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Gnudro
2006-08-13, 01:12 PM
Doom the Daystar

http://umbra.nascom.nasa.gov/eclipse/images/eclipse19951024_08.jpg

"The world around us is a composite of natural, and manifested effects. The natural components of the world flow from the Gods and Elemental forces themselves. As they are now the greater power, they have greater reverence, they have greater control. But if the natural world were to be destroyed, then all would be controlled by the manifesters. Extinguish the Day Star, and all rely on you for light. Kill the corn, and all rely on you for food. The truth is that we have always been at war with the gods, and for an eternity, they have made all their slaves. That age has ended."
-Yelzen, Minister of Eternal Dark


Purpose: All the conspirators of Doom the Daystar have the same goal, yet strive to acheive it for different reasons. Though the three levels of the conspiracy vary in their end goals, they still have the same means. Doom the Daystar wishes to disrupt and destroy natural processes and effects, only to replace them with their own arcane and psionic effects. While this often includes destoying food and water sources, the main goal is to destroy the sun itself.


Themes:Arcane, Psionic, Devine, Mid-Epic, Multi-Planar, Man v. Gods, Gods v. Gods, Optional:Shadow Magic, Vestiges, Organizations, Ebberron

Gnudro
2006-08-13, 01:15 PM
The Three Mysteries of Doom:
General Description/History/Lore/Alignment

Alignment: Doom the Daystar is a Lawful Evil organization, while it does accept members of other alignments, few nuetral or good characters would agree with the organization's goals. Chaotic members are usually short lived, chafing against the structure of the organization. Any alignment is accepted in the sub-organization Cult of the New World.

The First Mystery of Doom:

"You have power over what you can destroy."
- Arias Granden,
Disciple of the First Mystery of Doom,
Master Enchanter,
Mayor of Greenfield

A network of powerful arcanists and psionicists exist throughout known civilization who want to replace natural processes with those of their own design. They do not do this out of a desire to destroy the world, but instead to gain greater control. Most members would not mind the destruction of the sun, but do not think it likley to happen, and do not work towards it with any great effort. They are happy to use organization resources to gain further control over their part of the world, in exchange they aide other members of the organization, and contribute knowledge to the whole.

A sub-sect of the First Mystery of Doom is the Cult of the New World. The Cult of the New World wishes to create a new world, a world made by it's inhabitents, as opposed to an external persona or force. While the religion itself is Lawful Evil, many members of it are not, and are not restricted based on their alignment. Many people, even good ones grow tired of the way things are and yearn for something new. Despite not worshiping Gods, Cultists of the New World can gain devine powers by worshiping the Cult of the New World Itself*. The Cult of the New World grants the Magic, Darkness, and Psionics(Detailed in Crunch Section) Domain

The Ranks of Doom the Daystar are portrayed as ranks within the cult. Most non-cultist arcanists and psionicists only acheive the First Mystery, basic membership, and access to conspiracy resources. Cultists can learn more ideas about the creation of a new world, and can gain more "rank" in the organization. They call themselves Disciples of the First Mystery, Disciples of the Second Mystery, and so on. These cultists however, don't actually have any greater rank outside the sub-organization.

The leader of the Cult of the New World is Yelzen. He portrays himself to the other Cultists as an Ultrathid who wishes a different place in a world that has doomed him to be a monster. He portrays himself to the non-religious members of the conspiricy as a being offering great power, and methods to acheive even more.

Of the First Mystery of Doom, Yelzen is the only one who is also a member of the Second Mystery of Doom.

http://www.wizards.com/dnd/images/lom_gallery/88110.jpg

The Second Mystery of Doom

"O brave new world, That has such people in't"
-Miranda,
Disciple of the Fourth Mystery,
before Ceremorphis

Yelzen is not an independent Ultrathid as he portrays himself to be, but instead is a loyal servent of his colony's Elder Brain. He and his Elder Brain are both members of the Secnd Mystery of Doom. The Second Mystery of Doom is a conspiracy of Elder Brains and other Illithids to reform the world around them, to make it an environment much more to their liking.

The Second Mystery of Doom is activley seeking knowledge, and seeking new ways to alter their environment and their condition. The destruction of the Day Star would allow the Illithids to more aggressivley conquer the surface world, and directivly utilize the resources of lesser races.

Right now the Illithids of Doom the Daystar are activley trying to spread the Cult of the New World, and the Conspiracy amoung humans, and other surface dwelling intelligent races. They hope that by offering power and something to beleive in, they can learn the greatest accomplishments of the other races.

Besides their goal of destroying the sun and natural processes, they are looking for ways to alter their dependency on brains, and ways to make their great Nautalis ships once again. The Illithids wish to remake the Astromodi empire, except greater, having even more control over the Universe then the Gods themselves.

Despite not Worshipping Gods Illithids are very interested in what they are capable of, and what powers they can grant their followers. At first the Cult of the New World was an expirament with devinity. The Second Mystery of Doom studied human religions, and created a set of beleifs and doctrines, that they used to construct a new, and completley artificial religion. They constructed this religion to work in concert with their own beliefs. Yelzen and other cult leaders introduced this religion to human populations.

The expiriment succeeded beyond any estimation. Not only were the cultists sometimes able to access devine power in worshiping the Cult of the New World, but some of the Illithid Cult leaders were capable of doing this as well. Yelzen became the first Illithid cleric of the New World. Within the next several years, several other Illithids participating in the cult, and the conspiracy also developed devine abilities.

Some Illithids have brought up the question. "If the cultists are using devine powers, who is granting them?" These questions have been quickly silenced by the Elder Brains, with no explanation given. Sometimes Illithids forget that they asked this question at all.

