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Maldin's Greyhawk

The Sons of Marchanter

by Denis Tetreault
Version 1.5


An Insiders View

Since no one outside of the Sons has any knowledge of the cult's internal workings, this background is written from the viewpoint of a former member. Someone who joined the cult, had misgivings, and escaped the cult's grasp. Of course they must now live a life on the run, a life of constantly changing disguises and aliases. The Sons, with their very efficient intelligence network, has been supremely successful in insuring that any outsiders with knowledge of their organization are quickly and quietly eliminated. All the information presented here is top secret and would never be discussed with a non-member (some not even with other members). There are many governments and numerous large, powerful groups who wish to exterminate the Sons for various reasons. Admitting to being a Son of Marchanter or having been one in the past is an instant death sentence. Discussing any of the information below is the same as admitting you were an insider - same death sentence. Because members must be able to identify themselves without even admitting their existence, the best kept secret that carries the heaviest penalty within the organization is the special ring (see below).

The Sons of Marchanter has its headquarters within the abandoned Temple of Heironeous at the heart of the Dark City, and is actually much larger than the public believes with a population of well over 200 (only the leaders know for sure). Many of the members claim to be direct descendants of Marchanter though none have bothered to prove this to any others. The leaders of the Sons actually claim to be Marchanter's real sons and daughters by raped female slaves and thus have taken the Melkotia name. While all members will swear that this is true (even under torture), many if not most secretly do not believe it, but greatly fear their very real power. Some of the rank and file members, however, really are the children of people who once worked in the castle (castle guards, cooks, maids, servants, lab assistants and apprentices, etc.). A few of these original castle occupants are even still alive, though most had never even laid eyes on Marchanter during their stay in the castle (they always say they knew him personally of course).

All members of the Sons above 1st level are double-classed in one of two combinations: fighter-mage or thief-mage (either side can be the primary class). All must meet appropriate minimums in their important ability scores to reach certain levels, thus every member is quite skilled. The Sons recognize that although Marchanter may have been a very powerful archmage, he is not a god (at least, to their knowledge, not yet). Thus there are no priests (though they mislead the public into believing so) and the word "cult" is never used by the membership. All members must be human or mostly human.

Every member wears a special ring as an identifying emblem. The rings are supposedly a copy of a ring of great power created and worn by Marchanter himself. The original was rumored to be composed of a strange metal not found on the Prime Material Plane and was set with a single red gem also not of this plane. Its powers are unknown. The faceted gem has Marchanter's emblem somehow carved into it. Sons of less than 6th level have silver rings set with a garnet. Sons of 6th and higher have gold rings set with high quality garnets. The leaders have gold-platinum alloy rings set with rubies. All the stones have Marchanter's emblem carved into it. The rings look quite ordinary to the uninitiated unless closely examined with a magnifier, but members are trained to identify them from a range of 6 feet. The punishment for revealing this information to a non-member is well known to every member who receives a ring: what is left of your soul when the Sons' leaders finish with your body will be sold to a lower planar creature (baatezu, yugoloth or tanar'ri) in return for information useful to the Sons.
 

Major Aims of the Sons

1. The quest for magical knowledge.

2. Research into the workings (structure and politics) of the multiverse - particularly the aims and actions of the Powers (gods, archfiends, etc.). As a result, the Sons do not follow the teachings of any one particular god, though individual members may. A handful of gods have the leaders' "seal of  approval".

3. Investigations into the disappearance and present whereabouts of Marchanter, what he was working on, how to bring him back.

4. Take control of Melkotia Castle (sometimes referred to as the "Nexus" by the leaders, perhaps because of its importance to their plans), particularly to reach the Library (believed to be the largest in the world), Marchanter's quarters, his various labs, etc. to get a hold of the powerful magic items and spells that are rumored to be there, and to follow the previously stated aims.

5. To expand their sphere of influence and knowledge over as large a geographic area as possible.

Because of this obsessive quest for knowledge, the Sons have more detailed knowledge about Lord Marchanter Melkotia and Melkotia Castle than most any other sources. They also have a much clearer, less biased view of the aims and relationships of the Powers than any other organization, and their spy network have uncovered much of the inner activity of most western Flanaess governments, churches, cults and other organizations. Rumor is that even the Scarlet Brotherhood, an organization the personifies deception and duplicity, has been infiltrated. It has been confirmed that the Sons have even managed to penetrate the impenetrable Tower of the Silent Ones, although to what degree is unknown. The single known infiltrator was killed upon capture (Living Greyhawk Journal #4, pg 16), and caused even the Wyrd to sit up and take notice of a group that they had paid no previous attention.

