Orders of the Land...
Fists of Jotu | Wennii Monks |

Fists of Jotu
A brutal mercenary order (Sword and Fist, fist of hextor, page 18) serving the Cult of Jotu, a humanoid sect of the dark god Jotuun. Though many dark temples of Jotu exist through out the Sanger Mountains and the Badlands the Fists are headquartered out of the temple located within the Hold. Fists are only encountered abroad in the service of the temple or patrons who share goals complementary to those of the temple. They serve for life and any who falter are slain. If a transgressor escapes he loses all class abilities. To join the order one must be a devout follower of Jotu and be willing to do whatever is necessary, regardless of how harsh or cruel, to spread his will and ideals and survive the brutal induction ritual. Those who present themselves for this trial either emerge as fists or never are seen again.

All fists gain the Dwarven war axe exotic weapon proficiency during their brutal training and induction. These weapons are forged by the dwarves of the Hold for the fists.

Typical Fist of Jotu: Human, Orc or Half-orc Fighter 5/Fist 2; CR 7; Medium humanoid; HD 7D10+14; hp 60; Init +5 (Dex, Improved Initiative); Spd 20 ft.; AC 21 (Dex +1, armor +8, shield +2); Atk: +12/+7 melee (1d10+3, war axe); SQ Brutal strike +1, Strength boost 1/day*; AL LE; SV Fort +8, Ref +4, Will +6; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.

Skills and Feats: Intimidate +9, Knowledge (religion) +4, Ride+6, Spot +6; Cleave, Great Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus (war axe).

Possessions: full plate armor, large steel shield, masterwork spiked gauntlets, masterwork war axe.

* Strength Boost: Str 20; Atk +14/+9 melee (1d10+5, war axe); Lasts 6 rounds

Wennii Monks
Trained with only one end in mind to carry out the will of the Technocrat. An initiate must endure the night of a thousand deaths to earn his staff and become an adept a true member of the order. The Staff of a Thousand Deaths is a technical marvel of the gnome's skill...

Night of a Thousand Deaths
An initiate must perform the thousand strikes of the staff made only for them before the masters of the order in the Hall of the Thousand. The test must be completed before a candle, which burns for one hour, expires (1 form every 3.5 seconds for 1 hour)...
The Test (DC 15): D20 plus CON, DEX, & WIS Modifiers plus base attack bonus to succeed...

The staves of all who have failed hang within the hall. One thousand staves remain upon the walls until another fails and then the oldest of them is removed ending the initiates shame. When an initiate fails he is banished for one year, but may return anytime thereafter to attempt to claim his staff...

Master of a Thousand Deaths
An adept must perform the thousand strikes of the staff three times in the Hall of the Thousand before a pair candles, which burn for two hour expire
(1 form every 2.4 seconds for 2 hours)...
The Test (DC 25): D20 plus CON, DEX, & WIS Modifiers plus base attack bonus to succeed...

When an adept fails he is banished for one year, but unlike an initiate he does not leave his staff behind. The year out of the order is more a time of contemplation or enlightenment rather than a punishment. Upon his return the adept may return to his former duties or immediately attempt the test again....

Master of the Rings
There are five grandmasters of the order. One for each of the five rings: ground, water, fire wind and the void. The grandmaster of the void, often simply known as the Void, is the supreme master of the order and only intercedes if the other grandmasters require council. A master may attempt to ascend to one of the other rings if it is vacant. He must first perform the Thousand Deaths 3 times in one hour (1 form every 1.2 seconds for 1 hours) before moving on to the true test which is assigned by the Void and results in either success or death.
The Test (DC 30): D20 plus CON, DEX, & WIS Modifiers plus base attack bonus to succeed...

When a master fails the initial test he is banished for three years before he may return to his duties...

Master of the Void
The chamber of the Void is located somewhere in the deaths of the Thousand Deaths. When the Master of the Void retires or dies one of the masters of the ring may step forward to enter the chamber. The monk either returns and assume the duties of the Void or is never seen again. Only the Void knows what lies within and none have ever spoken of it.

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