(The Godson of Bane, the Godson, the Son of Bane, the New Darkness, the Cruel Master)
Lesser Power of Gehenna, LE
PORTFOLIO: Tyranny, hatred
ALIASES: None
DOMAIN NAME: Chamada/Bastion of Hate
SUPERIOR: None (formerly Bane—now dead)
ALLIES: None (formerly Bane—now dead)
FOES: The entire Faerûnian pantheon, but especially Cyric
SYMBOL: A pair of bright, glowing green eyes superimposed on the palm of an upright, human-shaped hand of
utter blackness (Xvim Empowered) or (older) a pair of green, glowing eyes peering out of darkness
WOR. ALIGN.: LN, N, CN, LE, NE, CE
Iyachtu Xvim (Ee-YAK-too ZVIHM) is said to be the result of a union between the Black Lord, Bane, and a greater or a true tanar'ri, and thus the blood of Bane runs through his veins. (Another tale says he is the spawn of the Black Lord and a corrupted paladin.) Xvim served as Bane's instrument in the Realms, carrying out the will of his father prior to the Godswar. He apparently declared his independence with the Time of Troubles, though whether this occurred before or after the death of his father is unknown. During the Time of Troubles, Xvim found himself mysteriously confined to the subterranean depths of Faerûn—specifically, under Zhentil Keep. It took the demipower from the end of the Time of Troubles until the destruction of Zhentil Keep to escape his earthen prison and establish a base in Gehenna. (Rumors reporting that Xvim was sighted in the Moonshaes before his escape from beneath Zhentil Keep are attributed to the Cult of Bane there summoning up a tanar'ri or baatezu who took a form resembling that of Xvim in sly mockery of Xvim, since Xvim was unable to come himself.) Shortly after his emergence, Xvim was able to use a group of devout cultists to boost his status to that of a lesser deity, and he now considers himself a full-fledged power of the planes.
Xvim is evil through and through. He is vain, arrogant, and a bully, just as he has always been. However, after his incarceration he seems smarter, cagier, and cannier than before and has taken a more subtle approach to power than earlier legends give him credit for. With the setbacks that Cyric suffered, Xvim managed to snatch away from Cyric some aspects of the former portfolio of his father, Bane. His plan is eventually to fully subsume his father's portfolio and status among the deities of Faerûn.
Xvim has a hatred for all the deities of Faerûn, regardless of alignment. He is unsure of who it was that put him in the earth. (One report claims it was Ao.) Xvim blames the entire Faerûnian pantheon for his misfortunes, and he plots his revenge accordingly. Xvim seems the Cyrinishad incident as an opportunity to show the former worshipers of Bane that the upstart mortal Cyric is incompetent and that only Bane or one of his blood is truly worthy of obedience. He wants to eliminate Cyric completely, but for now he is satisfied with seeing him reduced in power.
Apart from the rising church of Xvim in Zhentil Keep, Xvim is strongest in the East, particularly in Thay, but his cultists can be found throughout the Realms. Currently, Xvim is busy building up his clergy. He is centering his efforts in what's left of Zhentil Keep. Just as the Keep is in the middle of its rebirth, Xvim sees his church as having a fresh start as well. Xvim considers the Keep's comeback and his own ascendancy to be linked.
Iyachtu Xvim's Avatar (Fighter 24, Mage 16, Cleric 14)
Iyachtu Xvim, in his natural form, is a gaunt but broad-shouldered 12-foot tall man with brown-black, scaly skin who often goes scantily clothed. He has glowing green eyes and long, unruly black hair. In fact, he looks rather like a large troll, though he is said to be the offspring of Bane and a tanar'ri. He can attack with his powerful claws, but he favors using the Scimitar of Souls. Xvim is a vain being, and most often appears in a form he can naturally shapechange into at will—that of a dark-skinned, black-haired man in his thirties, of average height and possessing rakish good looks and eyes of a brilliant emerald hue (which look unnaturally bright and vivid for human eyes).
He delights in slaying and destroying things. He needs to dominate all beings around him, and he enjoys seeing mortals grovel and sobbingly beg for mercy. He can draw spells from any school or sphere, but particularly enjoys those that twist mortals to his service against their will or cause lingering damage.