You may ask "what is wrong with any of those ambitions?" They all seem quite harmless... well, with the exception of bringing back one of the most dangerous tyrants to ever walk the Oerth. In their case, the end always justifies the means. The Sons are willing to do anything that moves them towards their goals. While members may be any neutral or evil alignment, their leaders are as evil as they come. And what do most insiders believe will happen if the above is even partially accomplished (though it is never discussed)? - The power they will have once they have all this information and magic will enable them to take control of and rule a large area of the continent, crushing any opposition. The creation of a new Empire, in Marchanter's name. In preparation for this, the Sons have spies placed in many governments and most large wizards guilds in the Flanaess.
 

The Leaders of the Sons

All are double-classed (primary class is listed here), high-leveled, and have special familiars (therefore they all have magic resistance and regenerate).

Marak Melkotia - human male; high level wizard; Supreme Leader of the Sons; very imposing, quiet, brooding personality; extremely intelligent; brilliant planner; obsessed with the secrets of Melkotia Castle; the intellectual force behind the Sons.

Kerene Melkotia - human (¼ elven) female; high level wizard; 2nd-in-command; very intelligent, expert diplomat; more outgoing personality, pretty face hides her ruthlessness; supervises wizard training; deals with internal problems.

Jarath Melkotia - human male; high level thief; very intelligent; spymaster for the Sons; quiet, average-looking; very little is known about him.

Jorak Melkotia - human male; high level warrior; Leader of the Black Guard; 6'6", very muscular, pitch black full plate armor - a very imposing figure who strikes fear in everyone who sees him; death and evil seems to radiate from him, kills quickly and viciously with very little provocation - failure means death, no excuses; corridors clear when he strides by.
 

 History of the Sons

When Lord Marchanter Melkotia disappeared in 6063, Melkotia Castle was abandoned in a single day. Many never did make it out, and it is a widely held belief among members of the Sons that no one made it out of the twin towers. In 6073, on the tenth anniversary of this event, the "Sons of Marchanter" was formed as a harmless (and very secret) gathering of a handful of former apprentices and castle workers sharing memories.

In 6081 the "Purging " occurred when several "Sons" were assassinated. Shortly thereafter (6082) the Sons became a fanatical cult, beginning to recruit and train followers. Forays were attempted into Melkotia Castle, but were all turned back or destroyed. The Castle had become thoroughly overrun by strange and deadly creatures. With a large contingent of cult members, the Sons managed to take and hold the New Guard Tower (the closest, smallest part of the Castle that serves as the only entrance). On the 30th anniversary of Marchanter's disappearance (6093) the Sons took control of the Old Guard Tower and Barracks (the next building) after much loss of life. The true number being known only to the higher level members, a rumor among junior cult members is that fully half of the cult gave their lives in that assault. In 6096 (the 70th anniversary of the start of the Years of Dark Terror) a party of high level cult members attempted to reach the Laboratory building. They were never heard from again.
 

Possible reasons for joining the cult in the first place:

To citizens of neutral alignment, particularly those living in the thieves quarter, the aims of the Sons doesn't seem to be that bad (the quest for magical knowledge, research into the workings of the multiverse - particularly the aims and actions of the Powers, investigations into the unknown history of the City of Melkot), and besides, the presence of the Sons provides the only law within the Dark City, containing that evil within and theoretically protecting the rest of the city as a result. Evil citizens have no qualms whatsoever about the tactics of the Sons (as long as they're not working against them).

The single most important reason - free training of the highest possible quality amongst a brotherhood of people with similar interests and similar background (generally loners with no families or homes). Other members become their only family.
 

Your reasons for quitting:

As your apprenticeship progressed, you've become disenchanted with the Sons' secret agenda as you found out more about them since first joining. Having started out in your chosen class, you have now been ordered to begin training in another class that you don't want to train in. This next level of training always involves a recruit's first assignment to the Castle. Alarmingly, a friend who started his training just before you heard a rumor that 60% of all recruits sent to the Castle to gain experience and hold the ground gained so far never return. More than a little concerned about this, your friend told you he was quitting and going to try to leave. He disappeared the next day, leaving all his stuff behind in his locker although you know he was definitely going to bring some things with him. There has been no sign of him ever since. The final straw... you've recently been having terrifying nightmares about Jorak. He scares the hell out of you. He scares the hell out of everybody.
 

Your Escape:

After what happened to your friend, you did not discuss your apprehensions or intentions with anyone. By sheer luck, you were sent out into the Dark City on an errand and in a dark alley discovered the body of a murdered man about your size and general appearance. You immediately seized the opportunity. You swapped clothes and personal effects, bludgeoned his face, and crushed the normal silver ring he wore so it could be mistaken for your special ring. You hid out in an abandoned building for several days for things to quiet down, then made your way to the home of an elderly sage you had befriended during your apprenticeship. He smuggled you out of the city. Accompanying a caravan to the first port, you got on a ship and eventually made your way to your present location. You still have your ID ring and a small traveling spellbook containing all your spells, but very little else.

