Le Narquois
| Titre | Le souverain de la trahison et du carnage |
|---|---|
| Alias | Dol Azur, Le Traître, Vulkoor |
| Alignement | Neutre Mauvais |
| Province | Trahison et effusion de sang |
| Portfolio | Combat, déshonneur, meurtre, terreur, trahison. |
| Domaines suggérés | Tromperie, guerre, serment de conquête et de vengeance |
| Arme | Kama |
| Symbole Sacré | Cinq outils éclaboussés de sang, disposés dans la forme approximative de l'octogramme divin de la légion. |
Le Narquois , connue dans certains cercles comme le traître, est le frère de Dol Arrah et Dol Dorn. Sa trahison a conduit à son écorchage et à son bannissement de la légion souveraine. Autrefois un membre du triumvirat des divinités de combat qui comprenait ses frères, le narquois représente désormais le côté sombre de leurs portfolio. Dol Arrah vous montrera comment vous battre avec honneur, Dol Dorn vous donnera du courage,mais le Narquois vous entraînera dans la boue et le sang, vous poussera à trahir vos principes et emploiera des tactiques qui horrifiera vos alliés et vos ennemis, mais à la fin de la journée, vous vous tiendrez au-dessus des cadavres de vos ennemis. Quel chemin suivrez-vous?
Ceux qui méprisent les Sombres Six condamnent le Narquois comme un vilain, un monstre qui encourage un comportement cruel et perfide. Cela peut être aussi simple que de tendre une embuscade à un ennemi, en utilisant la furtivité au lieu de lui faire face ouvertement. Ou cela peut signifier massacrer des innocents, torturer vos ennemis, rompre une trêve, tout ce qui peut vous apporter la victoire. Ceux qui embrassent le chemin du Narquois peuvent dire que de telles tactiques sont le seul moyen de faire tomber un ennemi supérieur. L'honneur est un luxe pour les forts, pour ceux qui sont faibles et opprimés, la victoire est tout ce qui compte vraiment. D'autres qui suivent le Narquois affirment que l'idée même de l'honneur dans la guerre est délirante. La douleur, la terreur et la mort sont les résultats inévitables de la violence; au moins ceux qui suivent le Narquois reconnaissent la vérité que d'autres nient. L'assassin qui tue sans prévenir, le barbare qui voit la miséricorde comme une faiblesse, le pirate qui cultive une réputation terrifiante, tous ceux-ci pourrait considérer le Narquois comme un allié. Les cultes d'assassins, dont le plus tristement célèbre est la Main Écorchée , le maintiennent dans leurs prières.
Le Narquois est dépeint comme un effrayant guerrier Humain avec la peau écorché, enveloppé dans les peaux de ses ennemis, et parfois comme un Dragon rouge démoniaque.
Le légendaire dragon rouge Dularanahk a été trahi pendant la guerre contre les Maîtres Démoniaques par son frère Dulazurak. Ils pourraient être l'inspiration de Dol Arrah et du Narquois, dont le nom était autrefois Dol Azur.
Prêtrise
- Formation des prêtres: Les prêtres du Narquois doivent connaître personnellement la trahison et doivent donc ruiner un proche avant d'entrer dans la prêtrise. On attend également d'eux qu'ils apprennent l'anatomie et la chirurgie.
- Quêtes: Les adhérents du Narquois exigent souvent une vengeance sanglante sur ceux qui leur ont fait du tort ou ont fait du tort à leur dieu. Ils cherchent également à détruire les prêtrises de Dol Arrah et de Dol Dorn, corrompre un prêtre de l’un ou l’autre des dieux mérite les plus hautes faveurs.
- Prières et rites: La moquerie est souvent invoquée juste avant un meurtre, que ce soit par assassinat ou combat armé. Les sacrifices consistent généralement en des choses appréciées par les ennemis du pétitionnaire, peut-être une arme de confiance ou une monture bien-aimée.
- Sanctuaires: Les sanctuaires du Narquois sont carrément horribles, plus des charniers que des temples. Des chaînes sanglantes pendent du plafond et les murs sont décorés avec des bandes de peau. Plutôt que de nettoyer le sang versé au nom du dieu, les prêtres le traitent chimiquement pour conserver sa couleur fraîche et sa viscosité, de sorte que les sanctuaires semblent littéralement recouverts de sang.