AC -3 (true form) or AC 4 (human); MV 15 (true form) or 12 (human); HP 196;
THAC0 -3; #AT 5/2
Dmg 1d8+15 (Scimitar of Souls, +10 STR, +2 spec. bonus in scimitar) or 1d8+10/1d8+10 (claws, +10 STR)
MR 70%; SZ L (12 feet) or M (6 feet)
STR 22, DEX 20, CON 23, INT 19, WIS 17, CHA 17
Spells P: 8/8/7/5/3/2/1, W: 5/5/5/5/5/3/2/1
Saves PPDM 3, RSW 5, PP 4, BW 4, Sp 6
Special Att/Def: In his natural form, Xvim can attack with each claw once a round or five times every two rounds with the Scimitar of Souls. In his humanlike form, Xvim attacks with the Scimitar of Souls. The Scimitar of Souls is a lawful evil-aligned, black-bladed scimitar +3 that can cleave all known magical barriers (for example, prismatic spheres or walls of force) without the wielder taking harm, and whose every strike drains two life energy levels from living beings or destroys (nondivine) undead creatures.
In either form, Xvim is able to use true seeing, suggestion, and create a sphere of darkness, 15' radius about himself at will. Every other round, in addition to his normal number of attacks and spells, Xvim is able to fling reaving blades (as the 4th-level priest spell described below) with but a thought.
When Xvim was a weaker power, silver weapons were able to damage him, but this no longer applies. Magical weapons of the level of enchantment needed to damage a lesser power are now required to strike him. Xvim is immune to illusions and fear or charm spells, spell-like effects or abilities.
Other Manifestations
Iyachtu Xvim usually manifests as a heavy, greasy black cloud lit by two green, glowing eyes as large as a man's head. The cloud can speak, cast spells, or hurl black bolts of lightning that burn rather than discharging electricity and deal 5d6 points of damage per strike (save for half damage). Alternately, Xvim occasionally manifests as a black snake roughly 70 feet long, with a diameter the size of a large wagon, a flat adderlike head, and blazing green eyes. In this form Xvim has a MV of 9, a THAC0 of 5, 72 hit points (effectively 16 HD), and bites once per round for 5d6 points of damage. He has no venom, but possesses a bone tail spike that can stab for 8d4 points of piercing damage; however, it strikes at a -2 attack penalty since Xvim is not yet used to this form.
Xvim also acts through the appearance or presence of beholders and beholder-kin, fang dragons, green dragons, blue dragons, brown dragons, hell hounds, cockatrices, pyrolisks, imps, dark nagas, reaves, tso, nyths (detailed in FA1 Halls of the High King), and some undead creatures. More commonly he sends bats, black dogs, green-eyed black cats, black-and-green moths, flies, hematites, black star sapphires, sheens, emeralds, bloodstones, malachites, blood hawks, and vultures to show his favor or disfavor and as a sign to inspire his faithful.
The Church
CLERGY: Clerics, specialty priests, crusaders
CLERGY'S ALIGN.: LN, N, LE, NE, CE
TURN UNDEAD: C: Yes, if neutral, SP: Yes, Cru: No
CMND. UNDEAD: C: Yes, if evil, SP: Yes, Cru: No
All clerics, specialty priests, and crusaders of Iyachtu Xvim receive religion (Faerûnian) as a bonus nonweapon proficiency.
Iyachtu Xvim attracts the same sort of cruel, power-hungry folk who worshiped Bane. Some are fascinated by the awe and fear they feel in his presence, some take comfort in the rigid rules and the promise that humankind will prevail over all through might, taming all Faerûn, and others feel truly alive when engaged in the ruthless intrigue that is unending in the Church of Darkness. Followers of Xvim, priests and lay folk, are called Xvimists, while priests of the Godson are known as Xvimlar, and the elite specialty priests of the faith are known as authlims.
Xvimlar exult in destruction and in oppressing others and enjoy casually dealing pain. Kicking folk they pass, slamming doors on people, and hurling stones down busy streets at random are not uncommon acts for Xvimlar. Some Xvimlar are former Banites, since Banite clergy members were actively courted and converted by the Xvimlar under orders from their Cruel Master. Xvimlar see Xvim as Bane's heir.
Xvimlar jokingly title their novices "Vermin" and apply the title "Oppressor" to those of 3rd level or less, "Hatemaster" to clergy of 4th to 8th level, "Ruinlord" to those of 9th through 15th level, and "Tyrannar" to clergy of 16th or greater level. Titles in the church are the same regardless of gender, and temples are run in a strictly hierarchical manner, with the faith being led by a High Tyrannar. Crusaders of the faith, of which there are few as of yet, report directly to a temple's high priest (usually a Ruinlord or Tyrannar), with one exclusive unit of crusaders and battle-hardened warriors directly at the High Tyrannar's disposal.
Thus far, Xvim has shown a preference for underground temples, especially ones converted from abandoned temples of Bane. However, some grand temples have been dedicated or rededicated to him in Thay, most notably in Bezantur, City of a Thousand Temples, where the Church of Darkness maintains the House of Iyachtu Xvim, a new stone building with a large central hall, two long wings, and ample living and storage facilities.
