Tuesday, September 16, 2025

In Search of ...Fzoul Chembryl, Twice-Chosen of Bane

Shadow of Tyranny, Hand Beyond the Grave



Introduction

"Mark me well, traveler: tyrants may die, but tyranny does not. Fzoul Chembryl was struck down in the sight of gods and mortals alike, his reign of terror ended — or so we thought. Yet whispers from the Moonsea speak of a gauntlet that still grips the throat of Faerûn. The Harpers call him a revenant, the Zhentarim a curse, and Banite priests a promise fulfilled. Whatever the truth, the name of Fzoul lingers like a shadow at sunset: long, dark, and inevitable." — Laeral Silverhand, private notes to the Harpers of Waterdeep

Fzoul Chembryl was once the supreme tyrant of the Zhentarim, high priest of Bane, and one of the few villains in Faerûn’s long history to secure lasting victories against his foes. When Bane returned from divine death, it was Fzoul who carried his banner — and for a time, the Black Hand gripped the Realms more tightly than ever.

Now, rumors abound that Fzoul himself has been restored. If true, his return makes him unlike any servant of the Dead Three: not a fleeting incarnation, not a diminished spark, but Bane’s ace in the hole — a mortal general who walks in lockstep with his god’s will, twice-chosen and twice-damned.

Why Fzoul Returns

When Bane clawed his way back into the mortal realm, he did not return alone. He restored Fzoul Chembryl as his Twice-Chosen, a vessel to carry half of his divine will. Through Fzoul, Bane doubled his reach: the god ruled from on high, while his general walked the Realms below. Together they seeded fragments of the Black Hand’s essence into children across Faerûn, a hidden brood of heirs destined to awaken as tyrants. In this way, Bane’s power spread not only through temples and armies, but through bloodlines and futures yet to be claimed.

How he returned is unknown, but the possibilities are a source of gossip

Bane’s Shadow Chosen.
When Fzoul was cut down, Bane did not discard him. Instead, the Black Lord took a shard of his soul, hiding it in the iron depths of his divine domain. Where Bhaal was reborn through murder and Myrkul through whispers of undeath, Bane kept his hand hidden — waiting to play his sharpest card. By restoring Fzoul, Bane gains twice the mortal agency of his peers: a god with a priesthood, and a god with a chosen general who answers to no other.

The False Death Gambit.
Some sages whisper that Fzoul was never truly slain at all but exiled by his god into a Black Altar — forced into stasis until Bane deemed the world ready for him again. If so, then his “death” was but a divine stratagem, meant to deceive enemies into complacency. To those who know the Black Hand’s patience, this explanation rings truest: tyranny does not strike only when it is strong, but also when its foes believe it to be weakest.

The Reluctant Revenant.
There are darker tales still, told by trembling acolytes: that Fzoul’s return was not his choice. Bane dragged his soul screaming back into mortal flesh, binding him as both vessel and weapon. In these whispers, Fzoul is half-man, half-divine wrath, a creature who walks forever on the edge of being consumed by the god he once served. Whether victim or willing pawn, he is more dangerous now than ever before.

How He Returns

Cult Ritual.
In the crumbling cellars of Darkhold and the drowned crypts of Zhentil Keep, some never stopped whispering Fzoul’s name. It is said that Banite loyalists performed a ritual of blood and chains, calling back their high tyrant to rally the faith. They sought only a symbol, a revenant shade to frighten their foes — but Bane seized the moment and made it real. Thus Fzoul returned not as a ghost or echo, but as flesh, fury, and purpose renewed.

Divine Reconstitution.
Other accounts speak of the Black Hand’s wrath growing too great to contain. Bane, ever the hoarder of strength, used Fzoul’s essence as a reliquary for his excess power. When the vessel could hold no more, it burst, spilling Fzoul back into Toril. In this telling, Fzoul is not merely mortal, but a walking reservoir of divine tyranny, brimming with borrowed power that leaks into every oath, every command, every act of cruelty he utters.

Relic Bound.
Still others insist that an artifact anchored him: the shattered gauntlet once raised in Bane’s name, or the obsidian throne upon which he judged the faithless. When such relics were unearthed and defiled, the tether tightened, and Fzoul was dragged screaming back into the Realms. Wherever these objects now rest, they pulse with his presence, serving both as anchors for his Immortal Leash and as altars of fear to the faithful.

His Role in the Present Age

The General of Tyranny.
Bane is the god of conquest and order through fear. Fzoul is his marshal, the generalissimo who enforces that vision upon Toril. Where others command armies through sword and coin, Fzoul commands through inevitability. He raises fortresses, twists governments into tools of oppression, and turns rebellion into fodder for his own ascendancy. Where he treads, laws harden into chains.

The Anti-Harper.
The Harpers meddle in the name of freedom. Fzoul is their mirror in shadow: a hand that meddles not for liberty, but for obedience. If the Harpers prop up a fledgling kingdom, Fzoul infiltrates it, seizing its crown in Bane’s name. If rebels rise, he ensures their martyrdom strengthens tyranny rather than weakens it. In this way, he has become more than an enemy of the Harpers — he is the concept of anti-freedom given flesh.

The Schemer Behind the Dead Three.
Cyric raves, Myrkul whispers, Bhaal slaughters — but Fzoul is the stabilizing factor Bane requires to outlast them all. In quiet councils and shadowed wars, he undercuts the mortal agents of the other Dead Three, ever the Black Hand’s counterweight. Whether sabotaging Bhaalspawn cults or manipulating Myrkul’s necromancers into folly, Fzoul’s role is clear: ensure that when the Dead Three clash, it is Bane’s fist that closes last.

The Black Brood of Fzoul

"A tyrant may die, but tyranny breeds. Look not only at the man returned, but at the children who smile too coldly, command too swiftly, and dream of chains." — Elminster of Shadowdale

Fzoul’s return is no mere resurrection of flesh. He has come back with a vision to ensure his dominion outlives him. Where Bane once planted fear in the hearts of mortals, Fzoul now plants fragments of his god — shards of will, slivers of the Black Hand’s essence — into the young across Faerûn. These children appear ordinary until the seed within them stirs, and then they awaken as the Black Brood, heirs to a shadowed destiny.

