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Updated 3 months ago
Prerequisite: Renown 3 or higher
At this rank, you gain some authority over lower-ranking cells. When you undertake a mission on the faction’s behalf that requires social leverage or a public disturbance, a squad of 1d4 cultists (use the standard cultist stat block) accompanies and assists you for the duration of the mission.
Your funding at this rank is enough to maintain a modest lifestyle, including private quarters within a hidden cult safehouse.
Prerequisite: Renown 5 or higher
Spite-Weavers act as a combination of shadow intelligence and counter-espionage agents. They scout the social activities of rival factions to assess their political vulnerabilities and predict potential crackdowns. Spite-Weavers are responsible for policing the ranks of the cult, rooting out double agents, and quietly liquidating leaks.
When members get carried away by their zeal or break cell secrecy, Spite-Weavers take on the tasks of investigating, tracking, and punishing the malefactors, ensuring they disappear entirely from public life.
Prerequisite: Renown 10 or higher
As a Cell Director, you are responsible for strategic social operations that you can’t execute entirely on your own. After receiving high-level goals handed down from the Spiremaster above you, it’s your job to figure out the social manipulation and underhanded tactics needed to accomplish them.
You lead an underground network that consists of six distinct cells, each made up of four cultists commanded by an instigator (use the cult fanatic stat block for cell leaders). You can assign these cells to tasks of your choosing within the area of the city where you have authority—such as spreading targeted blackmail, manipulating local market prices, or organizing mass public panics. You can also lead one cell and its instigator into a social setting yourself to act as your direct entourage.
At this rank, you gain a Fiendish Charm at the start of each major assignment you undertake on the faction’s behalf. You continue to receive a stipend sufficient to maintain a modest lifestyle, but your quarters within the safehouse are far more spacious and secure.
Prerequisite: Renown 10 or higher
Members of the Malice Council are responsible for the absolute psychological defense of the faction’s primary underground redoubt. Only those who have proven themselves masters of blackmail and interrogation are selected. Your missions will be primarily defensive in nature. You might receive orders to fortify safehouse networks against high-society inquisitors or to detect deep-cover spies who try to gain access to the cult's inner circle.
Prerequisite: Rank 2 and renown 25 or higher
As a Spiremaster, you gain command of a permanent underground bastion and the responsibility for entirely disrupting order and spreading the Demon King’s influence across a major city district. You have four entire networks under your command, totaling dozens of active cells reporting directly to you. One additional squad of 2d4 thugs or spies acts as your personal retinue and social guard.
You regularly receive telepathic orders or encoded messages from upper-tier Fiendish Emissaries who coordinate the efforts of the smaller bastions. They keep you informed of the grander goals of the Demon King's court. You are then responsible for giving orders to your Cell Directors, answering directly to your Emissary for your networks’ success or failure in achieving strategic chaos.
As a Spiremaster, your embezzled assets allow you to maintain a comfortable lifestyle between adventures.
Prerequisite: Rank 3 and renown 50 or higher
As a Hand of Chaos, you assume the total leadership of one of the major subterranean fortresses of the Demon King, the dark hidden syndicates beneath the royal capital, or the nomadic court of subversion that moves from province to province deploying social sleeper agents across kingdoms. If you were already a member of the Malice Council, you could instead be placed in command of that elite network, directing the secret police of the entire faction.
In this role, you are advised—and ordered around—by powerful Fiends and Greater Demons. You are in regular communication with the Demon King’s primary Chosen, who places you in charge of a massive faction initiative. You might be tasked with thoroughly destabilizing a rival church's public image, developing a plan for completely subverting a royal city council, or coordinating with corrupt mages to flood high society with cursed, mind-altering artifacts.
You continue to draw immense wealth from the faction's extortion networks, sufficient to maintain a luxury-tier wealthy lifestyle.
Type
Theocracy
Leader
The demon king
Goals
Total Domination