She is not required to perform missionary work, but she is expected to lead by example wherever she goes, to oppose evil in all its forms. This is the lowest rank in the hierarchy of the church, but it still represents a commitment – a vow to serve and protect. Pilgrims are not as well received as paladins, but the faithful will still support a passing pilgrim in exchange for a sermon or tales of her bold deeds. This is the most likely role for a PC cleric to fill: As a pilgrim, she is free to go on any adventure she sees fit. **Corruption** In Eberron, the alignment of a priest does not have to match that of his deity. As a result, corruption is a major concern in the Église de la Flamme d'Argent. However, corruption can take many forms, and each can have a vastly different impact on a campaign. The most Commun form of corruption is when zealous devotion causes a priest to set aside mercy and compassion. Such a priest may be a pillar of his community and an admirable man who has absolute dedication to the Church. But if he must sacrifice the innocent in pursuit of the greater good, he will. He will torture and kill without remorse. He will not glorify these actions, and will not torture needlessly – but he will not shirk from using dark methods to win the battle against evil. A second form of corruption is greed. The clerics and adepts of the Flamme d'Argent are not supposed to sell divine spells; these miracles are to be saved for the protection of the faithful. But some clerics use their spells to gain gold or influence. Some just want to live lives of luxury, but others believe that there are many ways to fight evil – and that political power is a more effective weapon than a paladin's sword. While these priests have an evil alignment, they may still be working in the interests of the greater good – at least, as they see it. These two types of priests both have their redeeming features. They do not see themselves as evil and may aid the cause of good. But then there is the third category – the priest who knowingly embraces the darkness. A second voice whispers in the Flamme d'Argent – that of the terrible demon that Tira bound in battle. Occasionally a good priest is led astray by this false flame. However, a few seek out this quiet voice and serve the interests of the Seigneurs Des Cendres from the heart of the church. Some believe they will gain immortality or fiendish power in exchange for their devotion. Others have been driven mad by the horrors of La Dernière Guerre and believe that the light has forsaken the world. Either way, these heretics are cunning and dangelrous. Unfortunately, dealing with corruption is a tricky business. The Church does not define evil as "that which can be detected with //detect evil//"; as noted earlier, someone with an evil alignment may serve the greater good. Furthermore, a cleric of a good deity always possesses a good aura, regardless of her personal alignment. Rank within the church hierarchy is another complication: a pilgrim can't kill a cardinal and expect to get away with it because "he was evil." She will need proof of actions that went against church doctrine and harmed the innocent. Thus, a paladin's ability to //detect evil// allows her to judge the character of those around her – but it's in no way a license to kill. When dealing with this sort of situation, a DM should bear in mind that a significant difference exists between rank and character level. A cardinal may be a high-level cleric. He could also be a low-level expert. A high-ranking church official may not be able to physically challenge a high-level PC – but he has the many resources of the church and the Templars behind him, and lower-ranking members of the Church are expected to defer to his judgment or face sanction and excommunication. **Quests** The Flamme d'Argent has a simple goal: Abolish evil. There are hundreds of options: venturing into Droaam to strike against an enclave of monsters; sneaking into Karrnath to destroy a temple of the Le Sang Divin; battling lurking fiends or possessing Démon in the cities of Khorvaire; recovering a cursed object and then traveling to the Les Désolations Démoniaques to destroy it; and so on. **Prayers** Appeals to the Flamme d'Argent are short and direct; this religion is born of war, and prayers must be called out in the midst of battle. References to light and flame are extremely Commun. "Light of the Flame, guide my arm." **Temples** Temples of the Flamme d'Argent always are heavily fortified and capable of providing shelter to the innocent. Furnishings are typically austere, but elaborate carvings displaying intertwining flames and heroes of the church often cover the walls. A brazier filled with silver //continual flame //is set before the altar. **Rites** Priests of the Flamme d'Argent perform many services. While some of these are practical – ranging from marriage to military training (specifically, archery) – the tasks of the priest also include offering guidance and inspiration to the community. Daily services provide the faithful with the chance to hear the words of the priest and to present their troubles. **Heralds and Allies** Tira Miron is the voice of the Flamme d'Argent, and her spirit responds to //commune//, //augury//, or similar entreaties – or so it appears. Tira has never manifested physically since her sacrifice, and in all likelihood she cannot; she is a conduit that allows the Flame to speak