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  1. #1
    Community Member Ashurr's Avatar
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    Default Religion In Eberron

    Faiths of Eberron




    The Nature of the Gods

    In many Dungeons & Dragons settings, deities are beings that player characters can interact with directly. There is no question whether the gods exist; if you're an experienced planar traveler, you can drop by Asgard and beat up Thor. Fundamentally, deities are just very powerful characters.

    This is not the case in Eberron. While many of the deities are portrayed with anthropomorphic icons, they do not walk the mortal world or even the known planes. If they exist at all, deities inhabit a higher plane of existence -- a realm that cannot be reached with planar travel. Some believe that the souls of heroes travel to this realm after passing through the darkness of Dolurrh; while this is a comforting belief, it has never been proven.

    If the gods may not even exist, who do you commune with? Why do planar allies answer your call? Divine magic exists, and most believe that it is a gift from the gods. Something provides answers to commune, and a priest believes it to be his deity. A skeptic may counter that it is the collective unconscious or merely a powerful outsider. As for planar allies, reverence for the gods is not limited to mortals. Celestials and fiends also worship deities. An archon dedicated to Dol Arrah may never have seen the face of the goddess but it believes in her implicitly, and it will aid those mortals who fight in her name.

    Ultimately, belief in a deity is a matter of faith. Each deity represents an ideal and espouses a certain code and approach to life. When you embrace the path of a god, you become part of a community in the mortal world. Perhaps, if you are deeply spiritual, you will gain the power to perform miracles of divine magic. This is what people expect of the gods of Eberron: they affect the world by guiding and empowering their followers, not by manifesting and taking direct action.

    Alignment versus Belief

    One of the major changes in the EberronCampaign Setting is that a cleric's alignment does not have to match that of his deity. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. For example, an inquisitor of the Silver Flame may be lawful evil. He is willing to torture and kill in the interest of what he views as "the greater good," and he truly believes that he is carrying out the wishes of the Flame when he does so. Good-aligned members of the church may find his methods abhorrent, but the question is whether his results serve the goals of the church. In the minds of the people, questions of good and evil are far broader than "what can be detected by detect evil?" When the Silver Flame began its crusade against lycanthropy, the soldiers knew that there were individual lycanthropes that were not evil. But lycanthropy itself -- a curse that could corrupt the body and soul of anyone it touched -- was seen as evil, and the sacrifice of innocents was necessary to purge the greater darkness.

    Pantheistic Clerics and the Cleric with No God

    One of the predominant religions of Eberron is the worship of the Sovereign Host, along with its shadow, the Dark Six. Most people worship the entire host and address their prayers to whichever deity suits the needs of the moment. A traveler may offer a prayer to Kol Korran when boarding a ship, give thanks to Olladra after an excellent meal, and make a sacrifice to Dol Dorn when a pirate ship appears on the horizon. Priests typically serve a particular sovereign, but a cleric can choose to worship the pantheon as a whole.

    As described on page 35 of the EberronCampaign Setting, it is possible for a cleric to have no god and still perform divine magic. This is not, however, the same as having no beliefs; it still requires a strong commitment to an ideal or a philosophy. The cleric needs to devise his own system of belief and explain how it justifies the domains he has selected, and the DM always has the authority to disallow a combination of domains. The goal is to allow a broad range of personal faiths -- like the warforged developing their own religions -- not to encourage players to pick domains based solely on granted abilities.

    Divine Magic in the World

    Arcane magic is seen as a science. It is a force that can be controlled through formula and incantation. Divine magic is quite different: it is a miracle of faith. True clerics are rare. They are the crusaders of the church, skilled in battle and capable of channeling the power of their deity. The vast majority of priests are experts who possess no spellcasting ability whatsoever. An average religious expert might possess Knowledge (religion), Knowledge (History), Heal, Diplomacy, and Sense Motive, and use these skills to provide spiritual guidance to her community. Most divine spellcasters are adepts, just as most arcane spellcasters are magewrights. A cleric of any level is a remarkable figure.

    A side effect of this is that most temples do not sell divine spells. To begin with, many temples don't have a divine spellcaster. Those that do will not sell the gifts of their god for mere gold. If the petitioner is a loyal member of the faith, an adept may aid him at no cost, or the adept may set a price based on the abilities of the adventurer, calling upon him to make a sacrifice to prove his faith or perform a service in the name of the church. The more powerful the spell, the more significant the sacrifice or service. If a nonbeliever serves the cause of the church, it's possible a priest will provide assistance, but a temple is not a marketplace. No one can demand a miracle as if purchasing a spell from a wizard's guild. Needless to say, this makes a character's choice of religion an important decision. A cleric of the Blood of Vol will never consider helping a follower of the Silver Flame, and you'd be soiling your faith even to ask.
    Last edited by Ashurr; 03-29-2010 at 11:50 AM.
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  2. #2
    Community Member Ashurr's Avatar
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    Default Church of the Silver Flame

    Core Beliefs

    The Silver Flame 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 Below. But the Flame was too pure for flawed humanity, 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 Silver Flame, and in so doing, she became a conduit -- a voice that humanity could hear. Across Thrane, the pure of heart heard her call; and ever since then, the Church of the Silver Flame has stood against evil, whatever form it might take.