Alas'Mur, the home colony of Yelzen is home to an even greater secret that even Yelzen does not know. Alas'Mur's Elder Brain (Called Alas'Mur from this point on) has also begun manifesting devine power, and has done so before Yelzen. Alas'Mur is secretly a Favored Soul(Use Cleric if you do not have access/do not like the class) of the New World, and alone amoung the Illithids of fully realizing the Third Mystery. Other Elder Brains of Doom the Daystar are slowly beginning to figure out the full scope of the conspiracy.

http://www.harmsy.freeuk.com/images/mars-atmosphere.jpg

The Third Mystery of Doom:
"I, God, Concept"-
Taramvul, revealing himself to Alas'Mur

Cultists of the New World, both Illithid and human worship both the concept of the New World and Taramvul. Taramvul was a military governor of the Astromadi empire. One of the most powerful governors not to be an Elder Brain himself. Born an Illithid, Tarumvul struggled long to overcome his comparative weakness to his Ultrathid peers. A skilled Telepath(psion), he soon became good at controlling large group of Thralls, and used his resources to perfect even better methods of control. His research was near constant, and he did his tests on his populace.

One day Taramvul discovered a small rebellion brewing on his world. The Gith slaves were worshiping a "God" of freedom, and somehow gained power through their belief. Instead of immedietly destroying the rebellion, Taramvul studied them, and learned how they gained power, and gave power through their belief. He let the revolution continue, letting them only attack unimportant targets (and rivals). He studied, and eventually began trying to influence them. He masqueraded as their God, sending messages to them, until finally he was leading the cult himself. It was then that he changed the message slightly. The Gith were not inherently opposed to order and hierarchy, they just disliked a hierarchy that "oppressed" them. At the same time, they were willing to take necessary sacrifices to acheive their greater goals.

Taramvul made himself the new symbol of revolution, a governor that treated his thralls (slightly) better. He and they united against the tyranical control of the Elder Brains. Yet in the process of their revolution, Illithid and Thrall had to work together, and endure some "necessary" sacrifices. Taramvul had combined faith with psionic control.

Despite constantly being in revolt, his domain was the most stable of any, especially during the beginnings of the Gith revolt. His success granted him some leeway in his unusual methods. His colleagues didn't really believe that Taramvul was in revolt against the Elder Brains.

He was. His thralls and supporters were granted power from their belief in him, and he in turn was granted power from thier beleif. Without outsiders noticing, Taramvul was slowly becomming a God. And with his divinity, he grew more resistant to the control of the Elder Brains.

Other governors were too wary to try Taramvul's methods. The Gith rebellion spread, and soon there were too few stable worlds, and too much resistance for the Illithids to survive. Taramvul, ever the innovator, and now independant from the Elder Brains, began the conspiracy to sacrifice the Elder Brains.

It was this sacrifice that brought the Illithids back in time.
The Illithids, and the surviving Elder Brains remembered Taramvul (who had by this point dissapeared). They remembered him both as a powerful psion, and as a traitor to their race. They also remembered him as the ultimate idea of an Illithid making great change in the world to achieve their desires. Though they did not worship him in a traditional sense, the surviving Elder Brains revered him, and that was enough to keep him waking.

Taramvul God of the New World has been long whispering into their minds, and now his plan is becomming manifest. Slowly he takes over Illithid society, as the Illithids slowly spread his faith. Doom of the Daystar is an organization made to destroy the power of the Gods and Elements, remaking the world in a new image. What few members know, is that Taramvul wants this new world to be in his image.

He is himself, he is a god, he is a concept.
And he wants to change a few things.

*Worshipers of the Cult of The New World are actually worshipers of Taramvul. His domains are Magic, Psionics, and Darkness. He is Lawful Evil. More information on him and his abilities can be found in the conspirator's section.

==============================

Lore:

What is Doom the Daystar?

Knowledge Religion:
DC 10:Doom the Daystar is another name for a recent cult which wishes to destroy the gods.
DC 15: Doom the Daystar is another name for the Cult of the New World. It's members have grown weary of current existance, and blame elementals and gods for their suffering. Defeating the Gods will lead to a better world.
DC 20: The Cult has a large number of lay, non-participating benefits, who only seem to be members for the benefits of the cult, which if rumors are true, are vast arcane and psionic powers.
DC 25: The main leader of the cult is the Ultrathid Yelzen who claims to be tired of being created as a monster, and wants to reform the world. Other cells of the Cult of the New World are also run by Illithids. Although one strange sub-cult seems to be Githyanki only.

Knowledge Arcana:
DC 10: Doom the Daystar is some strange arcane secret society, but you suspect that _____ might be a member of it.
DC 15: Members of Doom the Daystar are often mages who have great political power in their community. This usually happens after mishap occurs that only their magics can guard against.
DC 20: Doom the Daystar is an Arcane conspiracy that tries to create a greater need for magic in the world, to set up those who use magic as it's rulers. It also seems to be tied to a strange cult called, Cult of the New World. Perhaps they are unwilling pawns? The conspiracy is looking for new members, and is offering potent psionic and arcane power.
DC 25: Doom the Daystar is an Arcane and Psionic conspiracy that works hand in hand with the Cult of the New World. Both groups have the goal of the eventual destruction of the sun, disempowering of the gods, and a new world shaped by magic users and psionisists. Perhaps most troubling is that they seem to be lead by an Ultrathid named Yelzen.

Knowledge Dungeoneering:

DC 25: The Cult of the New World, and Doom the Daystar seem to be the same organization, or at least two organizations lead by the same Illithid controllers. The leader seems to be an Ultrathid named Yelzen. Yelzen claims to be independant and reformed. Such claims are highly unlikley.

Knowledge History:

DC 20: The rising of the Cult of the New World and Doom the Daystar seem to go hand in hand, along with increased power in the hands of local psions and mages in whatever regions the two groups have been established.
DC 25: The rising in political power of local psionisists and mages, and the arrival of Doom the Daystar seem to happen shortly after unusual, and often unexplained magical catastrophie... that they have the answers too.

Knowledge Local:

DC 10: Identity of possible Cultist of the New World.
DC 15: Identity of possible Doom of the Daystar conspirator.
DC 20: Location and time of ceremonies for Cult of the New World.
DC 25: Identity of local leaders of both Cult of the New World and Doom of the Daystar.

Knowledge Nature:
DC 15: Local disaster (caused by Doom of Daystar) was not naturally caused.
DC 20: Identify possible cause of local unnatural disaster.
DC 25: Identify possible culprit of local unnatural disaster.
DC 30: Connect local disaster to other disaster to notice a trend.

Knowledge Nobility:
DC 15: Identify possible local member of Doom the Daystar conspiracy.
DC 20: Identify extra-city contacts of local Doom the Daystar member.
DC 25: Identify local meetingplace for Doom the Daystar Members.