The principles of the Sovereigns are the cornerstone of our civilization. Boldrei brings us together. Aureon’s laws allow us to coexist in peace. When peace is not an option, Dol Dorn gives us the strength to defend ourselves, and Dol Arrah teaches us to use that strength wisely and with compassion. Why should the strong protect the weak? Why spare civilians and fallen foes? Because if we all live by those principles, we all prosper. War isn’t just about victory—it’s about being able to live with the aftermath. —Phthaso Mogan, Sovereign priest of Sharn
‘Why should the strong protect the weak?’ It’s a question posed by those who wish you to believe that they are strong and you are weak, that you would be helpless without them. These are the words of people who only know one way to play the game of war, and who are desperate for you to play by the same rules. Our lord shows the truth: the strong protect the weak because they don’t want the ‘weak’ to realize how strong they can be. Imagine a hundred hounds pursuing two wolves. The hounds call out, challenging the wolves to face them in honorable combat. The brave wolf turns and fights beneath the bright sun, and they are torn into a hundred pieces. The wise wolf knows a simple truth: I cannot beat them at once, but in the shadows my teeth are as sharp as any of theirs. Every night, the wolf comes with the shadows and kills one of the hounds. The hounds may curse the wolf for his cowardly, dishonorable actions… but in a hundred days, the wolf stands triumphant. Which wolf are you? Will you fight in the sunlight, and die with honor? Or will you follow the path that leads to victory, even if it leads you through shadows?” —’Redblade‘ Rrac, of the Deathsgate Adventurer’s Guild
In the first age of the world, three siblings challenged the Lord of Death. They rallied their forces, and swore to meet Death on the battlefield at dawn. When Death came with his army of corpses, the eldest brother was nowhere to be seen; he lacked the courage to face this dreadful foe. The mortal soldiers quaked, seeing comrades who had fallen in battle now serving in the army of the dead. But the young brother filled them with courage and inspired them with his strength, scattering the forces of the dead. And the sister called on the light of the sun, blinding Death until her soldiers could safely retreat. Though the battle was lost, the champions were able to save most of their soldiers. They learned that their elder brother had used the distraction to steal a great treasure from the Citadel of the Dead, caring more for his personal enrichment than for the lives of his siblings, their soldiers, or his own oath.
This is the story of the Mockery. It can be found in many forms across many cultures, and the details are always different. In some versions of the story, it is Aureon who orders that the Mockery be stripped of both his name and his skin, his truth laid bare for the world to see. But in the Cazhaak myth, the elder brother fools his siblings by shedding his skin and using it as a decoy; going forward, he often strips the skin off his enemies and wears it to fool their friends. Likewise, the reason for the Mockery’s betrayal also varies. In the common story, the Mockery betrays his siblings due to cowardice and envy, further using the opportunity to enrich himself. The implication is that if he had bravely stood with his siblings, Death could have been defeated. But the annals of the Three Faces of War say that Dol Azur believed the battle to be a fool’s errand from the beginning, asserting that it wasn’t possible to defeat Death; rather than fighting a battle that couldn’t be won just because he’d sworn an oath to do so, Dol Azur used the distraction to steal a mighty weapon from the enemy’s citadel. So his action was unquestionably a dishonorable betrayal; but he also accomplished a tactically significant objective, rather than fighting an “honorable” fight that couldn’t be won.
Such shifting interpretations are common with the Sovereigns and Six, reflecting the values of the cultures and individuals who worship or revile them. Within Khorvaire, there are three common approaches to the Mockery. The common Vassals blame him for the excesses of war and for cruel betrayal. Some emulate him, seeking to earn his favor through acts of cruelty. And others see him not as the Lord of Betrayal, but as the Sovereign of Victory—a deity who can always show you the way to overcome your enemies, even if it is a dark path.
Bloodshed and Betrayal The Vassals of the Pyrinean Creed believe that the Sovereigns act through mortals, that they guide us and inspire us. Onatar doesn’t craft a sword; he guides the mortal smith, and if the smith listens she will forge a finer blade. Dol Dorn is a source of strength each soldier can find within, a whisper of courage in the darkest moments. For the Vassals, the Dark Six explains the darker impulses of mortals. The Keeper inflames our greed, whispering to us of the things that could be ours. The Fury overwhelms us with anger and passion. And the Mockery urges us to be cruel—to revel the suffering of others and our power to inflict it. The Mockery scoffs at courage and honor, telling us that all that matters is survival and victory, no matter the cost. It’s Boldrei who tells us we’re stronger as a community, Aureon who teaches that laws can benefit us all; the Mockery urges us to place our own needs above anything else, to see others solely as tools to be used. So under the Pyrinean Creed, the Mockery and others of the Dark Six inspire our base instincts; the Sovereigns show us how to be better, and how to prosper as a community.