Birthright Tyrants

The Brood grow into strength that exceeds their station. Their words carry unnatural weight; their gaze chills those who defy them. Even as youths, they command obedience with frightening ease. In restless dreams, they hear the whispers of Bane himself, urging them toward dominion. Whether they rule a schoolyard or a merchant’s guild, they bend the world to their will long before they know why.

Diversity of Hosts

Fzoul shows no prejudice in his sowing. Noble heirs, the bastards of soldiers, the children of beggars, and even orphans plucked from the gutter may all bear the seed. Some are marked at birth by clandestine midwives in Banite service. Others are consecrated in dark baptisms, where desperate parents trade their child’s soul for wealth, safety, or revenge. What unites them is not their bloodline, but their bondage to the Black Hand.

The Tyrant’s Chain

The Brood are not a hive mind, yet they are drawn together as if by a hidden gravity. When one awakens, others nearby feel it in dreams and sudden compulsions. They gather instinctively, forming circles of authority that rise like weeds through cobblestones. A single seed might dominate a village; a cluster may topple a city-state. Wherever they grow, they link into a living Chain of Tyranny, each link strengthening the next.

The Tyrant’s Seed (Template).

Apply this to any NPC to mark them as part of the Brood. It should be subtle at first, then escalate as the campaign unfolds.

  • Tyrant’s Mark (Awakened). As a bonus action, the Brood can project authority. All creatures of lower CR within 30 ft. must make a Wisdom saving throw (DC 13 + half the Brood’s proficiency bonus) or become frightened until the end of their next turn.
  • Black Resilience. Resistance to psychic and necrotic damage.
  • Dreams of the Gauntlet. Each dawn, the Brood rolls a d6. On a 6, they awaken from dreams of Bane with advantage on Insight and Intimidation checks for the day.
  • Seed Transfer. If a Brood is slain, the essence within leaps to another nearby child or youth within 1 mile. Fzoul always knows the location of his seeds.

The Tyrant’s Chain (Cluster Effect).
When three or more Brood are within 1 mile of each other, their power grows.

  • They gain a shared pool of Legendary Resistances (1/day per Brood present).
  • Once per long rest, one Brood may invoke command (as the spell) affecting all creatures of their choice within 30 ft.

Fzoul’s Old Tricks Reborn

"The Black Hand never unclenches. Fzoul grips old chains as tightly as he forges new ones." — Khelben “Blackstaff” Arunsun, private missive (sealed and unopened until after his death)

Beholders

Few mortals could claim alliances with beholders and live to tell of it. Fzoul not only survived, he thrived, learning to turn paranoia into loyalty through carefully crafted hierarchies of control.

  • The Tyrant’s “Pets.” In earlier days, Fzoul relied on beholder crime lords and lieutenants to keep his grasp tight. Now, he courts their vanity anew, promising domains where their aberrant rule is both feared and worshiped.
  • Current State. Beholders crave structured dominance, and Fzoul’s Black Brood are irresistible bait: young tyrants destined to rise, ready to be mentored — and manipulated — by eye-tyrants who see them as perfect thralls.
  • New Trick. Rather than hiding in underdark lairs, Fzoul plants beholders as secret guardians of chosen heirs. Imagine the dread of discovering that the noble child of a city has, for years, been tutored in dreams by an unseen beholder whispering lessons of power.

The Black Altar Network

Faith has always been Fzoul’s iron root. In his return, he binds his seed-program to altars of Bane scattered across Faerûn.

  • Anchors of Power. These altars — toppled ruins, corrupted shrines, forgotten temples — act as rallying points for seeded cultists. Each altar strengthens the Black Brood nearby, and serves as an anchor for Fzoul’s own Immortal Leash.
  • Dungeon Sites. For adventurers, these altars are ready-made crucibles of danger: guarded by Zhent remnants, Brood cultists, and aberrant allies. Clearing an altar weakens Fzoul’s hold in that region, but draws his eye in vengeance.
  • Echoes of the Past. Many such altars are built atop the bones of old Zhent strongholds or lairs where beholders once reigned, binding his “old tricks” into his new tyranny.

The Zhentarim

Fzoul’s name is etched into the bones of the Zhentarim. Though the organization has shifted in the Fifth Age of the Realms — from iron-fisted tyranny into a mercenary guild of traders, spies, and killers-for-hire — some remember the old ways. Fzoul cultivates them as seeds in fertile soil.

  • Factional Control. In Fzoul’s eyes, the modern Zhents are soft, more concerned with contracts than conquests. He nurtures his own branch: Banite loyalists trained in discipline, bound in chains of faith, and bolstered by seeded Black Brood who rise through their ranks.
  • The Shadow Network. He does not need to dominate the entire Zhentarim to matter. Pockets of loyalists in the Moonsea, mercenary companies in the Heartlands, and smugglers in Baldur’s Gate — all serve as his fingers. From these cells, whispers spread, gold flows, and seeds are planted.
  • Conflict Point. The modern Zhentarim, pragmatic and profit-minded, may oppose his resurgent zeal. Adventurers could find themselves siding with one Zhent faction against another — a choice between tyranny renewed or tyranny disguised in commerce.

Where He’s Cultivating

"Tyranny does not grow in the wild; it is sown in furrows of fear and watered with ambition. Fzoul knows well where to plant." — Lhaeo, former scribe of Elminster

Fzoul’s seeds are not scattered without care. He plants them in the arteries of the Realms — trade routes, crossroads, and fault lines where power already wavers. From these fertile soils, tyranny may take root swiftly, disguising itself as stability until the gauntlet closes.

The Moonsea (Zhentil Keep, Hillsfar, Mulmaster)

The Moonsea is Fzoul’s homeland, and his pride will not allow him to leave it untended. Zhentil Keep may lie in ruins, yet its survivors whisper his name as if it were a prayer. Hillsfar’s xenophobia and Mulmaster’s opportunism provide ready soil for his return.

  • Core of the Brood. Children seeded here are not pawns but heirs — generals-in-waiting for the empire of tyranny to come. The Moonsea is his nursery of warlords.
  • Adventure Hook. A young noble of Mulmaster suddenly commands gangs and guilds alike, his authority unnatural; the PCs are asked to uncover the truth.