to the Commun races, not an avatar to fight its battles. Its primary allies are the couatl, but over the millennia a number of noble celestials have heard the call of the Flame and chosen to serve its cause. Thus, a cleric's call for aid could be answered by an archon, an angel, or something stRanger and more exotic. **Favored Weapon** The favored weapon of the Église de la Flamme d'Argent is the longbow. Many believe that this dates back to the battle against the rakshasas, who are most vulnerable to piercing weapons. Furthermore, a quiver of arrows can include shafts with a wide rangel of enchantments or arrowhead materials, allowing a templar to operate at peak efficiency against all manner of beasts and fiends. Priests also encourage archery as a form of meditation, and in many communities the faithful can come to train at the local church of the Flame. This can result in an unusually high number of 1st-level warriors or Communers with Martial Weapon Proficiency (longbow) in areas devoted to the Flame. RISING : CHURC H OF THE Flamme d'Argent • The Flamme d'Argent i s force o f light that holds fiends at bay. Those who seek to defend the innocent from evil can draw on the power of the Flame. • Every mortal soul can find the light. Inspire and guide others to virtuous behavior; force is a last resort. • Listen to the Voice of the Flame; beware the deceiving whispers of the Ombre dans la Flamme. Every Thrane child knows the story of Tira Miron. Centuries ago, one of the ancient and powerful Démon chained within the world broke free from its bonds, unleashing terrible suffering on the people of Thrane. The nation would have been destroyed if not for Tira Miron. This paladin was called by the Flamme d'Argent and battled the mighty fiend. When it became clear that the overlord couldn't be destroyed, Tira gave her life, combining her spirit with the light of the Flamme d'Argent to bind the demon once more. Now Tira serves as the Voice of the Flame, helping others find the light. Anyone who seeks to protect the innocent and battle evil can draw on the power of the Flamme d'Argent to aid them, but they must beware of the Ombre dans la Flamme, the demon that still lingers and yearns to trick good people into evil. A pillar of argent fire marks the point of Tira's sacrifice, the center of the modern church. This pillar, located in Fort-de-la-Flamme, is a manifestation of the Flamme d'Argent, not the source of its power. The church's templars stand ready to protect the innocent from supernatural threats, battling Mort-vivant, fiends, and aberrations. Friars and ministers fight evil by doing good, performing acts of compassion and charity across Khorvaire. In contrast to the Légion Souveraine, the church maintains a defined structure and creed. Archbishops monitor regions; cardinals lead the church; and the ultimate authority is the Gardien de la Flamme, who maintains the font in Fort-de-la-Flamme and communes with Tira Miron. La Dernière Guerre had a serious impact on the church. Leaders still respected Le Geolier's authority over spiritual matters, but the war wasn't about good or evil. Templars of all nations still joined together to fight Démon, but if no supernatural threat was present, they fought for their own nations. This division allowed cracks to form in the foundation. In Breland, some priests fell prey to greed or forged ties to criminal organizations. In Aundair, a zealous faction known as the Pure Flame advocates using violence rather than compassion as the primary tool for rooting out evil. And in Thrane, the church has become the ruling body. While still driven by Tira's principles of redemption and sacrifice, the intrusion of politics means that some come to the faith seeking power rather than purely to do good. In creating a follower of the Flamme d'Argent, decide whether you are bound to the church or simply Inspiré by its principles. As a paladin, are you part of the templar order, or were you a farmer called to action by the Voice of the Flamme d'Argent? The Flamme d'Argent is centered in Thrane, but it has a strong presence in Brelandeand Aundair, and followers across Khorvaire. Members of the Pure Flame sect treat some species-notably Férals and changelins-with suspicion, but the faith holds that people of all races should stand together. The faith's symbol is a stylized flame inlaid with silver. A silver arrowhead etched with the symbol serves as a Commun token, worn as a necklace. RITES The Flamme d'Argent has no need of prayers or offerings; instead, services focus on the parishioners, encouraging virtuous behavior. Church hierarchy is strictly observed, and only ordained priests can perform services. Archery is a devotional practice of the Flamme d'Argent, used both as a means of meditation and a martial art. Communities devoted to the Flame engage in archery training, and villages have militias of peasant archers. TEM PLES Fortresses o f the Flamme d'Argent are designed to serve as templar garrisons and to provide sanctuary against supernatural threats. Churches feature enormous arches and open spaces. The sanctuary of a Flamic church has a mosaic floor with a flame burning at its center. The seat of the religion is the Grand Cathedral in Fort-de-la-Flamme. Built around the site of Tira's sacrifice, this fortified temple is the size of a small city. The Silver Flame: Defending the Innocent Eberron is just one bad day away from collapsing into a demonic