Warlock Patrons: Archfiends and Evil Gods
Concerns: Demonkind
Symbol: A forked tail, often wrapped around a skull or sword.
Descriptors: Uses minions, two minds try to dominate each other, piracy, cannibalism, control societies to spread evil and misery - keeping faith secret,
Demogorgon is 18 feet tall and bizarre in appearance even by demonic standards. He has two heads, each like that of a hyena. His body is long and serpentine, covered in dark, blue-green scales. His necks are long and snaky. Rather than arms, Demogorgon has two long, sinuous tendrils not unlike the tentacles of an octopus. His legs are lean and muscular, and his long tail is forked. Each of Demogorgon's heads had its own name and personality, a duality that created an enduring internal conflict of his personality, while shaping all his actions and even his realm. His left head was named Aameul while the right was named Hethradiah. The two heads warred with each other, constantly seeking to obtain the upper hand on each other. Aameul, the more charismatic and calculating, relished deception and wished to break free from the other half. The more impulsive and feral Hethradiah relished destruction and did not wish to be separated.
The worshipers of Demogorgon are more likely to be scaly things that hide from the light than humans or members of other civilized races. Despite Demogorgon’s stature in the Abyss, the vast majority of the Material Plane is blissfully ignorant of his existence. A slim few have heard his name in whispers and nothing more. Only scholars, arcanists, and those with a particular interest in demonkind know who and what he is. Demogorgon craves blood and souls. His cultists offer up sacrifices in his name on black altars before double-headed idols. His followers often control the societies they live in, evil theocracies that rule by terror and violence. The cultists allied with Demogorgon are madmen, masochists, and psychopaths - completely unfit for leadership, but often in charge nonetheless.
The thrall of Demogorgon is a perversion of his race, a lunatic murderer at best, and unfortunately frequently something far worse. These people are monsters who have accepted the demonic so wholly into their being that they can no longer be counted as members of their own races; they have given themselves, body, mind, and soul, to the very thing the Abyss holds most dear. They often serve as leaders or champions for cults of the Prince of Demons, yet the thrall of Demogorgon works just as well on his own when he has no distractions to take his mind away from the depravities it feeds upon.
Duality Creed
Double Trouble: “Two heads are better than one”, is only said by those with one head. Demogorgon’s heads are consistently battling for control and they have both given you explicit expectations. You will always act in a charismatic and calculating manner. No wait, you will always act in a feral and impulsive manner! Inside you rages a battle of two personalities.
Own Worst Enemy: Everything inside you is a contest of might between your personalities. Do you love them or hate them? Are you hungry or not? Go this way or that way? Evil and misery or.. well, maybe there is agreement here and there…
Horror Creed
Know No Bounds: Depraved and degenerated, Demogorgon is the epitome of demonkind, and his followers work from his example. Nothing is beyond the horror you must bring upon someone and their soul as you spread evil and misery.
Unfit: The only quality you have that marks any ability to lead is your ruthlessness, and the fear you instill in others to follow you. People fall in line or stear clear. Those who don’t suffer the horrors of your wicked depravity.
I Don’t Know: You do not work in Demogorgon’s name and your patron must remain a secret.
Orcus, Prince of the Undead (Demon Prince) CE, NE
Concerns: Undead, Conquest, Revenge
Symbol: His wand - a skull-topped black rod.
Descriptors: Destruction of enemies, Return to life, cursed with undeath, Secret societies that commit atrocities,
The cult of Orcus is widespread, with a more significant following among humanoids than most demon princes can boast. In particular, orcs, half-orcs, ogres, and giants revere Orcus, as do a large number of corrupt and despicable humans. Sometimes an entire orc tribe devotes itself to the Prince of the Undead, but such individuals are shunned even by other orcs. Orcus demands living sacrifice as a part of his rituals. Blood and skulls are an important part of the imagery used in his worship.
The thrall of Orcus has devoted herself to the demon prince of undeath. In his service, she becomes a tool of misery, murder, and revenge. She revels in the company of the undead, preferring their decaying touch to that of living flesh. Clerics, wizards, and sorcerers make the best thralls of Orcus, although bards, blackguards, and various multiclass characters also join his demonic ranks occasionally. Thralls of Orcus often work in small groups. These cabals of necromancers and necrophiliacs consort with undead creatures and demons to form small cells of depraved evil hidden amid bustling cities and quiet villages. Thralls of Orcus hate and war against the thralls of Demogorgon and Graz’zt.
Trailblazer Creed
Always Forward: Nothing comes in the way of progress, not even death. Do not idle in comforts or peace and approach any obstacle with violent determination.
Diligence: Respite only gives your enemies opportunity. You are expected to always have a plan of conquest or vengeance.
Archpariah: Secretly lead or encourage social outcasts to commit terrible atrocities.
Creed of the Afterlife
Returned: Like Orcus, you once knew death, and like him, you have returned. A soul tempted with rebirth and willing to give everything for it, you again walk the Material Plane. In exchange, Orcus has given you the tools and magic for enacting your vile revenge and expects you to lure others along the dark path of hatred.
Afterlife: Since returning, the warm flesh of the living feels like a curse that must be cut away. You prefer the wither of undeath and surround yourself with its presence. You must now endure without loving the living.
Sacrifice: The generosity of Orcus is available to anyone willing to pay the price, but you are not Orcus. Never return someone to life who is not indebted to the Lord of the Undead.