    The Silver Flame 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 Sovereign Host offers prayers in the hopes that the deities will help him; a true follower of the Silver Flame 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 Silver Flame, 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 Silver Flame 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.

    Human 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 demons. 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 demonstrates 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 Church of the Silver Flame seeks to abolish the worship of the Blood of Vol, the Cults of the Dragon Below, and the Dark Six, it can be tolerant of other religions. Warriors of the Flame have much in common with the followers of Dol Arrah, and the teachings of Aureon and Boldrei echo those of the Church. With that said, followers of the Sovereign Host 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 Sovereign Host or the Path of Light, but a zealous friar will still try to lure them to the true faith.

    The Fury of the Flame

    The ministry of the Silver Flame performs countless good works throughout the Five Nations, but the actions of the templars often overshadow 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 Church of the Silver Flame 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 YK, the Keeper of the Silver Flame 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 change of behavior on the subject, and were thus suspect; the Keeper 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 Keeper of the Flame 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 Church of the Silver Flame 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.


    Ministers and Priests

    The Church of the Silver Flame 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 Flamekeep, where the wisest adepts of the church teach them. The cardinals occasionally visit the Great Seminary, and on rare occasions the Keeper herself 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 Flamekeep; Tira's Watch, on the southeastern border of Thrane and Breland; and Morningcrest 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 Flamekeep, 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 Flamekeep 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 commoners, odds are good that three will be evil. But that doesn't mean they are monsters or even killers -- each is just a greedy, selfish 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 Silver Flame 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 Church of the Silver Flame. However, corruption can take many forms, and each can have a vastly different impact on a campaign.

    The most common 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 Silver Flame 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 Silver Flame -- 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 Lords of Dust 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 the Last War and believe that the light has forsaken the world. Either way, these heretics are cunning and dangerous.

    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 Silver Flame 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 Blood of Vol; battling lurking fiends or possessing demons in the cities of Khorvaire; recovering a cursed object and then traveling to the Demon Wastes to destroy it; and so on.

    Prayers

    Appeals to the Silver Flame 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 common. "Light of the Flame, guide my arm."

    Temples

    Temples of the Silver Flame 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 Silver Flame 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 Silver Flame, 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 common 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 Church of the Silver Flame 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 range 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 commoners with Martial Weapon Proficiency (longbow) in areas devoted to the Flame.
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  3. #3
    Community Member Ashurr's Avatar
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    Default Monastic Orders

    Most of the religions presented in the Eberron Campaign Setting maintain monastic communities, where the faithful live ascetic lives of contemplation and honor the gods with their prayers and works. Many of the religious texts of Eberron are produced in such monasteries, and relics of the faithful are hidden away in monastic vaults. The majority of these devotees are experts who are trained in Knowledge, Craft, and Speak Language; Sense Motive, Diplomacy, Heal, and Forgery are also common.

    But "monk" has a second meaning: an ascetic who devotes her life to physical and mental discipline. Religious monks make a spiritual devotion of physical perfection, chastising the body through harsh exercise. These monks are champions of the faith who rely on martial skill instead of the divine magic of the cleric.

    Not all monastic orders are religious in nature. The goblin sharaat'khesh and Valenar Jaeldira pursue martial perfection for its own sake. These monks are swift and deadly warriors -- assassins who slip through the night and swordsmen who dance across the battlefield.

    Many monastic orders exist, from the Mironites of the Silver Flame to the Tashalatora of Adar. This article examines three different traditions: The Order of the Broken Blade, the Flayed Hand, and the sharaat'khesh.

    The Order of the Broken Blade

    "Lord of strength and steel, guide my hand!"

    The name of this order is drawn from the legend of Kalan Desh, a devotee of Dol Dorn who ventured into the Byeshk foothills to rescue a kidnapped child. Three ogres attacked Kalan -- they sundered his sword and mocked him. Kalan called on Dol Dorn for guidance, and miraculously he slew the ogres with only his hands, feet, and the hilt of his shattered sword. In gratitude, he founded the first monastery of the Broken Blade, where others might honor Dol Dorn and master war in all its forms.