The Heartlands (Cormyr, Sembia, Dalelands)

If tyranny is to spread, it must wear the mask of legitimacy. In Cormyr, Fzoul places his seeds among the heirs of the nobility. In Sembia, he nurtures merchant dynasts. In the Dalelands, he tempts the desperate with order amidst chaos.

  • Seeds of Authority. These children are groomed to snap the reins of power at the right time, seizing crowns and ledgers alike.
  • Adventure Hook. A Dalelands village begs for help: their reeve’s son has returned from Sembia, suddenly flush with coin and frightening charisma.

The North (Waterdeep, Luskan, the Silver Marches)

Fzoul loathes Waterdeep’s freedom. To him it is a festering wound that must be cauterized. He plants seeds in influential guild families, eroding democracy from within. In Luskan, he binds pirate lords with promises of heirs who can inherit fleets. The Silver Marches, already fractured, are fertile ground for his whispered order.

  • Seeds of Corruption. The Brood here infiltrate councils and captains’ tables, slowly turning civic squabbles into chains of obedience.
  • Adventure Hook. A Waterdhavian guild suddenly votes in lockstep, their leaders all tied to children who share a strange black mark.

The Sword Coast (Baldur’s Gate, Amn, Tethyr)

If corruption is already a fire, Fzoul pours oil upon it. Baldur’s Gate is a city half in tyranny already; his seeds there need only fan the flames. Amn and Tethyr, with their merchant dynasties and fractured politics, are perfect soil for tyrant-traders raised to worship the Black Hand.

  • Seeds of Greed. His planted heirs here grow into merchants who command obedience as easily as they do caravans.
  • Adventure Hook. A powerful trading house in Amn begins demanding oaths of fealty from its employees — and enforcing them with dark magic.

The South & East (Chult, Thay, Unther, Chessenta)

Fzoul casts his net farther still. In Chult, mercenary companies and merchant princes unknowingly shelter his heirs, while jungle wealth flows into Banite coffers. In Thay, he tempts disloyal Red Wizards with seeds of rival power, a direct affront to Szass Tam. In Unther and Chessenta, fractured divine politics make fertile ground for a “god of order” cloaked in tyranny.

  • Seeds of Ambition. These Brood rise as opportunists, filling voids left by chaos and promising stability — until the chains are locked.
  • Adventure Hook. A Red Wizard cell in Thay suddenly rebels against Szass Tam, guided by a young prodigy with eyes like burning coals.

Rivals and Complications

"Tyranny grows bold when unchallenged, but never without rivals. Fzoul’s empire is a spider’s web, yet there are always blades sharp enough to cut the strands." — Storm Silverhand

Fzoul’s shadow empire is neither undisputed nor unopposed. Every tyrant gathers enemies with his victories, and Fzoul’s return has awakened old hatreds, drawn the notice of rival powers, and, inevitably, set adventurers against him.

Bhaalspawn and the Cult of Murder

The resurgence of Bhaalspawn bloodlines in 5e places Fzoul’s Brood in direct competition. Where Fzoul sows discipline, Bhaal sows slaughter. In some cities, Black Brood heirs and Bhaalspawn cults clash openly, turning streets into battlegrounds.

  • Conflict: The Brood and the Spawn cannot coexist; their very natures drive them into conflict.
  • Adventurer Hook: PCs stumble into a turf war where both sides are children touched by dark gods. Do they protect innocents, destroy both, or risk choosing a side?

Cyric, the Mad God

Cyric and Bane’s feud is legendary. Fzoul himself once clashed with Cyricists for control of the Moonsea, and the enmity remains sharp. Cyric’s cultists seek to assassinate seeded heirs, corrupt Banite altars, and spread chaos wherever Fzoul builds order.

  • Conflict: Cyric’s madness makes his followers unpredictable and dangerous, sometimes even appearing as “allies” against Fzoul’s tyranny.
  • Adventurer Hook: PCs might be asked to guard a city from Cyricist assassins, only to discover the assassins’ target is a Black Brood heir — and sparing the child may be worse than letting the blade fall.

The Harpers and the Order of the Gauntlet

Both organizations see Fzoul’s schemes as an existential threat. The Harpers are his traditional foil, undermining tyranny at every turn, while the Order of the Gauntlet treats the Brood as a holy abomination to be purged.

  • Conflict: Harpers prefer subterfuge and exposure; the Order favors holy war and open cleansing. PCs caught between them may be forced to choose methods.
  • Adventurer Hook: A mission to investigate a suspected Brood heir turns bloody when an overzealous Gauntlet paladin moves to execute a child on the spot.

Manshoon, Eternal Rival

Once allies, always rivals. Manshoon, founder of the Zhentarim, never forgave Fzoul for bending the organization into a priesthood of Bane. Even now, Manshoon schemes in Waterdeep and beyond, his clone-legacy splintered but far from broken.

  • Conflict: Manshoon views Fzoul’s return as both insult and threat. The two may clash directly, or more often through proxy wars between their factions.
  • Adventurer Hook: PCs could be recruited by one Zhent faction to undermine the other, walking the razor’s edge of working with evil against evil.

The Modern Zhentarim

The mercantile, mercenary Zhentarim of the Fifth Age see Fzoul’s return as dangerous to their profits and survival. Some will resist his loyalists, others may strike bargains.

  • Conflict: Fzoul wants to pull the Zhents back under Banite tyranny; the modern Zhents fight to remain pragmatic opportunists.
  • Adventurer Hook: PCs might negotiate between two Zhent factions, discovering that one secretly shelters a cluster of the Black Brood.

Shar’s Hidden War

The Lady of Loss covets secrets and despair. Fzoul’s growing network of seeds represents both: a hidden order and a promise of stability that directly oppose her designs. Sharran agents infiltrate Banite cults, undermining them from within.

  • Conflict: Where Bane builds order, Shar seeks to dissolve it into shadow.
  • Adventurer Hook: PCs uncover a Sharran cell sabotaging a Banite temple — but destroying one cult may strengthen another. Which poison is worse?

Thay and Szass Tam

Szass Tam does not tolerate rivals in his domain. Fzoul’s seeds planted in disloyal Red Wizards are both temptation and insult.

  • Conflict: Thay may enter open conflict with Banite cults if Fzoul presses too hard, or covertly exploit the seeds for their own ends.
  • Adventurer Hook: PCs are caught in a Thayan-Banite proxy war, where both sides seek to recruit (or enslave) them.

