Sabbat the Wise

PanGe’Diam – A Trip in the Continuum.

Sabbat the Wise rules over a settled domain and rules through “benevolent” fear and power; Using his “Firewheel” he roams his land enforcing conformity and leading faith rituals for the masses. There is a loose code of the faith, but “laws” do not exist per se, instead devout followers decide disputes through the lens of the greater good of the faith – which can have seemingly inconsistent or conflicting outcomes. The cult bonds see that few disagree with these proclamations. The mobile headquarters makes it difficult to confront or contain his power.

Known Dinosaur Faction Alliances/Association:

Apparent Desire/Motive(s): Personal power, accumulation of followers and comforts

Apparent Dread/Fear(s): Public embarrassment (vengeful), powerful opposition faiths

Known Backstory

Known Arrival Story: Sabbat was supposedly a follower of his God somewhere else, and supposedly volunteered to spread the faith through being cast into a portal that would carry him some place that it was not present – so that he could make a new covenant and convert more followers.

Using this NPC: This NPC:
> In play: {setting date}

Minions, Assets, & Resources

Minions

Has no specific named minions but the women go by the generic name of “Tia” and the males as “Ted” and have rankings of power 1-3. Every settlement contains a shrine to Sabbat’s faith; Through this shrine he can hear and talk to congregations, and project an image of himself. Each cultist also carries the “Eye of Sabbat” that they can concentrate on and communicate (‘speak’) to him if he wishes.

  • Cultist Level 1 – Cleric 1
  • Cultists Level 2 – Cleric 2-3
  • Cultists Level 3 – Cleric 4 (only 4 of these)
  • Tia Prime – Cleric 5
  • Ted Prime – Cleric 5

Base of Operations

The Fire Wheel: This is a giant wheel that rolls by the “flame of conviction” – essentially rocket thrust. An inner drum float on a tracks with a rail that absorbs the worst shocks and bumps. It takes a crew of 18 to operate, and houses about 200 cultists and the “altar of fire”.

Beyond Common Knowledge

Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


Actual Desire/Motive(s): Sabbat rules through fear and power and wants to generate more.

Actual Dread/Fear(s): They don’t want to return to their place of origin – afraid of getting tossed out through PanGe’Diam, correcting itself. Sabbat fears PCs bringing in a conflicting faith (he would seek to destroy them) or a group showing a power that operates without faith that rival ships (he would like to ‘convert’ them).

Complete Backstory

True Arrival Story:

Sabbat discovered the Firewheel and it has become the centerpiece to expanding his area of control.

Connection to the Psychic Network of PanGe’Diam:

Agreement of Non-Intervention

Not a sworn word (empowered) compact, but informal agreement. Both Norlath the Many-Handed and Sabbat the Wise know of each other. They have agreed not to directly intervene against each other as their territories are far apart and interests different. As “corrective recruits” are summoned to the world, they often try to intercept them and recruit them. Those not recruited to one side or the other are exterminated unless they know of the reason for the correction they were summoned for.


i20™ NPC Details

Cleric 6th

  • Cultist Level 1
  • Cultist Level 2
  • Cultist Level 3
  • Tia Prime
  • Ted Prime

iCore iCore™ NPC Details


Origins: Iziah asked Kelly Berger to create a pair of ‘villains’ for a long term use in a campaign. These are to be directly used against the PCs eventually, though indirect forces initially.