

In contrast to the Cognoterre, nobody from the Iron Autocracy or Sasiru Kian worships a deity. The god-like abilities of the dragon-ascendates are recognized and templars draw power from them, but they are not given the same sort of religious adoration that deities are given. All of the avatarchs (theoretically 100, although only Decad, Iron Scream, Mock and Sardonicus are well known in the Cognoterre) are recognized by the satamharanthu and yuanu-ti, but instead of being worshipped, the avatarchs are shunned and reviled.
The satamharanthu believe that the evil avatarchs - also known as the Proscribed Ones or the Metal Gods - are the masters of the multiverse and must be constantly fought by lesser beings who would otherwise be overcome and enslaved. The avatarchs can manipulate what the satamharanthu call the darkflux, the akasic energy that runs along the pattern of the world and crystal sphere. Avatarchs use their powers to tempt beings into evil, drawing such individuals into their grasp by granting them powers, tapping their dreams and nightmares and giving them shape. The servant of an avatarch may call him- or herself a champion or corybante, but will be called by others a thrall. All of the Spheres and their denizens are affected by the matrices woven through the darkflux, and thus by the dark power of the avatarchs and their mendicants. While the avatarchs cannot directly bridge the distance between planes, they can send visions, or avatars, of themselves, and can always order their mendicants and other thralls to go where they themselves cannot manifest. In opposition to the avatarchs are those lesser powers called deities, and those who serve or ally themselves to these deities.
Any being who personally taps the darkflux by using magic, the satamharanthu believe, is subject to subversion by the avatarchs. Thus, the satamharanthu believe contact with the darkflux must be minimized at all times, and therefore forbid clerics and strictly monitor mages. All satamharanthu rulers - the archmages who have become dragons-ascendate - believe themselves to be locked in continuous struggle against the avatarchs. Some have surrendered and revel in evil, while others have managed to resist and maintain some sort of decency.
Regardless of whether or not a dragon-ascendate resists the avatarchs, each has been "given" a mendicant that answers to the avatarch but can be summoned by, and does the bidding of, the dragon-ascendate or aspect. These mendicants, called devourers by the satamharanthu, roam the realm to which it has been sent and acts autonomously when not working under command. The gift of a devourer cannot be rejected; the avatarchs will not take the devourer back or stop it from serving when called. Its intent is always to tempt its master toward evil.
Because mages manipulate the darkflux for particularly selfish reasons (rather than the more impersonal reasons of faith), they are quite sucseptible to the avatarchs' temptations. Thus, in the Shadowed Lands most mages are cruentors (bloodmages), defilers (lifemages), or chaotes (wild mages). Dragon-ascendates are, of course, truemages - kh'indaranyu. While magery has not been forbidden, it is a rare and protected skill, with most mages able to trace a lineage back many generations through their masters and affiliated by ancient friendship or enmity with each other as a result of those lineages. Templars record the existence of every known mage and keep careful track of their whereabouts and doings; the use of magic is strictly regulated, and teaching a new mage is forbidden without the express permission of the aspect. As magic in the Shadowed Lands has a variety of sensory effects due to the sensitized darkflux, it is somewhat difficult to hide, which allows the templars to monitor its use rather easily.
Unfortunately, the most common type of magic in the Cognoterre - arcane - does not have these side-effects (although clerics who worship the avatarchs manifest them). This makes the templars' chore more difficult, since the various types of clerics and mages can cast their spells without necessarily alerting others. On the other hand arcane magic is as a rule less dangerous than thaumaturgy verus, cruentus, chaotus or salus, so the templars have less to worry about from unauthorized spellcasting.
The avatarchs are the masters of the darkflux and the opposers of the lesser beings called deities. Their goals are to tempt, corrupt and destroy, and any sentient being is a toy for them to play with. To do this, they manipulate the darkflux to reach out and twist their victims' minds and bodies. Anyone who is in constant contact with the darkflux - especially mages and soujourner pilots - are likely to suffer the avatarchs' attentions.
There are said to be a hundred avatarchs. Of these hundred, four are worshipped in the Cognoterre, and those plus twenty-one others are reviled in the Shadowed Lands. Twenty-four make unholy pacts with the Empire of the Ebon Depths, and twelve and twelve deal with the forgotten races of the northern and southern ices. Twenty-seven dominate the moon Moha, and there their rule is virtually unchallenged.
The avatarchs are seated on high-backed thrones in their realms in Attrament, and send their Champions and mendicants back and forth to work their will in the mortal planes. The avatarchs cannot bodily leave their thrones, and are locked in their halls; however, unlike deities, who cannot at all directly influence Samru due to the wards the avatarchs have set in the darkflux, the avatarchs may send their avatars out to Attrahent to manifest. The spirit forms cannot be maintained more than a few minutes, but during that time are tangible and imbued with a portion of the avatarch's infernal power.