Fraz’Urb-luu, Prince of Deception (Demon Prince) CE, NE
Concerns: Lies, Subterfuge, Illusion
Symbol: His staff—a jeweled scepter of adamantine cast at the end to resemble five bestial arms that splay outward to grip a horned and fanged humanoid skull.
Descriptors: Deceiving others into worshiping him, master of summoning, hates humanity, looking for his staff, Rage, justifiably untrusted by others,
The cult of Fraz-Urb’luu can be divided into two distinct groups. The lesser of these two groups is loosely organized into cells, Each of these cells operates independently, with the leaders of each in contact with the leaders of other cells. These groups focus their efforts on corrupting secular establishments like guilds, governments, and other organizations. By infiltrating these groups, the cults can leech off the profits generated by them to aid in funding the more dangerous cults. The greater, more dangerous cults are known as the Cults of Deception. While they worship Fraz-Urb’luu, they mask this worship in the guise of another deity, typically a good-aligned lesser deity. Using deception/illusions, enchantment, and other forms of trickery, these cultists operate small shrines located in rural areas and outwardly often do a lot of good for communities that otherwise don’t have access to powerful healing. As a general rule, a Cult of Deception won’t charge money for their spellcasting services, since the lesser cults who siphon money and other resources from the guilds and governments fund them. Sacrifices to Fraz-Urb’luu from the Cults of Deception occur only once per year, but the cult typically takes that entire year preparing for the sacrifice, since the sacrifice must be someone who has been deceived into joining the “religion.”
Thralls of Fraz-Urb’luu are deceivers and charlatans. They work behind the scenes, worming their wiles into the minds of nobles, leaders, and heroes and manipulating events for the glory of the Prince of Deception. Their most important function is to seduce and delude powerful adventurers, tricking them into unknowingly accepting Fraz-Urb’luu into their minds and souls, making them clay for the Prince of Deception to mold into new soldiers for his armies. Bards and warlocks make the best thralls of Fraz-Urb’luu, since their abilities allow them to best fulfill the requirements for becoming a Thrall.
Infiltration Creed
Appropriate: Why build it when you can take someone else's? Take what others have constructed and use it towards your own endeavors.
Inside the Gates: When others don’t trust you they erect walls and are less likely to listen. Do what must be done to befriend powerful adventurers, nobles, other leaders so your words come from inside their walls.
Sacrifice: Once a year is all the Prince of Deception requires for a sacrifice, but it cannot be random. Each sacrifice must be deceived into believing your faith and freely accepting your gifts.
Dishonesty Creed
Deceive Them: Fraz-Urb’luu revels in lies and deception and you must disguise your patron as another.
Condition Them: Through the use of providing your magic and skills to others in need, specifically healing, condition others to trust your faith in this other patron.
Sacrifice Them: Once a year is all the Prince of Deception requires for a sacrifice, but it cannot be random. Each sacrifice must be deceived into believing your faith and freely accepting your gifts.
Graz'zt, The Dark Prince (Demon Prince) CE, NE
Concerns: Tyrants, Despots, Guile, Debauchery
Symbol: A black, six-fingered hand
Descriptors: Corrupt Waukeenar, Blood Sacrifices; Gain trust of, help, then sacrifice Lawful or Good beings; Trick secrets from people, lust for power and knowledge, work with criminals to control criminal underworld
The cult of Graz’zt is small, except among certain monstrous races such as lamias, where his cultists are widespread and powerful. Most cultists of Graz’zt, also known as the Chosen, are female, and the highest-ranking cultists is always female. Graz’zt enjoys blood sacrifices made in his name, and sexual rites are important in services dedicated to him as well. The second sect of his cult, known as the Scions of the Dark Prince, rose to positions of power within Waukeen's church, preparing to seize power from the Lliiran-backed hierarchy during the Interdium of Waukeen, the time during which she was held captive by Graz'zt. Though Waukeen is now free, some of these scions still remain plotting away at ways to corrupt those they have gotten close to.
The Chosen prefer to sacrifice lawful and good souls to the Dark Prince - paladins and clerics of lawful good deities being a favorite victim. Lesser branches of Graz’zt’s cults simply seek out and capture these sacrifices alive and sacrifice them on altars, most often by cutting the victim’s throat with a sword. The truly faithful among Graz’zt’s cults know that the Dark Prince prefers living sacrifices. Leaders among his cults are expected, once a year, to seek out and befriend a lawful good paladin or priest. They must gain this sacrifice’s trust, often by accompanying them on missions for their church. Eventually, this friendship develops into something more, with the cultist of Graz’zt seducing his victim. The cultist manipulates the victim, tricking him into accomplishing deeds that please Graz’zt while working to expose the victim’s faith as hollow and meaningless.
The thrall of Graz’zt is a sinister, conniving, and thoroughly evil mistress of evil lore and dark secrets. She uses charm and guile to learn things she should not know - a seductive lore-mistress who depends on subterfuge, not study. She spends her days stealing, seducing, and tricking knowledge and secrets from others. Thralls of Graz’zt often work in cabals - sinister, secretive organizations that sometimes toil in tandem with assassin or thieves’ guilds to aid in managing a city’s criminal underworld. The lust for power and knowledge a Thrall of Graz’zt has knows no bounds.
Golden Creed
As Good as Gold: There is still corruption to be spread despite Waukeen’s freedom. Infiltrate her church using her as a cover for your patron.
Oxidize: Waukeen’s faith is not a pillar of morality, gold can be made in many unscrupulous ways. Carefully corrupt those around you by spreading greed, self-indulgence, and debauchery.