apocalypse. The fiendish overlords struggle against their bonds, and shapeshifting rakshasa are manipulating humanity and working to release their masters. If you live in Khorvaire, you know as absolute fact that the dead can rise to prey on the living. You know that horrific aberrations could burst out of the underworld at any time and that the bite of a werewolf is all it would take to turn you into a murderous monster. The more you know, the worse it gets—even your dreams could be orchestrated by the Dreaming Dark. These things aren’t questions of faith; these are simple facts. The overlords embody our worst fears. They thrive on hatred, cruelty, and chaos. Even when they’re bound, they can use their influence to drive people toward darkness. And if they break their bonds, the world as you know it will be destroyed. These realities—and the need to protect the world from them—form the vital foundation of the Church of the Silver Flame. This is a world where deadly supernatural evil is a concrete fact of existence, and the church itself was founded when a noble paladin gave her life to pull her nation back from the abyss. Some might mistakenly see the church merely as a militant hierarchical religious organization and assume that it must be a force of oppression. But while the Church of the Silver Flame is a religion, it’s equally a volunteer militia whose members are prepared to risk their lives to protect every innocent from the real and deadly threats lurking in the shadows. At the end of the day, the templar isn’t there to tell you how you should live your life; they’re there to make sure you can live your life, to protect you from the monsters and fiends that could appear at any moment. Foundations of the Faith The Silver Flame was forged in the Age of Demons, and heroes of many cultures have wielded its power over the ages. The following principles form the common foundation of the Flame, regardless of whether you’re a Ghaash’kala orc or a templar of Thrane—though extremist sects pick and choose which tenets to follow or discard. When dealing with followers of the Silver Flame, keep these in mind. A Power, Not A God The Silver Flame is a force created during the Age of Demons to bind the overlords. It has a concrete purpose: it is the cage that keeps apocalyptic evil at bay. The Sovereigns and Six are deities, believed to influence every facet of daily life. The Silver Flame is different. It’s not seen as an anthropomorphic entity; rather, followers recognize it as a pure force of celestial energy. It doesn’t influence the world on its own, and can only empower champions who will use that gift to protect the innocent. The Flame itself doesn’t speak to people; instead, it is the Voice of the Flame that guides the faithful. Ultimately, the Silver Flame is a resource; if you seek to protect the innocent from supernatural evil, you may be able to draw on the power of the Flame to aid you in your fight. Coexistence The Silver Flame won’t grant you a good harvest as Arawai will, nor will it send storms like the Devourer. The Silver Flame isn’t a god, but a resource to serve a specific purpose, and there is no inherent conflict between the beliefs of the Silver Flame and the Sovereign Host. The Church of the Silver Flame is a practical, pragmatic faith founded on active public service. It takes the approach that the world will manage itself—that there will be a harvest or a storm whether or not you acknowledge Arawai or the Devourer—and that the most important thing is to protect people from the darkness that could destroy them. The church doesn’t inherently challenge the worship of the Sovereigns, and the two faiths have coexisted peacefully throughout history. Paladins of Dol Arrah often coordinate with templars of the Silver Flame to deal with threats, and Vassals of the Sovereign Host are usually happy to accept the assistance of templars when danger strikes. Defense of All The Silver Flame protects the entire world from the evil of the overlords, and likewise, those who channel its power should protect all innocents from supernatural threats. While extremist sects may stray from this path, the core beliefs of the Church of the Silver Flame don’t elevate any nation or species above another. Templars of the Silver Flame should protect everyone from evil. Friars should guide and care for all who are in need. This principle was clearly evident during the Last War. Even when the Church took power in Thrane, most priests and templars in other nations continued to serve their people. Regardless of the position of the cardinals and the Keeper, the mission of the Flame is to defend the innocent, not to rule the world. Brelon and Cyran templars would quickly unite with Thranes if a supernatural threat arose in the midst of a conflict; if demons from Shavarath appeared on a battlefield, all templars would unite against them. But in the absence of supernatural evil, there’s nothing preventing a templar from serving their nation or protecting their family. While the templars of Thrane are also the army of Thrane, they still recognize the difference between their sacred duty and their service to their nation. E ternal Evil The Silver Flame was kindled to bind the fiendish overlords, immortal spirits that cannot be destroyed. The overlords are the embodiments of hatred, fear, greed, cruelty—and, like the overlords themselves, these things can never be permanently destroyed, only