TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9520
  Sanguine Covenant
  s e c r e t  s o c ie t ie s  o f  Ne o e xo du s :
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  2
  The Sanguine Covenant grew from a simple religion 
  worshiped in small villages to be the official religion of 
  the Arman Protectorate and the Imperial Alliance. While 
  not a truly universal religion, the covenant is the most 
  widespread, and most powerful, single church in the world 
  of NeoExodus. (For more details on the history of the 
  Sanguine Covenant, see NeoExodus: A House Divided 
  Campaign Setting.)
  SANGUINE HISTORY
  THE SANGUINE DUEL
  The origin of the Sangine Covenant can be 
  traced to the Dead Hills in the northeast 
  of Nas. The Rite of Revelation relates 
  that two warriors faced each other in a 
  mortal struggle. One was nearly defeated 
  and bleeding profusely; his opponent 
  strong and fresh ready to keep on 
  fighting. 
  The first one looked to the 
  Heavens and called out “To 
  whoever listens up there, I 
  offer this victory to you!” 
  The second man scoffed. 
  Through 
  blood 
  almost 
  completely blocked his vision, 
  he saw a regal woman dressed in 
  white. She told him that the Sanguine 
  Lord had received his prayers and that 
  he would be victorious if he vowed to 
  serve The Lord for a year. An oath and 
  a sword blow later, the bloody man 
  stood over his dead opponent.
  This event is now called “the Sanguine 
  Duel” and is recognized as the first 
  revelation of the Sanguine Lord in history.
  THE SANGUINE CHURCH
  Introducing herself as Venerate Laita, the woman took the 
  man under her tutelage and taught him the proper way 
  to worship the Sanguine Lord and the Celestial Order. 
  Quickly, the nascent church was called itself the Sanguine 
  Church. The church grew slowly, but remained a small 
  local establishment.
  During this period, often called the early Church or 
  Sanguine Church, many religious documents, called Rites, 
  were written. Their validity now under suspicion, most of 
  them are now relegated to lost libraries and not considered 
  canonical. A few are even considered heretical.
  LUCIUS HORST
  In 657BU, Chauncey Eland fell ill from the injuries he 
  suffered during the battle of Ravenspont. No magic could 
  cure him and he lay dying for over a year. He went to the 
  north of the empire to convalesce, but his situation did not 
  improve. 
  At the same time, Lucius Horst, a priest of the Sanguine 
  Church, saw a vision of himself healing the emperor’s 
  young brother. In his vision, he drew forth diseased blood 
  from Chauncey Eland’s body and cleansed it. Then the 
  blood flowed from his hands and spread across the whole 
  of the Caneus Empire - the whole of Exodus! Thus the 
  blood of the Sanguine Lord covered everything and 
  everyone, bringing peace to the world.
  Lucius Horst was a poor clergyman holding 
  services in a barn. He walked for twenty days 
  through the harshest weather ever seen 
  in the Caneus Empire until he reached 
  the villa where the emperor’s brother lay 
  dying.  After being refused entry for four 
  days, he was finally shown to Chauncey 
  Eland’s room. A few moments later, 
  Chauncey rose, completely healed 
  and wholly devoted to the 
  Sanguine Church.
  The 
  story 
  spread 
  like 
  wildfire, with new converts 
  flocking 
  to 
  Sanguine 
  churches throughout the 
  Empire. Meanwhile, Lucius 
  returned home where he began 
  to write down everything that had 
  transpired. To foster the spread of the 
  faith, he embarked on a two-year writing 
  project. When the Emperor summoned 
  him, Lucius presented him with the 
  most complete rite, the Sanguine Rite.
  When Lucious revived his Lost Liesely, 
  Emperor Gregory was an instant convert. 
  Gregory sponsored the consolidation of the 
  Sanguine Church and assisted its expansion. 
  The Sanguine Rite united all the small splinter 
  churches into one single entity. After much debate and 
  additions to the Rites, a covenant was signed and the 
  church took its current name, the Sanguine Covenant.
  When Lucius accepted the title of Imperial Confessor his 
  writings were being copied by thousands of initiates and 
  new devotees. Over the course of his remaining days, he 
  continued writing and expanding the Sanguine Rite. 
  THE RISE OF THE COVENANT
  When Emperor Vincent rose to power, he had to abandon 
  his priestly pursuits. Initially unprepared, sickly and 
  ill-tempered, the new emperor became convinced that 
  his ascension to power was part of a divine plan of the 
  Sanguine Lord. The Emperor banned paganism in the 
  Caneus Empire and imposed the Sanguine Covenant on 
  all citizens. His rule was marked by mass purges of pagan 
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  3
  churches and forced conversions. His tactics were mostly 
  successful because the populace accepted the new faith as 
  their own. 
  In the years that followed, the Covenant’s power increased 
  vastly.  As its beneficial teachings expanded throughout 
  Exodus, missionaries left their homes to spread the word, 
  many suffered martyrdom.
  THE COVENANT EXPANDS
  In 492BU, the Sanguine Covenant got involved in a 
  civil war in the Arman Protectorate. Within a year, the 
  Covenant-backed Babinovish-Kryszkas army had crushed 
  all its opponents and found itself masters of Abaddon. 
  The Archprelate insisted on converting the young sons 
  and daughters of the populace. Within two generations, 
  the Arman Protectorate had massively converted to the 
  worship of the Sanguine Lord.
  Two princes of the Kryszkas line, Konstantin and 
  his son Alexei were very influential in both 
  spreading worship and writing important rites 
  and theses. When Alexei crowned himself 
  Tsar of the Arman Protectorate, he had his 
  crown and sacred vestments blessed 
  by the Archprelate. He ordered the 
  construction of the greatest church 
  of the Sanguine Lord outside of the 
  Caneus Empire. The Alexeisdom 
  was built in less than ten years 
  as a palace for the prelate of 
  Mureath.
  Come unification, the Covenant was 
  recognized as the Imperial Alliance’s 
  official religion. However, worship of 
  the Sanguine Lord is far from uniform 
  and in many places, old, pagan religions still 
  dominate.  In those areas – such as the Reis 
  Confederacy – the Covenant actively hunts 
  the Brotherhood of Khayne.
  THE FAITH
  The Sanguine Covenant is a monotheistic religion that 
  worships a single god, named Tarac. However he is 
  never referred to by name directly and instead is always 
  called by his title - the Sanguine Lord. The Sanguine 
  Lord works through his direct agents (the 
  Venerates), and the avowed (his priests), but 
  rarely acts directly in the affairs of Exodus.
  The Sanguine Covenant has two main 
  goals. The first is the elimination of dark powers, which 
  includes (but is not limited to) demons, devils, undead, and 
  evil arcane spell casters. Many consider that to be more 
  important than the second goal of spreading worship of the 
  Sanguine Lord to heathens and unbelievers. 
  Unfortunately, the Covenant sometimes strays too far from 
  this lofty goal, and becomes a force for fear and bigotry. 
  While few oppose the first goal, the zealotry and focus 
  with which the second goal – converting heathens – is 
  pursued in parts outside of the Arman Protectorate has 
  created many opponents to the Covenant, particularly in 
  the Dominion.
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  4
  THE CELESTIAL ORDER
  THE SANGUINE LORD
  The only true god is Tarac, always referred as the Sanguine 
  Lord. The Sanguine Lord is a militant god that values 
  bravery, order, truthfulness, and defense of the weak. He is 
  the sworn enemy of a class of creatures known as daemons 
  (evil outsiders, evil elementals, evil shape changers, and 
  undead). The Sanguine Lord is the sworn enemy of these 
  creatures, and his followers believe they should destroy 
  them all to bring ultimate peace to the world. 
  His title comes from the fact that the Sanguine Lord is, 
  in fact, the blood of the universe. Many theorize that the 
  Sanguine Lord is not a being, but the universe itself. And 
  that his blood keeps everyone and everything as it is. This 
  view is very popular and simple to understand for the 
  masses. Many sages, philosophers and scholars have spent 
  their lives pondering about his name, nature and reason for 
  revealing himself. Rarely are the revelations or prophecies 
  given to Exodus by the Sanguine Lord directly.
  Direct worship of the Sanguine Lord is heretical because 
  the prayers and requests of mortals are deemed trifling 
  and unworthy of the Sanguine Lord’s time. The Sanguine 
  Lord is busy ordering the movement of the stars, the flow 
  of rivers, the speed of the wind, and keeping the demonic 
  hordes at bay. In short, he is busy keeping the world 
  together. 
  THE VENERATES
  There is but one god recognized within the Sanguine 
  Covenant–the Sanguine Lord himself. However, the few 
  very powerful beings who serve the Sanguine Lord are 
  known as the Venerates. Unlike the verb venerate, which 
  is pronounced to rhyme with eight, the noun Venerate is 
  pronounced to rhyme with cat, bat or hat.
  Venerates serve as intercessors between the Sanguine Lord 
  and priests, who are in turn intercessors with the faithful 
  masses. The Sanguine Lord is too busy to personally see 
  after every prayer, spell and augury of each worshipper or 
  even most priests. The Venerates serve as personal patrons, 
  looking after the concerns of the devout and empowering 
  clerics to aid in many areas of daily life. Each priest takes 
  a specific venerate as a patron intercessor and devotes 
  himself or herself to one Venerate. 
