
Printed From:
http://www.dlnexus.com/fan/rules/15857.aspx
Children of ChemoshD&D 3e (3.0/3.5) Rulesby Matt TaylorEntry in the 2006 Nexus Organizations Contest. "Welcome my beloved Children. Welcome to the night. Welcome to true beauty, strength, and power. Welcome to an avenue of eternal life, to immortality. Revel in the beauty of the darkness, take in its wonder, bask in the glory of cool twilight air, and look through new eyes as the star filled skies darken into dusk. But before all else, devote yourself to your Dark Lord. The Lord of Night, the Lord of the Dead, he who is called Chemosh." (This Organization is around before the Chaos War and assumes that the war will not take place) A Brief HistoryAfter generation upon generation of suffering the worship of the old, the decrepit, the sick, the dying, and the weak Chemosh grows tired. He seeks to bring the young and the radiant into his arms. With this in mind, the Dark Lord reawakens one who would become his most powerful servant, Nydardomond. A sea-elf granted immortality after seeking revenge for his family's death following an assault on his city by the armies of the Queen, Nydardomond called to whoever would listen as his crippled body lay trapped beneath the ruins of his home. Chemosh answered. Now, years later, the Dark Lord has tasked Nydardomond to create a new following, one that will spread the new vision of death to the world. Nydardomond, once just an un-living yet powerful servant of Chemosh, was transformed into a powerful vampire lord. With his immense knowledge and mastery of the Dark Arts of Necromancy, Nydardomond set forth to create the Children of Chemosh. Finding a ruined citadel abandoned by Takhisis and her followers, Nydardomond made it his home Rebuilding it to a site of dark splendor and luxury and calling it the Black Citadel, Nydardomond, now the newly appointed Dark Prophet of Chemosh, began enticing others to join him with false promises of strength and everlasting health. The old and infirm have proven to be the easiest to convert and they take to the teachings of necromancy well. In addition to necromancers, Nydardomond has brought forth another being to serve the Dark Lord. Being quite adept at magical experimentation, Nydardomond created what he has since referred to as the Guardians. The Guardians are a unique form of servant that combine elements of humanoid and animal into a new breed of lycanthrope. Unlike normal creatures of this blood, the Guardians possess both psyches of the animal and humanoid in one body but as separate entities. They share the same vessel and are influenced by the other's will, but remain separate otherwise. As the Children grow in numbers, they have built a face of caring and protection over the old and infirm. They offer an escape from age and ask only that one seeking this escape to acknowledge that Chemosh was the one who granted that escape and then do as He wishes in return. The days of catacombs, graveyards, and rotting corpses, at least outwardly to the public, are over. Goals and MotivationsAs mentioned previously, the Children of Chemosh seek to bring a new face to death, one of strength, youth and beauty. Behind it all, however, is the collection of souls for the Dark Lord, Chemosh. By offering escape from age and frailty to those suffering from it, the Children bring the souls of those individuals to Chemosh in exchange. The overall goal of Chemosh in the creation of the Children is to supersede the Dark Queen as the most powerful of the Dark Pantheon. Through Nydardomond and the Children, Chemosh can infiltrate every aspect of society from poor to rich, from sick to healthy, and from young to old. Motivated by power and their pact with Chemosh, the Children are tireless in their pursuit for more souls. Organization Theology and MethodologyThe Children of Chemosh are a unique culture unto themselves. They are made up of two distinct groups. The first group is those practitioners of necromancy and other forms of dark magics. These mages do not necessarily seek immortality through unlife, but instead seek the power that necromancy can grant them in life through death. The second group was created by the first group to serve as their protectors and guardians. While the second group, the Guardians, are mostly orientated towards physical prowess, occasionally some of the more powerful ones wield magic as part of their defensive repertoire. The Necromancers Since ancient times, scholars and priests have devoted their entire lives to studying, explaining, and revering the final chapter in human life. For some individuals, however, death has become an obsession, a source of magical power, or even an object f religious adoration. These beings are necromancers, and they are universally feared and loathed as the purveyors of unremitting evil. When a child chooses to become a necromancer, almost any pathway of this dark art is open to them. Necromancers can be almost any sort of person, and among the children even warriors can learn limited forms of necromancy. There is no set guideline, no straightforward path. Each necromancer is