held at bay. The message of the Silver Flame isn’t that evil can ever be permanently eradicated. It is that we must be ever vigilant and prepared to deal with evil when it arises. Even in the most peaceful moments, a new terror could emerge from Khyber, or a gate could spill shadows out of Mabar. And even in a town of virtuous people, someone could be corrupted by greed or anger. The templar stands ever ready to fight the physical threat, while the minister seeks to keep their people on the virtuous path. Afterlife and the Voices of the Flame The basic doctrine of the Silver Flame doesn’t promise punishment or paradise after death. But its faithful commonly believe that the souls of those who live virtuous lives pass through Dolurrh unharmed, merging with the Silver Flame itself. By strengthening the Flame, these souls continue to protect the innocent of generations to come. Merging with the Flame is generally depicted as a transcendent union with those who have gone before, a state beyond mortal understanding—seen both as a reward and a duty. Typically, souls that merge with the Flame don’t return to the mortal world. However, it is possible for a spirit within the Flame to maintain its identity, guiding or advising the faithful from beyond. The Church of the Silver Flame calls out Tira Miron as the Voice of the Flame, who stands between eternity and mortality and guides the faithful toward the light. However, the Ghaash’kala and the serpent cults existed long before the sacrifice of Tira Miron, and they have their own Voices of the Flame—heroes who guide the faithful of these cultures. The Hierarchy of Evil The Silver Flame empowers mortals to fight against evil. But not all evils are equal, and different threats call for different approaches. The Church of the Silver Flame defines the hierarchy of evil as follows: Entities of alien evil. These are the children of Khyber, encompassing all manner of fiends and aberrations. These beings are fundamentally unnatural and innately malevolent; even their presence is seen as harmful to the world. Entities of unnatural evil. These are beings once native to Eberron that have been corrupted by alien forces. Undead and lycanthropes are the most obvious examples of this category—innocent people transformed into monsters. Like the followers of the Undying Court, the Church of the Silver Flame maintains that undead are inherently unnatural and harm the living simply through their existence. Entities of innate evil. This is the most contentious category on the list, and it is the idea of monsters—that there are creatures native to Eberron who are evil by nature. In the past, the church has placed medusas, harpies, trolls, and similar creatures into this category, asserting that through no fault of their own, these creatures are vessels for supernatural evil and pose a threat to the innocent. Those who choose evil. This encompasses all humanoids who are born innocent but choose to follow an evil path. Because such beings aren’t evil by nature, the goal of the faithful should always be to lead them back to the light. The evil within. Every follower of the Flame must recognize their own capacity for evil action; only through awareness can they guard against it. The Shadow in the Flame is always whispering, and it is arrogant and foolish to ignore that threat. Entities of alien and unnatural evil must be fought with steel and spell. This is the purpose of the Silver Flame: to protect the innocent against these threats. When such forces arise, followers of the Silver Flame are expected to set aside any differences until the evil is defeated; this was seen in the Last War, where templars might serve different nations but would unite to deal with a supernatural threat. If it’s possible to eradicate a threat without violence—such as curing a lycanthrope rather than killing it—that’s acceptable, even laudable. But protection of the innocent should always be the primary concern, which is why the Silver Crusade focused on the eradication of the lycanthropes; the templars rarely had the resources to capture and cure lycanthropes. With those who choose evil and those who fall prey to the evil within, the Church of the Silver Flame urges compassion over brutality. Templars take arms against unnatural evil, but it is the purpose of friars and ministers to guide mortals to the light. Innocents must always be protected from those who would harm them, but anyone who chooses evil could be convinced to choose good, and true followers of the Flame are encouraged to act with empathy and compassion for all natural creatures. In the past, the church assumed that trolls, harpies, worgs, and similar creatures were innately evil, so templars eliminated these threats wherever they were encountered. With the rise of Droaam and House Tharashk’s introduction of monstrous mercenaries, Khorvaire is learning that these creatures aren’t any more inherently evil than humans or dwarves. Ultimately, it is up to the Keeper of the Flame to make rulings on these matters—much like a past Keeper’s ruling that the deathless of Aerenal are not creatures of unnatural evil. In 992 YK, Keeper Lavira Tagor ruled that the church needed to reevaluate the classification of innate evil, and that templars should judge the actions of creatures in question and seek guidance from the Voice of the Flame. Since then, the Council of Cardinals has been debating the status of Droaam, but Keeper