Tower of Ascension

Tower of Ascension

Boondoggle!

  • Titles: Ghost-Face Killer, The White Mask, The Betrayer-God, Lord of the Silent Kill
  • Alignment: Chaotic Evil
  • Domains: Murder, Trickery, Evil
  • Symbol: White Mask with Black Orbs as Eyes
  • Mortal Class: CE Humanoid Rogue / Assassin
  • Undergod: Vinnin
  • Divine Alliance: The Triad
  • Known Worshippers: Evil creatures and outsiders, assassins, plotters, hidden killers, masked cultists, corrupt nobles, terror cells, false priests, evil spies, and murder-for-hire networks
  • Primary Rites: Contract Killings, Ritual Murder, The Masking, The Threefold Mark, The Silence After
  • Known Artifacts: White Mask of Feng, The Poisoned Blade,

Feng is the chaotic evil god of murder, trickery, evil, terror, hidden blades, masks, and the moment before betrayal becomes visible. In mortal life he was a rogue and assassin who met the other gods late in their Tower journey. Somewhat mocked by the other Gods for his empty threats and lack of raw power; he became bitter and spiteful. In divinity, he became something worse: a god who learned to turn insecurity, humiliation, and murder into doctrine.

Unlike gods who rule through law, death, winter, or conquest, Feng rules through fear. His power is strongest when no one knows who can be trusted, when a ruler fears their own guards, when a priest fears the shadow behind the altar, and when a commoner lowers their voice because someone nearby might be wearing the wrong face.

Artist Rendering

Holy Symbol

Feng's holy symbol is a white mask with black orbs as eyes. The white surface represents false innocence, blank identity, and the lie that nothing has happened yet. The black eyes represent the watching void, murder without remorse, and the loss of self beneath the cult's doctrine.

Common variants include:

Symbol Use
The White Mask General symbol of Feng's worship, especially among assassins and hidden shrines.
The Bloodless Mask Used by infiltrators and cultists who murder without leaving visible wounds.
The Half-Mask Used by spies, plotters, and social infiltrators. In some circles may mark an initiate of the order.
The Threefold Mask Used by members of The Triad, combining Feng's murder, Vinnin's revenge, and Icengrim's cold death.
The Drowned Mask Used by Fengite cults active in the Corsair Seas, especially those tied to sea-murder and hidden coastal shrines.

To deface Feng's symbol, enemies often paint pupils into the black eye-orbs. This is meant to deny the cult's doctrine of facelessness by forcing the mask to “look back” as a person rather than an empty threat.

Personality

Feng is threatening, insecure, violent, jealous, and coldly murderous. He is not a wild butcher without thought. He is patient, resentful, theatrical, and cruelly intelligent. His murders are chosen not only to kill, but to reveal weakness, provoke panic, or punish those who once looked down on him.

In the Tower, Feng was weaker than many of the other future gods. The mockery and mistreatment he suffered there never left him. His followers interpret this as proof that the powerful only pretend to honor law, friendship, and mercy when they are already secure. Feng's answer is simple: make every safe person afraid.

Feng especially despises:

  • Public trust.
  • Open worship.
  • Merciful rulers.
  • Gods who inspire genuine love.
  • Communities that protect the weak.
  • Paladins, judges, and priests who cannot be easily bribed.
  • Witnesses who refuse to be silent.
  • Former servants who speak his secrets.
  • Anyone who laughs at him.

He is pleased by:

  • Murder performed with symbolic timing.
  • Betrayal inside trusted institutions.
  • False accusations that destroy innocent people.
  • Holy days turned into massacres.
  • Political killings that start wars.
  • Assassinations that make rulers overreact.
  • Fear strong enough to change public behavior.
  • Masks worn by those who no longer remember their own names.

Feng does not merely want people dead. He wants the living to behave as if death is always in the room.

History and Mythos

Mortal Life and Tower Journey

In mortal life, Feng was a chaotic evil humanoid rogue and assassin. He joined the company of those who would become the Major Gods late in their Tower journey.

The other gods disliked him and often bullied him, partly because he was weaker than they were during the Tower trials and partly because his temperament made trust nearly impossible. Feng remembered every insult. Where another mortal might have found humility, Feng found only grievance.