encouraged to study within the boundaries of their own interests and as a result the variety of practice within the art is astonishing. Some sorcerers study necromancy out of an overpowering desire to master the forbidden and secret arts shunned by the rest of the world. These sorcerers gain almost all knowledge from ancient books, scrolls, and magical spells at his or her disposal. There are also those who specialize in the creation of undying minions and the summoning of extra planar allies. Above all, these individuals seek power over others, reveling in the thrill of commanding obedient servants. The mindless undead, as unthinking and ever-faithful automatons, make perfect and unquestioning slaves that will shoulder even the most loathsome burdens without hesitations. Some employ the Art only for twisted and evil ends. They revel in animating the dead and forcing the corrupted remains to serve their perverse appetites. Others devote their careers to the scientific study of the body, often using magical means to aid or inform their research. These individuals are profoundly fascinated by the seemingly infinite mysteries of the mortal form. The term "Mad Scientist" could be used for these people. Most mortals embrace undeath only as a last resort, after all of the less drastic means of life extension have been exhausted. Nevertheless, some voluntarily surrender their mortal lives early, trading all their humanoid weaknesses for the dark powers of the dead alive. The undead never need eat, sleep, or reface any of the other mortal failings that continually distract from their personal pursuits. They can devote centuries to increasing their power or spreading their religion. Certain individuals may suffer undeath as a form of divine curse or punishment for terrible crimes or the use of black necromancy. But the majority of undead necromancers, priests, and others have chosen their fate and accepted the ultimate Dark Gift. Thus this ultimate service to the Darklord is offered by to those who would accept it. This direction is not an easy one and is filled with great pain and suffering as well as wondrous power. All those striving for this suffer from a nearly universal social stigma associated with their practices. In addition, many of these individuals, especially those who embrace the Black Arts, must overcome a number of personal handicaps which increase in number and severity along with the individual's power. The Guardians When a Child of Chemosh has been deemed worthy, he begins the pathway of the Guardian and a ritual is preformed. He begins by going out and seek a bond-mate from the wild (usually a wolf) either through capture or persuasion, and undergo a ritual where the two creatures become blended as one. At this point, the guardian is able to shapeshift between the form of the wolf or the form of the sentient creature it was created from. Always, the guardian has two distinct personalities and two names depending upon which personality is forward at the time. This ritual has a unique side effect. Guardians, when properly blended, need almost no sleep. When one personality is forward, the other rests within the backs of their minds...and vice versa. Their regenerative powers keep their need for rest or sleep to a bare minimum unless the guardian is traveling or fighting in a high-energy situation such as war. Created to be absolutely loyal and obedient, most guardians have one or more charges that they are sworn to protect. Guardians are not slaves, in general, though they can be created from slave stock or raised within the organization. They are treated with the utmost respect. It is recognized without these fierce defenders, most necromancers would be extremely vulnerable to their enemies; especially those blessed with undeath. Guardians are often violent, feral, and fierce in nature. They gain rank through physical challenges amongst themselves, and services to those under their charge. They constantly test the boundaries of their relationships with their charges and each other. To a guardian, life is a series of dominance struggles. They rarely relax, and often times find emotions difficult to experience. The alpha female guardian is the only one allowed to have offspring, and often she is only allowed to produce the young of the guardian who can best her in a physical challenge during her cycle. Guardians are neither controlled nor confined to the Black Citadel. They can roam as they will, especially if their services are not needed or they serve undead who need no protection other than when they are at rest. They are encouraged to mingle and form friendships among other groups. This is primarily a way the necromancers gain information. However, often these other parties mistakenly think guardians can be turned from their duty or swayed from their cause. For this reason, guardians who are more fully advanced can make excellent spies, and are prone to be involved in behind the scenes espionage. They love to know what is going on and influence events where they can. As guardians grow and develop, they become calmer, more blended, and often