Daran has yet to make a final ruling on the matter. The Ghaash’kala, serpent cults, and other paths have their own traditions, each with the same core principle—the Silver Flame is a tool that allows the virtuous to fight fiends and unnatural horrors. Though those paths may share similar beliefs, this particular hierarchy of evil is specifically defined by the Keeper and the doctrine of the Church of Thrane. Celestials and the Silver Flame The Silver Flame is tied to Eberron. If you worship the Flame and cast a spell that normally contacts or summons an extraplanar ally, you touch the power of the Flame itself. This could be a couatl, or you could speak to the Voice of the Silver Flame—the spirit of Tira Miron, though now that she is bound to the Silver Flame, she is far more than just a ghost. Conjure celestial will usually summon a couatl, its essence drawn from the Silver Flame and given temporary existence until its task is done. Planar ally can produce more powerful celestials, but these aren’t called from another plane; while they may use the statistics of angels, they are formed from the pure light of the Flame itself and return to the Flame when their work is done. Heresy The Church of the Silver Flame represents just one path of the faith. It was built on the teachings of Tira Miron, but less than a year elapsed between her vision—leading her to embrace the Flame and rally an army—and her final sacrifice to defeat Bel Shalor. Thus, it was’t her own words that established most of the church’s traditions and doctrines, but the words of those who fought alongside her during that year. These were refined over time by priests who’d never met her—despite the passage of time, it’s believed these priests were guided by the Voice in the Flame. The Keeper of the Flame is tied specifically to the official Church of the Silver Flame. The Keeper’s power is based in Flamekeep, and the fountain of fire they keep marks the spot where Tira Miron gave her life to restore the bonds of the overlord Bel Shalor. Some people mistakenly assume that this fountain of fire is the Silver Flame. While it’s a focal point where the Silver Flame’s power bleeds into the world and a conduit for those who seek the guidance of the Voice of the Flame, the Silver Flame itself is far more than a spark in one cathedral—its power stretches across Eberron, binding overlords on every continent. The Church of the Silver Flame celebrates the Keeper of the Flame as being both the vessel of the Voice and the channel for the power of the Flame. However, the faithful of other cultures—such as the Ghaash’kala of the Demon Wastes—see the Keeper as a powerful priest and nothing more. The Church of the Silver Flame is largely willing to overlook the divergent beliefs of groups like the Ghaash’kala. In the church’s eyes, these northern orcs are a curiosity and their unusual beliefs don’t threaten the faithful of the Five Nations. Likewise, the Council of Cardinals has taken no action to suppress the extreme beliefs of the Pure Flame, even going so far as appointing the puritan Archbishop Dariznu as governor of Thaliost. In part, this is because the Pure Flame came into its own over the course of the Last War, and the cardinals of Thrane had little ability to enforce their will over the faithful of Aundair. Dariznu’s appointment was an effort to ensure that the followers of the Pure Flame would accept the authority of Flamekeep. Despite the church thus far taking no action against the Pure Flame, Keeper Daran is deeply troubled by this sect and is considering the best way to address the problem. There have been times when heretical beliefs divided the church, the most infamous known as the Time of Two Keepers. In 497 YK, a peasant woman calling herself Melysse Miron challenged Keeper Kyra Danth for control of Flamekeep and the Church of the Silver Flame. Melysse claimed that Tira Miron had revealed she was Tira’s direct descendant and the rightful Keeper. She challenged many church doctrines and claimed it had strayed from its path. And like Keeper Danth, Melysse was shockingly able to wield the power of the fountain of fire in Flamekeep, performing miracles no lesser priest could match. This triggered a deep schism that lasted for years, until Melysse was finally revealed to be the chosen hand of the Shadow in the Flame—it was not the Silver Flame, but rather the overlord Bel Shalor, that strengthened her in Flamekeep. Because of the fear that her death would allow Bel Shalor to choose a new Anti-Keeper, Melysse wasn’t killed; instead, she was petrified and placed in Dreadhold, where she remains to this day. More recently, the church was divided in 914 YK when Keeper Serrain was invested with temporal authority over the nation of Thrane. While many celebrated the idea of a kingdom founded on the noble principles of the church, there are many—even some in Thrane itself—who believe that investing cardinals and Keeper with political power distracts the church from its proper mission and serves as an invitation to corruption. This served as justification for the foreign templars who fought against Thrane in the Last War; they argued that they continued to respect the spiritual authority of the Keeper, but that the church shouldn’t rule a reunited Galifar. The priests of Stormreach went so far as to condemn the theocracy and Keeper Serrain. In the wake of this division, Stormreach was formally severed from Flamekeep; it