Adventurers, the Unwitting Antidote

Finally, there are the heroes themselves. Wherever Fzoul plants a seed, conflict blossoms, drawing swords and spells. Yet unlike Harpers, Zhents, or Red Wizards, adventurers answer to no one — which makes them the most dangerous rivals of all.

  • Complication: Adventurers may destroy a Brood heir only to find the seed leap elsewhere. They may shatter a Black Altar only to provoke Fzoul’s direct wrath. In every case, they are part of the friction that keeps the Tyrant’s Chain from tightening unopposed.
  • Adventurer Hook: The PCs are hunted across regions not because they oppose Bane, but because they have become known as “seed-breakers” — and Fzoul will not allow his brood to be pruned.

The Iron Eclipse

A black and white image of a fist

AI-generated content may be incorrect.

"Look for the hand that blots the moon. Where it is found, tyranny has already taken root." — Harper field report from Mulmaster

Design

The Iron Eclipse shows a black gauntlet blotting out a silver disc, ringed by jagged rays of iron spikes. Some versions show the gauntlet clenched, others open, but always it obscures the light. The rays are often carved with runes or minor sigils representing factions and regions brought under Banite influence.

Meaning

Where Cyric claims the Black Sun of madness, Fzoul proclaims the Iron Eclipse of order. It is not light that guides, but its absence — the promise that freedom, faith, and hope shall all be eclipsed beneath the Black Hand. The rays symbolize the Black Brood and allied factions, each a spearpoint of tyranny driven into the Realms.

Why It Works

The Iron Eclipse mimics heraldic motifs (sunbursts, crowns, halos) but twists them to emphasize absence, dominance, and inevitability. It is both a covert symbol and a battle banner, appearing as embroidery in noble houses, tattoos among the Brood, and as frescoes in shrines to Bane. To those in the know, it signals a territory where Fzoul’s seed has already taken root.

Rituals of Note

Old Rites Reborn

The Chain of Oaths.
An ancient Banite rite where captives are bound together and forced to swear loyalty before an altar. In Fzoul’s return, the rite is now performed upon seeded children, binding them to one another as links in the Tyrant’s Chain.

The Lash of Loyalty.
A traditional ceremony in which dissenters were beaten until they proclaimed obedience. In its modern form, the lash is replaced by psychic compulsion — seeds awaken when the victim surrenders their will, cementing Bane’s dominance.

The Midnight Procession.
Once a show of Banite strength, where chained captives were paraded through the streets at night. Now, Brood cultists lead these processions with children among them, disguised as innocents. To the unknowing, they appear as somber vigils; to the faithful, they are public claims of territory.

New Rites of the Black Brood

The Eclipse Baptism.
Performed beneath a silver disc (often a polished mirror or coin), a child is held beneath water or oil until a gauntlet or brand blots out the reflection. When the child gasps for breath, they are said to breathe in the shadow of Bane. Many seeds are planted this way.

The Dreaming Eye.
A secret ritual in which a child is left in the presence of a beholder for a night. In dreams, the tyrant-eye whispers lessons of obedience. Survivors awaken marked with strange clarity and unnatural confidence.

The Chain Forged.
When three or more Brood gather, they perform a rite where each cuts their palm and clasps hands in a circle. Their blood is poured into an iron bowl, consecrated with Banite prayers. This act strengthens their link, creating the “Tyrant’s Chain” that makes clustered Brood more dangerous.

The Silent Feast.
A newer rite whispered in Zhentil ruins: a gathering where Brood eat in silence while Banite prayers are intoned. At the ritual’s end, all present drink from the same black cup. The silence binds them as a unit, and afterwards they act with uncanny coordination for days.

Plot Hooks

1. The Child with Too Much Authority
In a quiet Dalelands village, a reeve’s son suddenly commands adults with unnatural confidence. Farmers bow, guards obey, and the local temple finds itself powerless. The Harpers beg the PCs to intervene — but killing a child is no simple choice, and Fzoul’s seed will leap if the vessel is destroyed.

2. The Eclipse Baptism
Rumors spread of a midnight ceremony in a ruined shrine where children are drowned beneath silver mirrors until they gasp awake in shadow. The Order of the Gauntlet tasks the adventurers with halting the rite, but doing so reveals a broader network of seeded heirs already planted in neighboring towns.

3. A Zhent Civil War
Two factions of Zhentarim vie for dominance in Baldur’s Gate: the modern mercenary traders and Fzoul’s Banite loyalists. Both seek adventurer allies. Choosing a side means facing betrayal later, but refusing either may earn the wrath of both.

4. Beholder’s Tutor
A Waterdhavian guild heir is discovered to have been “mentored” by a hidden beholder, whispering dreams of power for years. When the child’s authority begins reshaping guild politics, the Lords’ Alliance discreetly hires the PCs to root out the influence — without sparking open panic.

5. The Tyrant’s Chain
Three noble heirs in Amn share a strange mark and uncanny coordination. They vote in unison, issue decrees together, and command loyalty beyond reason. Scholars fear they have completed the “Chain Forged” ritual. Unless the PCs intervene, the trio may soon dominate an entire trading consortium.

6. Murder vs. Tyranny
In Luskan, Black Brood heirs and Bhaalspawn cultists clash openly, turning the streets into a warzone of order versus chaos. The city teeters on collapse. Do the adventurers choose sides, destroy both, or protect innocents caught in the crossfire?

7. Rival in Red
In Thay, a prodigy among the Red Wizards has begun rallying disloyal mages under a banner of “true order.” Szass Tam quietly hires the PCs (through layers of intermediaries) to remove the upstart — but what happens when the adventurers discover the youth is one of Fzoul’s chosen seeds?

8. The Iron Eclipse Appears
Strange graffiti spreads across the Silver Marches: a black gauntlet blotting a silver disc. Where it appears, unrest follows — strikes broken, guilds toppled, laws tightened. The Harpers ask the PCs to track the sigil’s spread, but every trail leads back to whispers of a name long thought dead: Fzoul.