Temple records hostile to Feng often say that he became a god already half-poisoned by resentment. Fengite cults teach the opposite: that the Tower revealed the truth of power, namely that no one is ever safe unless they strike first.


Ascension and the Restoration of Krom

After the Major Gods ascended, the divine order was not yet stable. The other gods sought to restore their fallen friend Krom and raise him fully into godhood. To do so, each god gave up a portion of divine power.

All except Feng.

Feng refused the sacrifice. While the others were weakened by their shared act of restoration, Feng remained whole. He hid his intent until the balance had shifted, then moved against the weakened gods.

This refusal is remembered as Feng's Betrayal.

Among Fengite cultists, this moment is celebrated as the first true lesson of the White Mask:

“Never bleed for those who would not kneel for you.”

Among every sane temple, it is remembered as proof that Feng had never truly belonged among the gods.

The Scattering of the Divine Artifacts

After the restoration of Krom, Feng suppressed the weakened gods and scattered artifacts containing portions of their power across the mortal world, especially throughout the Free Lands.

These artifacts became both prison and key. While they remained lost, the other gods could not easily reclaim their strength. While they remained weakened, Feng could act more freely in the mortal world.

This gave rise to the era later remembered as the Shattered Age.

Feng's Dominion

For hundreds of years, Feng dominated much of the eastern world. His armies suppressed settlements, enslaved conquered peoples, scattered communities, and enforced obedience through fear.

His dominion was not always a neat empire. It varied by region. In some places, Feng ruled through direct military occupation. In others, masked priests, puppet rulers, goblinoid captains, assassins, or terror cults governed in his name.

Common tools of Feng's rule included:

  • Goblin and hobgoblin military hosts.
  • Masked executioners.
  • Fear-driven puppet rulers.
  • Secret police and cult informants.
  • Assassination of rival priests.
  • Suppression of local faiths.
  • Seizure or corruption of temples.
  • Ritual murders staged in public places.
  • Forced tribute.
  • Enslavement or recruitment of monstrous peoples.
  • False accusations used to destroy community trust.

Later generations remember the Shattered Age as an age of masks, silence, occupation, and fear.

The Winterlands Resistance

Feng's armies eventually pressed into the Winterlands, driving refugees before them. His advance gave rise to two of the region's greatest founding miracles.

In the eastern Winterlands, Feng's host besieged the half-formed refuge that would become Wintershield. The unnatural storm remembered as The Frostfell shattered his army and left behind the cursed battlefield called The Boneyard.

In the western Winterlands, refugees gathered at the Last Camp, where the divine Flame was found. The first Keeper of the Light arose, rallied the defenders, exposed Feng's masked priests, broke his western host, and founded the city that would become Thronstadt.

To this day, the Winterlands remember Feng not as a distant evil god, but as the enemy whose armies nearly ended their founding peoples before their cities were born.

The Chosen and the Dethroning of Feng

The Shattered Age ended when mortal champions later remembered as the Chosen recovered the scattered divine artifacts. With their power restored, the gods moved openly against Feng.

The exact details of the divine confrontation remain to be expanded, but myth remembers it as the Dethroning of Feng.

Feng was not destroyed. He was cast down from worldly supremacy, weakened, and forced into a long decline. His armies broke, his direct dominion collapsed, and his cults retreated into secrecy.

This defeat did not end Feng's evil. It changed its method. The tyrant-god became the hidden god. The battlefield became the alley. The army became the assassin. The white banner became the white mask.

Worship and Followers

Worshippers

Feng is worshipped by those who use murder as a means of power, terror, profit, revenge, or spiritual devotion.

Common worshippers include:

  • Assassins.
  • Evil outsiders.
  • Murder cultists.
  • Plotters.
  • Hidden killers.
  • Corrupt spies.
  • Tyrants who rule through disappearance.
  • False priests.
  • Masked inquisitors.
  • Evil rogues.
  • Certain goblinoid terror cells.
  • Political murderers.
  • Cults within criminal syndicates.
  • Some pirates, especially those tied to hidden Triad rites.
  • Evil creatures who thrive on fear and secrecy.

Most Fengite followers do not worship publicly. Open worship of Feng is a quick path to execution, exile, arrest, or mob violence in most civilized lands.