Knowledge Geography:
DC 30: Cells of local Cults of the New World and conspiracies of Doom the Daystar seem to always be posistioned near subteranean Illithid outposts.

Knowledge: The Planes

DC 15: The Cult of the New World seems to want to try and re-create the world around them, including the plains. They wish to do this as an act of rebellion against the Gods, and the Elemental forces themselves.
DC 20: Though they seem to advocate evil and destructive methods the Cult of the New World seems to have no ties to any of the Evil Planes, nor any signs of fiendish influence.
DC 25: There is a group of Githyanki whom also seem to be Cultists of the New World, yet they call it a different name. They want to spread the effects of Limbo, making all the universe morph to their desires.

Knowledge Psionic:

DC 10: Doom the Daystar seems to be a conspiracy to destroy the natural world to increase it's reliance on psionics.
DC 15: Doom the Daystar, and its sister organization Cult of the New World seem to want to destroy and remake the universe to their choosing. One of the first steps to doing this is to destroy the sun. Chillingly, the Doom seem to rapidly research new Psionic powers, perhaps that ability is not too far off.
DC 20:Doom the Daystar is rapidly advancing the study of psionic and arcane knowledge, making their new ability available to members. While some of their beleifs and actions are distasteful... they are taking new members, and offering great power.
DC 25: Doom the Daystar seems to be a re-visioning of an old Illithid legend. The Illithid at several points tried to extinguish the sun to try and ensure their dominance over the world. This may be an Illithid plot, or it could be inspired by their attempts.

Who is Taramvul?
Knowledge History
DC 50 (Illithids get +5): Taramvul will be an Illithid military governor of a world that the Illithids had conquered during the height of the Astromadi empire. During his reign he will take over a minor revolutionary cult, and develop it into a personality cult that worships himself, giving him near complete control over the planet. Taramvul betrayed the Elder Brains but may have saved the Illithid race by being the first to suggest traveling back in time. Traveling back in time (to before present day) caused the loss of a great number of Elder Brains, but enabled the Illithids to survive the Gith revolts. Before traveling back in time Taramvul dissapeared.

Gnudro
2006-08-13, 01:16 PM
Conspirators:
Authority Figures, Important Figures, Racial and Class Makeup

Arias Granden LE Human Enchanter 10

Arias Granden could be your lead in villian. Arias Granden is the mayor of his small city/large town, and a powerful and admired mage. Within the past year though, several disasters have struck the city and nearby areas, which in the end seem to benefit Arias Granden greatly. As far as how to play Arias Granden, Imagine a politician. Now imagine a politician with magical powers to sway people's minds.

Avada LE Mind-Seeded Githyanki Psionic Warrior 5/Cleric of New World 4

Avada exists as a possible hook to bring planar adventures into conflict with Doom the Daystar. Her group, a modified version of Cult of the New World seeks to spread the influence of limbo, to make all of existance as malleable. The other Githyanki in her cult do not know of their connection to Doom the Daystar, however Avada was mindseeded years ago, before the cult began. Inside she has the modified personality of Yelzen. Play her close enough to Yelzen so that players can see the similarities, but different enough so they can see the effects of four years of different experiences.

YelzenLE Ultrathid Telepath 10/Cleric of New World 5

Yelzen exists to be the main big bad evil guy throughout the beginning of the campaign. All the strings seem to be connecting to him, he seems to hold all the power, and directing all the plans. He should be played as a charasmatic spokesman, never admitting to any faults, always consistant on his being reformed. Yelzen should never admit to having lied. If he can't talk his way out of a situation, he will use his powers instead. Imagine a religious leader. Now give them telepathy and mind control. Only after they have defeated them should they realize that he was just following someone elses orders.

Alas'MurLE Elder Brain Favored Soul 10
Alas'Mur is the villian behind Yelzen, but isn't about to reveal it's hand. Alas'Mur will not make an appearance while Yelzen is still capably following orders and running Doom the Daystar. Once Yelzen is destroyed/disabled/discovered Alas'Mur will try to distance itself from him. One of Alas'Mur's favorite tactics would be to plant evidence suggesting that one of it's rivals, perhaps one not even in he conspiracy is the true leader. Eventually, after fighting and dealing with a great veriety of Illithid power and intrigue the party should start to realize that Alas'Mur is holding the strings.

Taramvul LE Illithid Psion 12/Daystar Innovator* 14/Enchanter 4/Cerebromancer 10, Divine Rank 6

Upon Alas'Mur's destruction is when Taramvul begins to play his hand. It is important to play up the hatred of gods throughout the adventure, especially with Cultists of the New World. Even more so with New World Clerics. Then the realization that The New World is a God should be suitably shocking.

By this point, depending on what the party has done Taramvul will have one of two responces, try to repair the damage to his organization, possibly manipulating or using the party to do so, or trying to destroy the party/their lives in an act of rage. Perhaps for a particularly cinematic end battle, Taramvul will begin trying to unmake the world. Though he isn't yet capable of doing so... he will do a great deal of damage in the process. And the party doesn't know just what he can do.

Alternativley the party can try to play through by infiltrating and advancing in the organization, and eventually replacing either Alas'mur or Tarumvel himself.

If the Players do manage to become Gods this can be the beginning of a next campaign, especially if the normal Gods of the setting do not differentiate them from Taramvul/The New World

*New Prestige Class, see Methods

Scope of the Conspiracy


Cult of the New World
The Cult of the the New World has 6,000 members. Two Hundred of these members are Clerics of the New World. A greater number of members are adepts. Another third of the Cult is made up of PC Classes. The rest of the members are NPC classes.

The Cult of the New World has an average racial distribution as can be found in the world, and in individual cities.

There are twenty Illithid Clerics of the New World. Each of them administrates the cult in thier region. The different Illithids report both to thier Elder Brain, and to Yelzen.

Avada is the only Githyanki cleric of the New World. She is the leader of a sub-cult called "Shapers of the World" made up of 20 Githyanki. Avada was mind seeded years ago, and reports directly to an elder brain. The rest of the Shapers of the World do not know of this. The beliefs of the Shapers of the World are similar to the Cult of the New World, but at first appearance are not tied together at all. Clerics of the New World, and Shapers of the World both get their devine powers from the same source, and can use the same domains.