receives no support and Flamekeep doesn’t acknowledge its priests within the church hierarchy. As such, Stormreach has become a haven for those who believe in the principles of the Flame but question its doctrine. It’s up to the DM to decide if the rifts over the theocracy and the Pure Flame could widen or whether the faithful will remain united. There is always room for new revelations or beliefs to create a new path for the faithful to follow. Corruption The Church of the Silver Flame has lofty aspirations, and it’s easy to find fault when it fails to live up to them. While there’s always potential for corruption in the church, it’s often exaggerated. Stories about corrupt priests can be more dramatic than virtuous ministers who are only there to help, but the majority of priests do strive to live its principles—resisting the evil within, treating others with compassion and empathy, and working together for the common good. The point isn’t that the church is a fundamentally corrupt institution, but rather that no one is perfect—in their imperfections, people can be led astray by the Shadow in the Flame or simply succumb to pride or greed. In dealing with corrupt followers of the faith, consider what kind of “corruption” it is and where it comes from. There’s a considerable difference between the Brelon priest who demands gold for a blessing and the Thrane inquisitor who lets their zeal for fighting evil drive them to cruelty. Zealots represent the most common form of corruption, especially among paladins or clerics. A zealot is devoted to the principles of the faith, but loses sight of the importance of compassion—giving in to the evil within in their quest to fight evil in the world. This includes those who engage in unnecessary cruelty, especially when dealing with those who choose evil. Zealots have no interest in gold or power, and risk their lives to defend others; they are simply able to justify ruthless and evil actions in the name of the greater good. This is the primary sin of the Pure Flame, but zealots can be found anywhere. Opportunists seek to use their religious authority for personal gain. This typically involves charging people for services that should be granted freely, or gaining gold or influence by using church resources for unrelated purposes. In Sharn, Archierophant Ythana Morr is often accused of using templars as mercenaries and serving as a strongarm for local merchants. Usually this reflects a fundamental lack of faith, and as a result, opportunists rarely wield divine magic. If an opportunist can channel the power of the Flame, it suggests that somehow, they are able to justify these conflicting concepts—that they truly believe their actions are righteous and serve the greater good, even if those actions incidentally line the pockets of the priest. Such a character might believe that they need greater wealth or influence to help others, or that they are fighting fire with fire—teaching the wicked the error of their ways through political or economic means. Before the Last War, opportunists were usually found in Breland, but the rise of the theocracy has yielded more opportunists in Thrane as well. The Tarnished are the worst form of corruption: priests or templars who knowingly serve the Lords of Dust or the Shadow in the Flame while posing as servants of the light. The Tarnished may mimic a devout priest—as Melysse Miron did in the Time of Two Keepers—but they are drawing this power from the Shadow in the Flame. This still requires deep faith, but the Tarnished are devoted to quite different principles. The most widespread form of this corruption is the cult of the Whispering Flame, described in the section on “The Cults of the Dragon Below.” But the Tarnished can also be loners who embrace the evil within alone. In dealing with a Tarnished villain, consider what has caused them to embrace darkness over light. Have the Lords of Dust promised them something priceless? Do they believe mortals are fundamentally flawed or that the cruelty of Bel Shalor is the rightful state of humanity? Do they somehow see themselves as the heroes of the story? Miron’s Tears Most believe Miron’s Tears to be an urban legend—an secret order of spies and assassins deep within the Church of the Silver Flame, hidden even from the Keeper and the Cardinals. According to the stories, Tira Miron foresaw the danger of the Shadow in the Flame. On the eve of her battle with Bel Shalor, Tira charged her trusted companion Samyr Kes to monitor the Church that was to come for signs of fiendish corruption—to save those who could be saved, and eliminate those who could not. Those who believe these tales say that it was agents of Miron’s Tears who recognized the threat of Melysse Miron and exposed her as an agent of Bel Shalor. It’s up to the DM to decide if this order exists or if it died out long ago. If he still lives, Samyr Kes—an elf whose long life has been extended by the Flame—could be disgusted by the corruption of the modern church. Beyond combating fiendish corruption, Miron’s Tears could target greedy priests in Breland, fight the extremism of the Pure Flame in Aundair, or even seek to bring down the Thranish theocracy, seeing it as a corrupting influence on the church. Virtuous player characters could be recruited into the order. Or chaos could ensue when an ally of the player characters—secretly a servant of the Lords of Dust—is targeted by the Tears. Paths of the