Platinum Shell: Encase your dark corruption with attractive qualities. Befriend beings of Good, gain their trust, and manipulate them towards Graz’zt’s goals. Once a year, sacrifice a being of good who has fallen into this ploy.
Sinister Creed
Invisible Currency: Secrets can be worth more than coin and your trade is in secrets. Spy, infiltrate, bribe, threaten, or more to learn everything you can. Be cautious and particular in giving away your secrets.
Underworld Creed: Secretive organizations are a perfect place to find and trade secrets. If you do not have your own such group, Graz’zt expects you to build relationships with local crime organizations to both learn what they know and help manage the region’s underworld.
Sound of Silence: Secrets are the shadows of society and shadows sit and watch quietly, absorbing that which finds its way inside. Shadows don’t make noise or draw attention and neither do you. Do not raise your voice and yell.
Malcanthet, Queen of Succubi (Demon Prince) CE, NE
Concerns: Temptation, Hedonists,
Symbol: A pair of feminine lips, the lower of which is pierced with an iron thorn that drips a single drop of blood
Descriptors: Slander of lovers, Power through charm and seduction, Fulfillment of pleasure and pain,
On the Material Plane, Malcanthet's cult is widespread yet relatively disorganized. Her cults rarely, if ever cooperate - often they function as fierce competitors. *See her entry in the Archfiends section for more on her cults* It’s not uncommon for a single agent to serve the Queen of Succubi. Often, such a woman (for these agents are invariably female) secures a place of prominence in society or a powerful family and uses her charms to gain a position of power, all in Malcanthet's name.
Malcanthet often refers to her thralls almost lovingly as her favored children. Here are mortal hedonists and seducers who have given their entire lives over to the fulfillment of pleasure and pain. Only when working to subvert the values and morals of the innocent do they turn from this consuming need. Thralls of Malcanthet often lead her cults in the Material Plane, but just as often work in secret in the employ of dockside brothels or in the harems of powerful kings. Malcanthet allows only women to become her thralls, for only they can properly transmit the particular thrills and rewards the Queen of Succubi seeks to harvest from the Material Plane.
Matrons Creed (Females Only)
A Regal Rose: Stand tall and seek positions of prominence among the powerful - using charm and seduction freely, of course.
Covered in Thorns: Malcanthet delights in the pursuit of indulgence and debauchery. Subvert morals and corrupt the goals of those around you, especially whoever leads.
The Whole Garden: While you may not lead a noble family or a nation, aim to tend a small flock of your own who you can influence towards Malcanthat’s ideals. If at any point you do not shepherd anyone, you must be planning how to make it so.
Baphomet, Prince of Beasts (Demon Prince) CE, NE
Concerns: Minotaurs, Beasts, Fury
Symbol: A twisted circular maze awash in blood.
Descriptors: Feral Nature, Evil rangers, Barbarians, Melee combat, Vengeance for those wronged by local gov’t, Destruction of Gnolls,
Baphomet is served by fiendish and half-fiend minotaurs, many of them possessing levels in barbarian, or ranger. A growing number of humanoid cultists have taken to his worship in poor rural areas. Desperate commoners sometimes turn to beast-cults organized by evil rangers who claim to venerate a nature deity who promises vengeance to those who have been wronged by the local government.
Thralls of Baphomet are brutal warriors who serve the Prince of Beasts as unholy champions. They often act as leaders for groups of minotaurs, ogres, giants, and other monstrous worshipers of Baphomet. In humanoid society, a thrall of Baphomet is more likely a notorious and feared mercenary or bodyguard in the service of powerful spellcasters.
Primal Creed
Fight or Fight: Even animals understand when something is a danger or threat, and what endangers one likely endangers the whole. Serve yourself and others as a tool of ruthless vengeance for those who have been wronged - especially against powerful families and governments where others have few options.
Untamed: Passionate rage and fury are pure and natural. Release your savagery letting it run unrestrained - especially against gnolls.
Prowl: If sources of combat and vengeance are not coming to you, hunt for it. Lend yourself as a mercenary or bodyguard to expand your sources of conflict.
Pazuzu, Prince of the Lower Aerial Kingdoms (Demon Prince) CE, NE
Concerns: Flying creatures, Corruption
Symbol: Twisted bird talon
Descriptors: Corruption of purity, Convince others to sin, Use flying creatures, Secretive, Evil doesn’t always manifest from help at first, No enemies, No wish to rule; Turn innocence, purity, and honesty into bitterness, cruelty, and wickedness;
Pazuzu’s cults are commonly made up of humanoids, most often humans, since they typically form the most numerous and powerful societies on the Material Plane. He generally has no interest in the various savage humanoids like goblins, ores, and kobolds, for he finds their manners too coarse and takes no pleasure in corrupting societies that are already filled with evil and debauchery. The major exception to this are the kehku. Unlike most demon princes, Pazuzu usually takes an active role in a cult's early formation. *See his entry in the Archfiends section for more on his cults*
Thralls of Pazuzu are dangerous foes, not only in combat but in diplomatic situations. They live to spread the word of their dark patron, tempting others to ask for his aid and in so doing spread chaos and evil like a blight. When they cannot tempt others into serving their master's will they call upon his favored minions - all creatures that fly or swarm - to aid in their unholy crusade. Sorcerers, bards, and clerics all make excellent thralls of Pazuzu, as they often have fairly high charisma scores, diplomatic skills, or spells that can influence the minds of others. Thralls of Pazuzu rarely work together with other thralls preferring to lead small secretive lives in cities or locations where one would not expect demonic influence.