Your new life has begun.
 

DM Only Information

As stated earlier, the group is considerably larger than what is thought. The group's headquarters occupies the former Temple of Heironeous that was cleared out by Marchanter's massacre of 530 CY (6045 SD), and the buildings that line both sides of the short street just south of the Temple. The Temple of Heironeous is now referred to as the Temple of Marchanter (and the fiction of a fanatical religious cult is promoted through Melkot's "Dark City"), though the organization is not a religious one at all. There are well over 200 members in their headquarters, however a comparable number of members "in the field" are actually spread across the Flanaess, secretly infiltrating governments and other organizations, continually sending reports back. Because of their arcane knowledge mandates, the Sons are particularly active in the infiltration of the Seekers and the Silent Ones, the latter of which they have a particular disdain because of the Silent One's mandate of attempted control of and sequestering away of arcane knowledge. They feel that the Silent Ones contributed to the strangling of any post-migrations Suel resurgence by their beaurocratic control of the use of magic. For years the Sons managed to hide their existence from the Silent Ones, until one of their spies was caught. While the individual committed suicide before he could be questioned, the Silent Tower has now taken notice of this new threat. The Sons are also keeping tabs on the activities of the Scarlet Brotherhood. While impressed by the Brotherhood's skills at infiltration, they feel the Brotherhood has not lived up to their racial potential by not expanding enough (both geographic expansion and global influence) given the large size and age of the organization.

Arcane use is not only encouraged in the Sons, it is mandatory. Every member is double-classed as either a fighter-wizard or thief-wizard, with either side as their primary class. The 4 leaders of the Sons have taken on Marchanter Melkotia's last name, claiming to be his direct offspring, their mothers being a henchman/hireling or slave. While many of the cultists don't believe it to be true, all 4 leaders actually are Marchanter's offspring. All of them have special familiars that give them +1 on their primary level, magic resistance, regeneration, HP bonus, and other abilities determined by their specific familiar. See above for brief descriptions of their personalities. They are:

Marak Melkotia - human male; 16 (15+1) wizard, 5 thief; Supreme Leader of the Sons; imp special familiar.

Kerene Melkotia - human (1/4 elven) female; 11 (10+1) wizard, 5 thief; 2nd-in-command; nalg special familiar (see Dragon Magazine #86).

Jarath Melkotia - human male; 14 (13+1) thief, 5 wizard; spymaster for the Sons; nalg special familiar.

Jorak Melkotia - human male; 13 (12+1) antipaladin, 5 wizard; Leader of the Black Guard; quasit special familiar, rides a nightmare.

They believe it is their birthright, as the descendants of Marchanter Melkotia, to not only rule the region, but to lead a Suel resurgence to rebuild the Empire. They believe the means to that goal lie within Melkotia Castle.

After decades of collecting information from original survivors, divinations, and attempted forays into Melkotia Castle, the group knows more about the history of and current state of the castle than anyone. For example, they knew that Marchanter could control large numbers of inner and outer planar creatures, including the use of many elementals to build the twin towers, and those means may still be hidden somewhere in the castle. That one of the largest libraries of arcane information ever amassed exists in the 2nd tower. That Marchanter's research labs and personal quarters likely hold many powerful magic items, and spellbooks containing rare and unique spells. For those reasons, they've expended quite a lot of resources, including the lives of cult members, in attempts to reach those areas.

While the 4 leaders collectively would constitute a significant force that quite likely could reach some of those areas, none of the leaders will at this time dare enter the castle for several reasons. They know that some power isolates the interior of the castle from all planar contact, so planeshift, phasing, and etherealness does not function at all (ghosts become corporeal!), nor does access to any form of extradimensional space such as bags of holding, portable holes, Leomund's Tiny Hut, etc. The items are not damaged. They just cannot be accessed and related spells fail. Teleportation of any type as well does not function within the castle. Most importantly for the 4 of them, any other-planar creature that enters (and they can enter), is somehow blocked from exiting and is forever trapped within the castle. They are all loath to lose their special familiars! They of course have no qualms about sending others in, until they can resolve that one major problem. This disconnect from other planes is so complete that priests cannot contact their gods, and the spirit or soul of any creature that dies in the castle (including other-planars) is unable to leave, thus the creature's existence is permanently ended.

The Sons have come to realize that there are open gates somewhere in the castle where other-planars are entering, but then they all become trapped, unable to re-enter the gates, or leave the buildings.

Melkotia Castle has become a giant trap for non-prime material plane creatures, hence the reason why it is filled with a never-ending supply of deadly occupants from across the planes.
 

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This page last modified on July 29, 2026