Faith The Silver Flame is older than humanity itself. The Church of the Silver Flame is the dominant manifestation of this faith on Khorvaire, but you can be a follower of the Silver Flame without having ties to the church. In creating a player character or NPC, consider the following options, or if you’re interested in playing a Tarnished character, refer to the section on “The Cults of the Dragon Below” later in this chapter. T he Common Faith Templars, friars, and ministers are all part of the formal hierarchy of the Church of the Silver Flame. But you can be a cleric without being an acolyte. You could be a ranger who trusts in the Flame to sharpen your aim even though you have no formal role within the faith. Most of the commoners of Thrane fall into this category: people devoted to the faith, but not part of its structure. What role does the Silver Flame play in daily life? A few basic tenets guide the faithful masses. As a farmer, you may not have the strength to fight alien evils, but you can always guard against the evil within and help those around you to choose light instead of darkness. Church doctrine urges the faithful to act with empathy and compassion, seek to understand the troubles of those around you and to lighten their burdens, resist responding to anger with anger, and turn to violence only as a last resort. Not everyone can live up to these ideals, and the Last War was an inherently violent time. But the faith still urges everyone to resist the evil within, and instead to embrace the virtues of generosity and compassion. As discussed earlier, the church also emphasizes unity against supernatural threats. The world is a dangerous place, and those who have strength should always use it to defend the innocent. Every village in Thrane maintains a militia prepared to defend the community from the unnatural. Archery is a common devotional practice among the faithful; some say the rainbow-feathered arrows represent the couatl defending the innocent, but they also reflect the practicality of remaining as far away from danger as possible. The Church of Thrane believes in the value of hierarchy, but the church can’t grant the divine powers of a cleric or paladin—these come through faith and noble intent. As such, you can play a character who draws power from the Flame without having any formal tie to the church itself. The primary question is why—if you are a paladin, why have you made the decision not to become a templar? Do you feel the hierarchy is corrupt? Or do you simply feel you’re called to follow a different path? T he Church Hierarchy Backgrounds are an easy way to create a character with an established place in the hierarchy of the Church of the Silver Flame. Ministers and friars would typically take the acolyte background, while the Military Rank feature of the soldier background can reflect your rank as a templar. Are you still an active agent of the church, or have you been released from your duties after serving with distinction? Eberron: Rising from the Last War presents the templars as an option for the religious order group patron, exploring the idea that your entire group of adventurers could be fighting evil on behalf of the church. However, you could also serve alone. Friars of the Silver Flame are charged to wander the world and combat evil through acts of compassion and charity; if you’re a friar with the powers of a paladin or a cleric, that would certainly encompass protecting innocents from supernatural evil wherever you encounter it. You could be a retired templar who continues to fight evil as an adventurer, or you could be a templar given a specific mission that coincides with the goals of the adventurers. Or you could be tied to the Argentum, an order which began with the mission of finding and destroying dangerous magic items, but that has since come to serve as the espionage arm of the church. In making a character with ties to the hierarchy, consider which branch of the church you call home and how this affects your outlook. If you were trained in Flamekeep, you’re most likely a strong supporter of the cardinals and the theocracy. On the other hand, if you’re from Breland, you might be more pragmatic, if not entirely corrupt. As a cleric who served in Sharn, you could potentially take the criminal background instead of acolyte; you no longer have significant influence in the church, but you still have friends in low places. The Flametouched Folk Hero You don’t have to follow the faith of the Silver Flame to draw on its power. Tira Miron herself was a devout paladin of Dol Arrah when a couatl set her on the path to the Silver Flame. Ultimately, the Flame is a pool of divine energy that can empower anyone who seeks to defend the innocent from supernatural evils. If you’re a paladin, it could be that your powers came to you unbidden when you leapt into danger to protect a group of strangers from a ghoul. Or it could be that you hear a voice guiding you on the path to virtue: is it the Voice of the Silver Flame? Or perhaps a couatl with a specific purpose for you? Either way, you could be a champion of the Silver Flame who not only has no ties to the church, but who doesn’t even know anything about the faith or acknowledge it as the source of your divine power. The manifestations of your abilities will likely be obvious to any religious scholar; your spells might manifest with silvery radiance, and your guardian of faith could