Creed of Inner Decay
Dependency: To achieve the greatest amount of corruption and the farthest fall from grace, a being should start as moral and pure. Pazuzu takes no pleasure in corrupting that which is already depraved. Seek out the righteous and sinless and offer them support. Do not expect anything in exchange and manifest no evil. Your goal is to build trust and dependency.
Corruption: Once someone relies on you, begin expecting things from them. These expectations should slowly alter innocence, purity, and honesty into bitterness, cruelty, and wickedness.
Obscurity: Enemies and power only lead to distractions. Make all efforts to avoid making enemies and avoid seats of power.
General of Gehenna (Yugoloth Lord) NE
Concerns: Wisdom, Purification, Unity, Pure Evil
Symbol: Upright fiendish clawed hand grasping a skull
Descriptors: Cleanse impurities in any way necessary, Unite evil together, Worshiping the force of Evil itself
The General of Gehenna is said to be many things. The first and strongest Ultroloth; a returned Baernaloth; the leader of the yugoloth race; the keeper of all fiendish knowledge; a symbol to be revered and respected; the most fearsome creature in the multiverse; a god-slayer. Whatever the truth of the General, it exerts a powerful pull on the hearts and minds of the yugoloths - and especially the newest ultroloths. Just as some say the ultroloths conspire to create the fiction of the baernaloths, others believe the Oinoloth sees to it that the legend of the General lives on. When the Oinoloth issues a decree from the General, all the factions listen. The Myth and reputation alone of the General are enough to unite all yugoloths under a common goal.
Untainted Creed
Purist: Corruption and taint can mean a multitude of things, for the General of Gehenna ancient slaad stories say it meant the purity of evil without the fault of law or chaos and he created devils and demons as ways of making yugoloths pure. You’re tasked with using that same utter ruthlessness in your own paths of purification. No matter the cost, tear out and cleanse unwanted parts. This vague command could manifest in many ways with some examples being: rooting out traitors, burning away rot, culling the weak, destroying those afflicted with zealous self-righteousness, painfully purifying away corruption.
Pragmatic: While your goals may appear idealistic, your approach to them should be sensible, and realistic. Be thoughtful about the outcomes of your actions and avoid irrational, impractical responses.
Shar, Lady of Loss (Evil Deity) LE, NE, CE
Concerns: Caverns, Dark, Dungeons, Forgetfulness, Loss, Night, Secrets
Symbol: Black disk with deep purple border
Descriptors: Hidden pain; carefully nurtured bitterness; quiet revenge for old slights; underhanded dealings; subterfuge; shadow weave; reinforce feelings of regret and betrayal; calm of nothingness; tear down establishments; destroy order; undermine all creation; quench the light of the moon; foment unrest; sedition;
** see her entry in the Faerûnian Pantheon **
Dark Mother Creed
Nurture Darkness: It’s only natural of others to feel comfort in a mother figure and Shar longs to temp those who hurt into her dark embrace. Offer comfort to those who harbor hidden pains, but instead of releasing them from their discomfort, nurture it into hate and vengeance - the more vague and general the hate the better.
Foster Ruin: Shar teaches that everyone should be able to live by their own designs, free of the state and its laws, and that regulations and laws exist to limit freedom. You are expected to sow thoughts of sedition and unrest in an effort to bring down leaders, establishments, governments, and eventually all civilization.
Sustain Undoing: Paradoxically, mortality means the end of creation can only occur through the creation of new followers, and this requires that our children survive. Protect children, but educate them in Shar’s visions.
Solace of Night Creed
Remain Unknown: Secrecy is paramount to Shar and few things are as personal as your identity. Cloak your identity in darkness and let light only touch falseness and deception.
Suppress Society: Rare is it for people to discover information firsthand; civilization exists through the spread of knowledge and information. Plot against those who spread information and bring about the destruction of literature, records, research, stories, and history unless it promotes Shar’s ultimate goals.
Oppose Opposition: Those who wrong you or the Lady of Loss must be forced to experience loss for their transgressions. Be vengeful and pay back slights to yourself or Shar, but do so secretly and without compromising your identity.
Entropic Moon Creed
Darken the Moon: Shar must eventually win her eternal war with Selûne. You are expected to always be involved in a plot against a Selûnite or trying to thwart a plot against Shar.
Forget: Your name does not matter. Your mortal allegiances do not matter. Only your service to Shar matters. You will be whoever and whatever your goddess needs you to be. You must be willing to discard all attachment to any aspect of yourself, or to any of your associates, without a second thought and at a moment's notice.
Loneliness: You are forbidden from developing true feelings for another. Should you ever fall in love with another, one of you must die by your hand.
Malkizid, The Branded King (Ex-Archduke & Yugoloth Lord) LE, NE
Concerns: Hate, Cultural Destruction, Revenge, Patience, Outcast
Symbol: Upright grey feather with a drop of blood from the quill
Descriptors: Hate of and destruction of Elven and Drow society and culture, revenge against enemies, patient planning, rebuilding after being an outcast, Helping an enemy’s enemy
Lord of the fiends of Myth Drannor and an outcast archduke of Hell, Malkizid was once a solar who stood high in the service of the Seldarine. Long ago he was seduced into betraying Corellon Larethian by Araushnee (the goddess who became Lolth, Queen of Spiders) and fell. When Araushnee’s rebellion failed, Malkizid was branded for his treachery and cast down into the Hells. He arose as a devil prince, and quickly carved out his own kingdom. However, Malkizid earned the disfavor of Asmodeus thousands of years ago and was exiled from the Nine Hells, along with a small host of devils who followed him. The Branded King settled for building his infernal realm in the nameless pits of the yugoloths. Malkizid is therefore both a yugoloth lord and an archdevil in exile, and his servants include the devils who followed him into exile as well as the yugoloths of the pits. He absolutely despises Lolth and her drow, blaming Araushnee for his fall from grace. Likewise, he hates and fears Corellon, since he feels that Corellon might have shown him mercy, but instead cast him down from Arvandor into the Hells. Since Lolth and Corellon Larethian are both above his reach, Malkizid exercises his enmity against their mortal followers - the surface elves and the drow.