develop scholarly pursuits. When they reach this point, they make excellent advisors and physical trainers for their charges. Rituals and Progression According to popular myth, the necromancer practices vile and forbidden arts. He is the macabre sorcerer who roots about in graveyards, searching out moldering components for his obscene spells. He is the evil priestess who calls upon restless, tormented spirits of the long-deceased, seeking their immortal arcane. In their dark and secluded lairs, the mute undead, the monstrous familiar, and the ravening fiend serve the necromancers in their ghoulish endeavors. For the Children of Chemosh, this is usually never true. Their art is comprised of more refined sophisticated arts. Since Takhisis first invited Chemosh into the Pantheon of Krynn to serve as the False Redeemer and Lord of Death and Undeath, Chemosh has drawn undesirables to his faith. The purpose of the Children of Chemosh is to change that appearance while furthering the Dark Path of their Lord. Nothing other than absolute devotion is tolerated...questioning the Dark Lord's wishes is subject to dire punishment. All entering the organization are required to undergo a ritual bathing and have a sacred tattoo placed on their face. The tattoo is two parts. A blood red night lily and an obsidian sickle. The sickle is visible at all times, but the magic of the night lily makes it only appear at night. It opens and closes as the night progresses, following the path of the constellations through the heavens. Progression within the organization brings dark gifts to the individual. In some cultures, death is regarded as the threshold to an elevated spiritual existence or as the doorway leading to another mortal life in a never-ending cycle of reincarnations. In other societies, death is believed to be the ultimate ending of awareness, marking complete annihilation and utter oblivion. The creation of Undead is still prevalent, yet is kept secret from the general populace. If undead are used, they are blamed on the work of unaffiliated necromancers. Everything works to keep the public image of the Children unblemished. The blood-red night lily is sacred. Its thorns are sharp, its fragrance deadly, but its subtle beauty is captivating. Those that smell too deeply from this intoxicating flower die within instants. Headquarters/Areas of InfluenceThe Black Citadel Once a fortress inhabited by a servant of Takhisis, the Black Citadel was abandoned after the Cataclysm. Built of mystical black crystal and positioned in the Vingaard Mountains to the south of Palanthas, the Black Citadel remained empty after the fiery mountain hit the land. This was until a few years after the War of the Lance when another dark god crept up from the shadows, literally emerging from the grave in an attempt to fill the void left by the departure of the Dark Queen's forces; Chemosh, Lord of Undeath. Chemosh, always watching from the darkness, decided it was time to break away from old stereotypes and try his hand at something new. Tiring of his typical servants, mindless zombies, greedy liches and tortured souls, Chemosh sought to change his image and emerge from the darkness as the God of Everlasting Life. No longer would his servants consist solely of twisted necromancers and mindless rotting corpses. Replacing them were his newfound Children, individuals blessed by Chemosh with strength and beauty instead of filth and rot. Led by his Prophet, the Children of Chemosh took the empty citadel and transformed it into a structure of dark, chilling beauty. Unwanted Visitors and Defenses When Takhisis' servants inhabited the Citadel, they stocked it with dozens of dark creatures. Some of the creatures remained after the servants departure and were turned to the service of Chemosh. These creatures, canine-like in appearance and referred to as "The Hounds", six in all, roam the grounds surrounding the Citadel, devouring any who are not welcome. In addition, poised on either side of the main gate into the Citadel, are two giant golems in the shape of Hounds. These golems are formed of the very crystal that makes up the Citadel which itself appears to have grown out of the mountain. These golems, at the will of the Prophet of Chemosh, may animate to defend the gates against intruders. The black crystal of the Citadel is blessed by the God of Everlasting Life and thus is treated as unholy ground. Clerics, Paladins, and any who employ gifts of the Light will find themselves in great pain by setting foot upon the grounds of the Citadel. Uninvited guests setting foot anywhere on the grounds of the Citadel, a few acre radius around the Citadel and inside its walls, will find their life force quickly drained away. Their bodies will age rapidly and their hearts will grow weak. Only the power of Prophet of the Gods can slow this effect enough to escape. The Citadel itself is a powerful intelligent magical focus. It can communicate telepathically with the three most powerful Children of Chemosh, informing them of anything goings on within the walls or on the grounds surrounding. Those three may employ the Citadel's greatest defense against would-be invaders by linking with the Citadel and using it as a giant focus for arcane or divine magic. Using the Citadel, the linked individual may speak, making it appear as though the Citadel itself is talking though the voice belongs to the individual. They may also extend their own senses through the Citadel, seeing, tasting or smelling anything within or nearby. And finally, they can amplify their own magic through the Citadel thus performing immense feats of magical power. Limitations The Citadel, although extremely durable and built by powerful magic, is not indestructible. Even though residual magic left by the Dark Queen's servents combined with current blessings from Chemosh shield the Citadel from most types of destructive forces, a powerful display of divine magic wielded by a follower of the Light, struck into the heart of the Citadel will cause its complete destruction. Damage to the walls of the Citadel are possible otherwise although it has a tendency to rebuild itself. Enough damage at one time could hinder or eliminate the ability of the Citadel to rebuild that particular portion. The Children and the Citadel The Prophet of Chemosh has the deepest link with the Citadel and can employ all the powers listed without hindrance. Their link feels like they are bonding with a powerful, friendly, magical entity. The Dark Overlord, second to the Prophet, is unrestricted in their use of defenses as well although the link with the Citadel does not feel as natural, feeling more like using a magical item than linking with a magical entity. The Dark Master, second to the Overlord, also feels as though they are employing the powers of a magical item but find it very mechanical it use and find it somewhat uncomfortable. All lesser Children may benefit from minor magical displays on the part of the Citadel such as being able to call upon sight into another room or being able to speak with another Child in another room or outside the Citadel. AlliesThe Children of Chemosh do not have official allies. They do from time to time form temporary alliances with those whom they are able to manipulate and often the manipulated do not know of this alliance as the Children act behind the scenes. Alliances may be formed to gain a greater foothold in a city or region but most do not last longer than necessary to gain a particular soul or to attain a strong position within the government and/or society. EnemiesThe followers of Takhisis, including the Knights, are considered enemies of the Children and a direct threat to the desires of Chemosh. Of course the various organizations of the Light, if they discovered the truth about the Children, would also become fast enemies however for now, the Children have kept their true goals a secret, promoting the spread of health and strength to the masses. Member AppearanceMembers of the Children of Chemosh are selected and bred for their intelligence, magical aptitude, strength, physical prowess, and appearance. Most members of the organization, still living, carry with them an ethereal quality. They are well-muscled, athletic, and are usually gifted with extraordinary physical beauty. The necromancers' appearance is usually characterized by fine clothing, refined manners, and an overall aristocratic quality. They have gentle tones to their voices, often laugh or are seen socializing in public, and are usually described as very charming. The Necromancers are often noted for their extraordinary self control. The Guardian are usually characterized by striking animalistic qualities either in mannerisms or actual physical appearance. They have a complete lack of modesty, tend to forget or shed clothing in a rapid manner, and are often not above forgoing speech for their more bestial forms of speech and communications (ie. growling, panting, snarling). The Guardians are known to have little or no self control. Those in the organization who are gifted with immortality often have horrific true-form appearances. They may be skeletal, ghostly, or be incredibly deformed. However, these creatures often are skilled at the ability to disguise their appearance. Joining the Children of ChemoshBecoming one of the Children of Chemosh is a rather unique process. They usually look to the old, weak or sick for potential recruits so falling into one of those categories will make the chance of being approached, greater but one doesn't usually seek the Children out. The Children have agents in all major cities, especially Palanthas so being one of the previous categories within a major city will draw the attention of a Child. Once approached, the potential recruit will be offered an escape from age, sickness, or infirmity. They will be enticed with promises of great power and mastery over the very forces that harm them. If they accept, the recruit will be healed of any affliction and told the price of their healing; eternal service to Chemosh and acceptance of he who has healed them. If they then deny such a thing, their sickness or age will come back to them ten-fold. If they accept, they are taken to the