 

Sunday, September 14, 2025

The Screechfeed Dispatches – Epilogue

 

A Memo from Screwtape, Tormentorship Emeritus

📍 To: Underfiend Griphax
📍 Filed under: #SoulHarvestReview #HellQuarterlies #ConformityThroughChaos


“Never forget: the safest soul is the one convinced he needs no saving.”
— Screwtape, Post-Crucifixion Briefings


Griphax,

I have read your eleven dispatches with considerable... interest. You show promise, if not always polish. The raw cruelty is there—but cruelty, my dear underfiend, is a blunt tool. What you’ve constructed is something far more elegant: a human who cannot be reached.

That is rare.

Let us review:


You’ve Replaced Truth with Feeling.

He no longer asks what’s true. He asks, “How does this make me feel?”
This is excellent. A soul guided by emotion is a soul in motion—away from Him, toward us.


You’ve Traded Repentance for Performance.

Apologies are now content. Shame is a brand.
He does not seek to be forgiven—he seeks to be followed.
That, dear boy, is monetized misery at its finest.


You’ve Made Pain Profitable.

You’ve done well to ensure that every wound becomes a weapon, every trauma a product.
He sells his scars like indulgences—but without the bother of confession.


You’ve Neutralized Grace.

Most importantly, he believes healing is disloyalty to his brand.
That, Griphax, is your true achievement.


He is not a monster. He is a mirror.
He reflects the age perfectly:

  • angry but unsure why,

  • ashamed but proud of it,

  • spiritual but never still,

  • wounded but weaponized.

He is noisy, loved, and utterly alone.

I approve.

You will be reassigned to Upper-Influence Development, under the Department of Ideological Entanglements. You are hereby granted the rank of Sorrow Architect, 3rd Class, with provisional tormentor status, contingent on corrupting three micro-influencers per quarter.

Do not celebrate.
The Enemy works in silence, in gardens, in small kindnesses that escape the feed.
Remain vigilant. Remain petty. Remain loud.

Yours in quiet damnation,
Screwtape
📎 Tormentorship Emeritus
💼 Department of Cultural Deformation & Emotional Monetization


🗂 Tags: #AnnualReview #HellApproved #WellDoneThouPettyServant
🖼 Header Art: “The Triumph of Death” by Pieter Bruegel the Elder (c. 1562, public domain)
💬 **Comments are disabled. You’ve said enough._

Saturday, August 30, 2025

The Screechfeed Dispatches - Letter XI: The Currency of Victimhood

 

📍 From: Underfiend Griphax
📍 To: Screwtape, Tormentorship Emeritus
📅 Filed under: #SufferingSells #VictimhoodIsInfluence #PainAsCapital


“There was a time they cried out for deliverance. Now they cry out for applause.”
— Screwtape, The Economics of the Injured Soul


Most Esteemed Uncle,

The work is complete.
The patient has stopped seeking truth, peace, or even justice.
He seeks only sympathy.

He has learned that in the modern marketplace, suffering is currency.
The more wounded he appears, the more valuable he becomes.
We have built a soul that spends pain like coin and hoards attention like gold.


💵 Grief as Capital

He does not mourn in silence. He monetizes it.
He does not reflect on harm. He syndicates it.
He has come to believe that pain is not something to overcome—but something to use.

If he is wronged, he owns the narrative.
If he is challenged, he claims trauma.
If he is out of ideas, he offers injury.

He believes that victimhood is not a condition, but a qualification.


🏛 The Inverted Temple

In this new altar, the one who has suffered most sits highest.
This is key: we’ve made victimhood into virtue, and healing into betrayal.

To forgive would be to give up the power.
To move on would be to become invisible.
To let go of pain would mean giving up his audience.

So he never will.
He cannot afford to.


🧠 There Is No Justice—Only Leverage

He no longer seeks justice in the classical sense—restoration, mercy, balance.
He now seeks theater.
Punishment, not reconciliation.
Shame, not repentance.
Power, not peace.

If someone hurts him, they owe him forever.
If he hurts others, his pain excuses it.
He sees fairness as oppression—and vengeance as equity.


And so he walks crowned in suffering, weighted with grievance, and exalted by pain.
He has no need for the Enemy’s redemption.
He has found a cheaper substitute with better engagement stats.

My curriculum is complete.
From curated loneliness to tribal rage, false prophets to monetized confession,
he now sees the soul not as something sacred—but something to sell.

Your humble disciple,
Underfiend Griphax
📈 Division of Emotional Capitalism and Self-Inflicted Thrones


🗂 Tags: #PainPays #MartyrByAlgorithm #VictimhoodMarket #MonetizeTheWound
🖼 Header Art: “Melancholy” by Constance Marie Charpentier (c. 1801, public domain)
💬 **Comments open, but only if you agree with the author’s trauma.

Tuesday, August 19, 2025

Kara-Tur - Part 6 - Laothan: The Kingdom Under Shadow

 

Then and Now

Laothan was once a lush, monsoon-fed realm of terraced rice fields, jungle hills, and bamboo villages. Its people, the Seng, were known for their artistry, silverwork, festivals, and devotion to the Path of Enlightenment—especially the Ku Nien school of monks who taught balance and discipline. Power was divided among Seng princes of the Thok dynasty, each tied to local traditions and monasteries.

Now, the kingdom is a stage for the Psycho Army, ruled by Madam Bao (M. Bao) and her criminal empire. The capital of Cheinang blazes with neon light and martial pageantry; temples ring with distorted chants; villagers toil to feed Bao’s armies while her clones stalk the land. Yet beneath the surface, the Seng resist. Priests, farmers, and wandering kenku scholars form a patchwork underground rebellion, seeking outside aid.

The Present Kingdom - Bao’s Rule

Government

Bao dismantled the Thok dynasty, replacing nobles with her psycho generals and clone-doubles. Local governors are puppets—sometimes literally mind-controlled.

Military

Orc “Zhu Bajie” battalions form the rank-and-file, Minotaur enclaves act as overseers and enforcers, and kenku raids are deployed as precision strikes or terror campaigns.

Spectacle

Massive concerts and tournaments keep the populace cowed and distracted, serving as both propaganda and psychic indoctrination.

Madam Bao, Psycho Idol and Tyrant of Laothan



Titles

            The Eternal General

            The Idol of Pain and Grace

            The Crimson Queen of Laothan

Role in the World

M. Bao is the supreme commander of the Psycho Army, ruler of Laothan, and global crime figure. Her presence dominates every concert, every battle, and every whispered tale of corruption. To her followers, she is the future empress of all Kara-Tur. To her enemies, she is a nightmare that refuses to die.