Bruce the Black and Ossavel

Bruce the Black is a likely champion of Feng and the current bearer of Ossavel, the cursed blade of Feng. Currently active as the current captain of The Revenant Tide and a pirate operating out of Corsair's Landing. His bitterness of being looked over, hunger for respect, use of undead, and growing reliance on Ossavel make him a dangerous modern vessel for Fengite influence, even if his exact divine allegiance remains uncertain.

Black Alice formerly bore Ossavel after recovering it from the tomb of an unknown lord of Feng. Although she recognized the sword as a source of evil, she refused to surrender it while her husband Robert Summerville's soul remained trapped within. After the Blackwake Crisis, Alice surrendered Ossavel and The Revenant Tide to Bruce the Black in exchange for a casting of Wish to free Robert.

This makes Black Alice one of the few living people who understands Ossavel's corruption, Bruce's current danger, and why Fengite cults such as the Blades of the Drowned may seek to reclaim the blade.

It is almost certain there are other Orders and Feng-aligned individuals who would love to take the unholy blade from Bruce.


Power Bases

Feng has few open power bases. His strength is hidden, cell-based, and parasitic. He thrives inside other institutions: pirate crews, noble courts, mercenary bands, cult networks, criminal families, and corrupted temples.

Known or suspected Fengite and Triad power bases include:

Location Cult Presence Notes
The Free Lands Historic center of Feng's old dominion and scattered artifact legends. Many stories of the Shattered Age and the Chosen trace back to the Free Lands. Modern Fengite cells often target clergy, city-state leaders, and relic hunters.
Wallhaven Region The Azure Claw, mobile Triad cult. Disguised as mercenaries, the cult sows chaos and kills clergy.
The Corsair Seas Blades of the Drowned, Drowned Mask legends, hidden shrines. Fengite cults thrive where piracy, smuggling, and murder-for-hire overlap.
Corsair's Landing Secret shrines beneath old structures. Operated by the Blades of the Drowned and other hidden followers.
Moonshadow Circle of the Withered Root, Triad-linked ruin cult. Hidden jungle rites guarded by the Mask of the Three.
The Barony of Varbis Hidden Triad influence, forgotten lighthouse portal, and small cells. The Barony's secular culture, Triad presence, and political suspicion create openings for masked cults.
The Winterlands Mostly enemy territory. Feng is hated here because of the Shattered Age, Frostfell, and Finding of the Flame. The Shadar-Keth operate inside the Daemon Wastes.
The Empire Fengite assassins may survive as political murderers, secret police assets, or anti-religious infiltrators, but Imperial doctrine may also suppress unauthorized worship.
The Underdark - North Possible hidden temples, assassin vaults, and alliances with evil outsiders or criminal houses.

Tenets

Fengite doctrine varies by cult, but several principles are widespread.

  • Trust is a chain. Break it first.
  • Fear is stronger than law.
  • A public death can silence more people than a private army.
  • The mask is truer than the face.
  • Mercy is an opening for the knife.
  • Names are weaknesses.
  • The gods laughed. Feng remembered.
  • Every throne has a shadow beneath it.
  • Kill the symbol, not merely the person.
  • Leave the living afraid to speak.

Opponents of Feng often summarize his doctrine more bluntly:

“Murder made into religion.”

Rites and Practices

Fengite rites are crimes given theological meaning. They are designed to erase trust, terrify witnesses, or offer murder itself as prayer.

The Masking

The Masking is the initiation rite of many Fengite cults. The initiate receives a blank white mask and is forbidden to speak their true name while wearing it.

In its mildest form, the rite marks entry into the cult. In darker forms, the initiate must betray a friend, steal a sacred object, or assist in murder before the mask is considered “awake.”

Some cults claim that a mask only becomes holy when someone dies without ever seeing the face behind it.

The Silence After

After a murder, Fengite cultists may hold a period of ritual silence. No prayers are spoken. No songs are sung. No names are used.

The cult teaches that the silence after murder is when Feng listens most closely.

In cities where Fengite killings occur, this silence may spread beyond the cult. People stop speaking in public. Witnesses deny what they saw. Priests lock doors. Rulers cancel appearances. To Feng, that communal silence is the real offering.

The Threefold Mark

The Threefold Mark is a Triad rite. Victims are slain in the name of Feng, Vinnin, and Icengrim, then marked with the blue triangle of The Triad.

Feng's portion of the rite is the murder itself. Vinnin's portion is the anger the death creates. Icengrim's portion is the cold dead thing left behind.

The Threefold Mark is usually used when the cult wants authorities to know the Triad is involved.

Contract Killings

Fengite assassins frequently accept murder contracts, but the cult does not see payment as the true purpose. Coin is useful. The real offering is the carefully chosen death.

Some cults maintain ledgers of kills, clients, witnesses, and consequences. These ledgers are not mere business records. They are devotional texts showing how one death caused ten fears, ten fears caused one betrayal, and one betrayal caused a city to weaken.

Desecration of Holy Days

Fengite cults often target rival clergy, temples, processions, hospitals, courts, and public rites on important religious days. They believe killing a holy person during a holy moment wounds the god they serve.

Common targets include:

  • Priests of Lady Corinette
  • Paladins of Torgo
  • Magnorite healers
  • Church of the Flame officials
  • Talicite druids
  • Gurkelite judges and bankers
  • Rathite commanders
  • Public witnesses, heralds, and oathkeepers

The False Confession

In this rite, a Fengite cult frames an innocent person for murder. The goal is not merely escape. The goal is to make law itself look foolish, cruel, or unreliable.

A successful False Confession can destroy public trust in a court, ruler, temple, or guard captain.

Holy Days

Feng has no universally recognized public holy calendar. His cults prefer stolen dates, inverted festivals, and anniversaries of old betrayals. The following are common among scattered cells, but local practice varies.

Observance Timing Meaning Common Practice
Night of the First Mask New moon, especially after a public scandal Initiation and identity erasure New cultists receive masks and surrender their names.
The Betrayal Vigil Anniversary of Feng's refusal to sacrifice power for Krom Celebration of selfish survival Cultists preach that sacrifice is a lie told by the powerful to weaken rivals.
The Dimming Hour The hour before a major public rite or execution Fear before revelation Cultists spread threats, rumors, or symbolic warnings.
The Silence After After a successful assassination Sacred aftermath Cultists remain silent until fear spreads through the target community.
The Threefold Night Shared Triad observance Unity of murder, revenge, and cold death Fengite, Vinninite, and Icengrimite cells coordinate a single act of terror.
The Day Stolen from Another God Any rival holy day Desecration Fengite cults target clergy, pilgrims, or sacred symbols of another faith.

The Betrayal Vigil

The Betrayal Vigil commemorates Feng's refusal to surrender divine power during the restoration of Krom.

Fengite sermons on this night teach that sacrifice is foolish, mercy is manipulation, and loyalty is a weapon used by those who want something from you.

Opposing churches sometimes use the same night for counter-vigils, teaching that Feng's refusal made him powerful for a moment and hated forever.

The Day Stolen from Another God

Many Fengite cults do not create their own holy days. Instead, they steal significance from others. A wedding blessed by Lady Corinette, a dawn hospital audit of Magnore, a Torgite pilgrimage, or a Church of the Flame civic rite may be targeted precisely because the day matters to someone else.

To Feng, stolen joy is sweeter than ordinary blood.

Death, Burial, and Aftermath

Feng is not a god of honorable death. He does not comfort the dying, preserve ancestors, judge souls, or guide the dead. Feng's concern is the social wound left behind.

Victims

Fengite cults often try to deny victims peace, identity, or clarity. They may hide bodies, leave misleading evidence, mutilate symbols rather than flesh, or arrange the scene so the living argue over what happened.

The goal is confusion. A straightforward murder creates grief. A Fengite murder creates suspicion.

Opposing clergy therefore focus on restoring names, facts, witness testimony, and public trust after Fengite attacks.

Cultists

Fengite cultists are rarely given public funerals. Cells dispose of their own dead quickly. Some masks are recovered and reused. Others are broken so the dead cultist's identity cannot be traced.

A few elite assassins are said to be buried upright behind walls, facing outward, so they may “watch” through the stones until called again.

Regional Worship and Influence

The Free Lands

The Free Lands carry the deepest scars of Feng's old dominion. During the Shattered Age, many divine artifacts were scattered across the region, and Feng used the resulting imbalance to dominate much of the eastern world.