With this in mind, the Mockery covers two distinct spheres, as called out in his title of bloodshed and betrayal. On one level he is a WAR god—specifically calling out all the darkest elements of conflict and combat. Bloodlust, unnecessary cruelty, dishonorable strategies; all of these are tied to the Mockery. But the Mockery isn’t confined to the battlefield. The assassin who kills without warning, the bully who beats smaller children—these two are guided by the Mockery. Any time blood is shed in cowardly or cruel ways, the Mockery smiles. The Fury inspires rage, the Keeper drives greed, but when the actual blade is drawn it’s the Mockery who guides the hand of the murderer. Beyond bloodshed, the Mockery also delights in betrayal. He takes the greatest pleasure when the betrayal runs deep—a sibling betraying a sibling, a lover turning on their paramour. But on the simplest level, this aspect of the Mockery is tied to deception with the intent to cause pain to others. The Traveler also delights in deception, but the Traveler is the Sovereign of chaos and change. The Mockery uses deception in the pursuit of pain. So the changeling grifter may see the Traveler as their patron, but the assassin who uses disguise self to get close to their victim is guided by the Mockery.
Among Vassals, the Mockery is primarily seen as an explanation for cruelty in the world. Virtuous Vassals never offer prayers to the Mockery; they pity the brutal people who are swayed by his whispers and drawn down cruel and criminal paths. Those who actively revere the Mockery in this aspect are people who willfully embrace a dark path and acknowledge their actions as selfish and cruel. A King’s Dark Lantern who kills for the good of their nation and their people will ask Olladra for luck, even though they are deceiving others and spilling blood. The assassin who invokes the Mockery knows that they are spilling blood solely for their personal gain, and takes pride and delight in their power to inflict pain. The monks of the Flayed Hand are an example of this: they acknowledge the Mockery as the Sovereign of Bloodshed and Betrayal, but worship him still, and believe that they commune with the divine by inflicting pain. And for this reason, the Flayed Hand is a secretive order and the monks hide their devotional scars; those who knowingly employ the Flayed Hand are comfortable with cruelty.
One aspect of the Mockery that’s not always recognized is the use of Fear. Dol Dorn inspires courage in the soldier’s heart; the Mockery shows them how to inflict terror on their enemies. This ties to the idea that the Mockery delights in causing pain—psychological as well as physical. This leads to one of the few potential paths for a player character who honors the Mockery: the hero who uses fear as a weapon, such as Batman or the Shadow (the pulp hero, not the deity!). This is a dark path to follow, as the fearmonger knows they are inflicting suffering on their enemies. This can tie to the idea that my enemies don’t deserve to be treated with honor—that it’s acceptable to engage in a brutal war on evil, to fight fire with fire. The main point is that the Mockery believes that no weapon is too vile to use in battle, and fear or other forms of psychological warfare are certainly valid. Most likely, a vigilante who embraces the Mockery in this way believes that the law is ineffective—that Aureon’s laws and Dol Arrah’s honor has failed, and that only cruelty and fear can overcome the threats the character is facing or avenge the wrong that’s been done to them.
The Lord of Victory The Pyrinean Creed casts the Mockery as a force of pure evil—the cruel betrayal who delights in the suffering of innocents. But there are many ways to look at the world. The Cazhaak faith calls the Mockery the Lord of Victory. The Pyrinean interpretation chooses Dol Arrah over the Mockery, saying that war can and should be fought honorably. The Cazhaak interpretation says there is no honor in war. War is brutality and bloodshed. Once you see this—that someone ALWAYS suffers in war—you’ll realize that it’s better to be the one holding the blade rather than the one who bleeds. The Cazhaak Creed values cunning over brute strength; ultimately, survival is the proof of righteousness. If the goblin defeats the ogre, it doesn’t matter if they used poison or treachery; they should be celebrated for finding a path to victory.
The Cazhaak creed promotes a harsh, ruthless vision of the world: you should always be ready for betrayal. You should always be watching for weakness in those you deal with. One might think that this philosophy would undermine any form of community. But the Cazhaak creed does create communities, just in a very different way from Boldrei’s love and Aureon’s laws. The Cazhaak community is a wolf pack. Leaders must command respect with their cunning and power. If people don’t betray their leaders, it’s not because of honor or duty; it’s because they think it’s in their own self-interest to serve the leader, or believe that they couldn’t get away with the betrayal. You follow your leader because you believe you will prosper under her rule. In a society driven by the Cazhaak principles, no agreement can be based purely on trust. Words alone mean nothing; they have to be backed up by fear, by the knowledge that betrayal will carry a terrible cost. Look to Droaam as a whole; while Katra inspires with her voice, Maenya’s fist is always ready. It is a cruel way to view the world, but it makes sense to those who follow it. To the Cazhaak vassal, the ideals of Dol Arrah are childish; war isn’t a game with rules. With that said, it’s important to recognize that while the Cazhaak faith can support communities, historically it has never been tested on a wide scale. Droaam is a new nation, and in the centuries prior the Barrens were ruled by small communites and city-states. The Pyrinean scholar might argue that why Aureon’s laws and Dol Arrah’s ideals matter is because international relations rely on trust and on law. The armies of Droaam rely on guerilla warfare and small-unit tactics, where the cunning of the squad leader can turn the tide of battle. It remains to be seen if their ruthless principles can support global relationships.