Conspiracy of Doom the Daystar

The other non-illithid members of Doom the Daystar only pay lip service to the Cult of the New World's beliefs. Though they are officially members of the cult, they never try to advance in rank, and usually don't worship the idea of a New World.

The conspiracy members work together to share magical knowledge, and to help each other succeed in thier endevors. Informal systems of prestige exist amoung the conspirators, based on who contributes most to the organization as a whole. Creators of new Spells and Powers are especially prized.

Most conspiracy members only wish to make changes so their societies rely on them more, giving them greater controlover thier society. Creating an unusual gas deadly to humans in the mines, so that the city must rely on your zombie laborers instead is a good example of a typical conspiracy plot.

There are three hundred Conspirators of Doom the Daystar. 1/3rd of them are Psionic Classes. The other 2/3rds are arcane casters, although some members are both. Though the Conspirators are officially part of the Cult Hierarchy, they are only really under the authority of the Illithid leaders.

The Spreading Dusk is an association of Shadow Mages who are allied with Doom the Daystar, but don't quite know the full scope of the organization's plans. More detail is given in A Variaty of Villians.

The Second Mystery of Doom the Daystar:

There are 10 Elder Brains who support and are members of Doom the Daystar. Usually there are 3 Illithids or Ultrathids per colony whom are also active members. The rest of the 10 Illithid colonies directly do what their Elder Brains order them to do.

The Twenty Illithid Cleric leaders of the Cult of the New World report both to Yelzen and to their individual Elder Brains. Yelzen is the most powerful of these clerics, and is the official head of the Cult of the New World. He reports directly to Alas'Mur. Alas'Mur is the only Favored Soul of the New World, and is directly spoken to by it's God. Two other Elder Brains have recently become capable of devine spell casting. (Each have a single level of Adept). They do not quite know what is really going on, but are likley to be convinced to support Alas'Mur once they do.

Other "members" are Thralls and Illithids forced to work on the project by their Elder Brains.

The Third Mystery of Doom the Daystar

Alas'Mur is the prophet of Taramvul the New World. Taramvul directly gives orders to Alas'Mur, and subtly tries to influence the rest of the Elder Brains in the conspiracy to accomplish his will.

He does not reveal himself directly to anyone else, except the Cabinet of Forgotten Faces (Optional Content). The Cabinet of Forgotten Faces are a group of Vestiges who have allied with Alas'Mur in his bid for power. More information for them can be found in A Variaty of Villians.

Gnudro
2006-08-13, 01:18 PM
Structure of the Cabal:
Organization Statistics, Entry Requirements, Resources

Affiliation Level 16: Multicontinental
Executive Powers: Assasinate, Craft, Research

Affiliation Score Criteria:
Is an Illithid, Ultrathid or Elder Brain: +20
For every two Arcane Caster Levels: +1
For every two Manifester Levels: +1
Being a Daystar Innovator: +2
Being an Arcane Innovator: +1
Each Power created:+1
Each Spell created:+1
Each Power or Spell uploaded to the Doom Truths: +1
Being a Devine Spell Caster of the New World: +5

Ranks:
0-5: Associate or Lay Member
5-14:Disciple of the First Mystery
14-19:False Disciple of the Fifth Mystery
20-29:Disciple of the Second Mystery
30:The Third Mystery

Duties:
Associate: None
Disciple of the First Mystery:

Disciples of the First Mystery are members of the secret society of Doom the Daystar who share their abilities in knowledges to help each acheive their own selfish ends. This rank also includes low level officials of the Cult of the New World.

Share any new spells or powers created with Doom the Daystar. Attend one ritual to the New World each month. Once per month, perform a favor for another member. (Something that would cost you between 0-3,000gp and doesn't put you at any apparent risk)

False Disciple of the Fifth Mystery:

People at this rank have official titles claiming them to be disciples of anywhere from the 2nd to the 5th Mystery. They are not, they are still really members of the first Mystery, but ones with more control over the organization.

In addition to sharing all newly created spells and powers a False Disciple needs to run a ceremony to the New World once every week. Attendees at a ceremony start with an attitude of Indifferent. Running the ceremony intails making either a diplomacy, bluff or knowledge religion (used as diplomacy) check to try to increase the attitude to friendly. Psionic Powers and Spells can also be used to influence attitude. A hireling or other character working for or controlled by the False Disciple can make the check instead. If the attitude is changed to friendly, the False Disciple's affiliation rating goes up by one. It goes up by an additional step for each step higher then friendly the crowds attitude is changed. If the crowd remains indifferent the False Disciple looses one rank.

Disciple of the Second Mystery:

Disciples of the Second Mystery are the real masters (at least they think) behind the Cult of the New World and Doom the Daystar. They invented the cult, and have controlled it's spread throughout the world, though the false disciples control much of the day to day work, the Disciples of the Second mystery control everything behind the scenes.


Illithid members automaticly become Disciples of the Second Mystery, but must still actually do the job:

Every month a Disciple of the Second Mystery must manage their peice of the Death to Daystar and Cult of the New World Project. Each month they make a DC 20 intelligence check (or have a hireling or other employee do the same) to try and manage their various plots, intrigues and bureaucracies. If they succeed they gain one affiliation Score. If they fail by 5 or less, they loose one affiliation score. If they fail by more than 5 they loose one from their affiliation score, and their colleagues begin to sense weakness. For each time they fail the check by six or more, another Disciple of the Second Mystery will begin plots to take over their power.

In addition, Disciples of the Second Mystery are expected to contribute one psionic power or arcane spell to Doom the Daystar per month. This can be a spell or power they made, or one that they found. Powers and Spells donated in this way do not add to the affiliation score of the donator. Spells and Powers donated above the expected amount do. A Major Magic Item (Wondrous Item, Weapon, or Armor Only) or Major Psionic Item (Universal, Weapon or Armor Only) can also be donated instead of a power or arcane spell. A minor artifact donated counts for four months, and gains an affiliation bonus of +1. A Major artifact donation removes this requirement. Donation of a Major Psionic artifact removes this requirement, and gives +5 affiliation score.

