top of page

Compassion | Duty | Hate | Love | Luck | Torture | Travel | Unluck| War

The Black Lord, Lord Bane, the Lord of Darkness, the Black Hand, the Dark One

To know true hatred is to know Bane, for Bane is hate. Serve no one but Bane. Obey him always for true power can only be gained through service to him, and the Black Hand always strikes down those who stand against it in the end. Defy Bane and die - or in death find loyalty to him, for he shall compel it. Spread through the weak the dark fear of Bane, and draw the strong to share in his hatred. It is the doom of those who do not follow him to let power slip through their hands and be claimed forever by oblivion.

 

(You need to abide by these as clergy, not as a worshiper)

  • Barbarian, Cleric, Fighter, Wizard

  • Any race

  • Non-Cleric Initiation: You must make a blood sacrifice, offering it to Bane, and be feared by someone strong

(You need to abide by these as clergy, not as a worshiper)

  • Level 0 Spell: Sanctify

    • Those who die from spoiled food are too weak to live.

  • Level 1 Spell: Sanctuary

    • What coward hides behind such devices?

  • Level 5 Spell: Divination

    • Do not skulk about, gazing from afar like a petty spy.

Holy Symbol: Green rays squeezed forth from a black fist

(If you wish to become clergy of this god, take three of these as your vows—if you violate them you lose any moves, spells, and any other benefits granted by this god until you atone.)

  • Fear (Forbidden: Disobeying someone who is stronger than you, unless they attempt to countermand Bane—then you must obey Bane and destroy that superior to take their place, or die in the attempt)

  • Pride (Forbidden: Allowing anyone to humiliate you or besmirch your reputation—or Bane's)

  • Competence (Forbidden: Failure)

  • Hatred (Forbidden: Feeling any emotion but hate)

Bane's tyranny is known throughout the continent, and his is the image most seen as the face of evil. The commoner sees Bane's clerics as petty would-be dictators unafraid to use immoral tactics and unthinkable violence to spread their influence and agenda. The adventurer sees the clergy as constant interlopers and enemies, agents of a rigid, evil philosophy who side with monsters, devils, and savage humanoids to further their wicked ends. Canny nobles glimpse the truest threat, that some of their peers pay homage to the Black Lord to gain by guile and subterfuge what soldiers cannot conquer by force.

Home Plane

Barrens of Doom and Despair

Portfolio

Hatred, tyranny, oppression

Favored Weapon

"The Black Hand of Bane" (spiked gauntlet/morningstar)

Myths

  • Betrayal of Myrkul

The Tablets of Fate were stone slabs on which the official portfolions of all gods of Orben were written. Bane and Myrkul, God of Death, stole the tablets from Ao and hid them in Orben, suspecting that some of the Overgod's power was derived from these tablets. When Ao discovered the Tablets of Fate were missing he summoned all the deities in what was known as Ao's Interrogation, and asked for those guilty to hand them over. When no one stood forward to admit to stealing the Tablets, Ao threatened to destroy all of them and rebuild a new pantheon of gods. At this, Tyr stood forward and claimed responsibility for their theft. For this act Ao smote Tyr for his insolence, putting out his eyes, though he secretly suspected the true perpetrators of the theft and had staged the demonstration to deduce with certainty their identities. The plan had worked, for Myrkul and Bane were both absent, though Waukeen was absent also. Myrkul was hiding, fearing the summons regarded the tablets, but Bane was absent for a different purpose, moving the Tablets secretly to Myrkul's domain. When Ao came to Bane, accusing him of the theft, Bane betrayed his co-conspirator, and Ao slew the God of Death when he discovered the Tablets of Fate in Myrkul's home plane, before the overgod ground the tablets into dust.

History

From its inception, Bane's church was riven with internecine strife, divided into the Orthodox sect (commanded primarily by clerics) and the Transformed church (dominated by wizards). Bane himself encouraged this struggle, appreciating the value of dissension even when applied to his own servants. This coincided with the repeated failures of Bane's chosen sides in numerous struggles, however, and after his long-developed plans for Aer Arnad fell with it, he went into a long dormancy. This seems to have cleared his mind on this matter, as he has since returned, acting personally to eradicate these divisions.