  Although all priests worship the Sanguine Lord, there 
  is a lot of competition among the priests. This takes the 
  form of a friendly rivalry. However on occasion this has 
  degenerated into power struggles and internal wars. The 
  patron Venerate of the Archprelate affects the tone of the 
  entire Sanguine Covenant, and the patron of a Prelate 
  impacts the tone of the devout within his area of control. 
  DHAZVOK
  The Warrior, N, Foe of heretics and daemons. Dhazvok is 
  the patron of warriors.
  Domain destruction, strength, war
  Favored Weapon spear
  Symbol A Red Spear
  Dress Color Grey
  Depicted as a mighty middle-aged man with a spear and a 
  wolf-hide cloak, Dhazvok is always depicted in an active 
  pose. He champions active and decisive action of the 
  faithful and the eradication of heretics. 
  KOLIAV
  The Keeper of the Icy Gates, LN(E), The underworld, the 
  dead and the forgotten
  Domain death, knowledge, trickery
  Favored Weapon Heavy pick
  Symbol A black book 
  Dress Color Black
  Depicted as a bent, cloaked man made of black ice. Feared 
  by many because of his role as the keeper of the icy gates 
  where he watches over the dead. More heretic cults claim 
  to follow Koliav than any other Venerate. Koliav’s clergy 
  has a strong leaning towards lawful evil because of their 
  unwavering dedication to the destruction of heretics.
  LAITA 
  The Queen of Rites, The First Venerate, LN, Collection 
  and destruction of forbidden knowledge, rulers and 
  kings
  Domain law, magic, protection
  Favored Weapon Morningstar
  Symbol Silver scepter
  Dress Color White or Silver
  Depicted as a regal woman in white furs with her left 
  index finger raised in a commanding fashion, she is the 
  patron of many clerics who oppose sorcerers and wizards. 
  Most people call on her to bestow wisdom and fairness 
  to rulers and to deliver them from tyranny. Her title as 
  First Venerate comes from the fact that she was the first to 
  reveal herself to Exodus.
  MAKASH
  The Green Mother, NG, Family (motherhood)
  Domain earth, good, healing
  Favored Weapon Halberd
  Symbol A green mountain
  Dress Color Green
  Depicted as a plump woman with long, green hair, she 
  is the patron of families in general and womanhood in 
  particular. She is particularly prayed to when a woman 
  seeks to become pregnant or to ensure a safe delivery. Her 
  worship is most common in rural areas. Some also grant 
  her power over the cycle of the seasons and nature. Her 
  priesthood is almost exclusively female.
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  5
  PERUN
  The Stormbrother, N, Storms and warfare
  Domain air, luck, weather
  Favored Weapon Longbow
  Symbol Fork of lighting
  Dress Color Red
  Depicted as a young man wearing copper armor with 
  a lightning spear, Perun is the brother of Dhazvok. He 
  always stands in patient thought. His worship focuses on 
  ranged combat and stealth, unlike his brother’s fury. His 
  worship is common among many warriors. In larger cities, 
  his worshippers are often viewed as overly thoughtful and 
  lacking the desire for action. 
  RYLOS
  The Lord of the Wildlands, CG, Animals, non-sentient 
  creatures
  Domain animal, plant, travel
  Favored Weapon Battle axe
  Symbol Evergreen
  Dress Color Brown
  Depicted as a man clad in leather with a belt of evergreen 
  needles, Rylos is the lord of the Wildlands. As he who 
  watches over animals and non-sentient creatures, he is 
  most commonly worshiped by hunters and druids. Many 
  believe he is a recent addition to the Venerates. It is 
  commonly accepted that he was known as the druidic god 
  Rylos who submitted to the Sanguine Lord and was given 
  a place among the Venerates. The Rylosian Heresy states 
  that Rylos is a god in his own right and not a servant of the 
  Sanguine Lord.
  SVAROG
  The Father Smith, LG, Smiths, builders and crafters
  Domain artifice, fire, rune
  Favored Weapon War hammer
  Symbol burning anvil
  Dress Color Yellow or Gold
  Depicted as a bare-chested, bearded man with a hammer 
  and flaming anvil, Svarog is always shown creating 
  something on his anvil. A patron of builders and smiths 
  of all sorts, his favor is particularly sought by those who 
  create magic items and golem-crafters. He is very popular 
  in urban areas.
  THE EXALTED 
  The Exalted are the spirit of the dead who now reside in the 
  Exalted Lands. They rarely interact with the living though 
  they sometimes appear in dreams. Whenever an exalted 
  sends word from beyond, such apparition is reviewed 
  by local priests to determine whether it is genuine of a 
  daemonic plot to lead the believer astray.
  OTHER SERVANTS 
  The Venerates are served by a number of other celestial 
  beings of varying degrees of power. Those celestial beings 
  are part of a tangled and complex system of lords and 
  heralds.
  While there are many such creatures in the universe, not 
  all serve or bow down to the Sanguine Lord. Many are 
  considered pagan and a few heretics.
  No daemon was ever been proven to serve the Sanguine 
  Lord. While such creatures have occasionally professed 
  to follow or serve the teaching of the Covenant, their very 
  nature makes it impossible for them not to deform and 
  defile the Holy Rites. To believe and to support such a 
  theory is clearly heretical.
  SANGUINE HIERARCHY
  There are five official classifications acknowledged by the 
  Sanguine Rite, covering all mortal creatures in existence. 
  These are the devout, the avowed, the detached, heretics, 
  and pagans. What category a creature falls into defines 
  how a member of the Sanguine Covenant deals with them. 
  A character can know the basic classifications of the 
  Covenant with a DC 15 Knowledge (religion) check, and 
  details with a DC 20 check. 
  THE DEVOUT
  Devout is the name given to all the faithful of the 
  Covenant. The devout are expected to follow the Sanguine 
  Rite, follow the guidance of the Avowed and fight 
  against heresy and daemons. The latter is expected, but 
  few without the means ever stand up to daemons. Only 
  the most zealous of Avowed demand this of the devout 
  without giving them assistance (casting of spells).
  the Venerates
  Name 
  Title 
  Alignment 
  Domains 
  Symbol
  Dhazvok 
  The Warrior 
  NG 
  destruction, strength, war 
  red spear
  Koliav 
  Lord of the Icy Gate 
  LN 
   death, knowledge, trickery 
  book of ice
  Laita 
  Queen of Rites 
  LN 
   law, magic, protection 
  scepter
  Meysha 
  Green Mother 
  NG 
   earth, good, healing 
  A green mountain
  Perun 
  Stormbrother 
  TN 
  air, luck, water 
  fork of lightning
  Rylos 
  Lord of Wildlands 
  CG 
  animal, plant, travel 
  evergreen
  Svarog 
  Father Smith 
  LG 
  fire, sun  
  burning anvil
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  6
  The devout do not dedicate themselves to a single Venerate 
  for their whole lives. Many pray to all or a few of them but 
  pay at least lip service to all.
  THE AVOWED
  The avowed are those who have taken oaths dedicating their 
  lives to the Sanguine Lord and one of his Venerates. This 
  includes the priests, but also Covenant Daemonslayers, 
  Purifiers and some Protectorate Peacekeepers. Avowed 
  perform a number of services in the church from reading, 
  copying and interpreting the Rites to teaching the young to 
  serving as guards or warriors of the faith. 
  Vows can be taken as young as 11 years of age and are 
  usually for one to five years. While most Avowed renew 
  their vows for life, one can leave the Covenant’s service 
  when the vow is complete. Many young nobles take on 
  a vow as a youth before leaving the Covenants to pursue 
  other careers.
  Breaking a vow is a serious offense and anyone casting 
  divine spells that breaks a vow immediately loses all 
  powers and supernatural abilities until they receive an 
  atonement spell.
  THE PRESTERS
  Certain dedicated avowed take permanent vows – swearing 
  to serve the Covenant for all time – receiving the title of 
  Prester. Presters form the permanent priesthood of the 
  Covenant. 
  Some presters achieve the title of Confessors. A confessor 
  is considered moral, wise, and learned enough to teach the 
  rites of the Sanguine Covenant, and act as an advisor to 
  powerful nobles and lords. Major nobles have a confessor 
  in their household. Becoming a confessor requires further 
  vows of loyalty and dedication to the Sanguine Lord. By 
  long tradition all prelates (and thus the Archprelate) must 
  be Confessors as well, but no church law actually requires 
  this.
  All presters and confessors report to a pentarch.
  THE PENTARCHS
  Above the presters and confessors are the pentarchs, senior 
  priests who rule over the devout of small regions or cities. 
  A pentarch is an able administrator and trusted servant of 
  the Covenant. Being a Pentarch is a sign of authority and 
  long-standing loyalty. Pentarchs report to a prelate.
  THE PRELATES
  A Prelate is the religious head of a kingdom, large region 
  or major city. Prelates are always experienced, trusted 
  Pentarchs the current Archprelate believes will support 
  his view of the rites of the Covenant. A prelate serves for 
  life unless he willingly retires or is accused and convicted 
  of heresy. Prelates are princes of the Covenant, given the 
  same honors and respect as minor kings and wielding 
  much the same secular and political power. The prelates 
  report to the archprelate.