Malkizid carefully recruits disgruntled members of the elf race. His spies exist within nearly every elven realm above and below the ground, as well as in Toril’s seas. His trusted lieutenants spy and pass information back to their lord, distribute aid to allied organizations, and subvert any efforts toward elven unity. They also recruit or corrupt powerful elves and sow the seeds of dissension wherever practicable.
Creed of the Branded
Crashing Fall: Malkizid knows what it is to long for revenge against those responsible for your downfall: Corellon and Lloth. With the only option being that of taking vengeance on their followers, the destruction of both elven and drow society is your task.
Enemies of Enemies: The enemies of the elves may not be your allies, but they are still useful tools. Aid creatures, organizations, or groups who oppose elves and drow. This is especially true when considering the fight between elves and drow. Aid both against each other with the goal of them both losing.
Intent to Fail: If you cannot orchestrate the fall of elves and drow from outside, enter their ranks and do so from within. Seed corruption and lead them towards failure.
Creed of the Exiled
An Outcast: Having been outcast from powerful positions in two realms, Malkizid has led the life of rebuilding and adapting to new homes. You’ve chosen him for that reason, as you, yourself, have been recently exiled from privilege and estate. Malkizid has agreed to give you the power to search this land for a fresh start and new sources of influence. This goal is vague, but not lax. One must put finding a new place in this region as their primary objective.
Rebuild: You have not suffered a fall to remain at the bottom. Become widely renowned (directly or through a moniker) for what you do - whether that be a blacksmith, a mercenary, a ship captain, an assassin, or otherwise.
Scarred: Exile is a bitter experience and it leaves one distrustful and wary. Do not trust easily and retain a cold and detached heart for friends and partners. Malkazid demands that you never care for an elf or drow and any relationship with one must be used as a tool against their kind.
Collector: In an effort to understand your surroundings better, you’re expected to study the region. Seek out, document, and/or collect regional lore and artifacts.
Asmodeus, Supreme Master of the Nine Hells (Archduke) LE, NE
Concerns: Might, Oppression,
Symbol: Ruby-tipped rod
Descriptors: Regal appearances, Commanding respect, Personal magnetism, Political influence, Wealth, power, and prestige, Teaching a daughter to lead,
Someone known as a devil-worshiper is almost always a follower of Asmodeus. The ruler of hell commands a far larger body of cultists than any other archdevil - probably more than all the others combined. Many humanoids and evil creatures revere Asmodeus as a paragon of might and oppression. They see following him as a means to great and otherwise unattainable power. Powerful cultists who have Asmodeus as a patron are imperious, dominant figures with great personal magnetism and political influence.
The disciple of Asmodeus is a lordly, domineering sort who craves unlimited power. He is ruthless in his pursuits and uncaring of any who might get in his way. He uses his power and influence to learn secrets, which in turn gain him more power, manipulate and command others, and enhance his own physical aspect. Spellcasters (arcane or divine) often make the best disciples of Asmodeus. Disciples of Asmodeus are a part of a large but secretive organization that crisscrosses most of civilized society. Their hierarchy is rigid, with power-hungry members continually moving up and down the ranks. The disciples of Asmodeus seek nothing less than world domination. As such, their dread master often rewards them with the service of some minor devils or undead.
Creed of Might
Rule It All: Personal power is all that matters. Whether political, social, economic or otherwise, you seek to control as much as possible.
Make Them Believe: Command the respect of others. Perhaps it's dressing in fine attire, having a magnetic personality, establishing wealth, showing honor, attaining prestige, or being a capable leader - whatever the case - you live by respect and acceptance, over fear and hate.
Out of Bounds: There is nothing you will love more while also greatly disapproving of at the same time, like a daughter. Asmodeus knows this as well as anyone and he expects you to treat girls and young women like you would your own daughter.
Mephistopheles, Lord of Hellfire (Archduke) LE, NE
Concerns: Fire, Magic, Hellfire
Symbol: A red hand with black fingernails shrouded in dark flames
Descriptors: Façade of charm & civility to mask rageful temper, Overthrowing and claiming leadership, Dramatic schemes, praiseful songs of oneself, New ways to use fire, Immunity to Cold, Adaption to unusual circumstances, Contradictions
His cult is small, probably because many mortals do not realize that Asmodeus and Mephistopheles are different beings. Nevertheless, the archdevil has some followers, particularly from a new religion his cultists are trying to promote - the worship of a “god of hellfire.” This religion attracts both disaffected devil-worshipers and those who revere fire. Mephistopheles’s temples are filled with fire pits, usually rigged so that they flare up suddenly at appropriate times. The altar is a large slab of stone, blackened because the sacrifices made upon it are burned alive.