Among the "evil" gods, Bane's church as resurfaced with a vengeance, and is now among the most stable and powerful. The god's faithful are as likely to solve their disputes through reasonable debate as through show of force. That being said, Bane's church is no less ruthless than that of Cyric or Shar and it obeys a strict hierarchy extending from the god's most powerful worshipers to his weakest ones, with the god himself the lord of everything they do and, though worshipers of Bane came from every station in life, they all know to whom they owe their blessings, ready to turn it over to the Black Lord at any time.

Relationship with other gods and churches

While Bane believes himself the rightful ruler of all the planes and can not tolerate subservience to anyone, the god is willing, unlike many evil deities, to work with others if it serves his interests, and the god has formed multiple alliances. Most notable perhaps was his alliance with the former God of the Dead Myrkul, which resulted in him betraying Myrkul to Ao, thus resulting in the God of Death's destruction. Bane also had working relations with the gods Loviatar, Talona, and Mask; when Bane returned as an active presence in Orben sometime within the past century, he quickly went about reforging these alliances, primarily by reigniting their fears of him. Besides allies, Bane also had servants, such as Bhaal (until he was murdered by Cyric). Malar was also known to work along with Bane at times

Fundamentally however, Bane hates virtually the entire pantheon of Orben's gods. Still he holds special antipathy for Torm, Cyric, Azuth, Tempus, Helm, Lathander, Oghma, and Ilmater, in that order. He has established a working relationship with Loviatar, Mask, and Talona, but as these deities desperately fear him, the alliances are not strong.

Associated Lesser Deities

  • Hoar - God of Revenge, Exarch of Bane

Those who are overly ambitious and feel entitled to great authority over others, especially via means which would be considered "unethical" but come short of outright crime or warfare, turn to Bane, petitioning for his aid, or even an extension of some of his power. Though many are willing to accept his favor, far fewer are prepared for the costs in service, and often blood, which come attached.

The church of Bane is well organized, well equipped, and populated by people who understand the need for order and enjoy hurting those weaker than they. This combination of qualities makes the church of Bane a more credible threat than the church of Cyric, despite the Dark Sun's greater numbers and his worshipers' willingness to sacrifice themselves in a frenzy of killing.

Bane orders his clerics and followers to achieve positions of power within their society, either through force or trickery, and to use that power to further the cause of hate, fear, destruction, and strife. The Black Hand much prefers that his clerics subvert governments and carry out their agendas under the cover of the rule of law, but he tolerates a limited amount of discord and debauchery. Torture, beatings, and calculated assassinations frequently come into play in such operations, and rare indeed is the initiate of the Lord of Darkness who does not possess at least rudimentary skill in such enterprises. The church operates under a strict hierarchy - questioning or disobeying the orders of a superior is an insult to Bane's supremacy, and is punishable by torture, disfigurement, or death.

Hierarchy

Specialty priests of Bane have a variety of titles within their organization, depending on location and position. They tend to be grandiose and threatening (high imperceptor, grand bloodletter, etc.).

 

Vestments

Ceremonial dress for Banites is black armor with blood-red capes. The more prosperous the priest, the finer the workmanship of the armor. Facial tattoos are common among Banites, which unfortunately makes them stand out in cities. High-level officers in the hierarchy wear gems on their foreheads.


When adventuring, priests of Bane retain the black armor. Wizards who follow Bane prefer long, flowing, black and red robes. Neither group would wear such gear if it would expose them to persecution or hamper their service to their god. Usually, extensive facial tattoos among Banites is enough to identify them.