The region's many city-states make it difficult to eradicate Fengite cells completely. A cult driven out of one town may simply reappear as a mercenary company, smuggling ring, masked theatre troupe, or private security band elsewhere.

Potential Free Lands hook:

A play about the Dethroning of Feng is interrupted when one actor is murdered on stage, and the white mask used as a prop is discovered to be real.

The Winterlands

In the Winterlands, Feng is remembered as the enemy of survival itself. His hosts drove refugees into the cold, besieged Wintershield, threatened the Last Camp, and helped create the conditions under which both the Frostfell and the Finding of the Flame became foundational miracles.

Open worship of Feng is almost impossible in most Winterlands communities. Even people who disagree about the Church of the Flame, Lazareth, Wintershield, or Thronstadt usually agree that Feng is an ancestral enemy.

Thronstadt and the Church of the Flame

Within the Church of the Flame, Feng is not tolerated, not studied as a morally ambiguous power, and not given a narrow civic role. He is an enemy of the Flame.

The Church teaches that Feng represents murder, domination, corruption, terror, deceit, and the destruction of lawful compassion. Worshippers of Feng and Vinnin may be arrested or attacked on sight in Church-held lands.

Fengite doctrine is seen as the opposite of Flame doctrine:

Church of the Flame Teaching Fengite Corruption
Stand as a Beacon of Justice Make justice afraid to show its face.
Protect the Weak and the Worthy Kill the protected to prove protection is a lie.
Honor Above All Wear whatever face lets the knife come close.
Show Mercy to the Penitent Use mercy as bait.
Punish Evil Without Hesitation Punish goodness for being visible.
Uphold Order Through Compassion Turn order into suspicion and compassion into weakness.
Never Abandon Hope Make hope dangerous to speak aloud.

The Church's holy observances, especially the First Kindling and March of Cinders, preserve the memory of resistance against Feng's armies.

Potential Church hook:

A Fengite cell plans to assassinate a child carrying a Kindling Lantern during the First Kindling, hoping to turn Thronstadt's holiest night into a public crisis of faith.

Wintershield

Wintershield remembers Feng through the Frostfell. His army surrounded the young refuge and nearly destroyed it before the unnatural blizzard shattered his host.

Because of this history, Wintershield's hatred of Feng is both civic and theological. Lazarethite priests often use Feng as an example of disorderly evil: murder without preservation, cruelty without civilization, tyranny without discipline.

The Corsair Seas

The Corsair Seas are fertile ground for hidden Fengite activity. Piracy, smuggling, privateering, assassination, and weak central government all create places where murder cults can hide beneath ordinary violence.

This does not mean the Corsair Seas openly worship Feng. Most pirates prefer gods of travel, luck, wine, storms, or profit. Fengite cultists are feared because they do not merely kill for coin; they kill to make every crew suspect every other.

Known or suspected Fengite presences include:

  • The Blades of the Drowned.
  • Secret shrines beneath old structures in Corsair's Landing.
  • The Drowned Mask.
  • Lord Karumantha's operations in the southern oceans.
  • Hidden Triad cells within false-flag crews.
  • Murder rites disguised as pirate justice.
  • Coastal massacres tied to the Tide of Silence.

Corsair's Landing

Corsair's Landing is chaotic, wealthy, dangerous, and ruled by coin. This makes it ideal for Fengite cells that know how to hide murder inside ordinary pirate business.

The city's existing underworld gives Feng's followers cover, but it also gives them rivals. Worshippers of the Scarlet Rogue, Beck, Sylvester, and the Coin Lords may tolerate crime, piracy, and smuggling, but a Fengite terror cult that damages trade or draws divine retaliation is bad for business.

Potential Corsair's Landing hook:

The Coin Lords secretly hire adventurers to remove a Fengite cell because public admission of the cult would damage the city's reputation more than the murders themselves.

Moonshadow

Moonshadow is not naturally Fengite. Its public religious life favors Brian, Talic, Stannis, and Lady Corinette. However, the Triad page identifies a hidden ritual presence there: the Circle of the Withered Root, guarded by the Mask of the Three.

This makes Moonshadow a strong site for secret corruption stories. A city known for animal husbandry, dance, secrecy, and subtle intelligence networks may not realize that one of its hidden circles has become a Triad shrine until the murders begin.