If a non-Illithid or Illithid type attempts to become a Disciple of the Second Mystery they must first:

Discover the existince of the Second Mystery.
Avoid being destroyed for doing so.
Convince other disciples of their competance (Affiliation Score of 25 or higher)
Survive and beat a trial designed by Alas'Mur.

The Third Mystery: The third Mystery is the true leadership behind Death to Daystar. The Cult is lead by the diety Taramvul, who commands his organization through his prophet Alas'Mur.

These are the only two members of the Third Mystery. (The Chamber of Forgotten Faces knows about the Third Mystery, but is merely an allied organization, not part of the organization itself).

Replacing Alas'Mur and becoming Taramvul's Voice

If a character's affiliation score gets higher than Alas'Mur, Taramvul will consider using the character instead. Taramvul will set up a challenge for them to attempt (without consulting Alas'Mur). If they succeed in the challenge, the character becomes the new voice of Taramvul. Taramvul won't actually announce this, but instead simply stop helping Alas'Mur. By this point, with the character's affiliation score, they should have more control over Doom the Daystar than Alas'Mur. Even without devine backing Alas'Mur is still a potent force (and still a favored soul), and will likley either seek revenge, or to regain their old posistion. Any struggle over posistion will likley only end with either Alas'Mur or the character's permanant destruction.

Taramvul will not step in to stop this conflict, the one who survives this vendetta will prove themselves to be the most capable.

Taramvul will also require his current voice to perform tasks for him, and to manipulate his organization into doing so. These tasks are not resolved by checks, but should be adventures themselves.

The Voice and the New World both count as affiliation heads, and can both perform executive actions. If the Voice abuses their executive ability, they will find themself replaced by a rival.

Replacing Taramvul and becomming The New World

To replace Taramvul the character will need to completley destroy Taramvul, without anyone but Alas'Mur and the Chamber of Forgotten Faces(optional material) knowing. They must also either gain the support of, or destroy/suppress Alas'Mur and the Chamber of the Forgotten Faces.

Upon destroying Taramvul the character or character's who did so gain a devine rank of 1. Being a member of the Third Mystery no longer gives any benefits besides executive powers, but also has far fewer duties. Over time the character controlling Doom the Daystar can alter the organizations beleifs slightly, and start to become a diety themselves. (Getting up to Devine Rank 6 with current organization size). To increase their devine rank further, Doom the Day Star will also need to grow.


Benefits

Associate/Lay Member: +2 racial bonus on Spellcraft and Psicraft. Access to the Doom Truth Initiate feat.

Disciple of the First Mystery: Minor Favor(0-3,000gp, no apparent risk) 1/Month, Access to the Arcane Innovator and Daystar Innovator prestige class, Access to all Doom the Daystar Feats. Arcane and Psionic spellcasting at 3/4th price.

False Disciple of the Fifth Mystery: Major Favor (0-10,000 gp, light risk) 1/month. Free access to devine spell casting up to 4th level.

Disciple of the Second Mystery:The Disciple gains a leadership score (Use leadership rules in DMG) for the purpose of recruiting a henchman and followers. Can also borrow Thralls from other organization members whose total hit dice are equal to the Disciples total level. These Thralls must be returned within 1 year. If the Thralls become damaged or destroyed, they must either be replaced, or the owner must be compensated. If this is not done the Disciple looses 5 affiliation score, and gains an Elder Brain of the conspiracy as an enemy.

The Third Mystery:Once per month Taramvul can use one of his devine powers to aid you. Or Taramvul could instead use one of his epic, non xp costing Psionic powers to aid you. If Taramvul is destroyed, you gain no seperate benefit from this level.

All members of the Third Mystery can access the executive abilities of the organization.

For Mechanic purposes Doom the Daystar is a level 16th level Spy Ring with the abilities: Assasinate*, Craft, and Research.

Violence Mod: +4
Espionage Mod:+8
Negotiation Mod:+4

*By taking -2 to an assasination attempt the Doom to Daystar can attempt instead to successfully mind seed the target.

Resources:
Doom the Day Star begins the campaign with a capital score of 16.

For game's not using affiliation rules, assume that the organization begins with: 256k gold peices, Access to up to 9th level arcane spells, Access to 9th level Psion Powers, Access to up to 4th level devine spells. Access to Taramvul's Epic Psionic Powers, and devine powers. These powers will be used rarely, and most of the organization does not know about Taramvul or his abilities.

Gnudro
2006-08-13, 01:18 PM
Means to the End:
Prestige Class and other Crunch

Prestige Classes:

-------------------------------

Daystar Innovator {The Prestige Class entered into the contest}

Daystar Innovators are some of the most valuable assets of Doom the Daystar, at all levels of the conspiracy. The Daystar Innovators discover and learn a great veriaty of new powers and abilities, and then are capable of sharing them with thier peers and thier backers. If Doom the Daystar ever actually develops the ability to destroy the sun, it will likley have been made by one of the Daystar Innovators.

Most Daystar Innovators are either Illithids of the Second Mystery or members of other civilized races of the first Mystery. Taramvul the New World was actually the first of the Daystar Innovators, having first developed his abilities millenia in the future.

Requirements:
Able to Manifest 3rd Level Powers
Skills: 8 Ranks in Psicraft, 8 Ranks in Knowledge Psionics, 8 Ranks in Concentration, 4 Ranks in Knowledge Arcana

Special: Must have successfully created a Psionic Power, and shared it with another member of Doom the Daystar.