Some who follow the Cazhaak path draw in the more extreme elements of the Lord of Bloodshed and Betrayal. There are those who revel in displays of cruelty; the Skinners of Graywall prey on despised foreigners and wear the tanned hides of their victims as grisly trophies. But for most who follow the Cazhaak path, the point is more that the world is cruel, and you must be strong and cunning to survive it; do whatever you must to bring down your foes.
If you’re a player character who follows the Cazhaak creed, a key point is that you expect betrayal and cruelty from others. You believe that you need to display your strength or cunning to ward off challenges; you aren’t used to kindness or pure altruism and you don’t expect people to keep their word if it becomes an inconvenience to them. You expect people to be driven by self-interest. The key to a lasting bargain isn’t a word of honor; it’s making sure that neither party dares to break the agreement.
The Three Faces of War The Three Faces of War is a mystery cult found across the Five Nations. Exploring Eberron has this to say…
The Three Faces of War honors Dol Arrah, Dol Dorn, and Dol Azur (the Mockery). It was part of the united armies of Galifar, and cult chapters can be found in all of the armies of the Five Nations. Sect meetings provide a place for soldiers and veterans to interact as friends and equals, regardless of rank or nationality. The cult asserts that honor and courage are to be valued, but there is also a time and place for cunning and cruelty, even if it is never to be desired.
As depicted by the Three Faces of War, Dol Azur is a less intense version of the Lord of Victory. The Three Faces of War acknowledge that his actions are dishonorable and cruel, that the world is a better place if we all live in Dol Arrah’s light. But followers of the Three Faces acknowledge that the world is cruel, and that there are times when victory must come before honor. The Three Faces of War notably downplay the aspect of betrayal and focus on Dol Azur’s role on the battlefield; at the same time, followers of the Three Faces of War are definitely feel that while treaties play an important role in international relationships, a commander must always be prepared to violate a treaty when the moment is right. The Three Faces of War also recognizes the power of psychological warfare, of using fear to demoralize a foe. The key point is that followers of the Three Faces honor Dol Arrah and Dol Dorn; they do believe that honor has a place on the battlefield. But they believe that every tactic has its time and place—that we should strive to fight just wars, but be prepared for them to get ugly. Members of the Three Faces often feel that they have a particular affinity for one of the Sovereigns; those who feel they are guided by Dol Azur may still seek to using their powers for good, but they acknowledge that they have a knack for sowing terror or ruthless action when it becomes necessary. Within the sect, steel is used to represent Dol Dorn, gold to represent Dol Arrah, and leather to represent Dol Azur; if a soldier wears a leather ring, it might be a sign that they feel they are guided by the Mockery.
The Three Faces of War is a hidden sect, but its existence is a fairly open secret. It has members in all of the armies of the Five Nations. Allegiance to the Three Faces definitely doesn’t supercede national loyalty, but provided that it doesn’t violate that loyalty, it provides a foundation for friendship between soldiers of different nations. If a player character with the Soldier background chooses to be an initiate of the Three Faces of War, this can be used to explain how the benefits of the Military Rank feature apply when dealing with soldiers of other nations; even if they fought one another in the Last War, they respect the character as an initiate into the mysteries. And again, a player character could decide that they are guided by Dol Arrah and wear gold to show it; just because they accept that Dol Azur is part of war doesn’t mean that they have to embrace his path.