be a couatl. Are you simply ignorant of the source of your power, or do you have a different name or explanation for it? The Ghaash’kala The traditions of the Ghaash’kala are not only older than the modern Church of the Silver Flame, but predate human civilization itself. The warriors and priests of the Ghaash’kala guard the vast network of canyons that separate the Demon Wastes from the rest of Khorvaire, preventing both fiends and the barbarians of the Carrion Tribes from threatening innocents. The Ghaash’kala began as orcs, but over the course of centuries, members of other races have been drawn to this sacred duty. An outlander or hermit of any race—especially half-orcs—could assert that they served with the Ghaash’kala. The Ghaash’kala revere Kalok Shash, “the Binding Flame.” While they follow the same basic principles as other forms of the Silver Flame, they are fighting a brutal, never-ending war in a harsh and deadly land. As such, their focus is more on fighting supernatural evil than on using compassion to guide mortals to the light. Even so, they risk their lives every day to protect all mortals from the evils of the Wastes. They typically consider the people of “the south”—meaning everywhere south of the Demon Wastes—to be weak and naive, but still see it as their duty to protect these innocents from evil. They don’t care that they receive no acknowledgment for their eternal vigilance; it is a war that must be fought. As a character tied to the Ghaash’kala, consider why you’ve left your post and ventured south. Do you have a specific mission? Are you guided by divine visions? Or have you been exiled from the Wastes for some reason—and if so, have you shared the truth with your fellow adventurers? The Pure Flame An extremist branch of the Church of the Silver Flame, the Pure Flame rose in the aftermath of the Silver Crusade. Aundairians whose families had suffered through decades of lycanthropic terror embraced the Flame as the weapon of their liberation, but as a faith born in battle, they have a distorted view of its principles. The core principle of the Silver Flame is to defend the innocent, but those who follow the Pure Flame see it as a tool to punish the wicked. They see no room for compassion; while they accept the idea that the overlords and the Shadow in the Flame drive people to do evil, they focus not on treating them with compassion, but on burning the evil out of them. The primary defining traits of the Pure Flame are this harsh violence and uncompromising sense of justice. There must be no compromise with the wicked, and there is no hierarchy of evil; no evil deed can be tolerated. Most followers of the Pure Flame are exceptionally loyal to the Voice of the Flame and believe the Keeper to be a divine being. However, many also distrust the cardinals of Thrane, and should the Keeper make a proclamation that goes against their beliefs, they’re quick to attribute it to the corrupt cardinals putting words in her mouth. A movement in Thaliost urges Archbishop Dariznu to rally forces and seize Flamekeep in order to “liberate the Keeper,” though the Pure Flame doesn’t have the forces, resources, or training to pull off something like this. Members of the Pure Flame are intolerant, bigoted, and violent, rejecting the compassionate principles of the faith and denying that all are equal in the light of the Flame. However, because of their fanatical devotion to the fight against evil, they might offer adventurers assistance against a real supernatural threat. Purists are generally NPCs, not player characters, as their uncompromising and intolerant nature will likely cause clashes with other adventurers. That being said, a player character might be a former Purist seeking redemption for their vile behavior, or perhaps a young Aundarian rebelling against a Purist upbringing and broadening their horizons. Serpent Cults Serpent cults are the Silver Flame’s oldest tradition, though they’re virtually unknown in the present day. Rather than venerating the Flame itself, serpent cults honor the countless couatl whose sacrifice brought it into being. A common myth says that the couatl were formed by the last breath of Siberys, unleashed to contain Khyber’s evil. These cults maintain that the Silver Flame was formed when the couatl sacrificed their individual existence and bound their celestial energy together to bind the overlords; research suggests that this is true, though it’s not in the common doctrine of the church. Rather than revering a Voice or Keeper of the Flame, the serpent cults listen for the guidance of couatl themselves. A few couatl did remain separate from the Flame in order to serve as guardians or carry out specific missions, and it’s also possible for couatl to temporarily serve as spiritual guides; this was the case with Tira Miron, and could also be the case with an aasimar tied to the Silver Flame. As a member of a serpent cult, the hermit background can be a good option to reflect that you possess secret knowledge about the Silver Flame that the modern church knows nothing about. If you’re tied to a serpent cult, work with your DM to determine its size, origin, and influence. Is your sect a band of six people living in the Blade Desert, or are you tied to the Shulassakar—a race of rainbow-feathered yuan-ti who have been watching from the shadows for millennia? Do you have a specific mission? 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