Dogma: Xvim delights in death and destruction, and encourages his devoted to emulate him. In Xvim's dark, twisted mind, nothing worthy is accomplished without the destruction of something else. Those who would follow Xvim must be as committed to destruction, oppression, and cruelty as he is. Xvim favors a crushing pecking order that rewards those who shove others aside for personal gain. Those at the top of the food chain prey on those at the bottom. Those at the bottom either survive (and become stronger) or perish—in which case, they were weak and did not belong in Xvim's camp anyway.
Novice Xvimlar are charged as follows by senior clergy members: "Obey or die in pain and utter destruction. Enslave or slay the weak, and be sure that they know their suffering is in Xvim's name and by his will. Cause pain and fearful obedience in others whenever prudent. Be a cruel, heartless tyrant, and Xvim shall be pleased. Slay the priests of other gods whenever you can do so without being identified by others. Capture tyrants and take them to senior clergy members to be delivered unto Xvim. Capture all wizards and bring their magic to the church—or bring them to Xvim's most senior servants so that they can be transformed into creatures who will do service to Xvim as guardians. Spread fear of Xvim over all the lands. Destroy whatever and whoever bars his will and see that word of his power spreads but that no one survives to describe your deeds in detail except mortals who worship him. Destroy all witnesses to secret acts, but leave alive survivors to tell of Xvim's power when spreading casual destruction. There is a delight in destruction—feel it, and indulge in it."
Day-to-Day Activities: The Xvimlar are busily roaming Faerûn, inspired by the coming out of their Cruel Master into open godhood. Wherever they go they are challenging and slaying clergy of Cyric (their acknowledged enemy) and urging still-faithful Banite priests to join in worship of Xvim—or perish at their hands. For the most part, they have been successful at converting the remaining ultra-orthodox Banites, who see Xvim as holding the most valid claim to succeed Bane.
The leaders and spies in this "conversion" work are the authlims—whose primary mission, though, is to kidnap especially ruthless and powerful people (tyrants) to take their spirits to Xvim for him to feed upon. Both sorts of priests of Xvim have as their secondary missions the slaughter of the priests and clergy members of all faiths than Xvim's, the spreading of fear, and the enhancement of Xvim's reputation by acts of cruelty and tyranny. Eliminating other priests must be done covertly, however, lest all faiths rise up together against the church of Xvim and overwhelm it.
Holy Days/Important Ceremonies: There are as yet no known calendar-related festivals in the church of Xvim, though some temples celebrate his Coming, albeit on different days. (Some decree is expected to fix a firm date for this in the near future.) Xvim expects his priests to pray to him whenever they take a life in his name (even if the heat of battle or flight continues) and to bow down to him in prayer morning and evening, preferably in front of a high altar.
High rituals involve horrific sacrifices of intelligent creatures and depraved gladiatorial combats (observed by the assembled priests) between goaded and starved beasts and desperate unarmed captives, conducted amid fragile glass items that can be shattered to yield weapons that harm both the wielder and targets. The church is also rumored to conduct chanting dances wherein priests work themselves into frenzies and then attack slaves and lesser priests wildly but barehanded, kicking and fighting until at least one combatant falls bleeding (whereupon bells are struck to end the strife and the ritual). In this young faith, rituals are still developing and changing quickly.
Major Centers of Worship: The supreme head of the church of Xvim is High Tyrannar Fzoul Chembryl, who, assisted by Ruinlord Xana the Once-Martyred, rules in the name of the Godson from the Heart of the Hand, a subterranean temple beneath the remnants of Zhentil Keep. Several temples in Thay are growing rapidly in power, but Fzoul's abject loyalty, brilliant schemes, authlim spies, and beholder allies have kept him at the pinnacle of the faith of the New Darkness, and continue to do so. Xvim ensures Fzoul's loyalty by possessing him at regular intervals to thoroughly explore his thoughts and memories—and highly values his cunning experience with religious infighting and conducting intrigues.
Affiliated Orders: The Church of Darkness has only one affiliated knightly order, the Brothers of the Black Fist, a still-forming order to which the crusaders of the faith belong and which commands fighters attracted to the discipline and decisive leadership of Xvim's forces. With Fzoul Chembryl as its High Tyrannar, the Church of Darkness is also likely to develop intimate ties to the Zhentarim if it is not so allied already.
Priestly Vestments: Ritual vestments for an authlim are a blackened metal skullcap and a black amice (overmantle) with thin, bright green piping or braidwork worn over a long, black cassock with green maniples attached to its sleeves, so they flash green out of the black garb when the priest gestures. The garb is completed by a green ecclesiastical stole embroidered with the symbol of Xvim. Ritual garments for rank and file Xvimlar are a green surplice adorned on the breast with the symbol of Xvim worn over a plain black cassock. This outfit is augmented out of doors or in ritual processions with a black cope (overcloak) embroidered on the back with the symbol of Xvim, black gloves, and a black miter set with two green gems to represent the eyes of Xvim.