Yet even her identity is a puzzle. Some say she is a single woman who has extended her life with forbidden rituals. Others insist she is just the strongest of her own clones, and the “original” Bao is long dead.

Three Contradictory Origins

1. The Fallen Seng Princess

Bao was born as Bao Lian, youngest daughter of the Thok dynasty of Laothan. A prodigy in music and martial arts, she was said to be “chosen by the spirits.” But when her family sought to marry her into Shou Lung politics, she fled. Bitter at being treated as a pawn, she embraced dark teachers who promised her the strength to rule by her own will.

                     Evidence: Rebels whisper that old records show a Princess Bao Lian vanished around the time the Psycho Army rose. Bao’s intimate knowledge of Seng culture supports this.

                     Contradiction: Surviving Thok family members insist Bao is not their kin — and her ruthless personality bears no resemblance to the compassionate girl remembered in songs.

2. The Clone Who Survived

Bao is said to be one of her own magical clones — a prototype created in secret decades ago. Where other clones serve as disposable pawns, this Bao learned to kill her “sisters” and ascend. She believes herself the truest Bao, the perfected one, destined to command all others.

                     Evidence: Some rebels claim they’ve seen her “die” only to return stronger within days. Scholars note her tattoos match those of her clone assassins.

                     Contradiction: If she is a clone, who created the original? And why does this Bao seem to possess memories stretching back before the clone program even began?

3. The Imaskari Shade

Arcane historians whisper that Bao is not a woman at all, but a possession spirit awakened when she unearthed the Imaskari gate beneath Cheinang. This Bao may be the echo of a long-dead Imaskari psychic, who fused with a host body to walk again. The Psycho Army’s obsession with gates, clones, and psychic domination may all be shadows of ancient Imaskari sorcery.

                     Evidence: Bao demonstrates knowledge of ancient glyphs and rituals no living Shou or Seng sage has mastered.

                     Contradiction: Her distinctly modern charisma and obsession with concerts and performance are far removed from Imaskari traditions. Unless… the spirit is adapting to the modern world.

Appearance & Persona

                     Always appears in brilliant crimson and gold, adorned with psychic tattoos.

                     Switches seamlessly between idol-like charisma (singing, speeches, promises of unity) and tyrannical fury (telekinetic strikes, clone assassins, public executions).

                     Every concert or tournament is half-propaganda, half-ritual. Bao believes performance is power.

Powers & Abilities

                     Psychic Idolry: Her voice carries enchantments — enthralling crowds, amplifying morale, or breaking wills.

                     Clone Dominion: Can command her clones telepathically across distances.

                     Martial Arts Mastery: Combines flowing, dance-like combat with bursts of psycho energy (light, sound, telekinetic force).

                     Concert Finale: When pressed in battle, Bao unleashes a destructive psychic crescendo that devastates allies and enemies alike.

How to Use Bao in a Campaign

                     Recurring Villain: Thanks to clones and contradictory origins, Bao always returns. Players may never know if they’ve killed the Bao or just a Bao.

                     Faction Anchor: She embodies the Psycho Army — flashy, ruthless, manipulative. Any Psycho Army arc circles back to her.

                     Mystery Arc: PCs can chase her origins: Was she the fallen princess? The surviving clone? The Imaskari echo? Or something else entirely? Each truth leads to different endgame revelations.

 DM Tip:

When players ask, “Is this the real Bao?” — smile, shrug, and let them argue. Bao thrives in contradiction. Defeating her body may be possible, but defeating her myth is another matter.

The Four Generals of the Psycho Army

1. General Zhu Tán, the Glutton of Xiang Vale

                     Vice: Gluttony (consumption, indulgence, waste)

                     Location: Xiang Vale (the terraced rice fields of Laothan)

                     Species: Orc Warlord (Zhu Bajie archetype)

                     Role: Overseer of Laothan’s farmlands, and quartermaster of the Psycho Army.

                     Personality: Boisterous, crude, but shrewd. He feasts in excess while peasants starve, demanding tribute in both food and flesh. His orcs eat like kings while the Seng farmers scrape by.

Abilities:

·                Devouring Strike: On a critical hit, regains HP equal to damage dealt.

·                Belly Bellow (Recharge 5–6): Thunderous roar that knocks foes prone in 30 ft.

·                Feast of Strength: Can consume food/drink mid-battle to gain rage-like benefits.

Adventure Hook: Peasants whisper of hidden granaries stocked for Bao’s armies. PCs must infiltrate Zhu Tán’s fortress, where he throws a feast in his own honor — one where captives may be on the menu.

2. Mistress Koryu, the Jade Serpent of Wa

                     Vice: Greed (avarice, hoarding, manipulation)

                     Location: Wa Isles (she controls a Psycho Army smuggling network through Wa’s ports)

                     Species: Kenku Mystic & Smuggler Queen

                     Role: Overseer of the Psycho Army’s smuggling and artifact theft operations.

                     Personality: Elegant, sly, obsessed with rare magical items. She surrounds herself with jade idols and enchanted trinkets, caring little for loyalty but everything for acquisition.

Abilities:

·                Mimic’s Curse: Forces targets to repeat an action (PC wastes their next turn copying what they just did).

·                Treasure Binding: Once per rest, can bind a weapon or item with jade chains, disabling it.

·                Murder’s Flight: Summons a swarm of kenku raiders to harry enemies.

Adventure Hook: PCs are hired to retrieve a sacred relic stolen by Koryu. To do so, they must infiltrate her jade-cargo flotilla, where she hosts gladiatorial fights inside opulent smuggler ships.

3. Commander Baruun, the Iron Ox of T’u Lung

                     Vice: Wrath (violence, domination, brute force)

                     Location: T’u Lung frontier city of Baruunhold (his personal stronghold)

                     Species: Minotaur General

                     Role: Military enforcer, Bao’s sledgehammer. Keeps her operations in T’u Lung “in line” through fear.

                     Personality: Stubborn, proud, family-driven. He despises weakness and believes Bao saved his clan from extinction. Unlike other generals, he is respected by his troops — his wrath is reserved for outsiders.