  THE ARCHPRELATE
  Senior above all the prelates is the prelate of Nyssa, named 
  the archprelate. While the Venerates are the agents of 
  the Sanguine Lord in the outer realms, the archprelate is 
  his servant in the mortal realm. The archprelate declares 
  heresies, approves new rites, appoints Prelates, and 
  declares holy war. The archprelate is selected by the 
  convocation of prelates when the previous archprelate 
  dies. The archprelate is the unquestioned head of the 
  Sanguine Covenant. The archprelate judges heresies and 
  rules on interpretation of the Rites. The archprelate is one 
  of the most powerful people on Exodus. The archprelate is 
  referred to as “Your Divine Holiness”. 
  Although there is no Covenant Law that says so, every 
  archprelate has been human.
  The current archprelate is Leonid Kaleri, a stern man who 
  came to power under somewhat mysterious circumstances. 
  Archprelate Leonid is described in greater detail later in 
  this book.
  THE DETACHED
  The detached are those creatures outside Sanguine 
  Covenant law. This mostly refers to creatures too stupid 
  to be considered people – such as animals. A few other 
  creatures, including elementals, fey, outsiders (other 
  than evil outsiders) and plants, qualify as detached. 
  The Sanguine Covenant gives no particular guidance on 
  dealing with these creatures, other than to ensure such 
  dealings should never put other devout at risk.
  Created, mindless creatures (such as golems) are not 
  considered detached.
  THE HERETICS
  A heretic is someone who engages in worship contrary 
  to the rites of the Sanguine Covenant.  This includes 
  anyone making false or incorrect statements about the 
  Rites, the Sanguine Lord, or any Venerates, in any form. 
  By Rite, only the Sanguine Covenant represents the 
  Sanguine Lord and his Venerates on Exodus. Anyone who 
  worships daemons or arcane magic (including gods of 
  arcane magic) is considered a heretic as such worship is 
  specifically forbidden by the Sanguine Rite. All Daemons 
  are considered heretics. Any cleric of Arman origin who 
  does not worship the Sanguine Lord is a heretic. 
  Heretics are enemies of the Sanguine Covenant, and it 
  is the duty of all the devout to fight them wherever and 
  whenever they are encountered.
  Other heretical groups include the First Ones, the 
  Brotherhood of Khayne, the Khaynites, the Exodites, the 
  Locari and the Quickslavers.
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  7
  THE PAGANS
  Not everyone who worships outside the covenant is 
  automatically considered a heretic. Foreigners worshiping 
  foreign gods not associated with daemons or arcane magic 
  are labeled as pagan. Many groups have been seen as 
  either pagans or heretics depending on the era and how 
  they act. Final say as to who is a heretic is made by the 
  Archprelate. 
  A pagan is someone who worships a god other than the 
  Sanguine Lord. In ages past, the Sanguine Covenant 
  was reasonably accepting of pagans, seeing them as 
  outside the normal order in much the same way as the 
  detached. In recent decades, the church has become much 
  less accepting or trusting of pagans. Druids were once 
  given more leeway, due to their strong connection to 
  the detached, but in recent decades even druids are not 
  tolerated within the Protectorate (though they may be more 
  acceptable coming from other cultures). However, druids 
  in the Protectorate have sworn allegiance to Rylos. 
  A pagan should be presented with the benefits and tenets 
  of the Covenant.
  THE RITES
  The laws of the Covenant are detailed in a number of 
  documents known as the Rites. The first of these, the 
  Sanguine Rite, outlines the universal rules of the religion 
  and is said to have been written by the priest Lucius Horst 
  (who had a vision of the Sanguine Lord’s god-blood 
  healing all of the Caneus Empire, and followed that vision 
  to become the first Imperial Confessor. 
  The Sanguine Rite gives a list of the enemies of all 
  faithful followers. This list ranks evil outsiders at the top of 
  the list, with demons, devils, evil elementals, and undead 
  following closely behind. Sanguine priests are to seek 
  out and destroy the influence of such creatures wherever 
  they dwell. Such creatures are defined as heretical by 
  their very nature and existence. Next down the list are 
  evil arcane spell casters, which include the First Ones and 
  the Khaynites. Although not specifically mentioned, the 
  Sanguine Rite frowns on arcane magic and its users, and 
  dissuades its members from using such magic. 
  The Sanguine Rite names the Venerates, their influence 
  and their attributes. It is considered heretical to offer 
  prayers to Venerates not named specifically in this Rite.
  The Sanguine Rite says that it is sacrilegious to speak the 
  true name of the Sanguine Lord out loud.
  The Archprelate, with the advice and consent of the 
  prelate’s council, can make revisions to the Sanguine Rite 
  (though this has been done very rarely over the centuries). 
  Unless mentioned, everything about the Covenant in this 
  book comes from the Sanguine Rite.
  The Arman Rite was written by Prince Konstantin 
  Kryszkas as a philosophical and theological union of 
  Arman history and Covenant theology. This Rite includes 
  unique rituals and customs of the Arman. Chief among 
  those is the importance of one’s exalted ancestors. Most of 
  its content and theories are still debated today. The Arman 
  Rite is believed to be one of the most complete works of 
  philosophy to this day.
  The Enlightened Rite was also written by Lucius Horst 
  shortly after he was named Imperial Confessor. This book 
  states that all sentient races who are not inherently tainted 
  (such as demons and devils), may join the Sanguine 
  Covenant and receive the blessing of the Sanguine Lord. 
  Before the publication of this Rite, the Covenant was 
  almost exclusively human. This rite sealed the debate over 
  whether the Sanguine Lord only blessed mankind or if it 
  included other races as well.
  The Heathen Rite was written around the time of the 
  formation of the Imperial Alliance. The document tries 
  to reconcile the monotheistic Covenant with the many 
  religions in the world. It classifies all the other deities 
  according to a simple hierarchy. They are either facades 
  of the Venerates, or yet- unrevealed Venerates or fiends 
  that must be fought and destroyed. This Rite is heavily 
  contested in many parts of Abaddon and has caused more 
  schism within the church.
  The Martyr Rite was written much later. It promises 
  the eternal blessing of the Sanguine Lord to anyone 
  who dies in the service of the church. It also states that 
  anyone who is wrongfully martyred by the church is to be 
  given the blessing in the afterlife. Originally written as a 
  means to promote missionary work among heathens and 
  unbelievers, this Rite has often been used to justify wars, 
  witch trials, genocide and a number of other atrocities.
  The Prophetic Rite is a unique work because it contains 
  a list of apparitions, auguries, prophecies and messages 
  sent to Exodus by the Sanguine Lord himself (very rare) 
  or his Venerates. The Prophetic Rite is kept away from 
  non priests and anyone who ever reads it is bound by a 
  quest spell to prevent them from joining – or thinking of 
  joining – Kaga or his order. However, specialized scholars 
  are available to research the prophecies for the faithful.
  The Rite of the Exalted is a massive tome kept in the 
  Sanguine Cathedral in Nyssa. This book lists martyrs and 
  honored heroes of the Covenant. Exalted are fallen who 
  either received martyrdom or who were honored by the 
  Archprelate. Although worship of the Exalted is forbidden, 
  they are believed to serve as messengers to the Venerates 
  for lesser requests. The Rite states that Exalted bring such 
  prayers all at once to the Venerates.
  The Worship Rite details the proper worship of the 
  Sanguine Lord and his Venerates. It includes heavy 
  warnings against the worship of the Venerates as gods and 
  emphasizes their place and role in the cosmology of the 
  Covenant. The Worship Rite contains most of the history 
  and the dreams sent by the Sanguine Lord.
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  8
  The Venerate Rites are a collection of Rites each detailing 
  the proper prayers and rituals to gain favor or patronage by 
  one of the Venerates. There is one Rite per Venerate. 
  Other rites exist, often as scholarly works that analyze the 
  teachings of various other priests of the Sanguine Lord 
  or are philosophical treatises. Some are required by the 
  archprelate to be followed by all devout.  Others cover 
  more minor matters, such as acceptable dress and rules for 
  food preparation, and are only enforced in the areas of a 
  specific prelate. Some even detail militaristic orders and 
  their duties. 
  Heresy of the First Ones, written in 586BU by archprelate 
  Gehrart von Aurstadt, states that all First Ones are heretic 
  by nature and heretic to the very core of their being. It 
  finds them guilty of daemon worship, cavorting with 
  them and the promotion of sins and any acts that leads 
  one to perdition. It names the Aneishi, the Exodites, the 
  Khaynites, the Kobura, the Kroca, the Scythians, the P’Tan 
  and any creature that frequently allies with them. Two 
  years later, the archprelate amended his document and 
  removed the P’Tan from the list. “Heresy” is now included 
  in the Rites of the Covenant, even though it is not actually 
  a Rite as it does not contain any theological rituals of any 
  kind. It is an accusatory book, with clear examples of the 
  horrors perpetrated by the First Ones.
  Many heretic Rites exist. These Rites are taken seriously 
  only by minor cults. Possession of a copy is a capital 
  offense with the punishment of death in the Arman 
  Protectorate. One such heretic writing, The Horned Rite, 
  claims the Sanguine Lord is actually a demon, and that he 
  demands blood sacrifice.
  SANGUINE COSMOLOGY
  LIFE AND DEATH
  The faithful believe that at their death, they are to be 
  judged by the Venerates to determine their worthiness. 