Class Skills: Psicraft, Craft(All), Profession(All), Concentration, Autohypnosis, Spellcraft, Bluff, Diplomacy, Sense Motive

D4 HD
6+Int Skills per level

Level__BAB__Fort__Ref__Will__Special___Research Pool:__Doom Truth Level:
1_____+0___+0___+0___+2__Method of Creation, Skill Focus Psicraft, Research Pool,___200 rp__+1 Manifester Level__None
2_____+1___+0___+0___+3__Doom Truths___400 rp__+1 Manifester Level__1st
3_____+1___+1___+1___+3__Inspired Innovation___600 rp__+1 Manifester Level__2nd
4_____+2___+1___+1___+4__---------___800 rp__+1 Manifester Level__3rd
5_____+2___+1___+1___+4__Insight of the Maker___1,000 rp__+1 Manifester Level__4th
6_____+3___+2___+2___+5__---------___1,200 rp__+1 Manifester Level__5th
7_____+3___+2___+2___+5__ Rapid Genious___1,400 rp__+1 Manifester Level__6th
8_____+4___+2___+2___+6__---------___1,600 rp__+1 Manifester Level__7th
9_____+4___+3___+3___+6__Greater Inspired Innovation___1,800 rp__+1 Manifester Level__8th
10____+5___+3___+3___+7__Spread the Tools of Change___2,000 rp__+1 Manifester Level__9th

Method of Creation: Instead of using the usual mechanics for researching psionic powers, the Daystar Innovator instead uses this one:
Creating a Power costs 200xp per power level.
It takes one week per 200xp to create a power.
Creating a power requires 8 hours of uninterupted meditation and study a day.

At the end of the attempt to create the power, the Innovator must make a Psi-Craft check vs DC 10+Level of Power to be created. No matter what other (non-Innovator) abilities are used, you can never take 10 or take 20 on this check. If the Innovator succeeds on the check, the power is successfully created and the xp cost is spent. If the Innovator fails, they do not spend the xp, but also do not gain a new power. They can go through the process again to attempt once more to create the power.

Research Pool A Daystar Innovator can use their research pool in the place of and in addition to xp when paying the costs for creating new powers. Daystar Innovators only get a set amount of Research Points per level. If they do not use their research pool before advancing to their next level, they loose the remainder of thier pool. At next level they have a new amount of research points, as shown on the above table.

Doom Truths: The Daystar Innovator can remove one of their known powers, and exchange it with one of the powers known as the Doom Truths. Potent psionic tools of the Doom the Daystar. They first remove a power from their list, forgetting it forever, unless it is recovered by other means. They then spend one day meditating per power level of the power discarded. At the end of the meditation period, they roll psicraft DC 10+power level. If they fail the roll, they fail to gain a new power, but can try again (taking the time, but not sacrificing a power again). If they succeed they gain a new power of an equal level from the Doom Truth's list. A 2nd level Daystar Innovator can only trade a 1st level power. For each level a Daystar Innovator gains, they can trade powers of a level higher.

Inspired Innovation: The Daystar Innovator is capable of studying the world around them to gain inspiration for their latest psionic power. Creating a new Psionic Power now only requires the Daystar Innovator to spend two hours a day in uninterupted study and meditation. This time can also count for the eight hours of rest required for manifesting, but can't fufill normal sleeping requirements.

Greater Inspired Innovation: At 9th level the Daystar Innovator no longer needs to meditate to develop a new Psionic Power. While it still takes a number of days or weeks as normal for them to create a new power, they are capable of doing other tasks while they do so.

Insight of the Maker: A Daystar Innovator can always take 10 on Psicraft, even on power creation rolls.

Rapid Genious: A Daystar Innovator now only spends 3 days per 200 xp required to create a new power.

Spread the Tools of Change: After meditating for one day per power level, and succeeding on a psycraft check dc 10+ power level, a Daystar Innovator can upload one of the powers that they have created making it one of the Doom Truths.

-----------------------------------------

Arcane Innovator
An arcane version of the Daystar Innovator, for use in non-psionics games, or for non-psionic members of Doom the Daystar.

http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=Contests;action=display;num=11554891 66;start=0#7

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Feats

Renegade Innovator
Prerequesite: Ability to cast 2nd level arcane sells or manifest 2nd lvl powers, Not a member of Doom the Daystar, Tought by another Daystar Innovator, or Arcane Innovator.

Effect: You can enter the Daystar Innovator and Arcane Innovator prestige classes without meeting the special requirement. Additionally upon ganing your Doom Truths ability, you also gain the ability to access an alternate group of powers and spells called the Dawn Truths. At 10th level you are capable of uploading to either pool. Powers or spells gained from the Dawn Truths can not be uploaded to the Doom Truths. Powers or spells gained from the Doom Truths can not be uploaded to the Dawn Truths. Once a power or spell has become either a Dawn Truth or a Doom Truth, it cannot ever be made into the other, even by the original creator of the power.

Subversive Innovator
Prerequisite: Daystar Innovator or Arcane Innovator who is a member of Doom the Daystar.

Effect: You can access the Dawn Truths in addition to the Doom Truths once you gain the Doom Truth ability.
At 10th level you can upload your powers or spells to either pool. Powers or spells gained from the Dawn Truths can not be uploaded to the Doom Truths. Powers or spells gained from the Doom Truths can not be uploaded to the Dawn Truths. Once a power or spell has become either a Dawn Truth or a Doom Truth, it cannot ever be made into the other, even by the original creator of the power.

Doom Truth Initiate
Prerequisite: Member of Doom the Day Star, able to manifest or cast 4th level arcane spells or psionic powers.

Effect: You are able to access the Doom Truths as normal for a Daystar Innovator or Arcane Innovator. Your are limited to trading powers or spells that are 1/4th their level. Ex. Level 4, 1st level powers only, Level 8, 1st and 2nd level powers, and so on, up to level 5 powers at level 20. You are capable of trading both arcane spells and psionic powers.

Note: Taking this feat also gives a Wizard/Psion/Daystar Innovator the ability to also access the Doom Truths for their arcane spells. Or, giving a Psion/Wizard/Arcane Innovator the ability to access Doom Truths for their psionic powers.

Spare not Grain nor Sow
Requirements: Power Point Reserve, member of Doom the Daystar

Effect: Powers which cost more to effect Animals, Plants, Magical Beasts, Vermin, Monstrous Humanoids, or Humanoids no longer do so.

Metapsionic Feats:

Selective Application

Requirement: Must be trained by Doom the Daystar, or another character with this feat.

Effect: If you suspend your psionic focus, and spend an extra four power points the manifested power only effects targets based on a condition you set. Either only targets of certain races or types are effected (have to be effectable by the power anyway), or targets bearing, or not bearing a certain symbol.

If you choose to effect based on symbol: The symbol must be drawn on subjects in blood. The blood does not have to be fresh. You have to visualise the symbol to be targeted or spared when you manifest the power.