The disciple of Mephistopheles wields hellfire as his weapon, striking down all who oppose him. He focuses on all things fire-related, as is fitting with the preoccupation of the archdevil he serves. Clerics, wizards, and sorcerers are the most frequent converts to Mephistopheles, although virtually any class can learn to wield the deadly power of hellfire. Disciples of Mephistopheles are equally comfortable alone or in gatherings: covens of evil schemers and destructive megalomaniacs. Although the company of devils is pleasant, disciples of Mephistopheles just as frequently find themselves among hell hounds, salamanders, and other evil fire creatures. Fire giants often attempt to become disciples of Mephistopheles.
Rising Creed
Greatness: Mephistopheles knows his rule is inevitable; it will come. Everyone that deserves to rule must find the ambition to take the crown. Covertly offer the Lord of Hellfire’s unnamed support to those who wish to lead, subtly corrupting them towards accepting Mephistopheles by the time they establish their rule.
The Cost: On the contrary, directly oppose those who seek leadership positions outside of Mephistopheles’ direction. Additionally, those who you have aided, but ultimately do not fully embrace him, must be kept from reaching their goal.
The Flames: The Lord of Hellfire is an innovator and each of his mortal servants’ moves gives him more ideas to use. Use fire and fire magic inventively and creatively.
Baalzebul, the Fallen One (Archduke) LE, NE
Concerns: Strength, Guile
Symbol: A fly’s head, a web with flies caught in it, or a black slug sitting atop a throne.
Descriptors: Kills others when they aren’t prepared, Con-artist, Craving more power, Temptation (others or oneself), quest for perfection, Servants do everything for you, Avenge humiliation, Return to normal, Unhonorable, A thief
Baalzebul (bahl-zee-bull) has a more sizable following than most other archdevils. Mortals are attracted to his doctrine of lies and charm backed up with deadly force. The most numerous of the races represented among his cult are bugbears, who appreciate the dual nature of Baalzebul as someone who represents both guile and violence. Followers often shave their heads, except for bugbear adherents to the faith, who grow their hair particularly long.
The disciple of Baalzebul is a liar, a cheat, and a thief. She is more likely to kill a paladin while he sleeps than face him in direct combat. She uses deceit and trickery to get what she wants, betraying even her family or closest friends to achieve her goals. Her abilities make her an astute prevaricator and a sneaky backstabber, but she can wield her lord’s powerful influence with everything from devils to flies if she needs to. Rogues, assassins, bards, and sometimes rangers become disciples of Baalzebul. Clerics of evil also adopt the class occasionally, if they are particularly taken with Baalzebul. Disciples of Baalzebul rarely have allies. They use and manipulate others but eventually betray them.
Creed of Backstabbing
The Quest: Power and perfection are widely vague goals but the Fallen One is more of a ‘means’ than an ‘ends’ sort. Strive towards power and perfection in whatever form that means to you, but do so within your creed.
Take Hold: Everything you want is within your grasp if you’re simply willing to do what it takes to grasp it. Baalzebul has shown you that honor and dignity are crutches that take up valuable time to uphold. In your personal quest, wield ruthlessness and avoid any morality that hinders your progress.
Intrigue: Crafty but not complicated. Complex and intricate plots are time-consuming and you’re not immortal, but there is merit to many simple intrigues. Do not weave long and drawn-out plots that can be accomplished with more direct and simple means.
Degradation: The Slug Archduke despises baseless public humiliation. Rightful humbling is one thing, but unwarranted humiliation is another. Encourage and help avenge victims of this indignity.
Saltless: Unexpectedly, though perhaps obviously…. Avoid salty foods.
Levistus, the Frozen Prince (Archduke) LE, NE
Concerns: Vengeance, Betrayal,
Symbol: A thin sword thrust into a block of ice
Descriptors: Honorable Dueler, Rogue with no allies, Hates everyone, Turn lovers against each other, Overcoming loss of noted abilities, Revenge against enemies, Hatred of slavers, Escaping Prison,
The criminal released from prison but shunned by his community, the banished political rival of the local duchess, the rogue who refuses to submit to the city’s guild leaders - these are likely candidates for Levistus’s devils to tempt into service. Victims are offered a means to achieve vengeance against, or power over, those who shunned, banished, and abandoned them. The devil appeals to the outcast’s bitterness and encourages long, calculated plans for revenge. Levistus also appeals to those whose positions of authority make them unpopular or isolate them in some way. The commanders of strictly regimented border garrisons, the wardens of prisons, caretakers of an orphanage, or a pirate captain are examples of those who may be tempted by Levistus’s promise of cold, calm order. Mortals are directed down paths of deepening depravity, one small step at a time, until they are completely beholden to Levistus. Devils of Levistus encourage targeted individuals to offer up the souls of others instead of their own - at first. These mortal harvesters are rewarded generously but with a single, dark caveat. The devil usually presents the mortal with an object symbolizing devotion, and the gathered souls are bound to it. To collect the ultimate reward, the object and the souls within it must be delivered to Stygia in person.
Many of the archdevil’s servants act as bounty hunters. Captured fugitives are offered a choice between pledging their souls to Levistus or facing justice for their crimes. If the bounty can be collected for the quarry dead or alive, only the offer of a soul will spare their life or prevent a gruesome, painful death.
Levistus avoids open conflict with rivals in the material realm. He encourages subtlety and long-term planning, and rewards followers with abilities that draw upon the inescapable cold of Stygia to freeze or otherwise immobilize foes. A folk tale claims that those who pledge their souls to Levistus have an icy handshake and are never warmed by even the hottest hearth.