  Souls found worthy are allowed into the Exalted Lands 
  and eternal bliss. Souls filled with sin, but not deemed lost 
  are sent for an undisclosed amount of time to the Plains of 
  the Dead. Finally, heretics of all kinds are sent through the 
  Icy Gates, where they are never seen again.
  Using magical means, powerful spell casters can travel to 
  the Exalted Land or the Plains of the Dead – no one ever 
  returned from the Icy Gates. Souls there appear as they did 
  in life. They rarely bother with the realms of mortals and 
  focus on their current tasks.
  The most common method of communicating with the 
  underworld is through dreams. 
  The Covenant does not believe in reincarnation for sentient 
  souls and the use of spells that transcend life and death – 
  such as raise dead or resurrection – are uncommon among 
  the faithful, even the very rich. Most seek the eternal bliss 
  they hope awaits them in the afterlife. 
  THE EXALTED LANDS
  The Exalted Lands are the Covenant’s heavenly paradise. 
  It is a place of plenty where one is reunited with their 
  ancestors, the Venerates and communes with the Sanguine 
  Lord. The Exalted Lands are a place of many delights 
  where a faithful’s every desire is catered to. It is a paradise 
  for all.
  The Sanguine Lord and his Venerates all dwell within the 
  Exalted Lands
  THE ICY GATES
  The Icy Gates is the Covenant’s place of damnation. 
  Exactly what lies beyond the Icy Gates is not known, but 
  those souls who pass through them disappear forever. 
  Many believe that beyond is the birthplace of daemons 
  and that those souls crossing either become daemon or are 
  daemon food. Travelers to the astral plane feel a strong 
  urge to avoid the area of the Icy Gates. As their name 
  implies, they seem to be made of ice and always appear 
  closed.
  THE PLAINS OF THE DEAD
  Though called “Plains”, this land is all but flatland. It is 
  filled with canyons and deep gorges. Villages filled with 
  souls can be found occasionally. The air is cold and the sky 
  is always a dark gray and heavy with clouds. The Plains 
  of the Dead are a limbo where souls deemed unworthy to 
  ascend among the Exalted are sent.
  Souls sent there wander about in the rugged landscape. 
  Here many are tempted by daemons or lured to undeath. 
  Temptation is rampant here, though usually subtle. A soul 
  “killed” in the Plains of the Dead re-appears a short while 
  later somewhere else, without memory of how it was 
  destroyed. Thus daemons try to avoid killing targets to 
  allow them more time to fall to their guiles.
  A soul sent here is never aware of the duration of its 
  penitence. After that time, a soul is granted access into the 
  Exalted Lands. Souls who fall prey to the many daemonic 
  lures to be found here are sometimes dragged through the 
  Icy Gates. 
  THE WILDLANDS
  The Wildlands are a celestial forest where the spirits of 
  animals and non-sentient creatures go after their death. 
  Unlike the Exalted Lands or the Icy Gates, this is not 
  a final resting place. According to the Rylosian Rite, 
  animal souls remain only for a short time before they are 
  reincarnated. 
  SANGUINE POLITICS
  Although the Sanguine Covenant claims to be above all 
  politics, that is far from the truth. With unification, the 
  Covenant has extended its power to an unprecedented 
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  9
  level. However in many areas, the monotheistic view held 
  by the Covenant is not popular. 
  Being the official religion of the Imperial Alliance, many 
  view the two organizations as one and where one is 
  unpopular. The other frequently is as well. 
  ARMAN PROTECTORATE
  Within the protectorate, the Sanguine Covenant rules 
  supreme. Every town and village has a church at its center. 
  Few in the Protectorate dare to speak against the Covenant. 
  The Covenant has brought a civilizing and unifying 
  influence in the Protectorate in the last six centuries.
  The Covenant and the Protectorate are close politically. 
  Both promote traditionalism, duty and honor.
  BROTHERHOOD OF KHAYNE
  The Sanguine Covenant considers every worshipper of 
  Khayne to be a heretic. As such, it encourages direct and 
  ruthless action against the Brotherhood. 
  This has led to a number of massacres, heretic burnings and 
  mass slaughters committed in the name of the Sanguine 
  Lord. Those seeking revenge against these atrocities are 
  very likely to be drawn to the Brotherhood.
  CANEUS EMPIRE
  The Caneus Empire and the Sanguine Covenant have a 
  strained relationship. The Covenant knows that the empire 
  harbors many heretics in its midst.
  From the empire’s perspective the Covenant has led many 
  purges of those it considers “heretics” and the empire 
  remembers the mad and tyrannical rule of Emperor Vincent 
  Eland. Those in power tend to have a positive view of the 
  Covenant while the lower classes who suffer the brunt of 
  the heretic hunts often have a dimmer and more down to 
  earth view of the Covenant. Few in the Empire would dare 
  to speak against the Covenant.
  While relations are cordial and polite, neither side fully 
  trusts the other.
  THE DOMINION
  The Dominion has a strained relation with the Covenant due 
  to two reasons. First, most of the Covenant missionaries 
  were fanatics from the Arman Protectorate. Second, the 
  Covenant’s stand against evil arcane casters does not sit 
  well in the magically gifted nobles of the Dominion.
  Unlike in the Caneus Empire, the lower classes have 
  a positive view of the Covenant. Since most of the 
  church’s missionary work was done among them, they 
  have acquired a large following, particularly along the 
  borders of the Caneus Empire and the Arman Protectorate.
  THE FIRST ONES
  The Covenant maintains that all First Ones are heretical 
  and must be destroyed. Daemonslayers travel the land 
  looking for any infiltration by these horrors. 
  IMPERIAL ALLIANCE
  The Imperial Alliance representatives and servants usually 
  work closely with the Sanguine Covenant and its servant. 
  As the official religion of the Alliance, the Covenant 
  promotes the Alliance and its virtue. 
  Many powerful senators are strong supporters of the 
  Covenant, so it exerts great power in the Senate. In remote 
  areas of the Alliance, Covenant and Alliance forces are 
  often the same thing.
  JANUS HORDE
  When the Sametians turned their backs on civilization 
  in the early 60s AU, covenanter priests bore the brunt of 
  the locals’ fury. Most avowed suffered martyrdom at the 
  hands of the people. A few renounced their vows and faith, 
  joining the locals in barbarism.
  The Covenant has not forgotten and considers most of 
  Sametia to be under the leadership of heretics and daemons. 
  The Covenant supports, both openly and secretly, military 
  operations aimed at destabilizing the rebel province.
  In spite of this, a minority in the Covenant – and the Horde 
  – believe that a settlement or arrangement can be reached, 
  one that would ease the tensions. However, the proponents 
  of open conflict are much louder.
  THE LAWGIVER
  The Lawgiver is an enigma to the Sanguine Covenant. 
  He does not preach anything that is against Covenant 
  teachings, but neither does he preach adherence to the 
  Rites. The Covenant keeps quiet as it gathers information 
  on the Lawgiver.
  ORDER OF KAGA
  To the Covenant, the Kaga robs people of an afterlife 
  by sucking their souls into a false god. This makes the 
  Kaga very unpopular among covenanters. The Covenant 
  keeps many repositories of knowledge and encourages the 
  storing of knowledge in major churches.
  While many Covenanters frequently consult with the 
  Kaga, few Covenanters, from devout to prelates, have 
  chosen to join the Kaga. Thus the Kaga’s knowledge of 
  the Covenant is mostly from a non-believer’s viewpoint, 
  leading to skewed and frequently incorrect information. 
  This invalid information has occasionally led the Covenant 
  (such as during the final days of Emperor Vincent’s rule) to 
  boycott or attempt to close down access to the Kaga. Such 
  action is rare today, but many covenanters speak openly 
  against the Kaga and the danger of its use on the immortal 
  soul of those who have joined the Kaga.
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  10
  REIS CONFEDERACY
  The Covenant sees the Confederacy as a haven of pagans 
  in need of the blessings of the Sanguine Lord and his 
  Covenant. Every year, thousand of devoted covenanters 
  head for the Wyldlands of Bal to bring the word and 
  wisdom of the Covenant. Few return. With the naming 
  of the enuka Neck-ripper as prelate of Awenasa, the 
  standing of the Covenant has risen in many parts of the 
  Confederacy. 
  The Reis Confederacy has no strong opposition to the 
  Sanguine Covenant. Most simply consider the Covenant to 
  be another cult. Rylos has a strong following in the jungles 
  of the north.
  Many Covenant leaders have expressed concern about 
  Neck-ripper. But so far, his methods reach the confederates 
  as conversions are increasing.
  HOLY SITES OF THE 
  COVENANT
  ALEXEISDOM 
  Mureath, Arman Protectorate
  This cathedral built of many cross-domes is best known 
  for its crimson roofs. The inside is highly decorated with 
  colored murals and shrines to each of the Venerates. 
  Avowed preach every day from 
  the many podiums. The high dome 
  gives an ethereal quality to their 
  words. In the central chapel, away 
  from non-avowed eyes, rests the 
  Arman Rite, the rite written by 
  Prince Konstantin Kryszkas. Few 
  are allowed to approach and the 
  rite is guarded night and day.
  The catacombs below the cathedral 
  are the resting place for all the 
  prelates of Mureath. Many high-
  ranking lay members and those 
  who died in the service of the 
  Covenant are given the honor to 
  rest in these hallowed halls. The 
  catacombs are constantly patrolled 
  by priests to prevent desecration.
