Note on the Structure of the Cult of Cheshne
Something which the PCs didn't discover until later in their dealings with the Cheshnites was their precarious organizational structure – if they had, they may have exploited it earlier. There again, there were many competing demands on the characters' time, limiting the number of convenient
communes, contact other planes, metagnostic inquiries or uses of the
web of motes.
Due to a restriction on epic ritual spells (willing participants only – no
dominations etc.) the three sects would need to be wooed by the various immortals to participate in any ritual spell; necessary compromises would be struck, and the agendas of those high in the three orders would be promoted. The magical economy of the Cheshnites is very tense.
Aside from the eleven great immortals (Sibud, Yeshe, Choach, Naatha, Idyam, Dhatri, Prahar, Jahi, Guho, Rishih and Temenun), three main sects operate within the umbrella of the Cult of Cheshne. Nwm categorized them based on their headgear or hairstyles (their real names are in parentheses):
The Bald Ones (properly, Anantam)
Ritual specialists, these are typically Sorcerer/Blood-Magus or Necromancer/Blood-Magus characters – the more powerful and influential members of the sect are around 15th – 18th level. The immortal Guho was once of the Anantam, but is now reviled because of her transformation (Guho is a Worm-that-Walks). Many of The Bald Ones are sympathetic toward Sibud – a shared interest in matters sanguine (Sibud was conceived of as a Blood-Mage in his earlier iterations) – and have no love for Yeshe. The second, fourth and fifth cabals consist entirely of wizards and are most stifled by the Injunction.
The Anantam form the backbone of the ritual magic pool amid the Cheshnites (each with the Cooperative Spell metamagic feat is assumed to provide a +2 bonus to ritual epic spell Spellcraft checks). They number around 150 in all, broken into five major cabals (-120DC to –240DC) and a dozen smaller ones (-20DC to –60DC). The Anantam are guarded by the
Giants of Danhaan – huge armored warriors with glaives, whose humanity is suspect.
Typically, an Ananta is a Wizard (Necromancer) 5 / Blood Magus X, or a Sorcerer 6 / Blood Magus X. Feats include Great Fortitude, Toughness and Cooperative Spell.
1st Cabal (-141 spell slot mitigation; +26 Spellcraft check):
1 x CL 16 (-15): Sorcerer 6 / Blood Magus 10 / Archmage 3
1 x CL 14 (-13): Necromancer 5 / Blood Magus 10 / Loremaster 1
1 x CL 13 (-13)
2 x CL 12 (-22)
3 x CL 11 (-33)
5 x CL 10 (-45)
2nd Cabal (-158 spell slot mitigation; +36 Spellcraft check)
1 x CL 15 (-15): Necromancer 5 / Blood Magus 10 / Loremaster 2
1 x CL 13 (-13)
1 x CL 12 (-11)
1 x CL 11 (-11)
2 x CL 10 (-18)
3 x CL 9 (-27)
4 x CL 8 (-28)
5 x CL 7 (-35)
3rd Cabal (-153 spell slot mitigation; +46 Spellcraft check)
1 x CL 18 (-17): Wizard (Necromancer) 5 / Blood Magus 10 / Archmage 5
1 x CL 11 (-11)
1 x CL 10 (-11)
1 x CL 9 (-9)
2 x CL 8 (-14)
3 x CL 7 (-21)
14 x CL 6 (-70)
4th Cabal (-122 spell slot mitigation; +20 Spellcraft check)
1 x CL 16 (-15)
2 x CL 15 (-30)
7 x CL 12 (-77)
5th Cabal (-240 spell slot mitigation; +66 Spellcraft check)
2 x CL 17 (-17)
3 x CL 15 (-45)
5 x CL 10 (-45)
9 x CL 8 (-63)
14 x CL 6 (-70)
The Longhairs (properly, Kesha-Dirghaa)
Typically Conjurer 2/ Favored Soul 4 / Mystic Theurge X, whose activities were curtailed by Gihaahia in her prohibition of Cheshnite theurgy. Rishih – the immortal theurge – is preeminent in this sect, although its structure is loose and Rishih's underlings continually maneuver with regard to other immortals. Cabals are fluid, and although they outnumber the
Anantam, the
Kesha-Dirghaa lack the magical discipline of the pure arcanists. Sibud's power base was eroded most by the Enforcer's limitation on theurgy, as much of his prior effort had been invested in winning members of the theurgic sect to his camp.
Total ritual mitigation of the
Kesha-Dirghaa is a little shy of –1600DC. They number around three hundred, although coordinating that many is difficult, and may only occur if Anumid ordains it as Cheshne's Willl. Cabals generally operate in the –80 to –200 range.
The Hooded Ones (in fact, Naganam)
Pure divine casters, and unaffected by the Injunction, the
Naganam are the smallest of the main sects, with spellcasters numbering fewer than a hundred. Their leaders are members of the Hierophant PrC – typically Cloistered Cleric 13/Hierophant X. There are Favored Souls among them. Many of them (the
Ushabam) regard Yeshe as a dark messiah; Yeshe is largely contemptuous of their affections, a fact which further fuels their zeal for her. Anumid the Mouthpiece was originally of the
Naganam (but not the
Ushabam), although his status is now more complex. Like the
Anantam, many giants attend the
Ushabam.