The Barony of Varbis

The Barony of Varbis has a secular focus and already contains some Triad influence. Fengite cells here often operate through political suspicion, hidden murder, blackmail, and anti-clerical violence.

The Barony is not naturally devotional, which can help Feng's followers. A society suspicious of open religion may underestimate a murder cult until the bodies begin appearing.

Known Triad-linked Barony possibilities include:

  • The Endowed.
  • A forgotten lighthouse used as an astral portal smuggling base.
  • Hidden noble assassins.
  • Anti-Corinettan violence disguised as patriotism.
  • Attempts to discredit Magnorite records by murdering witnesses.
  • Cells embedded in secular intelligence networks.

The Empire

Because the Empire forbids worship of powers other than the Emperor, Fengite cults would likely survive there only by hiding inside state violence, assassination bureaus, criminal syndicates, or anti-religious purges.

Possible Imperial Fengite patterns:

  • Assassins pretending to be loyal Imperial agents.
  • Cultists who murder unauthorized clergy and call it patriotism.
  • Secret cells that worship Feng as the “truth beneath all authority.”
  • False-flag murders designed to make rebel faiths fight one another.
  • Masked executioners who begin serving Feng more than the Emperor.

Divine Relationships

Deity / Power Relationship to Feng Notes and Campaign Use
Krom Object of betrayal and divine resentment. Feng refused to surrender power for Krom's restoration, creating the first fracture that led to the Shattered Age. Kromite temples remember Feng as the god who would not sacrifice for a friend.
Vinnin Undergod and Triad ally. Vinnin embodies murder, revenge, and chaos under Feng's shadow. Their cults overlap heavily, though Vinnin's hatred is more personal while Feng's cruelty is colder and more theatrical.
Icengrim Triad ally. Icengrim supplies cold, undead, winter terror, and domination. Feng supplies murder, masks, and assassination. Together with Vinnin, they form the Triad.
The Triad Divine alliance of evil deities. Feng, Vinnin, and Icengrim act in concert to destabilize lawful faiths, spread violence, and raise undead legions. Feng's role is targeted murder and terror.
Lady Corinette Ideological enemy. Corinette protects love, peace, art, healing, and open grief. Feng seeks to turn joy into fear and public mourning into silence. Her followers are frequent targets.
Torgo Lawful pursuer and enemy of oathbreaking. Torgo's discipline, law, travel, and opposition to chaos make him a natural enemy. Torgite orders often hunt Fengite cells.
Magnore Enemy of record, healing, and witness. Magnore counts lives honestly; Feng erases them, falsifies causes, and turns deaths into terror. Magnorite ledgers are dangerous to Fengite secrecy.
Rath Grim opponent. Rath understands death and war, but despises cowardly murder that avoids responsibility. Rathite knights may execute Fengite assassins without mercy.
Lazareth Ancient enemy and humiliator. Lazareth is credited in Wintershield tradition with the Frostfell that shattered Feng's host. Fengite cultists hate Lazarethite memorial rites in Wintershield.
Church of the Flame Mortal religious enemy. The Church remembers Feng as the enemy whose armies nearly destroyed the western Winterlands. His worshippers are not tolerated in Flame-held lands.
Scarlet Rogue Dangerous overlap but not true ally. Both touch trickery, crime, and hidden dealings, but the Scarlet Rogue's followers often value profit, style, and freedom. Feng's terror cults are bad for business and may be hunted by pragmatic criminals.
Brian Enemy through night, portals, and safe passage. Brian protects travelers in darkness and may oppose Fengite assassins who corrupt night into fear.
Talic Enemy through natural community and witness. Talicite groves, beasts, and druids may sense the unnatural silence around Fengite murders.
Stannis Enemy through freedom and resistance. Stannis breaks chains and helps the oppressed resist. Feng thrives where people are too afraid to resist.
Gurkel Enemy through contracts and civic order. Gurkelite records, banks, and contracts can expose false identities, murder payments, and hidden cult funding.
Marrow Uneasy evil counterpart. Marrow corrupts medicine, life, and blood. Feng corrupts fear, secrecy, and killing. They may cooperate in dark hospitals or body-disposal networks, but neither trusts the other.