  The Alexeisdom is surrounded by 
  a lush garden where one can find 
  chapels to each of the Venerates. 
  The garden holds statues of the 
  Tsars and feature plaques with the 
  many additions each one did to the 
  cathedral.
  CANEUS CATHEDRAL
  Hadensburg, Caneus Empire
  The Caneus Cathedral was built to show the devotion and 
  power of the Caneus Empire. It is still the tallest church 
  of the Covenant with its seven spires reaching up to the 
  Exalted Lands. Its importance has waned with the constant 
  construction and expansion of the Sanguine Cathedral. 
  The Caneus Cathedral is a common pilgrimage destination 
  for it holds a reliquary containing the two swords used in 
  the Sanguine Duel. On the anniversary of the duel, the 
  blood covered swords are shown to the assembled masses.
  CHAPEL OF THE SANGUINE DUELIST
  Laitandorff, Dead Hill, Caneus Empire
  This difficultly accessed chapel was built on the site where 
  Laita first revealed herself to the world. The stark white 
  chapel is situated on the plateau where the Sanguine Duel 
  took place.
  Every year at the height of summer, master swordsmen 
  compete with each other to gain the favor of the Sanguine 
  Lord and Laita, the First Venerate. 
  SANGUINE CATHEDRAL 
  Nyssa, Caneus Empire
  The Sanguine Cathedral is the seat of the Covenant. It is 
  the largest church in Exodus. 
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  11
  The Sanguine Cathedral started off as a cavernous church 
  with tall stained glass windows and stone buttresses. As 
  the Covenant’s power increased so did the cathedral. 
  Today, the Sanguine Cathedral is a sprawling city in 
  itself. A high red stone wall surrounds the complex. Over 
  a thousand people call the Cathedral home, from priests 
  to servants to guards. The Cathedral is a small city. Day 
  and night, the courtyards are full of workers, pilgrims, 
  penitents and preachers. In the past hundred years, the 
  cathedral has doubled in size and construction happens 
  day and night. 
  Within, one can petition to be shown the Rites – which 
  only avowed are allowed to consult and study. There are 
  numerous chapels to now-Exalted priests, emperors and 
  nobles.
  Pilgrims come from near and far to pray in the Exalted 
  Chapel of Lucius Horst. The chapel was originally a 
  mausoleum to the first Imperial Confessor, but the high 
  number of pilgrims forced the construction of a larger 
  structure, the Exalted Chapel, built by Emperor Vincent 
  Eland. 
  IMPORTANT COVENANTERS
  ANDRANOV, SERGEI
  Male human, NG, Cleric (Svarog) 8/Rogue 3, Prelate of 
  Mureath
  The prelate of Mureath in Abaddon proudly wears the gold 
  sash of a devoted of Svarog. Always smiling, the prelate 
  gives the impression of a man who knows a joke no one 
  else does.
  The prelate is one of the most approachable men in all 
  of Exodus. He always tries to make time for anyone who 
  seeks an audience with him. He has a particular interest 
  and love of adventurers, whom he regularly hosts at the 
  Alexeisdom.
  His authority in the Protectorate comes from his natural 
  ability to make friends. Very few in Abaddon – and even 
  elsewhere – do not consider him an ally or a friend.
  He spent his youth traveling the world and adventuring, 
  being – of his own admission –a very poor devout. As he 
  recounts it, he accompanied a band of adventurers into a 
  lost ruin just south of Telek. After working on a trapped 
  chest, he thought everything was safe. The whirling blades 
  that swept through the room left only him standing, with a 
  single drop of blood – not his own – rolling down his left 
  cheek. He took that as a sign of blessing from the Sanguine 
  Lord. He walked out, leaving all the riches behind him and 
  entered a seminary.
  Behind his friendly exterior, the prelate is a fanatical 
  devoted of the Covenant. His one and only allegiance is 
  to the Sanguine Lord and the Covenant. The prelate is a 
  master of diplomacy who has successfully mediated many 
  conflicts in his short tenure.
  CARTEDAU, SELENA
  Female Human, LG, Cleric (Laita) 10
  Selena spent her youth serving the Covenant faithfully. 
  She did missionary work for three decades in the wilds 
  of Koryth. Two years ago, Selena disappeared for a week 
  and searches could not find her. When one morning she 
  reappeared, she was changed. She no longer has the fire to 
  spread the word of the Covenant, and instead has become 
  cruel and vicious.
  Truth is the Selena that currently spreads vile heresies 
  is not the woman that went missing. A Khaynite named 
  Ar’ten replaced her and is trying to lead the flock astray. 
  Ar’ten has no divine powers, but she uses magical devices 
  and arcane magic to simulate them.
  Only Ar’ten and her Khaynite allies know where the real 
  Selena is.
  GERSHOVITCH, RAJEK
  Male Human, LN, Fighter 5/ Ranger 5/ Covenant 
  Daemonslayer 5, Head of the Covenant Daemonslayers
  Rajek is a man with many scars. His left hand is missing, 
  he walks with a limp; the left side of his face is missing 
  and is covered with a metal plate. His soul reels from 
  the many years of hunting daemons in the name of the 
  Sanguine Lord. He has no family left, no friends still alive. 
  All he has is his faith and a clear conscience. It is said that 
  Rajek is the only man to ever be subjected to the rod of sins 
  and not suffer any pain. 
  Rajek now spends his days travelling the Imperial Alliance 
  seeking to meet and speak with fellow Daemonslayers, 
  verifying that they are taught the proper ways of the order 
  and that their faith and intentions are pure.
  Rajek has serious doubts about Archprelate Kaleri and his 
  tour secretly aims at finding allies if he is forced to remove 
  the archprelate.
  KALERI, LEONID
  Male Human, LE, Cleric (Koliav) 16, Prelate of Nyssa, 
  Archprelate of the Sanguine Covenant
  The current archprelate is Leonid Kaleri, the first 
  archprelate ever dedicated to Koliav, the Keeper of the Icy 
  Gates. Archprelate Kaleri came to power eight years ago, 
  after the previous archprelate died in a hunting accident. 
  The Council of Prelates did not originally choose Kaleri, 
  who was seen as too hard a man to rule the Sanguine 
  Covenant, instead choosing an older, more moderate 
  prelate. However, that choice choked to death on a chicken 
  bone before his ascension could be announced, and many 
  prelates had visions of the Icy Gates the night he did so. 
  Taking this as a sign, the group chose Leonid Kaleri next. 
  Many have since come to regret the choice.
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  12
  Archprelate Kaleri is a firm believer in swift and severe 
  punishment. Using a rod of sins; originally crafted by one 
  of his prelates, and quickly becoming common among 
  upper-rank avowed; Kaleri calls forth those who fail him 
  and puts them to quick, magic trial. Those who refuse 
  exposure to the rod are arrested, tried and executed as 
  heretics – not always in that same order.
  Kaleri believes he is a test of the Sanguine Covenant, an 
  agent of the Keeper of the Icy Gates to ensure the loyalty 
  of the church and the pureness of the faith. He believes 
  it is the duty of the devout to realize he is turning to 
  darkness, and to stop him by whatever means. As they 
  keep failing his tests, he feels justified in punishing the 
  flock further. He recently ordered a few of his retainers 
  to research rites that will turn him into a lich. He sends 
  Covenant Daemonslayers on crusades against distant evils. 
  Many devout have begun to worry about the archprelate’s 
  extremes, but none are prepared to oppose him openly.
  ARCHPRELATE LEONID KALERI - CR 15
  XP 51,200
  Cleric of Koliav 16
  LE Medium humanoid (human)
  Init +0; Senses Perception +9
  DEFENSE
  AC 24, touch 10, flat-footed 24 (+9 armor, +5 deflection); 
  ACP -1
  hp 99 (16d8+16)
  Fort +16, Ref +10, Will +24
  OFFENSE
  Speed 30 ft. 
  Melee Judgment of Koliav* +15/+10/+5 (1d6+3 / x4)
  Melee Rod of sins* +15 touch (see entry)
  Special Attacks Bleeding Touch (12/day; 8 rounds; 1d6 
  damage per round), channel negative energy (8d6; 
  DC23)
  Cleric Domains Death, Knowledge
  Cleric Spells (CL 16th; concentration +25)
  8th – dimensional lock, discern locationD, shield of law
  7th – destructionD, dictum, legend lore, repulsion
  6th – find the pathD, greater dispel magic, heal, mass cure 
  moderate wounds, undeath to death
  5th – break enchantment, disruptive weapon, flame 
  strike, greater command, slay livingD, true seeing
  4th – cure critical wounds, death wardD, dimensional 
  anchor, dismissal, freedom of movement, order’s wrath
  3rd – bestow curse, daylight, dispel magic, invisibility 
  purge, prayer, speak with deadD
  2nd – calm emotions, detect thoughtsD, hold person, 
  lesser restoration, silence, spiritual weapon, zone of truth
  1st – bless, comprehend languagesD, cure light wounds, 
  enthropic shield, remove fear, sanctuary, shield of faith
  0 – create water, detect magic, light, read magic 
  STATISTICS
  Str 10, Dex 10, Con 12, Int 19, Wis 28, Cha 20
  Base Atk +12; CMB +12; CMD 22
  Feats Alignment Channel (lawful), Channel Smite, 
  Command Undead, Eschew Materials, Iron Will, 
  Persuasive, Selective Channeling, 
  Skills Diplomacy +28, Intimidate +23, Knowledge 
  (history) +23, Knowledge (nobility) +23, Knowledge 
  (religion) +26, Linguistics +23, Sense Motive +29, 
  Spellcraft +25
  Languages Abyssal, Ancient Arman, Aquan, Auran, 
  Celestial, Common, Cynean, Dalrean (understand only), 
  Enuka, Exodite, Ignan, Infernal, Khaynite, Prymidian, 
  Sasori, Sobeka, Terran, Undercommon
  SQ Death Embrace, Lore Keeper, Remote Viewing
  Other Gear Archprelate’s armor*, rod of sins*, ring of 
  protection +5, sanguine headdress*
  *: See Magic Items of the Church
  SPECIAL ABILITIES
  Death’s Embrace (Ex) You heal damage instead of 
  taking damage from channeled negative energy. If the 
  channeled negative energy targets undead, you heal 
  hit points just like undead in the area.