 

Rites and Duties

Clerics of Bane pray for spells at midnight. Their religion recognizes no official holidays, though servants give thanks to the Black Hand before and after major battles or before a particularly important act of subterfuge. Senior clerics often declare holy days at a moments notice, usually claiming to act upon divine inspiration granted to them in dreams. Rites include drumming, chanting, and the sacrifice of intelligent beings, usually upon an altar of black basalt or obsidian. Of late, clerics of Cyric have become a preferred sacrifice, though old favorites such as paladins, unicorns, children, and celestials remain popular with traditionalists.

Affiliated Orders

The church of Bane has no knightly orders (or anti-knightly equivalents) since its reorganization and unification, and actively tries to force all of its members to identify only as Banites. In spite of this, some individuals who distinguish themselves through especially infamous deeds may claim jointly special titles conferred upon Bane's most venerated followers. One such title is "Knight of the Black Gauntlet," conferred upon crusaders who have waged war on the battlefield without secrecy, and exposed their allegiance to Bane on their banners while earning great and terrible victories in his name. However, titles like these signify status only, and not membership in any particular sub-organization.

Bane's temples tend to reflect the clergy's regimented doctrines. Tall, sharp cornered stone structures featuring towers adorned with large spikes and thin windows, most Banite churches suggest the architecture of fortified keeps or small castles. Thin interior passageways lead from an austere foyer to barracks-like common chambers for the lay clergy, each sparsely decorated with tapestries depicting the symbol of Bane or embroidered passages from important religious texts. Temples frequently include an exposed central courtyard used for military drills and open-air ceremonies, as well as a more traditional mass hall for the congregation at large. Most churches feature extensive underground dungeons replete with torture chambers, starvation wells, and monster pens.

For Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Clerics/Wizards

If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).

Primary Domain

Hate (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)

Primary Domain Move

Tyrannical

You gain the spell Cause Fear. If you already have Cause Fear, those who try to resist your Cause Fear spells take -1 on their saving throws.

Level 9 Spell

Great Command | Level 9 (Control)

Channeled (+CHA)

You can give a single order to up to 3 people who can see and hear you simultaneously. Each of them must follow that command as if driven by their own minds. Each of them take +1 ongoing to fulfill that command until they complete it or fail; if they fail they take 2d6 damage. This spell ends when the command is completed or failed by all affected, or you dismiss the spell.

Secondary Domains

Corruption (Gain this domain's level 1-7 spells)

Knowledge (Gain this domain's level 1-7 spells)

Torture (Gain this domain's level 1-7 spells)

War(Gain this domain's level 1-7 spells)

For Non-Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Non-Cleric/Wizards

If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.

Primary Domain

Hate (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)

Primary Domain Move

Tyrannical

You gain the spell Cause Fear. If you already have Cause Fear, those who try to resist your Cause Fear spells take -1 on their saving throws.

Secondary Domain Moves (choose 1):

Apology Accepted

If you reduce someone to 0 HP for failing a task they undertook voluntarily, you are justified in killing them, regardless of any other circumstances.

 

It is Useless to Resist

When you use Cause Fear, the target of your attempt takes -1 to their Saving Throw.

Secondary Domains

Corruption (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

I Plead the Fifth

If someone would normally be able to compel you to tell the truth (by a spell or other effect), you can say nothing instead.

Knowledge (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

Knowtographic Memory

If you have read or heard something said before in play, you can recall it perfectly. You must have RPed reading or hearing it.

Torture (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

You’ll Feel a Little Prick

When you touch someone else, skin to skin, and pray to Loviatar, roll+WIS.

  • On a 10+ you deal excrutiating pain; they take 1d8 damage or one disease or debility.

  • On a 7–9, you deal 1d8 damage or inflict one disease or debility but you become vulnerable

  • On a miss, you become vulnerable and lose access to this ability until you rest.

War (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

Chigorin Counterattack

You gain a cunning animal as your mount. While mounted on this animal and in combat, as a Standard Move you can communicate your thoughts to one other ally within sight of you, using  a number of words equal to your level. An ally who acts upon your order or suggestion takes +1 forward; they can only gain this bonus once per encounter.

bottom of page