Using The Mockery So how can you use the Mockery in a campaign? Well, in a world filled with shades of grey, followers of the Sovereign of Bloodshed and Betrayal are a good source of absolute villains. When you’re running a pulp campaign and you want someone who feels capital-E EVIL, a Flayed Hand monk is certainly an option. Someone who is guided by the Pyrinean creed but nonetheless chooses to embrace the Mockery is something who delights in cruelty and who believes that they gain strength by inflicting suffering on others. I could imagine a serial killer warlock who believes their power flows from the Mockery, and whose Mask of a Thousand Faces ability requires a strip of skin from the person they wish to impersonate. On the other hand, you could explore the idea of a group of ruthless vigilantes who believe that the terror tactics of the Mockery are the only way to combat rising crime… or the once-virtuous person who’s turned to the Mockery and the Fury to take vengeance for a crime Aureon’s laws failed to stop. Turning to the Lord of Victory, this can work anywhere you have a wolf pack, a group that will do whatever it takes to survive and overcome a foe. Aside from this, it can be a generally interesting way to contrast a soldier of Droaam from one of the Five Nations. Those who follow the Cazhaak path genuinely see the idea of honor in war as a childish concept. This doesn’t make them EVIL. Just because the world is cruel doesn’t mean they have to be unnecessarily cruel. but it means that they will do whatever is required to survive, that they will show mercy only if they see some clear benefit down the road. Meanwhile, the Three Faces of War is an old tradition that seeks to forge a bond between soldiers of all nations, and if one or more of the player characters is a veteran of the Last War, an influential member of the Three Faces could be a useful patron. Alternately, while the cult overall isn’t malevolent, an influential Azur-touched initiate of the Three Faces of War could use the organization to rally other Azur-touched for some sinister purpose.
Q&A The existence of the Three Faces of War isn’t a secret. It’s been around for around two thousand years. Everyone knows that it exists and that it’s part of the armies of the Five Nations, and there’s never been an inquisition to wipe it out. It’s not seen as a threat or as a cult of the Dragon Below. The reason you don’t announce it is because it’s a MYSTERY CULT. Only those who have been initiated into its mysteries understand it, and only they DESERVE to know about it. The Karrn soldier doesn’t hide the fact that they belong to the Three Faces of War because it’s a crime; they hide it because the uninitiated don’t deserve to know about it. Beyond that, it’s a known fact that the Three Faces cults involve veneration of the Dark Six. Initiates understand the context of this and WHY they accept their chosen member of the Six as worthy of veneration—but they know that those who don’t understand the mysteries will not. So, the first rule of the Three Faces is that you don’t talk about the Three Faces.
What is the relationship of the goblinoids of Darguun to the Mockery and the Three Faces of War?
The Ghaal’dar hobgoblins and the Maargul bugbears both revere the Mockery. Much like the minotaurs of Droaam and the Horned King, each tribe and clan has its own interpretation and unique traditions, but they fall on a spectrum between the Sovereign of Betrayal and Bloodshed and the Lord of Victory. Since taking power, Lhesh Haruuc has been working to promote the worship of Dol Dorn and Dol Arrah, blending this with the existing worship of the Mockery. The simple fact is that this is about optics more than faith. Haruuc recognizes that most people of the Five Nations see worship of the Mockery as evil, and shifting the conversation to say that Darguuls worship all of the Sovereigns of War makes things a little more palatable for outsiders. Having said that, Haruuc believes that there are lessons to be learned from each of the Sovereigns, and feels a particular affinity for Dol Dorn—so his efforts aren’t entirely insincere. At the moment, there has been no concerted effort by the Three Faces of War to initiate Darguuls, but it’s possible that there are mercenaries who were initiated by comrades during the war.
What’s the Orb of Dol Azur?
The Orb of Dol Azur was first mentioned in an article I wrote in 2004. Since then, it’s been my go-to MacGuffin, an easy placeholder to drop in any time people are looking for something mysterious and powerful. I’ve never actually used it in a campaign or ever said what it does, though by all accounts it’s powerful and dangerous. Dragons of Eberron establishes that the draconic champions fought the overlord known as Katashka the Gatekeeper during the Age of Demons, and it’s entirely possible that this is the actual basis of the myth of the Dols fighting Death. If you accept this, it’s an easy step to think that the Orb of Dol Azur could actually be an artifact the proto-Mockery stole from the citadel of the Overlord. Katashka the Gatekeeper embodies our fears of death and the undead. With that in mind, people on the Eberron Discord server have made a number of interesting suggestions as to what the Orb could be…
The Orb of Dol Azur is one of the eyes of the Overlord Katashka. By default it’s the size of a dragon’s eye—quite large—but the proper ritual could cause it to shift to a size appropriate to the bearer. In short, this would be a way to use the mechanics of the Eye of Vecna in a form that fits the lore of Eberron. When you kill someone with a Keeper’s Fang—a magical weapon that prevents resurrection—their soul is bound to the Orb of Dol Azur. At this point, the Orb holds the spirits of countless mortals and lesser fiends trapped over the course of history. I doubt I’ll ever give an official answer, because I enjoy having a vague MacGuffin… but I think both of those are interesting possibilities!
That’s all for now! Thanks to my Patreon supporters for choosing this topic and for making these articles possible!