  Lore Keeper (Sp) You can touch a creature to learn 
  about its abilities and weaknesses. With a successful 
  touch attack, you gain information as if you made the 
  appropriate Knowledge skill check with a result equal 
  to 40.
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  13
  Remote Viewing (Sp)  You can use clairvoyance/
  clairaudience at will as a spell-like ability at caster level 
  16. You can use this ability for 16 rounds per day. These 
  rounds do not need to be consecutive.
  NECK-RIPPER
  Male Enuka, CN, Barbarian 7/ Cleric (Rylos) 4, Prelate of 
  Awenasa
  The Prelate of Awenasa in the Reis Confederacy is the 
  first enuka to rise to such a position. His massive build 
  towers over everyone around him. Neck-ripper earned his 
  name after he defeated a tyrannosaurus single handedly. 
  The feat impressed the local population so much that they 
  demanded he be named their prelate. When the previous 
  prelate refused, Neck-ripper earned his name. In the blood 
  of his hated predecessor, the enuka prelate enjoyed life.
  Neck-ripper is neither overly intelligent nor very 
  charismatic. But he is big and intimidating. He is wise 
  and usually ponders before acting. Those who thought 
  he would be easy to manipulate found a prelate who was 
  either too dumb to be manipulated easily or too slow to act 
  without thinking.
  Neck-ripper spends most of his days either hunting or 
  studying local religion. Many in the Confederacy are 
  asking for his replacement, but nothing has happened so 
  far. However, Neck-ripper’s strong arm tactics and bullying 
  ways have gained him many allies within the Confederacy. 
  Whereas a weaker man would fail, conversion is growing 
  because – some say in spite – of him.
  UTLAKOVSKA, KARENA
  Female P’tan, LN, Cleric (Laita) 7, Confessor of Huda
  Karena was found on the steps of the church in Hadu 
  wrapped in a blanket and with a white birthmark on her 
  face in the shape of Laita’s silver scepter. The local prester 
  took her in and adopted her.
  She received a clerical education of high quality and 
  taking a permanent vow was natural for her. Although 
  many times considered for and offered higher positions, 
  she has always declined them. She says that only by 
  staying near the people can she better protect them from 
  the darkness of the First Ones.
  Karena is a driven individual who frequently contacts 
  mercenaries and adventurers to investigate and eradicate 
  any trace of the First Ones and their servants. For her, the 
  First Ones are the creators and the source of all darkness 
  on the world.
  VON BRECHT, KATHERINA
  Female Human, N, Wizard (diviner) 3
  Katherina von Brecht is a stunning woman in her early 
  twenties. She keeps her long blond hair in two pigtails 
  making her seem younger than she is. She is a devout 
  young woman seeking to atone for past sins. To that effect, 
  she works in the archives of the Sanguine Cathedral. She 
  has in-depth knowledge of the many Rites kept there and 
  can easily assist the PCs in getting around the Cathedral, 
  getting appointment with high members of the church and 
  other such tasks. 
  She may be attracted to a PC with a high Charisma. 
  However, she would not betray the church or her vows.
  VON URTOW, FRANZ
  Male Human, LG, Paladin 5, Palace Guard
  Franz von Urtow comes from a long line of proud Nasian 
  knights. For service to the Covenant, he was promoted to 
  the personal guard of the Archprelate, a position he takes 
  very seriously. 
  However, he is growing extremely worried about the 
  archprelate. Torn between duty to his liege and his own 
  conscience Franz may be the lynchpin of many plots 
  against the archprelate.
  PLAYING A COVENANTER
  CHOOSING A VENERATE
  The Sanguine Covenant is a very large organization with 
  many layers of complexity. The first and most important is 
  to understand the basic celestial hierarchy of the Covenant. 
  No one directly worships the Sanguine Lord, for it is 
  heretical to do so. Similarly asking patronage of multiple 
  Venerates is also heretical – and is only for priests and 
  devoted. 
  Most worshippers who do not enter the permanent 
  priesthood often chose a Venerate as a patron. Changing 
  one patron in that case is not a big issue – from a religious 
  perspective. Thus anyone who does not gain divine spell 
  casting abilities is free to change their patron Venerate at 
  any time.
  Those with divine spell casting abilities are required to 
  dedicate themselves to one of the Venerates. In meta-
  gaming terms: choosing a Venerate to serve is choosing a 
  deity. The PC is part of the Covenant but devoted to one of 
  the Venerate. Changing Venerates is exactly like changing 
  deity. It requires an atonement spell and often a period of 
  contrition.
  Avowed of the Covenant all favor crimson and reds for 
  their ritual garb. However, each Venerate has a color they 
  favor and those are usually worn on a sash of a belt. 
  BLOOD HEALING 
  Blood Healing is a special type of magic displayed by 
  priests of the Sanguine Covenant. By cutting themselves, 
  they can increase the power of their healing abilities. 
  Those abilities are represented in the form of feats. Only a 
  small number of Covenanters have that power.
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  14
  Certain special powers require the application of blood 
  healing.
  NEW PRESTIGE CLASS
  COVENANT DAEMONSLAYER
  The Sanguine Rite describes a class of foes known as 
  daemons. This classification includes demons, and devils, 
  but all evil outsiders, evil elementals, evil shape changers, 
  and undead are considered daemons. The Sanguine 
  Covenant believes all such creatures seek the corruption of 
  men’s souls and convert good people into heretics, turning 
  them away from the righteous ways taught by the Covenant. 
  They are the primary foes of the Sanguine Covenant, 
  creatures that are heretics through their very existence. 
  Over the centuries special holy warriors have arisen to 
  combat them. These are the Covenant Daemonslayers, the 
  holy warriors of the Sanguine Lord.
  Under the guidance of a pentarch, an applicant learns 
  about daemons and their strengths and weaknesses before 
  taking a vow to seek and destroy them. This eternal vow, 
  witnessed by a high-ranking priest, gives the Covenant 
  Daemonslayer the ability to resist many of the daemons 
  tricks and powers. Daemonslayers vow their soul to the 
  Covenant for all eternity. 
  REQUIREMENTS 
  To qualify to become a Covenant Daemonslayer, a 
  character must fulfill all the following criteria.
  Alignment: Any good or lawful alignment
  Base Attack Bonus: +4
  Base Saves: Will +2
  Skills: Knowledge (religion) +4, Knowledge (the planes) 
  +4
  Special: Must take a vow of service to the Sanguine 
  Lord, witnessed by an avowed of at least a Pentarch’s 
  rank. Failure to remain loyal means a character no 
  longer qualifies for this class, and immediately loses all 
  its special benefits.
  CLASS FEATURES 
  All of the following are class features of the Covenant 
  Daemonslayer.
  Hit Die: d10
  Class Skills: The Covenant Daemonslayer’s class skills 
  (and the key ability for each skill) are Acrobatics (Dex), 
  Climb (Str), Intimidate (Cha), Knowledge (history) (Int), 
  Knowledge (planes) (Int), Knowledge (religion) (Int), 
  Perception (Wis), Ride (Dex), Sense Motive (Wis).
  Skill points at each level: 2 + Int Modifier
  Weapon 
  and 
  Armor 
  Proficiency 
  Covenant: 
  Daemonslayers gain no armor or shield proficiency. 
  They are proficient with the favored weapons of all 
  of the Venerates (battle axe, halberd, heavy pick, 
  morningstar, longbow, spear and war hammer)
  Daemon Lore (Ex): A Covenant Daemonslayer adds 
  his class level to any Knowledge skill for the purpose of 
  monster lore. At 4th level, the Daemonslayer can make 
  untrained Knowledge rolls for the purpose of monster 
  lore.
  Favored Enemy (Su): At 1st level a Covenant 
  Daemonslayer gains a preternatural ability to harm 
  daemons.  This comes in the form a favored enemy, like 
  a ranger. However, a Daemonslayer may only choose 
  between outsider (evil), humanoid (shape shifter) or 
  undead. This ability is identical to that of the ranger, 
  and the level in both classes stack to determine the 
  number and bonus.
  Smite Evil (Su): At 2nd level, a Covenant Daemonslayer 
  gains the ability to smite a daemon. This ability function 
  exactly like a paladin’s Smite Evil and the levels in both 
  classes stack to determine effect.