While in general it is believed that the avatarchs hate life, this is not true; without life, they would be doomed to an eternity of boredom. They rely on other sentient beings to provide them with entertainment over the eons. The avatarchs sometimes even become the patrons for certain beings who attract their attention, awarding or punishing them according to their own inscrutable whims. The powers they grant their champions are great, but take a terrible price of the champion's body and mind. Nevertheless, there are those who believe the risk is worthwhile, and hope to ultimately gain the gift of immortality and rule some part of hell in the name of their patron. Besides their champions, the avatarchs are served by mendicants and by those who have succumbed to their power, who call themselves corybantes but are called by others thralls.
Because the avatarchs are so powerful, they restrict themselves with Ritual, and Ritual Conditions. Thus, at various times, the avatarchs will set limitations upon themselves and their worshippers for a time period known as the "ritual."
Listed below are the four avatarchs best known in the Cognoterre.
Decad is the avatarch of ecstasy and decadence, and all the depraved enjoyments that distract and obsess mortals. When s/he appears as a human(oid), s/he is a slender, beautiful mortal of indeterminate sex with golden hair and deep green eyes. When s/he appears as a monster, s/he is a fleshy, many-breasted creature with both male and female genitalia. In either form, s/he carries a huge iron chalice that fills with blood whenever a worshipper dies, and from which s/he then drinks. S/he is always accompanied by some hapless mortal who crouches naked at his/her feet, collared in iron and bound to Decad by a heavy iron chain that runs from the collar to Decad's left wrist.
Decad is subtle and seductive, offering mortals relief from their cares in the form of physical and mental pleasure. Orgies, drugs, all manner of exquisite pains and pleasures are Decad's gifts to the mortals who worship her/him; s/he is the god of escape and forgetfullness. Decad's followers often join the Corybantes, a debauched group that enjoys bringing newcomers into the fold and introducing them to the delights of corruption. Decad's Champion is Bitter, and he rules those mendicants called demons. Bitter has no mouth, and has hundreds of small golden bells sewn onto his skin that ring whenever he moves.
Decad's rites are observed daily, and include any physical or mental stimulation designed to bring pain or pleasure. His/Her symbols are the phallus and the chalice. Her/His colors are black, white and green.
Iron Scream is the avatarch of rage and war. When he appears as a human(oid), he is a broad-shouldered giant, in full armor and carrying a huge sword. When he appears as a monster, he is a cruel, horned and barbed creature with many teeth and talons. In either form, he wears fearsome armor chased and etched with scenes of terrible carnage, and blood constantly spills from his mouth.
Iron Scream is loud and bloodthirsty, offering mortals constant warfare, opportunities for vengeance and hatred, an outlet for anger and frustration. Fierce, bloody battle is Iron Scream's gift to mortals who worship him; he is the god of pointless bloodshed and hatred. Iron Scream's Champion is Havoc, and he rules those mendicants called devils. Havoc's tongue is cylindrical and ringed with teeth that can bite, and his cloak is made out of the flayed skins of his victims.
Iron Scream's rites are observed whenever the opportunity for battle presents itself, and consists of sentient sacrifice and offerings of skulls. His symbols are the skull and sword. His colors are rust-red, bright scarlet and black.
Mock is the avatarch of decay and plague. When he appears as a human(oid), he is a boil-covered, mutilated leper in rags and carrying a staff of bone. When he appears as a monster, he is a fat, horned, suppurating mass of decaying flesh. In either form, he is wracked with small parasites that chew on his entrails and crawl over his body. Mock also tends to tear off portions of his own body and eat them. Sometimes he gets a parasite by mistake.
Mock is cheerful and macabre, offering mortals the chance to stop trying to avoid the end that will inevitably come to all, and instead to embrace it and gain power from it. Decay, disease and death is Mock's gift to those mortals who worship him; he is the god of rot and plague. Mock's Champion is Travail, and he rules the undead. Travail's body is covered with sores that constantly weep blood, and he periodically vomits his intestines and must swallow them again in order to speak coherently.
Mock's rites are observed whenever plague ravages the land, and consist of carnivals, dancing and self-flagellation. His symbols are the fly and the mouth. His colors are sickly green, yellow and dull brown.
Sardonicus is the avatarch of change and chaos. When he appears as human(oid), he is a cowled wizard clutching a huge staff and surrounded by a nimbus of power. When he appears as a monster, he is a bizarre creature with tentacles, horns, mortal arms and hands and taloned feet. His skin constantly crawls with shifting faces that mock the onlooker, repeat the deity's words with important differences, comment on what the god says, and otherwise make it difficult to know what to believe about the god's words.