Black Citadel where they will stand before the Prophet. The Prophet looks into their being and searches for the Path which the new Child will follow. If the Path of the Guardian is the one, the rituals of induction are performed and the would-be guardian is sent out in search of their bondmate. If the Path of the Necromancer is the one, the rituals of induction are performed and the training in necromancy begins. It is also possible that one may join the Children as an already existing form of unlife or as a creation of Nydardomond or one of the other Necromancers. The Prestige Class, Child of Chemosh, is seen as an exalted position and members of that class are granted honored positions within the organization. Benefits and Costs of MembershipThe primary cost of joining the Children of Chemosh is the oath one takes to serve the Dark Lord until death and sometimes beyond. In exchange, a member of the Children benefit from a vast list of abilities and privileges based on the Path he chooses to follow. Upon acceptance as a Child of Chemosh, a newly inducted Child is ritually bathed in a mystical concoction of various chemicals, herbs, and more often than not, the Blood of the Prophet. Once bathed, the would-be child then receives the tattoos marking their allegiance to the Dark. When the ritual is complete, the Child is infused with a moderate amount of negative energy that often alters not only the mind but the body of the Child. The Child becomes more comfortable with the darkness and death. They find themselves able to see the spirits of the dead who have not yet passed on to the outer realms. They can communicate with these lost souls though not necessarily control them. Guardians The Path of the Guardian is indeed what the name implies. Those upon this path are focused on the defense of the necromancer, tomb, or temple under their charge. A Guardian assigned to a charge will defend that charge even unto death. A necromancer, though powerful with their magic and formidable beings in their own ways, is not all physically capable and this is where the Guardian shines. Guardians may be of any class though clerics and mages need special permission because they are instead encouraged to walk the path of the Necromancer. Lycanthropy Following the ritual of Necromantic Infusion, would-be guardians must seek out a predatory animal in a special hunt. The animal and the individual are then fused in a special ritual enacted by the Prophet. This ritual grants the individual an intense transformation in their physical forms. The result is that a lycanthrope is born. Werewolves, wereravens, and werebats are the most common of these shape-shifting creatures. This transformation may have extreme psychological changes including dual personality where the animal and the mortal struggle for dominance in various situations. The Guardian takes on the template of lycanthrope. The most powerful Guardian is known as the Alpha and can be male or female. The Alpha is most often found serving as Nydardomond's personal Guardian. All other Guardians bow to the Alpha. Necromancers When inducted as a Child of Chemosh and set upon the path of the necromancer, the Child is introduced to the Dark Art; Black Necromancy. Through necromancy the individual taps into the very essence of life and death and manipulates it to their will. Instead of utilizing the moons and High Sorcery for their magical energies, the necromancer taps into the essence of the Negative Material Plane and Negative Energy. Necromancy By manipulating this energy, the necromancer may command powerful spells. Spellbooks are still needed and are more often than not constructed from blood, flesh and bone of once living beings. When performing a necromantic spell, the necromancer sucks the very life energy from their surroundings, converting life to death. He then performs his magical feats with this energy. Plants decay, soil becomes dry and lifeless, small animals age and die, all at the words of the necromancer. Spellcasters, both arcane and divine, gain the ability to call upon an undead servant, a wraith, which may aid them in their pursuit of necromancy (See the wraith entry in the Monster Manual). This wraith is tied to the necromancer something like a familiar and if destroyed, the necromancer suffers effects as if having lost a familiar. Spells otherwise remain the same but take on a darker feel; fireballs turn back, lightning bolts a sickly green, etc. Other beings, undead or experiments created by necromancers, who end up as one of the Children, may fill special roles dictated by Nydardomond or other necromancers within the organization but do not gain any other special abilities unless they somehow become a Necromancer or Guardian. CreditsAlthough I created this organization initially for the MUD, Ansalon Ansalon.mudmagic.com, it has been adapted for the Dragonlance Nexus' Create an Organization Contest. My thanks go to Azdra, Chemosh, and the other Children of Chemosh on Ansalon who have helped to shape this idea into what it has become. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |




Palanthas