  Sworn Duty (Ex): At 3rd level the Covenant 
  Daemonslayer gains spell resistance against mind 
  affecting spells and effect. This spell resistance is equal 
  to 10 + Covenant Daemonslayer’s character level. At 5th 
  level, the sworn duty applies to all spells and spell-like 
  abilities used by daemons.
  COVENANT PURIFIER
  The Covenant Purifier is a zealot dedicated to serving 
  the Sanguine Covenant. The purifier is the left hand of 
  the archprelate, the assassins of the faith. Whenever they 
  appear in public, they wear masks to hide their face.
  Purifiers have formal garb when taking rest in a Covenant 
  temple, but conceal their identity behind the dreaded 
  Purifier masks. 
  Most purifiers take up a common or innocuous profession 
  as a secret identity. Some pose as soldiers, priests, 
  merchants, servants, criminals or even prostitutes. No 
  deception is considered too base or embarrassing to a 
  Purifier – their pride comes only in service. They know 
  they will be greatly rewarded for this complete obedience 
  when they reach the Exalted Lands.
  Many in the Covenant dislike the purifiers, debating that 
  the Covenant should remain above such underhanded 
  methods and serve as a beacon of light. However the 
  effectiveness of the purifiers cannot be denied.
  In Abaddon and eastern Cordel, the purifiers often 
  make demonstration of their presence by making short 
  pilgrimages to local churches and shrines. However, such 
  pilgrimages usually hide or cover another secret mission. 
  Few openly speak against the Purifiers, and those few who 
  do so outside the Covenant quickly find themselves at the 
  end of a blade, or suffer an unfortunate accident.
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  15
  REQUIREMENTS
  To qualify to become a Covenant purifier, a character 
  must fulfill all the following criteria.
  Alignment: must be lawful
  Feats: Devoted Covenanter*, Quick Draw
  Skills: Bluff +5, Knowledge (religion) +1, Stealth +5
  Spells: must be able to cast 1st level divine spell 
  Special: At least 1d6 of sneak attack. Also, when 
  the applicant takes his vows of obedience he must 
  purchase a purifier mask (see new magic items).
  CLASS FEATURES
  The following information pertains to the Covenant 
  purifier prestige class.
  Hit Die: d8
  Class Skills: The Covenant purifier’s class skills (and 
  the key ability for each skill) are Acrobatics (Dex), 
  Climb (Str), Disable Device (Dex), Disguise (Cha), Escape 
  Artist (Dex), Intimidate (Cha), Knowledge (religion) (Int), 
  Perception (Wis), Sense Motive (Wis), Sleight of Hand 
  (Dex), Stealth (Dex). 
  Skill Points at each level: 6 + Int modifier.
  Weapon and Armor Proficiency: Covenant Purifiers 
  gain no proficiency with weapons or armor.
  Secret identity (Su): Whenever they appear in public, 
  a purifier wears a mask that conceals his true identity. 
  A purifier gains a sacred bonus to any check or roll that 
  could reveal his identity. If forced to reveal their identity 
  through magic, the purifier is entitled to an immediate 
  saving throw to negate the effect.
  Soften blows (Ex): When a purifier wields a light 
  weapon, he may use it to inflict non-lethal damage 
  without taking the -4 penalty.
  Vow of obedience (Ex): A purifier is oath-bound to 
  speak only the truth to any prelate. Failure to do so 
  results in the immediate loss of all class abilities until 
  the purifier receives an atonement spell. 
  Sneak attack: This is exactly like the rogue ability of 
  the same name. The extra damage dealt increases by 
  +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a 
  purifier gets a sneak attack bonus from another source, 
  the damage bonuses stack.
  Vow of death (Su): When given a target to capture or 
  eliminate, you gain a +2 sacred bonus to attack and 
  weapon damage rolls against that target. This bonus 
  increases by 2 at 6th and 10th level. The target must 
  be given to you by a prelate and requires a ten minute 
  ceremony during which the purifier’s vow of death is 
  blessed by the prelate.
  covenant daemonslayeR
   
   
  Base Attack  
  Fort 
  Ref 
  Will 
  Level  
  Bonus 
  Save 
  Save 
  Save 
  Special 
  1 
  +1 
  +0 
  +0 
  +1 
  Daemon lore, favored enemy
  2 
  +2 
  +1 
  +1 
  +1 
  Smite evil
  3 
  +3 
  +1 
  +1 
  +2 
  Sworn duty
  4 
  +4 
  +1 
  +1 
  +2 
  Daemon Lore
  5 
  +5 
  +2 
  +2 
  +3 
  Sworn duty II
  Harbinger
   
   
  Base Attack  Fort 
  Ref 
  Will 
  Level  
  Bonus 
  Save 
  Save 
  Save 
  Special 
  1 
  +0 
  +0 
  +0 
  +1 
  Secret Identity, soften blows, vow of service
  2 
  +1 
  +1 
  +1 
  +1 
  Sneak attack +1d6, vow of death I
  3 
  +2 
  +1 
  +1 
  +2 
  +1 level of existing divine spell casting class
  4 
  +3 
  +1 
  +1 
  +2 
  Sneak attack +2d6, swift death I
  5 
  +3 
  +2 
  +2 
  +3 
  +1 level of existing divine spell casting class, quick strike I
  6 
  +4 
  +2 
  +2 
  +3 
  Sneak attack +3d6, vow of death II
  7 
  +5 
  +2 
  +2 
  +4 
  +1 level of existing divine spell casting class
  8 
  +6 
  +3 
  +3 
  +4 
  Sneak attack +4d6, swift death II
  9 
  +6 
  +3 
  +3 
  +5 
  +1 level of existing divine spell casting class
  10 
  +7 
  +3 
  +3 
  +5 
  Sneak attack +5d6, quick strike II, vow of death III
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  16
  Spells per day: At the indicated levels, a Covenant 
  Purifier gains new spells per day as if he had also gained 
  a level in a divine spell casting class he belonged to 
  before adding the prestige class. He does not, however, 
  gain any other benefit a character of that class would 
  have gained, except for additional spells per day, spells 
  known (if he is a spontaneous spellcaster), and an 
  increased effective level of spell casting. If a character 
  had more than one arcane spell casting class before 
  becoming a purifier, he must decide to which class he 
  adds the new level for purposes of determining spells 
  per day.
  Swift death (Ex): At 4th level, a purifier can increase his 
  speed by +10 feet per round for a number of minutes 
  equal to the purifier’s class level. However, when doing 
  so, the purifier takes a -4 penalty to AC. At 8th level the 
  penalty drop to -2.
  Quick strike (Su): At 5th level, a purifier gains a +4 
  sacred bonus to initiative. At 10th level, this bonus 
  increases to +8.
  NEW FEATS
  ARMOR OF FAITH
  By channeling your faith, you gain increased awareness 
  to attack.
  Prerequisite: Channel energy class feature, 
  Benefit: By spending one of your channel attempts, 
  your armor or body gains a dodge bonus to Armor 
  Class equal to the number of d6 of your channel 
  energy for a number of rounds equal to your Charisma 
  modifier. When active, your armor or body glows with 
  divine light (or a profane aura) with a radius of 10 feet. 
  ATTACHED SOUL [COMBAT]
  Your soul is strongly attached to life, granting you the 
  ability to fight on much longer
  Prerequisite: Toughness
  Benefit: You may be reduced down to an additional -5 
  hit points before you die.
  Normal: Without this feat you die when you reach your 
  Constitution below zero.
  BLOOD HEALING [METAMAGIC]
  You may increase your healing power by providing 
  some of your own blood.
  Prerequisite: Must follow the Sanguine Covenant, 
  ability to cast at least one cure spell, Devoted Covenanter
  Benefit: When you cast a cure spell, you may cut 
  yourself and increase your caster level by 1 for every 3 
  points of damage taken. This damage cannot be healed 
  by a spell increased through Blood Healing. It may be 
  healed by a subsequent spell however.
  BLOOD HEALING, GREATER [METAMAGIC]
  You may increase your healing power by providing 
  some of your own blood.
  Prerequisite: Blood Healing, divine caster level 5th
  Benefit: When you cast a remove curse, remove disease 
  or remove poison spell, you may cut yourself and 
  increase your caster level by 1 for every 3 points of 
  damage taken. Paladins with a mercy that mimics these 
  spells may use this feat with their lay on hands.
  Special: Some curses, diseases and poisons can only 
  be cured through blood healing. They are very rare, but 
  this makes blood healers with this feat highly sought-
  after and frequently given additional deference.
  DEVOTED COVENANTER
  You are completely dedicated to the Covenant and will 
  not be swayed by the powers opposed to your faith.
  Prerequisite: Must follow the Sanguine Covenant
  Benefit: You gain a +3 sacred bonus to any saves 
  against any mind-affecting spells and abilities from 
  servants of any other divine powers and daemons.
  DIVINE AWE 
  You can channel energy to shake the resolve of those 
  attacking you.
  Prerequisite: Channel energy class feature, one skill 
  rank in Intimidate.
  Benefit: By spending one of your channel attempts, 
  you surround yourself with an aura of awe. This effect 
  lasts for a number of rounds equal to your Charisma 
  modifier (min 1). Anyone who succeeds at a melee 
  attack against you must make a Will save DC (10 + ½ 
  your level + Charisma modifier) or be shaken for one 
  round. This is a mind-affecting fear effect.