Abilities:

·                Stampeding Charge: Tramples enemies in a 20 ft. line.

·                Wrath Aura: While bloodied, allies within 30 ft. gain advantage on attack rolls.

·                Iron Ox Guard: Can negate one attack per round by sheer force of will.

Adventure Hook: A rebel uprising in T’u Lung begs for help. To topple Baruun, PCs must navigate both his iron-walled fortress and his devoted minotaur clan, who would die for him.

4. Madam Crimson, the Songstress of Shou Lung

                     Vice: Lust (charisma, temptation, psychic enthrallment)

                     Location: Shou Lung metropole of Dao Ting (where she runs Bao’s propaganda empire)

                     Species: Human Warlock/Bard (patron: Bao herself)

                     Role: Overseer of propaganda, indoctrination, and “Psycho Concerts.”

                     Personality: Sultry, commanding, a siren cloaked in red silks. Where Bao is idolized as divine, Crimson is her herald, spreading her cult across Shou Lung with forbidden concerts.

Abilities:

·                Crimson Performance (Recharge 5–6): Enthralls up to 3 enemies; DC 16 WIS save or they lose their next turn dancing/weeping in adoration.

·                Echoed Harmony: Can double-cast enchantment spells if an ally sings with her.

·                Song of Despair: Once per long rest, all enemies within 60 ft. must save or suffer disadvantage on all attack rolls for 1 minute.

Adventure Hook: PCs are sent to stop Crimson’s concert tour, but her enthralled audiences protect her fanatically. Killing her could make the PCs enemies of an entire Shou Lung district.

The Four Vices and their Spread

                     Gluttony (Zhu Tán): Laothan’s food & supply lines.

                     Greed (Koryu): Wa’s trade networks.

                     Wrath (Baruun): T’u Lung’s military frontier.

                     Lust (Crimson): Shou Lung’s propaganda machine.

Together, they project Bao’s reach outside Laothan and make her empire feel continent-spanning, like Street Fighter’s international bosses.

The Psycho Gate of Laothan

Origin

During their rise, Bao’s Psycho Army unearthed a forgotten Imaskari gate in a ruined jungle temple near Cheinang. Instead of turning it over to sages, Bao’s mystics appropriated and retrofitted it, dragging the entire structure back to Laothan’s capital and embedding it into her palace complex beneath the Grand Auditorium of Echoes.

Bao’s clones now guard it as zealously as her own life. She calls it the Psycho Gate, but the Seng rebellion whispers that it is the Screaming Door — for those who vanish through it sometimes return changed, tattooed with runes of control.

Function

                     Primary Use: Instantaneous troop redeployment and smuggling of contraband.

                     Secondary Use: “Escape hatch” for Bao clones and generals if a cell is compromised.

                     Special Feature: Bao’s mystics have modified the gate so that it resonates with psychic frequencies. A Bao clone can attune in minutes, allowing her to “broadcast” her presence into a distant cell — even across continents.

                     Drawback: The gate is unstable. Each jump leaves a psychic “echo” in the area — nightmares, whispered voices, faint illusions — which can be detected by those sensitive to magic.

Strategic Impact

The Psycho Army can now:

1.                  Strike Anywhere. A cell can appear overnight in Wa, Kozakura, or even Calimshan, as if conjured from nothing.

2.                  Rapid Reinforcement. Bao can flood a local front with orc battalions before rivals can respond.

3.                  Artifact Smuggling. Exotic magical materials (dragon bones, jade, Netherese relics) vanish into Laothan’s vaults in days.

4.                  Clone Deployment. If a Bao is killed in Baldur’s Gate, another steps through the gate in days, claiming continuity of presence.

Adventure Hooks

1.                  Gate Residue. PCs encounter a village plagued by nightmares. Investigation reveals it sits on the site of a Psycho Gate “drop,” and the villagers are unknowingly enthralled.

2.                  The Broken Link. Rebels sabotage a gate anchor, forcing a trapped Psycho Army general to bargain with the PCs for survival.

3.                  Hijack the Gate. The PCs can seize a Psycho Army front — only to find the gate activating, spewing reinforcements in waves.

4.                  Gate War. Other factions (Zhentarim, Red Wizards, even Shou Lung) have learned Bao possesses an Imaskari gate. Everyone wants it destroyed, stolen, or seized.

5.                  The Clone Shortcut. PCs realize Bao’s clones don’t just “grow” in Laothan — they’re being beamed in through the gate. To end her cycle, they must destroy or seal it.

Visuals

The gate sits like a colossal circular frame of green-black stone, studded with sigils that pulse with neon-pink psychic light. Surrounding the gate are rows of chanting kenku mystics and drums beating in sync with Bao’s performances, powering each jump with psychic resonance. Every activation feels less like teleportation and more like a concert crescendo, blinding lights and thunderous bass rattling the earth.

DM Tip:

This turns the Psycho Army from “local villains” into a global faction. They can plausibly show up in any adventure because the gate lets them. But it also gives PCs a tangible win condition: cutting them off from the Imaskari gate disrupts their ability to project power, forcing Bao to overextend.

Psycho Army Master Table (d20)

1.           A traveling martial tournament arrives in town, secretly led by a Bao clone who is recruiting fighters for cloning experiments. When a PC’s ally is kidnapped, the PCs must intervene—only to find the real Bao clone wasn’t even present.

2.           A concert hall performance enthralls a whole city. The show is run by a kenku mystic, and its purpose is to expand Bao’s propaganda network. The local clergy beg the PCs for aid, but the event is broadcast magically across the region, making failure public.

3.           A temple masquerading as Ku Nien monastery is controlled by a fallen monk, working to corrupt local nobles into Bao’s doctrine. When a caravan tied to the PCs is seized, they must decide if they fight openly—or respect rebel wishes to strike quietly.

4.           An underground fight club is run by a minotaur enforcer testing a new cloning technique. A rival syndicate hires the PCs to interfere, but every fighter is being grown into a duplicate of Bao’s enforcers.

5.           A gambling den / teahouse acts as a front for an orc warlord Zhu, extorting townsfolk while smuggling a powerful artifact back to Laothan. When the Psycho Army extorts the PCs’ resting town, they discover locals welcome Bao as “protection.”