Sardonicus is arrogant and powerful, offering mortals unlimited power and unending change. Magic and constant flux are Sardonicus' gifts to mortals who worship him; he is the god of alteration. Sardonicus' Champion is Bane, and he rules those mendicants called dēmons and demodands. Bane constantly changes, slowly metamorphing from one thing to another as he goes about his business. Sometimes this hinders him, as when he can no longer speak or walk. He tends to leave abandoned skins behind him as he changes, like old husks.
Sardonicus' rites are observed every full moon and dark of the moon, and consist of arcane chanting, sensory stimulation and magical rituals. His symbols are the serpent and the flame. His colors are indigo, black and silver.
A cleric of the avatarchs is attuned to the darkflux and will thus have extra sensory effects attached to any spells cast; these effects can be tailored to suit a particular cleric's style. These effects are detectable by any within 10' of the caster (of course, some effects are more or less likely to be detected). As a side-note, the satamharanthu and yuanu-ti use darkflux magic, too, and thus often exhibit these effects. Thus, some effects will be required, some unavailable, and some optional. The cleric should choose from the lists offered below or create an effect with the GM's approval.
| Spell Level | Visual | Aural | Olfact/Taste | Tactile |
| 1-2 | Yes | No | No | No |
| 3-5 | Yes | Yes | Opt | No |
| 6-7 | Yes | Yes | Yes | Opt |
| 8 | Yes | Yes | Yes | Yes |
| 1 | Red | 11 | Images of bladed weapons |
| 2 | Orange | 12 | Images of wild birds or animals |
| 3 | Yellow | 13 | Images of ghostly humanoids |
| 4 | Green | 14 | Flames without heat |
| 5 | Blue | 15 | A distinct glowing rune |
| 6 | Purple | 16 | Lights radiate from cleric's eyes |
| 7 | Violet | 17 | Lights radiate from cleric's face |
| 8 | Silver | 18 | Lights swirl over cleric's head |
| 9 | Gold | 19 | Lights plume up over cleric to sky |
| 10 | Rainbow | 20 | Lights radiate in horizontal plane from hands |
| 1 | Chimes, hi | 11 | Sounds of mass battle |
| 2 | Chimes, lo | 12 | Low maniacal laughter |
| 3 | Distant chanting | 13 | Raging torrent of water |
| 4 | Distant drums | 14 | Raging wind sounds |
| 5 | Loud, intense heartbeat | 15 | Low earthquake rumble |
| 6 | Horrible moaning | 16 | Sound of erupting volcano |
| 7 | Ecstatic shouting | 17 | All sounds echo loudly |
| 8 | Distant thunder | 18 | Noises slowed or speeded |
| 9 | Hunting horns | 19 | Sounds shift up or down an octave |
| 10 | Metallic clanging | 20 | Chorus of whispers; nonmagical sounds in vicinity are muted |
| 1 | Wildflowers | 11 | Formaldehyde (sickly sweet smell) |
| 2 | Local spices | 12 | Sickening smell of rotting flesh |
| 3 | Exotic perfumes | 13 | Sickening smell of crushed insect ichor |
| 4 | Pine needles | 14 | Thick, overpoweringly sweet taste |
| 5 | Perspiration | 15 | Delicate flowery flavor |
| 6 | Strong alcohol | 16 | Taste of favorite beverage |
| 7 | Chalk dust | 17 | Taste of least favorite beverage |
| 8 | Ozone | 18 | Intense sour taste |
| 9 | Burning rubber | 19 | Intense salt taste |
| 10 | Sulfur | 20 | Intense bitter taste |
| 1 | Prickling of skin | 6 | Brief drowning sensation |
| 2 | Tickling in throat | 7 | Chest feels tight |
| 3 | Goosebumps all over | 8 | Clammy flesh |
| 4 | Cold or warm breeze | 9 | Itchy feeling |
| 5 | Feathery touch all over | 10 | Static crackle, hair stands up |
The avatarchs take a close interest in the doings of their clerics, always seeking a new Champion for their cause. Clerics who perform exceptionally evil acts may (1-10%) pass through the Initiation Stages, "rewarded" by their dark masters with various evil powers and deformities.