If you choose to effect based on race or type: Pick which races and types you want to be effected. All other types are automaticly not effected (even if they are a race you are not aware of). If you select a single race or type, and the power has a numeric effect, that effect increases by 1d6. If the power has a save dc, the save dc increases by two. Humanoid and Monstrous Humanoid are not valid types when trying to gain the extra effect or save DC. You would need to further specify (Human instead of Humanoid) to gain the bonuses.

Also, if you choose your power to only effect a single sub-race, the numeric effect is increased by an additional +1d6, and the save dc goes up by another 2. (Powers effecting only drow gain +2d6 and +2 to dc)

Powers effected by Selective Application never effect Objects, even if they normally do so.

----------------------------------------------
Spells and Powers

The Doom Truths:
Powers:
Genesian Blight
Change makes New
Greater Twilight
Twilight
Anti-Luminant Ectoplasm
Flay the Bark
Split the Tree

Spells:
Break the Sky
False Vampire
Steal the Soul
Feeding Clone
Opposites Destruct

The Dawn Truths:
Powers:
Verdant Genesis
Hospice

Spells:
Sun's Embrace
Consuming Hunger
Mass Cure Disease

Gnudro
2006-08-13, 01:20 PM
Will the Sun rise again?
Adventure Hooks and Setting Adaptation

Adventure Hooks:
Doom the Daystar is made to be a campaign long nemisis (or ally) organization. Members of the Cult of the New World, and the minions of the conspirators of Doom the Daystar can be dealt with at low levels. Clues from their leads the party on to discovering the greater conspiricy of mages or cultists, and possibly their connection. As they create enough waves the members of the Second Mystery will start to interfear, sending thralls and allied organizations after them. After they deal with the resources of the Illithids, they have to face the Illithids themselves, and then finally a waking God. Campaigns based around Doom the Daystar should work from 1st level to Epic, the organization should always have a challenge for them to overcome or a threat to face.

Low Level Hooks:
A recent and unusual tree blight has begun damaging local timber forests.
The party's patron has suddenly begun acting very differently.
The Party's patron is a member of Doom the Daystar.
The party encounters a member of Dawn will Rise, who seems to be spouting noncense about blackening the sun.
Mob violence has started to break out between followers of (religion of your choice) and Cult of the New World.
The party is aided by a helpful member of the Cult of the New World.
To solve a problem, the party must receive aide from a mage/psion who seems suspiciously tied.
One of the party member's relatives had a crisis of faith, and has joined Cult of the New World. Will the party rescue them, or is it their free choice?

Mid Level Hooks:
A mysterious plague is spreading amoung populated cities which can only be delayed for a short time by an alchemical/psionic cure. The cure is expensive, and only produced by a magical/psionic organization that recently had a crisis in leadership.

A town was completley and suddenly destroyed.
One of the party's family members suddenly seems to act... different.

An enemy uses an unusual power/spell on the party that not even the greatest sages are familiar with.

The party finds a fully grown human corpse with a hole in it's skull that lacks a brain. Even odder though, the full grown human still has an ambilical cord, and all attempts to speak with dead, or to raise them fail. Nobody they ask has ever seen the person before.

An Illithid (either directly or through pawns) hires the party to try and weaken the growing influence of Doom the Day Star.

Tying adventures to the higher level intrigue:
Once adventures first encounter the effects of Doom the Day star there exist two large hooks to draw them in.
The Promise of Great Power.
The Threat of Great Destruction.

It should seem all too easy to join Doom the Daystar, say a few oaths, gain some powers and then just walk away. Of course, leaving shouldn't ever be that easy, and there always is the possibility of more power, if they just get a little more involved.

Doom of Daystar may be capable of one day destroying the Sun, and eventually reforging all cosmology. It isn't capable of doing this yet, but it is learning more knowledge and gaining more power as a rapid rate. How long can the party afford to wait?

During the process of interacting with Doom the Daystar, the main hook might shift back and forth. Characters might be tempted by the great power, or they might suddenly realize the horrible potential of what they are dealing with. This is the intended feel of the organization, and of a Doom the Daystar campaign.

Doom in Sibirys- Adapting Doom to Ebberron Campaign Setting

Gnudro
2006-08-13, 02:04 PM
A Variety of Villians and a Hero?:
Additional Material and Adaptation with Optional Systems

http://www.35degrees.com/gallery/d/3206-2/sunrise.jpg

Dawn Will Rise: While there is a great deal of secrecy reguarding the upper mysteries of Doom the Daystar, the initial conspiricy isn't very well kept. At the lower levels Doom the Daystar is open to anyone wishing to acheive more power, and have more influence on the world. Eventually it was infiltrated.

Johann Tessarin the druid/wilder heard vague rumors about the organization Doom the Daystar. Instead of trying to destroy the orginization he instead managed to infiltrate it. He joined up, claimed to want to destroy the sun, swore some oaths, and learned the secrets of the Psionic Infiltrator. And then he quit.

In responce he started up his own organization Dawn Will Rise. Where Doom the Daystar tried to destroy the natural world to it's own ends, Dawn Will Rise twists it's opponent's tools to help the natural world instead. At the moment Dawn Will Rise isn't large enough to seriously threaten Doom the Daystar, but Dawn is still the only other organization that has access to some of it's power. Right now Dawn Will Rise only has fourty members, half of them psionic, the other half nature associated classes, a normal variety of races can be found in Dawn Will Rise.

Johann Tessarin has begun uploading a few of his created defensive powers to a new body of knowledge that he calls "The Dawn Truths". He and other members are still able to tap into "The Doom Truths" as well.

One of the reasons that Dawn hasn't yet been destroyed by Doom is that some of Doom's psions figured out a way to access the Dawn Truths as well. The upper levels of the mysteries are content to let Dawn be, as long as Dawn unwittingly gives them new powers.

The ability to access the Dawn Truths, and the ability to become a non-Doom Innovator can be found in Means to the End.