Worshipers of Levistus rarely speak and are uncomfortable in crowds. They prefer solitude and isolation whenever possible. Most choose to live just close enough to a settlement so they can replenish their supplies when needed and avoid crowds the rest of the time.
Creed of Wrath
Second Best: For any number of reasons you’re unable to enact proper vengeance. Instead, you’ve turned your attention to others. Those wanted by society are the ones nobody will miss and your sight is set on them. Hunt for criminals and threaten them with justice or service.
Frozen Shut: You have no room for anyone else in this quest and you eschew close allies or loved ones.
A Single Star: One faint glimmer flashes deep within the inky blackness that your soul has become and that is honorable combat. While you may likely betray anyone that gets close to you, you do it to their face - ideally followed by a sword through their chest.
Isolation Creed
Be Apart: You’ve lingered on the fringes of society for as long as you care to remember. Those around you are important but that’s because you choose who they are. Build or maintain a close and carefully selected group while retaining the isolation from the heart of society.
Be Driven: Mentor and teach members of this group to embrace the darkness of Levistus.
Fierna, Lady of Phlegethos (Archduke) LE, NE
Concerns: Fire, Pain, and Pleasure
Symbol: A scimitar wreathed in flames
Descriptors: Self-absorbed, Rash and direct, Sadistic, Mercurial, Hates politics, Wishes to live an easy life in comfort and pleasure, Misfits, Malcontents, and Outcasts, Comfort, Rageful, Quick-Tempered, Non-Political,
Befitting an archdevil of fire, Fierna is well-known for her short fuse and volatile personality. Her rage escalates quickly, frustration leading to fury, which erupts - quite literally since she angrily moves about on fire when enraged - into bloodthirsty vengeance, oftentimes with little warning. Additionally, she is self-absorbed, sadistic, and just generally mercurial, flitting about like a lit flame between her various obsessions and displaying a "party girl" attitude. She has no interest in ruling, gaining power, or taking part in the complicated politics of hell. Instead, she is much more interested in taking advantage of her position and wealth to live an existence of comfort and pleasure.
Nearly no mortals yet worship Fierna, though, those very few who do (misfits, outcasts, malcontents, and exiles) see her as the patron of fire and pleasure.
Creed of the Game
Belittle: Nobody makes a better butt of a joke or the target of sarcasm than the likes of a goodly hero. Agitate, criticize, discredit, and overall dishearten the self-righteous, especially if they’re morally zealous.
Disbelief: Whether or not you actually believe it or not doesn’t matter - that’s the game. Pretend to not believe people, even if it’s something simple. Do not attempt to poke holes in things that are easily proven - this makes you look foolish - however, that doesn’t mean it has to be far-fetched or complex - simply very hard to prove. Doubt everyone, but occasionally believe the outrageous just to see how other people react.
Missing identity: Similar to above, you misidentify and forget people consistently. You “mistakenly” replace names with others when telling stories and “accidentally” spread strange rumors because of it.
Mammon, Lord of Lust (Archduke) LE, NE
Concerns: Greed, Lust
Symbol: A pair of red scaled hands open and looming over a diamond-shaped, black gem
Descriptors: Inspire greed in others; A great deal of money and power from evil schemes, exploitation, and coercion; Power-hungry schemers; Physically powerful; Desire for more power; show wealth and extravagance;
Cultists worshiping Mammon look upon him as a patron of greed and lust. His followers can be found among the selfish and cruel of most humanoid races, as well as non-humanoids such as beholders, mind flayers, and evil dragons. Altars to Mammon are normally covered in gold and jewels. When a sacrifice is killed and offered to Mammon, it is done with a golden or jeweled blade. Most of these individuals are very wealthy, having gained a great deal of money and power from evil schemes, exploitation, and coercion.
The disciple of Mammon takes what she wants any way she can. She is quick to betray her friends and allies to get ahead, and she will put herself in an embarrassing or awkward position if it ultimately leads to what she wants. The disciple of Mammon has no honor, no shame, and no scruples. Her abilities help her not only to lie, cheat, and steal, but also to avoid danger at the expense of others. Evil rogues and bards sometimes become disciples of Mammon, particularly those who are more interested in stealing than killing. Disciples of Mammon generally operate alone. Although they might join a guild or operate with allies, disciples of Mammon betray their companions so quickly that they soon develop a poor reputation. For this reason, among others, Mammon’s disciples are often on the move, one step ahead of those they have betrayed, cheated, and robbed. Goblinoid creatures are sometimes drawn to the service of Mammon - as is the occasional evil dragon (usually one that deals with the outside world, not a remain-in-its-lair sort of dragon).
Creed of Wealth
Hoard: Mammon boldly claims he is the richest being in existence. Unlike the church of Waukeen who seeks to always keep resources flowing, Mammon collects and hoards in such a fashion that even the dragon deity Task would have to respect it. What is yours is Mammons, and the more you collect the more you increase the Lord of Lust’s hoard.
Steal and Extort: Greed fills all your motivations. Power and prestige are only paths to more. Take everything you can by any means necessary, but only inspire greed in those who also wish to follow the Lord of Lust.
Noble or Not: Regardless of background, your extravagance and refined appearance must exude wealth and position. Any filth or disarrangement needs to be tended to as soon as possible.
