Factions - The Mercykillers

The Mercykillers:
(The Red Death)

"Justice is everything.
When properly applied, punishment leads to perfection."

  • Requirements: The first step to becoming a Mercykiller is to prove to the faction that there is absolutely zero criminal taint in the character’s past (or future, or present or in any past life, etc). Once this task is completed, he assists to a lengthy discussion of the Eight Tenets of Justice. If the prospective namer still wishes to join, he swears to uphold each of the Eight Tenets and officially becomes part of the Red Death. After that, a 1 week education period is in order.
  • Restrictions: Must be of Lawful Alignment, also Rogues must take an oath to foreswear all thieving activities that break the law.
  • Organization: The Mercykillers, like the Harmonium, operate with a three-pronged system. The faction is divided into the Justiciars, the Inquisitors, and the Wardens.
    1. Justicars: This is the group of individuals dedicated to hunting down criminals that have somehow escaped the authorities. They are fierce and determined with a rough life. They are the smallest of the three divisions. Most in this field are former warriors or multi-classed warrior-rogues. Few spellcasters, especially single-classed ones, make their way here. Justicars are not ranked, per se, but all operate under the direct will of their commander, in this case a fierce woman named Koldres Shaard (Aasimar Female, Fighter 2 - Paladin 15, LG, Mercykiller). More experienced Justicars are given more dangerous quarry to hunt.
    2. Inquisitors: The Inquisitors are those responsible, quite simply, for discovering the truth in criminals. Typically after a captive has been arrested, the Inquisitors will attempt to find the facts about what happened in their crime. More potent inquisitors are assigned to more potent criminals, as logic would suggest. They have an uncanny eye for finding the truth behind even innocuous lies. They are present in most trials and are responsible for deciding the sentence of the criminal. They also serve the purpose of being the faction’s magical might, as most are church inquisitors, diviners, or even telepaths. Rank in the Inquisitors is determined mostly by level of power, with ascending Grades Fifth through First. The only Inquisitor First is the leader of this division, a bald, hawk-nosed man named Ristiron Omar (Human Male, Diviner 16 - Archmage 2, LE, Mercykiller).
    3. Wardens: The Wardens are the enforces of the Red Death. They maintain the cells within the Prison and dish out the punishment determined by the Courts. Few in this division ever leave the Prison, though some serve as personal attachés to Factol Nilesia. Wardens tend to be brawny fighters, though there are exceptions. Advancement here comes from service, less from personal power. The Wardens are led by Arwyl Swan (Human Male, Paladin 12 - Purple Dragon Knight 5, LG, Mercykiller), who also serves as the faction’s second-in-command overall.
  • Skills: Class: Knowledge (Law and Punishment), Intimidate, Sense Motive. Gain 1 rank in the Knowledge and +2 to Sense Motive checks.
  • The Question (Su): The character can Detect Lies to a single question per day. This subject can make a Will save (DC 10 + CL + CHA Mod) to avoid the effect. If this save is made the Mercykiller will have no idea if the target is lying or not.
  • Eyes of Justice (Ex): Members of the Red Death are single-minded and difficult to dissuade from the truth. They are have a spell resistance (10 + CL + WIS Modifier) against effects that confuse or distort reality, such as Confusion, Feeblemind, and any directly harmful illusions (Phantasmal Killer). Non-harmful illusions function normally.
  • The Eight Tenets of Justice:
    1. I will uphold Justice before all else, purging the multiverse of those who break the law.
    2. In all situations I shall weight the rights and wrongs with a clear an impartial mind.
    3. I shall decide where Justice must fall under the Law, and I will mete out that Justice with a firm and unyielding hand.
    4. I believe in the righteousness of my faction; we alone answer to the higher law of Justice.
    5. I will not pass judgment on good or evil, only in law-abiding and law-breaking for therein lies wrongdoing.
    6. I will punish the guilty as the crime demands.
    7. I will be diligent in my pursuit of the guilty, and while so engaged I will remain innocent of any wrongdoings in the eyes of others.
    8. I will never release a lawbreaker until his sentence has been carried out.
  • HQ: Within the Prison in the Lady’s Ward. In the Planes, they have a bastion on Acheron and Carceri (they have a kip there, called The Vault).
  • BUYABLE FEAT: Blow of Justice (Su): (PQ: Mercykiller, Base 1+) Once per day, they can strike the guilty with the raw power of Justice. This works just like the Paladin’s Smite ability, but only against lawbreakers (well, the faction believes that everyone is eventually guilty of something so this restriction is very small).



  •      Melroch Eitheldor @ 2003 1 1