It is up to the dm wether or not Johann Tessarin has been Mind Seeded, or is otherwise working to the benefit of Doom the Daystar by consolidating their enamies.

http://www.netaxs.com/~mhmyers/cdjpgs/minimoon.jpg

The Spreading Dusk

http://www.hesseltvandinter.com/img/designbooks/oaxaca-mask.jpg
The Cabinet of Forgotton Faces

Gnudro
2006-08-13, 06:28 PM
Arcane Innovator

Not all of the researchers of Doom the Daystar manifest powers. Some of them instead use arcane magic. The desire to innovate and create new abilities is still there, after some time, one of the leading cerebaliths managed to develop the disciplines of the Arcane Innovator.

Requirements:
Able to Cast 3rd Level Arcane Spells
Skills: 8 Ranks in Spellcraft, 8 Ranks in Knowledge Arcana, 8 Ranks in Concentration, 4 Ranks in Knowledge Psionics

Special: Must have successfully created a Psionic Power or Arcane Spel, and shared it with another member of Doom the Daystar.

Class Skills: Spellcraft, Craft(All), Profession(All), Concentration, Autohypnosis, Psicraft, Bluff, Diplomacy, Sense Motive

D4 HD
6+Int Skills per level

Level__BAB__Fort__Ref__Will__Special___Research Pool:__Doom Truth Level:
1_____+0___+0___+0___+2__Method of Creation, Skill Focus Spellcraft, Research Pool,___200 rp__+1 Caster Level__None
2_____+1___+0___+0___+3__Doom Truths___400 rp__+1 Caster Level__1st
3_____+1___+1___+1___+3__Inspired Innovation___600 rp__+1 Caster Level__2nd
4_____+2___+1___+1___+4__---------___800 rp__+1 Caster Level__3rd
5_____+2___+1___+1___+4__Insight of the Maker___1,000 rp__+1 Manifester Level__4th
6_____+3___+2___+2___+5__---------___1,200 rp__+1 Caster Level__5th
7_____+3___+2___+2___+5__ Rapid Genious___1,400 rp__+1 Caster Level__6th
8_____+4___+2___+2___+6__---------___1,600 rp__+1 Caster Level__7th
9_____+4___+3___+3___+6__Greater Inspired Innovation___1,800 rp__+1 Caster Level__8th
10____+5___+3___+3___+7__Spread the Tools of Change___2,000 rp__+1 Caster Level__9th

Method of Creation: Instead of using the usual mechanics for researching arcane spells, the Arcane Innovator instead uses this one:
Creating an Arcane spell costs 200xp per spell level.
It takes one week per 200xp to create a spell.
Creating a power requires 8 hours of uninterupted meditation, study and research a day. An Arcane Innovator needs to spend 1/10th the xp cost in gold for necessary supplies and research material.

At the end of the attempt to create the spell, the Innovator must make a spellcraft check vs DC 10+Level of Spel to be created. No matter what other (non-Innovator) abilities are used, you can never take 10 or take 20 on this check. If the Innovator succeeds on the check, the spell is successfully created and the xp cost is spent. If the Innovator fails, they do not spend the xp, but also do not gain a new power. They still loose the gp spent on that attempt. They can go through the process again to attempt once more to create the power.

Research Pool An Arcane Innovator can use their research pool in the place of and in addition to xp when paying the costs for creating new spells. Arcane Innovators only get a set amount of Research Points per level. If they do not use their research pool before advancing to their next level, they loose the remainder of thier pool. At next level they have a new amount of research points, as shown on the above table.

Doom Truths: The Daystar Innovator can remove one of their known spells, and exchange it with one of the arcane powers of the Doom Truths. They first remove a spell from their spell's known list, forgetting it forever, unless it is recovered by other means. They then spend one day meditating per spell level of the spell discarded. At the end of the meditation period, they roll psicraft* DC 10+Spell Levell. If they fail the roll, they fail to gain a new power, but can try again (taking the time, but not sacrificing a power again). If they succeed they gain a new spell of an equal level from the Doom Truth's list. A 2nd level Daystar Innovator can only trade a 1st level spell. For each level a Daystar Innovator gains, they can trade powers of a level higher.

*As the Doom Truth pool is a psionic creation, psicraft is still needed to access abilities from it, even arcane abilities.

Doom Truths for Preparing Arcane Casters:
Arcane Spellcasters who prepare spells instead of a spell's known list (such as wizard) can gain a Doom Truth without sacrificing one of their previous spells. After meditating, and succeeding on the psicraft check, the Wizard has to record the spell into his spell book as normal before he is able to cast it. Writing spells in a spellbook has the normal cost and takes the normal amount of time.

Inspired Innovation: The Arcane Innovator is capable of studying the world around them to gain inspiration for their latest arcane spell. Creating a new Arcane Spell now only requires the Arcane Innovator to spend two hours a day in uninterupted study research and meditation.

Greater Inspired Innovation: At 9th level the Arcane Innovator no longer needs to meditate to develop a new Arcane Spell. While it still takes a number of days or weeks as normal for them to create a new power, they are capable of doing other tasks while they do so. They still are required to pay the standard gold cost for supplies.

Insight of the Maker: An Arcane Innovator can always take 10 on Spellcraft, even on power creation rolls.

Rapid Genious: A Daystar Innovator now only spends 3 days per 200 xp required to create a new spell.

Spread the Tools of Change: After meditating for one day per power level, and succeeding on a psycraft check dc 10+spell level, an Arcane Innovator can upload one of the spells that they have created making it one of the arcane Doom Truths.

Gnudro
2006-08-13, 07:43 PM
Epic Daystar Innovator



Epic Arcane Innovator

Gnudro
2006-08-13, 10:43 PM
Powers:

Gnudro
2006-08-13, 10:44 PM
Spells:

Gnudro
2006-08-14, 02:44 AM
Finished with all the necessary components for the contest entry. I will continue adding and modifying posts though, to add additional crunch and information.

Really need to do some Adaptation suggestions for The Ebberron Campaign setting. I would do one for Forgotten Realms, but I don't know it as well.

The Spreading Dusk and the Cabinet of Forgotton Faces need to be detailed. I'm also thinking of adding an assasin sort to the list of signifigant characters.

Still need to detail the Spells and Powers, as well as writing out the Epic Daystar Inovator, and Epic Arcane Inovator.

Need to Write up Psionics Domain, pick Taramvul's Diefic Powers, and write up his epic psionic powers.(Still need to read the rules for crafting those...)