Dispater, the Iron Duke (Archduke) LE, NE
Concerns: War, Intrigue
Symbol: A black iron tower on a red field
Descriptors: Fuse metal to oneself, Secretive and Warlike; Defensive, cautious, patient, and with many contingencies; Calm, composed, and charming; Not prone to emotional outbursts or acts of passion; Very political with fingers in everything; appreciates erinyes and beauty; uses constructs for protection;
Many beings venerate Dispater (diss-pay-ter), particularly hobgoblins, goblins, and other warlike humanoids. They revere his unassailable and indestructible nature. The doctrines of Dispater all involve contingencies and options. While followers of Dispater are defensive-minded to the point of cloistering themselves, they never allow themselves to be backed into a corner.
The disciple of Dispater is a warlike general of evil. He is defensive-minded and eager to have others fight for him. When he must fight, he does so on his terms and on his chosen battleground. Disciples of Dispater verge on paranoia and are thus distrustful of everyone. They have mystical power over iron that allows them to grant themselves even greater abilities in battle. Fighters, rangers, and rogues become disciples of Dispater, and clerics affiliated with the archdevil also adopt the class. They are mighty soldiers, dealing terrible damage with their iron swords or axes. Disciples of Dispater have few true allies, although they frequently employ mercenaries and other underlings. All disciples of Dispater have some sort of headquarters that they make as defensible as they can. High-level disciples of the archdevil command great fortresses and their own armies.
Creed of Fortification
Fortress: A strong offense is where glory is found, but a strong defense keeps you alive. Build fortifications, grow militias, and otherwise increase the defenses of yourself and your allies. This could range from having a well-defended home, to strong armor, or protective magics.
Security: While you will help your allies, you generally have few. Paranoia and distrust cloud much incentive to unite equally with others.
Control: It’s one thing to remain defensive but it’s another to be unaware. Find followers or minions and insert them into as many different places as you can to discover, observe, and understand where threats may come from.
Glasya, Queen of the Erinyes (Archduke) LE, NE
Concerns: Corruption, Growth, Agony, Erinyes
Symbol: A copper-colored scourge
Descriptors: Disturbing love for beauty and spares those appealing; Loves watching suffering; Promises pleasures beyond what most can likely achieve; Revenge against wrongdoing; Plot and plan for oneself outside what leadership might expect - maybe even against them; Full of life and vigor and willing to experiment; Unpredictable and breaks tradition; Reputation for capriciousness, whim, and mischief; Delights in informing foes of their impending doom; inflicts wasting disease and watches them die; Females figures near men of power;
As with most people who bargain with devils, Glasya’s mortal servants favor isolation and secrecy over elaborate organizations: Large groups attract the attention of witch hunters and other zealots. As a result, Glasya’s followers hide their allegiance and mask their devotion with some other kind of religious affiliation. Many of her worshipers might profess devotion to Corellon, Sehanine, or other notable gods, all the while secretly working on Glasya’s behalf. Glasya bargains with mortals for their souls, usually through succubi or some other infernal intermediaries. Often the deal is for some minor gain in the form of wealth, love, or fame. Once the bargain is struck, Glasya honors her part by giving the mortal the means to secure the desired object through his or her own efforts. Doing so almost always entails some terrible risk or consequence, a danger that typically speeds the mortal to death and that soul to the Nine Hells.
Cunning and talented mortals forge a pact with Glasya for access to arcane might in exchange for some future payment. Glasya does not often make these pacts unless her mortal servant promises to send more souls to fill her coffers. Her warlocks employ a wide range of infernal-themed spells; many also master spells that manipulate, coerce, and deceive other creatures.
Many cults thrive far from civilization’s centers, since the gods have less influence in these remote areas and the primal spirits and their devotees are not inclined to interfere. In fact, some Glasya cults incorporate dark spirits in their practices.
Individuality Creed
Butterflies and Bees: Little draws the attention of beauty and, as the Queen of Erinyes’, she certainly understands attraction to beauty. And so do you… Spare beings of allure and beauty, but thrive on the physical corruption and growth of pain within everyone else. Disease, rot, torture, and dismemberment are all within your means.
Bitter Ending: Relish in foretelling the doom you expect of others, especially if you intend to bring it upon them.
In Due Time: Expect sudden demands at unexpected and likely inopportune times in the future.
Gargauth, the Hidden Lord (Evil Deity) LE, NE
Concerns: Betrayal, Cruelty, Political Corruption, Powerbrokers
Symbol: Broken animal horn
Descriptors: Veneer of civility and compassion despite being malevolent and cruel; Holds to the letter of all deals, not the spirit; loves betraying anyone - twists contracts; Master strategist; Sense of humor moderates temper; very secretive; corrupt powerful individuals; Seek positions of power; undermine other evil faiths and steal worshipers; Opposes Siamorphe, Cyric, Shar, and the Harpers; More important to rule than sit on the throne;
** see his entry in the Faerûnian Pantheon **
Malignity Creed
Paint the Stars: How someone gets to power is of little importance; they did the work and now you reap the benefits. Carefully befriend and corrupt the goals of powerful leaders. The goals themselves are not entirely important. The importance lies in the corruption itself and the hurt, disservice, misfortune it brings.
A Black Light: Whether it be family, friends, or allies, all can be used against you in one way or another - that is, if people know. Gargauth has shown you the power of enemies - or perceived enemies. Do not reveal your allies, and, in practice, speak of them little or treat them as enemies in public. Keep alliances secret.
Steal Their Thunder: No faith is safe from your corruption, specifically Cyric, or Shar, and especially Siamorphe. While corruption of worshipers of any faith will do, these three bring the Hidden Lord the most satisfaction.