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THE
DARK ENCLAVE:
The
Dark Enclave is led by Maithar Dronwn, once a human fisherman
off the coast of Hasst. He is proof positive in his own eyes
that the meek shall inherit the earth, and should he succeed,
everyone else will know it as well.
Unlike
the Cult of the Wyrm, the Dark Enclave is not evil for religious
reasons; most of its members could care less who follows what
god, or even if there are any gods. The Dark Enclave's
goal is solely to gain as much power as it can, as strongly
and as quickly as it can. Using the power of the Dark Enemy
or the Wyrm is the easiest way to power, and most of the ambitious
members find they have a liking for the more sinister things
that are required of them in exchange for that power.
The
Dark Enclave and the Cult of the Wyrm share an uneasy power
balance; they both are evil, and the ambitions of one are
often reflected in the ambitions of another, but they are
also competitors; the Dark Enclave knows that the Cult will
be favoured if the Wyrm ever gets free, and indeed would rather
he didn't come back so long as they were alive. Should the
Cult succeed, the easiest path to power would be cut short.
And so the Cult and the Dark Enclave circle each other warily,
sharing a common purpose occasionally but more often sitting
back and seeing what happens.
Also
unlik the Cult, the Enclave is not entirely unified. Most
of its members would gladly topple their 'brothers' did the
opportunity arise. They are united in that they have promised
a part of themselves to the Dark in return for power, and
they must therefore obey the Dark. Except when expressly forbidden,
they freely backstab and kill each other as rivals for power;
only the strong are left alone, and only so long as they remain
strong. Maithar rules because he is the most powerful, but
he plays a game of politics; unless he is passing along orders
from the Dark, getting the others to do something requires
a combination of threat, manipulation, and strength.
Tested
Skills:
The
Dark Enclave tests in all magic skills and in scholar.
Entrance
into the Guild:
Entrance
into the guild requires that a member pledge his soul to darkness
for power. If he does so, the Dark Enclave will eventually
find him and force him to join. The Guild Trial involves proving
one's darkness. If the PC does not join, he will be killed;
in return, however, he is promised more power.
Advancement
within the Guild:
The
PC runs whatever errands his master (the person who forced
his membership) desires, and will continue to do so for as
long as he remains the weaker. Advancing requires that he
supplant, kill, or overthrow his master. Failure to do so
usually results in mental enslavement; thus, a certain amount
of skill is required.
The
PC, having passed this second guild trial, must now maintain
his own power against all comers. He is somewhat independant,
but he will recieve orders from shadowy superiors to do things
for the Dark. He may take on his own apprentices, but only
the foolish would allow the apprentices to gain too much power.
He is rewarded by ruling his apprentices and by occasionally
being placed in positions of power in order to fulfill the
goals of the Dark.
The
last Trial the PC must endure occurs if the Dark singles him
out for some reason or other. He must survive an attack against
all his apprentices, and possibly rivals and their apprentices
as well. The Dark will instigate the PC's 'brothers' to attack
him, and if the PC survives, he will have become a powerful
tool in the Dark's arsenal. It is now that the PC will gain
access to such secrets and energies as the Dark Enclave has
gathered, and the lure of power can usually be slated with
what the Dark now gifts the PC.
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