    Dol Dorn stands between his honorable sister Dol Arrah and the treacherous Mockery, patron of assassins. He may inspire any combatant who relies on skill instead of deceit. For a Broken Blade monk, combat is both meditation and art -- a monk finds union with Dol Dorn through battle. After attaining the rank of swordbrother, a Broken Blade monk wanders the world. While many of these monks protect the weak and innocent, others join in any struggle they find. Occasionally, Broken Blades may fight on both sides of the same battle. The ultimate goal is to attain enlightenment through conflict, and the cause of the battle and the consequences of its outcome are a secondary concern.

    Organization: The majority of the inhabitants of a Broken Blade monastery are initiates. After passing grueling mental, physical, and doctrinal tests, an initiate is granted the title of swordbrother (or sister). If he masters body and blade, a swordbrother can return and claim the title of blademaster. The blademasters instruct the initiates and manage the monastery under the direction of the abbot.

    Initiates are typically 1st-level monks. Traditionally, a swordbrother must possess Whirling Steel Strike and at least 5 ranks of Knowledge (religion); however, in a campaign where PCs start at first level, the DM may wish to grant a player the honorary status of swordbrother to justify his wandering. There is no level-based prerequisite for the rank of blademaster; claiming such a position is a matter of devotion and skill, requiring the judgment of the other blademasters and the abbot.

    The Karrnathi line of House Deneith has a close relationship with the Order of the Broken Blade, and a number of distinguished swordbrothers are among the Blademark and the sentinel marshals.

    Monasteries: The primary monasteries of the Order of the Broken Blade are located in Karrlakton (Karrnath), Rekkenmark (Karrnath), and Starilaskur (Breland). Smaller monasteries are scattered across the Five Kingdoms, and the order has recently established an outpost in Krona Peak (Mror Holds). Broken Blade monasteries are austere, fortified buildings. Every monastery contains a forge; to attain the rank of blademaster, a monk must forge his own sword.

    Character Development: Monks of the Broken Blade divide their character levels between fighter and monk, combining monastic discipline with swordsmanship. This dual discipline requires the use of the Monastic Training feat, which is described in the Eberron Campaign Setting. Monks are also encouraged to learn the following feats: Improved Critical (longsword), Weapon Focus (longsword), and Whirling Steel Strike. Combat Expertise, Dodge, Improved Disarm, and Quick Draw are also common disciplines. Broken Blade training emphasizes physical skills such as Balance, Jump, and Tumble.

    The Flayed Hand

    "Embrace the path of pain."

    The Mockery is the lord of pain and vengeance -- the deceiver who destroys. His monks embrace suffering; through ritual torture, they overcome weakness of body and mind. As part of this training, a monk flays strips of her skin, treating the muscle below with an alchemical substance that toughens it. This excruciating torment permanently marks the monk as a follower of the Mockery.

    Once an initiate has learned to endure pain, she is taught to inflict it. The monks of the Flayed Hand are master torturers and deadly warriors. A monk of the Mockery seeks communion with her god through violence and treachery. Many members of the order sell their services as mercenaries and assassins. Others cause pain in more subtle ways bydestroying hopes and dreams instead of spilling blood.

    The Flayed Hand is a secretive order, and a student of the Flayed Hand usually conceals her devotional scars. A monk dressed for battle is a grisly sight; the members of the order keep scraps of their victims' skin and craft their battle-robes from the flesh of the fallen. Some say that the masters of the order know how to capture a victim's knowledge in his skin, or to craft leather masks that allow a monk to adopt the appearance of her victim. Any priest of the Sovereign Host or Dark Six automatically recognizes the significance of the marks of the Mockery; other characters can make a successful DC 15 Knowledge (religion) check or bardic knowledge check (DC 20) to see if they have heard of the Flayed Hand.

    Organization: Three ranks exist within the Flayed Hand, and all monks of a particular rank are considered equals. The lowest level is that of the initiate, who is still studying the mysteries and earning the marks of the Mockery. Once a monk survives the flaying and masters the arts of pain, she has earned the rank of excoriate. An excoriate who settles in a monastery is known as an archimandrite.

    Initiates are typically 1st-level monks. Excoriates are generally distinguished by possession of the Flensing Strike feat, but a PC who chooses to follow the path of the Mockery (a somewhat disturbing choice) may have earned the title of excoriate at 1st level.

    Monasteries: The primary monasteries of the Flayed Hand are located in the Great Crag (Droaam) and Rukhaan Draal (Darguun). In other lands, the monasteries of the Mockery are small and carefully disguised, and the archimandrites are always prepared to evacuate on a moment's notice.