Anumid, the Mouthpiece of Cheshne
Anumid's focus lies in social manipulation; he is the consummate smooth-talker, and the Cheshnite immortals are wary of his persuasive powers. Most of his spell suite is defensive, and focused around self-preservation – prudent, considering his role, and relative frailty.
The status of the Mouthpiece is special, and Anumid enjoys a kind of diplomatic immunity; he brokers deals between the cabals and the immortals, but is also Cheshne's legitimate vehicle of communication. His oracular powers connect him to the
Mistresses of the Veils, mysterious chthonic powers which are only known by their name. When acting explicitly in his oracular capacity, even Visuit and Temenun bow to his authority.
Anumid is under the permanent effect of an epic spell known as the
Asservation of the Mouth, which allows immediate mental contact with any of the eleven major immortals, regardless of intervening distance or planar barriers. The
Asservation functions in an
antimagic field and cannot be
disjoined; if targeted by a
superb dispelling, the
Asservation of the Mouth is a CL80 effect.
Anumid
Male Human Cloistered Cleric 5 / Divine Oracle 10 / Evangelist 5; HD 20d6; hp 70; Init +1; Spd 30 ft.; AC 11 (+1 Dex; touch 11, flat-footed 11); Base Atk +11; Grp +10; Atk +11 melee (1d4/19-20, MW dagger); Full Atk; SA; SQ divination enhancement, improved uncanny dodge, immune to surprise, inspire dread, prescient sense, trap sense +3,; SV Fort +8 Ref +6 Will +19; Str 9 Dex 13 Con 10 Int 20 Wis 19 Cha 34
Skills: Bluff +47, Concentration +22, Decipher Script +18, Diplomacy +56, Gather Information +34, Intimidate +48, Knowledge (nobility) +18, Knowledge (the planes) +28, Knowledge (religion) +31, Perform (oratory) +36, Sense Motive +29, Spellcraft +28
Feats: Ability Focus (Convert the Unfaithful), Able Learner, Persuasive, Negotiator, Skill Focus (Diplomacy), Skill Focus (Intimidate), Skill Focus (Knowledge: religion), Open Minded
Convert the Unfaithful (Su): As a full-round action Anumid can attempt to convert a single enemy within 30 ft. Targets are entitled to a Will save (DC 29): if it succeeds, it is shaken for 1 round; if it fails, it is converted. Treat this effect as a
charm monster spell, except the target's alignment changes for the duration. At the expiry of the effect, a target creature can attempt to revert to its original alignment (Will DC 29), or it may continue wilth its new alignment.
Atonement may required in the former case; the conversion itself to the new faith qualifies as an
atonement in the latter. Creatures with an alignment subtype are immune to this ability.
Domains: Anumid has access to the Knowledge, Mysticism, Oracle and Trickery domains. Once per day, for 5 rounds, Anumid can gain a +12 luck bonus to his saving throws.
Divination Enhancement (Ex): Anumid may roll twice and take the better result any time he casts
divination or augury.
Fast Talk (Ex): Anumid may make a rushed Diplomacy check as a full-round action with only a –5 penalty.
Immune to Surprise (Ex): Anumid can always take a standard action in a surprise round.
Inflame the Righteous (Su): As a full-round action Anumid can wreathe himself and allies within 30 ft. in divine fire which acts as a
fire shield (CL20). Damage dealt by the shield is divine in nature, and not subject to resistance or immunity.
Inspire Dread (Su): Anumid can inspire hopelessness in all enemies within 30ft., and they suffer a –4 penalty on Will saves. This is a mind-affecting ability.
Prescient Sense (Ex): This ability works like a rogue's Evasion ability, except Anumid is not restricted by his armor type.
Skill Mastery (Ex): Anumid may always take 10 on Bluff, Diplomacy, Intimidate and Sense Motive checks, regardless of the circumstances.
Cleric Spells Prepared: (6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; CL15th, [Divination spells 18th]; Save DC 14+ Spell level [scrying spells 15+ spell level]).
- 4th – death ward, dimensional anchor, discern lies, freedom of movement, sending, divination (D);
- 5th – commune, dispel good, slay living, spell resistance, true seeing; 6th – antilife shell, banishment, forbiddance, mislead (D);
- 7th – bestow greater curse, greater scrying, blasphemy (D);
- 8th – wall of greater dispel magic, discern location (D).
Anumid always has a
death pact cast upon himself: if he is slain, he will be
resurrected unless the spell is first dispelled; his Constitution score has been lowered to reflect this. He also has a
refuge item which will return him to his sanctuary in the temple at Jashat if broken.
Equipment
Bronze Choker of Persuasion: This plain narrow bronze band fits around the neck and occupies the amulet slot. It bestows a +6 enhancement bonus to Charisma, grants the wearer a continual
tongues ability, and grants a +10 competence bonus to all Charisma-based skill checks. (120K, CL20).