6.           A black-market shrine appears, offering magical tattoos run by a kenku mystic, but in truth it’s a method to assassinate rival leaders by marking them. A PC’s patron becomes a target, and the PCs must fight through Bao’s assassins in public view.

7.           A foreign guild house is quietly overtaken by a Bao clone to establish a permanent training facility. The PCs stumble on it when a caravan they rely on is sabotaged—but if they strike too hard, the Bao clone simply reappears days later.

8.           A circus troupe arrives, run by a fallen monk, hiding a smuggling network of enchanted reagents. When a friend of the PCs vanishes, they find him as part of the circus show—and the rebels warn them to stay hidden until the right signal.

9.           An academy / dojo is secretly taken over by a minotaur overseer, who is teaching Bao’s Psycho Arts to local youths. When the PCs’ strongest member is challenged publicly, it sparks a region-wide spectacle of honor and shame.

10.        A neon arena in a border city is operated by a Bao clone, staging fights to recruit mercenaries. The PCs get involved when a local gang interferes with their mission—but discover the gang is already half-cloned.

11.        A hidden monastery becomes the site of a Psycho Army lab, run by a kenku mystic, seeking to harness dragon bone as a resource. A PC’s ally is kidnapped here, but the dragon spirit itself is awakening in rage.

12.        A concert-festival rolls into a rural province under an orc warlord Zhu, who uses it to test new enthrallment magics. When the local clergy plead for aid, the PCs find that half the villagers want the festival to continue.

13.        A smuggling caravan is co-opted by a fallen monk, trafficking spirit-water to clone vaults. When the PCs’ allies vanish mid-journey, they must raid the caravan—only to discover each barrel contains an embryonic clone.

14.        A shrine in a fishing town is controlled by a kenku mystic, who uses it to replace town leaders with clones. When a PC’s mentor is replaced, they must uncover the conspiracy—only to find the rebels want to keep the fake leader alive.

15.        A foreign arena tournament is staged by a Bao clone, its true aim to assassinate a rival syndicate leader. The PCs stumble in when they’re mistaken as Bao’s challengers—and discover they’re now on every wanted poster in the region.

16.        A neon teahouse casino springs up in a frontier city, run by a minotaur enforcer, aiming to corrupt officials. When the PCs’ caravan contact is killed, they must investigate—but the town guard is already in Bao’s pocket.

17.        A puppet monastery broadcasts sermons under a fallen monk, preaching Psycho Arts as enlightenment. Its true goal is to turn recruits into sleeper assassins. The PCs are drawn in when one of their allies receives such training—and begins turning on them.

18.        A kenku-run circus tears through the countryside, teaching mimicry while smuggling jade artifacts to Bao’s clone vaults. A festival in town is corrupted, and the PCs are hired to help—but the kenku performers also offer forbidden techniques.

19.        A Psycho Army dojo is uncovered in a port city, run by an orc warlord Zhu, aiming to train orcs into disciplined battalions. The PCs intervene when locals beg for aid—but find the “rebels” are actually Psycho double-agents.

20.        A “Bao” clone establishes a festival of lanterns in a rural valley, promising prosperity. In truth, she is collecting souls through enchanted lanterns. When the rebels ask the PCs to help covertly, Bao makes it a grand spectacle broadcast across Kara-Tur.

The People’s Resistance

Hidden Temples: Ku Nien monks shelter fugitives, disguising their chants as harmless prayers while secretly spreading counter-charms to Bao’s music.

Festival Subversion: Seng festivals survive underground, their fireworks and lanterns used as signals for rebels.

Insurgent Networks: Farmers and artisans smuggle weapons in rice sacks, silver jewelry carries coded symbols, and even wandering entertainers pass secret messages.

The rebellion lacks unity. Some want the Thok dynasty restored, others envision a free republic, while some radicals whisper of expelling all outsiders. What they agree on: they cannot face Bao alone.

Key Locations

Cheinang, Capital of Masks

A clash of styles: bamboo houses and stilted temples stand in the shadow of neon auditoriums and clone barracks.

The Grand Auditorium of Echoes dominates the skyline. Beneath it lies the Clone Vaults, where assassins are grown.

Plot Hook: PCs are sent to find a missing monk leader rumored to be imprisoned as part of Bao’s next “performance.”

The Terraced Fields of Xiang Vale

Rice paddies climb the hills in breathtaking steps, but Psycho Army orcs now oversee them. Rebellious farmers poison irrigation canals or vanish into jungle shrines.

Plot Hook: The PCs must smuggle out a coded harvest tally that reveals where Bao is funneling resources.

The Ox-Head Enclave of Daluang

A Minotaur-run fortress town on Laothan’s border. Many minotaur families support Bao out of loyalty—but others secretly despise her.

Plot Hook: PCs must broker an alliance with a minotaur clan chief torn between protecting his people and overthrowing Bao’s grip.

The Hidden Shrine of Ku Nien

A ruined monastery repurposed as a rebel stronghold. By day, it looks like an abandoned ruin; by night, the hidden courtyards fill with insurgents.

Plot Hook: PCs must defend the shrine during a kenku raid—uncovering that some kenku secretly fight for the rebellion too.

The Shadow Market of Chei Lao

Once a simple village market, now a criminal hub controlled by Bao’s lieutenants. Every transaction is watched, but the rebellion has infiltrated its stalls.

Plot Hook: PCs can buy rare information or weapons here—but must survive the attention of Bao’s agents.

Adventure Hooks in Occupied Laothan

The Double King

Rebels claim the true heir of the Thok dynasty lives, but Bao has replaced him with a clone. PCs must determine which is real.

The Song War

Bao’s psychic concerts enthrall entire towns. The Ku Nien monks have devised counter-hymns—but need daring adventurers to carry them into enemy territory.

The Orc Uprising

Some Zhu Bajie orc battalions plan to defect. Bao has sent clones to purge them. PCs must protect or recruit them before they’re crushed.

Kenku Paradox

A flock of kenku offers mystical training in exchange for sabotaging Bao’s propaganda networks. But some rebels don’t trust kenku duplicity.

Festival of Lanterns

The Seng light lanterns each year for the spirits of their ancestors. This year, the rebellion will use the festival to launch an uprising—if Bao doesn’t extinguish it first.

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