    Character Development: Followers of the Flayed Hand put great emphasis on stealth, and many become assassins at 6th level or above. While it is not a class skill, Disguise is very important to Flayed Hand monks, both for subterfuge and to conceal the marks of the Mockery. The trademark feat of the order is Flensing Strike, which requires Weapon Focus (kama). Other traditional feats include Stunning Fist, Two-Weapon Fighting, Dodge, Combat Expertise, and Improved Trip.

    A Flayed Hand monk adds Intimidate to her list of class skills. However, while her devotional marks are visible, she suffers a -2 circumstance penalty on Diplomacy or Gather Information checks.

    The Shaarat'khesh

    "Even the smallest blade can slit a throat."

    "Shaarat'khesh" is a Goblin word that translates to "silent knives." The shaarat'khesh are an order of goblin spies and assassins. This order can trace its roots back to the ancient Dhakaani empire. At the height of the empire, the shaarat'khesh served as the hand of the emperor, bringing silent death to traitors and criminals. Once the empire fell, the shaarat'khesh became mercenaries, selling their services to any warlord with gold. As the Dhakaani age came to an end, the Silent Master called upon the shaarat'khesh to withdraw into the depths of their mountain fortress, leaving the remaining warlords to squabble over the ruins.

    Now, thousands of years later, the Heirs of Dhakaan have reemerged -- and the shaarat'khesh have returned with them. For the past century the goblins have been studying the nations of modern Khorvaire, moving among city goblins and establishing safehouses across the land. All of the clan lords rely on the shaarat'khesh for information, and many have sought to win the allegiance of the assassins. But the Silent Master has maintained a position of neutrality. The shaarat'khesh are the servants of the empire. But until the clans unanimously agree on an emperor, the silent knives treat all clans equally and demand payment in gold. The shaarat'khesh do not accept every contract; as a rule they do not assassinate Dhakaani clan leaders or dirge singers. But once the silent knives take an assignment, they see it through to the end, even if this means fighting other members of the shaarat'khesh. It is this impartiality and dedication that has allowed the clan to survive amid the warring heirs.

    The Dhakaani are an agnostic people, and the shaarat'khesh have little interest in gods or arcane mysteries. A goblin initiate seeks to become the perfect living weapon: swift, silent, equally deadly with fist and blade, whose focused mind can overcome any weakness of the body. While he may feign emotions when it serves his cause, a silent knife is cold and calm, and he always remains focused on his next task.

    As a general rule, a goblin must be born into the clan of the shaarat'khesh to learn the ways of the order. However, exceptional goblins have been adopted by the clan, and they even have a few members of other races -- most notably changelings.

    All Dhakaani goblinoids know of the shaarat'khesh. Other characters must make a successful bardic knowledge or DC 25 Knowledge (history) to see whether they have heard of the order.

    Organization: A student of the silent arts carries the title of shaarul (dull blade). Upon completion of his training, the monk takes the title of tar'khesh (silent hand) or il'khesh (silent eye), depending on whether his primary focus is combat or espionage. Monks with assassin levels are known as mula'duur (bringers of sorrow). Clan decisions are made by a council of elders; the leader of this council holds the title of guula'khesh (silent master).

    Shaaruls are generally 1st-level monks. To attain the title of tar'khesh or il'khesh, a character must be a 2nd-level monk or 1st-level monk/1st-level rogue with 5 ranks of Hide and Move Silently.

    Monasteries: The il'khesh have spread across Khorvaire over the past century, and the silent knives have eyes hidden in many of the great cities of the Five Nations. Any city with a significant goblin population may contain a shaarat'khesh safehouse. However, only one true monastery exists: the fortress hidden deep in the Seawall Mountains, home to both the monks of the shaarat'khesh and the noncombatant members of the clan.

    Character Development: The majority of the shaarat'khesh divide their character levels between rogue and monk, using the Monastic Training feat. Others follow the pure monastic path until 6th level, when they can become assassins (provided they meet the prerequisites). The shaarat'khesh rely on speed and stealth, using surprise to strike an opponent with devastating sneak attacks. Traditional feats include the following: Combat Expertise, Dodge, Improved Feint, Monastic Training (Rogue), Skill Focus (Bluff), and Stunning Fist. Monastic skill training focuses on Hide, Move Silently, and Tumble; Bluff, Disguise, and Gather Information are also considered to be important talents.

    Knowledge (local) and Knowledge (history) are class skills for shaarat'khesh monks. These take the place of Knowledge (arcana) and Knowledge (religion).
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    Arkats Padawan of Zen Noobility
    Wielder of the Stiffler Salute
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