Adventuring Garb: The adventuring priest of Xvim dresses like any armored priest, favoring black armor with green accessories. Everyday wear is black (often black robes) with green piping as trim, or with gloves, belts, or sashes, collars, and pouches of a startlingly bright emerald hue. Authlims wear spiked and imposing black battle armor and sport black great helms fashioned into the likenesses of monsters' heads with green gems for the eyes.
Specialty Priests (Authlims)
REQUIREMENTS: Strength 12, Wisdom 10
PRIME REQ.: Strength, Wisdom
ALIGNMENT: LE
WEAPONS: All nonmissile bludgeoning (wholly Type B) weapons and javelins
ARMOR: Any
MAJOR SPHERES: All, combat, divination, elemental, guardian, necromantic, summoning, thought, war
MINOR SPHERES: Creation, healing (reversed forms only), law, sun (reversed forms only)
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Modern languages (pick one from: beholder, bugbear, gargoyle, common giant, gnoll, goblin, High
Shou, kobold, kuo-toan, Midani, minotaur, Mulhorandi, ogre, orc, sahuagin, Undercommon, Untheric, urd,
yuan-ti)
BONUS PROFS: Blind-fighting, modern languages (pick another from the previous listing)
Iyachtu Xvim learned how to grant a great many of the spells his father was capable of granting to his followers while in his father's service. Dungeon Masters may wish to allow any or all of the spells exclusive to the church of Bane to be used also by the church of Iyachtu Xvim. The battletide spell detailed below is a spell brought to the knowledge of the church by Fzoul Chembryl when he joined Xvim's faith.
2nd Level
Mace of Xvim (Evocation)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 5 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
This spell conjures up a short-lived glowing mace in the caster's hand that strikes with a +3 attack bonus, deals 1d12+2 points damage at a strike, and forces all struck items to succeed at an item saving throw vs. crushing blow or shatter. The mace vanishes if it leaves the possession of the caster and cannot be wielded by any other being. All magical items and enchanted substances or surfaces bearing a dweomer get a +4 bonus to their saving throws against the shattering power of the mace. Any item that succeeds at its saving throw once against a particular mace of Xvim need not do so again, even if struck repeatedly.
The mace has a reach of 5 feet but is almost weightless; casters of any size and strength can easily wield it. It appears as a black, spiked, knob-headed, one-piece rod surrounded by a dim, flickering, blue radiance.
The material component of this spell is an iron or steel nail, sliver, or fragment.
4th Level
Reaving Blades (Evocation, Necromancy)
Sphere: Combat
Range: 10 yards/level
Components: V, S, M
Duration: 2 rounds
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell creates two whirling black blades of force that spin end over end as they fly through the air at MV Fl 18 (B) to strike at whatever targets the caster wills them to—either two separate beings or a single foe. The blades of force vanish at the end of the second round and do no damage to inanimate objects, but each one silently slices twice during a round at undead and living things. The reaving blades strike with the caster's THAC0, but with a +6 attack bonus, and deal 2d12 points of damage on a successful strike. Reaving blades does no damage to items worn or carried by attacked beings, though fragile items could well be harmed if dropped by a struck target.
The material components of this spell are two raven's feathers and a fragment of or an entire bladed weapon.
5th Level
Battletide (Alteration)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 6 rounds
Casting Time: 8
Area of Effect: 20-foot radius
Saving Throw: Special
This spell slows all beings within a 20-foot spherical radius centered on the caster except the caster. Affected beings move and attack at half-speed. (The spell affects beings within the radius of effect at the time of casting, not creatures who later come within range of the caster during the duration of the spell.) Beings affected by the spell remain slowed even if they move beyond the original area of effect of the spell.
The magic transfers the energy it steals from its victims to the caster, who is hasted for the spell duration without any of the aging effects of a haste spell. The caster moves at double his or her normal movement rate and makes physical attacks twice as fast (that is, a being who attacks once per round would attack twice—first in the round and then last). Battletide does not allow spellcasting to be hastened.
All beings within range of the caster are allowed to make saving throws vs. spell once a round to avoid, or instantly break free of, the battletide. The spell ends entirely when the last victim escapes its effects or at the end of its duration. On the first round, the saving throw to avoid battletide's effects is made at a -6 penalty; on the second, at a -5 penalty; on the third, at a -4 penalty, and so on.
The material component of this spell is a piece of cobweb, human hair, or silk thread as long as the caster's hand.