| 1 | +2 hp perm. | 11 | Red or yellow eyes |
| 2 | +1 on a single ability | 12 | Eyes glow in dark like a cat's |
| 3 | Move at 15" on all fours | 13 | Voice sounds evil, low and whispery |
| 4 | Jumps X2 height, distance | 14 | Sharply pointed eyebrows and ears |
| 5 | Foul food and water 1/day by touch at will | 15 | Always eats raw meat, at least once per day |
| 6 | See clearly in normal darkness | 16 | Must eat bones at least once per day |
| 7 | +1 save vs fear | 17 | Forked tongue |
| 8 | +1 save vs disease | 18 | Pupils like a cat's (vertical slits) |
| 9 | +1 save vs. paralyzation | 19 | Always shredding something (paper, cloth, leaves, etc) |
| 10 | Speak with one particular type of animal | 20 | Growls when tense or excited |
| 1 | +4 hit points permanently | 11 | Animal fur or scales cover body, frame face |
| 2 | +2 on a single ability | 12 | Grows 3' long tail |
| 3 | Move X2 on all fours | 13 | Feet become paws or the feet of a bird, reptile, etc |
| 4 | Touch always fouls food and water (cleric immune) | 14 | Small horns grow on head, 1-2 points damage |
| 5 | Cause disease once per day (as spell) | 15 | Humchback, combat ability unnaffected |
| 6 | Claws 1-4 hp damage | 16 | Vestigial, leathery wings |
| 7 | Fangs 1-4 hp damage | 17 | Must drink blood once a day |
| 8 | Poison spittle, becomes inert after 1 turn | 18 | Voice sounds completely inhuman |
| 9 | Speak with undead 1/day | 19 | Blinded in normal daylight (must protect eyes somehow) |
| 10 | Spider climb 1/day | 20 | Cleric loses all interest in and ability to perform sex |
| 1 | Gain 1 level of experience | 11 | Vicious temper - save vs. spell when thwarted or vent anger on weakest person in area for 1 round |
| 2 | Breath can create darkness as spell 10' radius 3/day | 12 | Pollute holy water within 10' of cleric |
| 3 | Immune to cold, cold-based spells, etc | 13 | Touch of cleric withers and kills normal plants |
| 4 | Fly at will | 14 | Cleric must hurt (torture) some living creature (non-plant) once a day |
| 5 | Drinking blood increases strength 1d4+2 for 10 rounds | 15 | Temperature drops 20 degrees within 10' of cleric |
| 6 | Need silver or magical weapon to hit | 16 | Cleric always pants and breathes heavily |
| 7 | Warp wood by touch 3/day | 17 | Cleric bays at the first sight of the moon |
| 8 | Hypnotism as spell 3/day, +4 vs mind attacks from others | 18 | Cleric exudes an evil odor within 10' radius |
| 9 | Doestn't need to eat and drink and cannot do so without retching | 19 | Cleric develops open sores on face, hands and arms |
| 10 | Animate zombie 1/day by touch | 20 | Eyes melt away, leaving empty sockets (cleric sees normally, however) |
The cleric becomes a lesser Champion of the avatarch and is rewarded with 2d4 chaos attributes - see GM.
The cleric becomes a Champion of the avatarch and enters directly into the avatarch's service.

Mendicants are those extraplanar beings who serve the avatarchs - they are given various labels (angels, demons, devils, djinn), but have in common bright green, pupilless eyes and the ability to shapechange. Being of the darkflux, the minds of mendicants are alien to this plane; their motives obscure and their values independent of considerations of good and evil, horrific and beautiful. They are rightly feared whenever encountered, even if they bear a blessing instead of a curse, because they are incomprehensible. Mendicants are the only direct physical link that avatarchs have to the Prime Material Plane besides their avatars.
The avatarchs do not choose or control the mendicants, and mendicants have minds very much their own when they are assigned duties are asked to carry a message. Moreover, mendicants will sometimes work against an avatarch or deity, should they perceive the need. Thus, they are treacherous even to their masters.
At times a mendicant will style itself a deity to mortal races, and given enough worship, will channel the akasha to become one of those lesser powers, although upon gaining that level of potential they are restricted from access to Attrahent by wards placed by the avatarchs, who do not suffer upstarts gladly. Protected by the kevalinu from the avatarchs, many deities have arisen in the Cognoterre whose power would be greatly challenged should the kevalinu's barriers fall.
Mendicants will sometimes appear of their own will when there is great pain in the world, in order to drink the blood of the ones in agony; thus, they are sometimes found in places such as battlefields, torture chambers, or particularly painful childbirth chambers. They may leave of their own free will, but the only certain way to dismiss them is to kill the one whose pain summoned them.
Similar to mendicants are reverates; specific reverates serve specific deities, and are created when some mortal attracts the special attention of the deity, who grants the mortal life after death and the power to work miracles for the deity's worshippers. When a deity loses power, the reverates may either be accepted by another deity, or simply die as do normal mortals.
(Notes: The descriptions of the Iron Gods have been adapted from Warhammer. The table of effects has been adapted from TSR's Ravenloft.)