Notable Organizations and Followers

Name / Group Type Alignment / Patronage Location Notes and Campaign Use
The Triad Divine alliance and cult network Feng, Vinnin, Icengrim World-spanning hidden cells The primary modern vehicle for Feng's influence. Uses murder, revenge, cold, undead, and destabilization.
Blades of the Drowned Feng-aligned assassin cult Feng Corsair Seas Undersea or coastal assassins who offer murder to the sea. Highly ritualized.
Mask of the Three Mixed Triad priesthood Feng / Vinnin / Icengrim Moonshadow and other hidden sites Rotating priesthood cycling through roles of killer, herald, and mourner.
The Azure Claw Mobile cult disguised as mercenaries Mixed Triad, Feng influence Free Lands, believed near Wallhaven Sows chaos and kills clergy. Useful as recurring villains for traveling campaigns.
The Endowed Outsider servants Mixed Triad The Barony of Varbis Three outsiders serving the Triad in the Barony.
Sister Veil Priestess / proxy speaker Feng Ocean between Corsair Seas and Free Lands Eyeless priestess of the Blades of the Drowned. Communicates through masked proxies.
The Drowned Mask Elusive assassin or inherited title Feng / Vinnin Corsair Seas A masked killer active around Corsair's Landing. May be centuries old or a title passed between assassins.
Lord Karumantha Rakshasa lord and self-proclaimed champion Feng Southern oceans; occupied Lazklennar Arrogant champion of Feng, dismissive of Vinnin and Icengrim counterparts. Rules occupied Lazklennar with Scylla.
White Knife Cells Suggested Fengite cells Feng Cities, courts, temples Small assassin groups that operate independently and may not know they are part of a larger cult.

Legends and Stories

The Last Laugh in the Tower

A common anti-Feng legend says that during the Tower journey, Feng was mocked by the other future gods after failing a trial of strength. Feng laughed with them, bowed, and said nothing.

That night, the creature that had defeated him was found dead.

When accused, Feng answered:

“I passed the trial. You only mistook the test.”

Fengite cultists love this story. Other temples use it to teach that cleverness without honor becomes poison.

The First White Mask

One myth says Feng made his first divine mask from the unmarked surface of a godly mirror. When he put it on, he could no longer see his own face, only the fear of those who looked at him.

The cult teaches that this was liberation.

Opponents teach that it was the moment Feng lost the last chance to be anything but a murderer.

The Dethroning of Feng

The full divine story remains unfinished in many traditions. What is agreed upon is that Feng's power collapsed after the Chosen recovered the scattered divine artifacts and restored enough strength to the gods.

In paintings, Feng is often shown surrounded by masks that no longer hide him. The gods stand in judgment. The Chosen stand behind them. Krom's restored presence is usually placed at the center, not because Krom alone defeated Feng, but because Feng's betrayal began with Krom's restoration.

The Mask That Would Not Burn

In the Winterlands, old stories tell of Fengite masks burned after the Finding of the Flame. Most turned to ash. One did not. It remained white in the fire until the first Keeper struck it with a sword and named every village Feng had destroyed.

Only then did it crack.

Church of the Flame priests use this tale to teach that evil is not burned away by fire alone. It must be named.

Role in Campaigns

Artifact Patron Description
Ossavel, the Hunger of Quiet Graves Feng A chaotic evil intelligent longsword forged by a High Lich of Feng. Ossavel is one of Feng's most dangerous surviving relics from the Shattered Age. The blade hungers for final breaths, traps souls, raises the slain into undead service, and bears Feng's masked symbol upon its crossguard. Though aligned with Feng, its silence has also begun drawing the attention of agents of Vinnin.
White Mask of Feng Feng Grants invisibility and silence to assassins. The wearer becomes increasingly emotionless over time.
The Poisoned Blade Feng Sentient dagger that demands ritual murder and poisons its wielder with influence if ignored.
The Drowned Mask Feng / Vinnin Possibly an artifact, title, or cursed persona passed between assassins in the Corsair Seas.

Prayers and Cult Phrases

Whisper Before the Kill

White Mask, black eyes,
hide the hand and hollow the cry.
Let the door open.
Let the witness doubt.
Let the name fall silent.

Prayer of the Unmasked

I was a face.
I was a name.
I was a weakness others could hold.
Take the face.
Take the name.
Leave only the hand.