  DIVINE FLAME
  You can channel energy to sheath your weapon with 
  divine energy.
  Prerequisite:  Channel energy class feature, Smite class 
  feature.
  Benefit: By spending a channel attempt, you imbue 
  your weapon with divine flame. The flames remain for 
  a number of rounds equal to your Charisma modifier. 
  The weapon deals your Charisma modifier in additional 
  damage. The energy generated by this feat resembles 
  fire, but it is not fire. 
  Special: the additional damage is discharged only one 
  time per round. Energy that is not discharged is lost.
  DIVINE WEAPON 
  You channel your faith to guide your weapon in battle.
  Prerequisite: Channel energy class feature, Power 
  Attack, Base attack bonus +5
  Benefit: As a swift action, spend one channel attempt, 
  to add your Charisma modifier to your to hit roll on 
  your next attack.
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  17
  FANATICAL COVENANTER 
  Your devotion to the Sanguine Covenant is total and 
  unwavering.
  Requirements: Devoted Covenanter 
  Benefit: When opposing enemies of the Covenant, you 
  may make a short prayer as a swift action and gain a +1 
  sacred bonus to hit and weapon damage until the end 
  of your next turn against the enemies of the faith. You 
  must know the target to be an opponent or a heretic 
  to the Covenant to use this feat (and the target must 
  actually be), otherwise the feat has no effect.
  FULL THRUST (COMBAT)
  You have mastered the arts of delivering deadly blows 
  with the lightest of weapons.
  Requirements: Base Attack +5, Dex 15, Power 
  Attack 
  Benefit: You may use the Power Attack feat with a 
  light weapon. However, you cannot use a light weapon 
  two-handed.
  Normal: You cannot use the Power Attack feat with a 
  light weapon.
  HERETIC
  You hold the views deemed heretical by your church, 
  but you still gain spells from your god.
  Prerequisite: Must be a divine spellcaster and part of 
  an established church.
  Benefit: You gain a +2 bonus to all Knowledge checks 
  involving orthodox and heresies of your parent church. 
  You also gain a +2 bonus to all Bluff checks to deny your 
  involvement in any heresies. 
  SANGUINE CHANNELING
  Your faith naturally eliminates any daemons that might 
  benefit from your power.
  Prerequisite: Channel energy class feature, Devoted 
  Covenanter, Selective Channeling
  Benefit: All Daemons are automatically excluded 
  from any effect that could be beneficial to them. This 
  functions in addition to the Selective Channeling. 
  Targets thus excluded do not count towards your limit 
  for selective channeling. Daemons are not excluded 
  from effects that hurt or hinder them.
  SANGUINE FURY
  Your channeling attempts hurt daemons more than 
  normal.
  Prerequisite: Channel energy class feature, Devoted 
  Covenanter
  Benefit: Against outsiders with an alignment opposed 
  to your deity’s, your cleric level is counted as being 
  two levels higher. This has no effects on targets whose 
  alignment is not opposed to your deity.
  Special: Neutral deities and their worshippers gain no 
  benefits from this feat (as neutral has no opposites).
  UNDEAD SLAYER
  You can channel energy to ignore the damage reduction 
  of undead opponents.
  Prerequisite: Channel energy class feature.
  Benefit: By spending one of your channel attempts, 
  you can ignore the damage reduction of all undead 
  opponents for a number of rounds equal to your 
  Charisma modifier.
  WEAPON FINESSE, GREATER
  You have mastered the art of precision strikes without 
  relying on brute strength.
  Prerequisite: Base Attack +6, Dex 15, Weapon Finesse.
  Benefit: You may add your Dexterity bonus, rather than 
  your Strength bonus, to damage done with a melee 
  weapon. The melee weapon must be one that can 
  be used with the Weapon finesse feat. This additional 
  damage is considered precision damage, is not 
  multiplied on a critical hit, is negated by concealment 
  and may only do non-lethal damage if the weapon 
  yielded inflicts non-lethal damage. If a target is immune 
  to sneak attack, it takes no additional damage from this 
  feat.
  NEW MAGIC ITEMS
  The following magic items are only found in the possession 
  of Covenanters. Any non-avowed found in possession 
  of one of these items can be arrested and prosecuted. 
  Penalties vary from imprisonment (where the Covenant 
  is not very powerful), heavy fines including confiscation 
  of all magical property (most places in the Imperial 
  Alliance) to even death (Arman Protectorate). Local 
  priests decide on the sentence and approach the authorities 
  with recommendations.
  ARCHPRELATE’S ARMOR
  Aura strong abjuration; CL 13th
  Slot armor; Price 70,900 gp; Weight 15 lbs.
  DESCRIPTION
  This silvery breastplate features the symbol of the 
  Sanguine Lord and that of each of the Venerates on the 
  breastplate. Upon getting sworn in, the Archprelate 
  is presented with the armor. The Archprelate is never 
  seen wearing the armor except when he rides out to 
  war.
  The Archprelate’s armor is a +3 glammered heavy 
  fortification mithral breastplate. The glammered ability 
  allows the Archprelate to wear the armor at all times. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, limited 
  wish or miracle, disguise self; must worship the Sanguine 
  Lord; Cost 35,450 gp
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  18
  JUDGMENT OF KOLIAV
  Aura moderate conjuration; CL 12th
  Slot armor; Price 75,008 gp; Weight 3 lbs.
  DESCRIPTION
  This heavy pick is decorated with symbols of Koliav. For 
  generations it has been wielded by the high priests of 
  Koliav. It is said the weapon has seen a thousand wars 
  and drank the souls of a million demons. The Judgment 
  of Koliav is a +3 outsider (elemental, evil) undead bane 
  mithral heavy pick. 
  Note: The Judgment of Koliav is said to have more power 
  than described here. It is generally assumed the weapon is 
  intelligent, but such allegations were never substantiated.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, summon 
  monster I; must worship Koliav; Cost 37,504 gp
  PURIFIER MASK
  Aura faint abjuration and illusion; CL 3rd
  Slot head; Price 12,000 gp; Weight 1 lb.
  DESCRIPTION
  A purifier mask covers the face and identity of a purifier. 
  Each is uniquely decorated allowing one to recognize a 
  given purifier. This decoration depends on the purifier, 
  not the mask itself. 
  Only someone who has taken the vow of service can 
  wear a purifier mask. The mask does not hold on 
  anyone else.
  When worn, the wearer is affected by both a misdirection 
  and an undetectable alignment spell. The misdirection 
  points to a random person.
  CONSTRUCTION
  Requirements Craft Wondrous Item, misdirection and 
  undetectable alignment; must worship the Sanguine 
  Covenant; Cost 6,000 gp
  ROD OF SINS
  Aura strong evocation; CL 15th
  Slot headband; Price 126,000 gp; Weight 1 lb.
  DESCRIPTION
  A rod of sins is made of hard polished oak. It is 
  unadorned. At the top end, symbols of the Sanguine 
  Covenant distinguish it.
  A rod of sins forces a creature touched to relive his worst 
  sins; as he himself defines them; and suffer extreme 
  pain and emotional anguish as a result. In theory, this 
  allows the target to be punished by his past sins. In 
  practice, the rod summons forth whatever sins it can, 
  and attempts to punish the target equally for them 
  regardless of their severity. The rod functions three 
  times a day.
  Using a rod of sins requires a touch attack. On a 
  successful hit, the target must make a DC 25 Will save. 
  On a successful save, the target takes 5d4 points of 
  nonlethal damage and is shaken for one round. On 
  a failed save, target take 10d4 points of nonlethal 
  damage and is affected at though hit by a dictum spell 
  (caster level 15).
  CONSTRUCTION
  Requirements Craft Rod, dictum, greater scrying; Cost 
  126,000 gp
  SANGUINE HEADDRESS
  Aura strong transmutation; CL 12th
  Slot headband; Price 90,000 gp; Weight 1 lb.
  DESCRIPTION
  The Sanguine Headdress is worn by the Archprelate 
  and many of the highest authorities of the Covenant. 
  Headdresses are only handed to loyal followers. 
  Anyone caught with one obtained illegally is often 
  prosecuted by the church. The Sanguine Headdress 
  functions as a headband of mental prowess +6 (skill 
  bonus to Intimidate).
  CONSTRUCTION
  Requirements Craft Wondrous Item, eagle’s splendor, 
  fox’s cunning and owl’s wisdom; must worship Koliav; 
  Cost 45,000 gp
  USING THE COVENANT
  THEMES OF COVENANT ADVENTURES
  Adventures with a Covenant focus have a few common 
  themes. The most common themes include heresy, 
  hierarchy, the mad archprelate and expansion.
  HERESY
  Heresy is a common theme. All daemons, First Ones and 
  their followers are heretics. Anyone who preaches about 
  a deity other than the Sanguine Lord can be branded a 
  heretic. 
  Determining what constitutes heresy is rarely that clear. 
  Finding out the difference between true heresy and a 
  heresy of ignorance forms the core of many adventures. 
  The Covenant deals mercilessly with heretics, sometimes 
  discreetly – calling upon the purifiers – sometimes more 
  openly – through the daemonslayers and inquisitors. 
  Adventurers are used as additional, generally expendable, 
  resources.
  All that matters is that heresy is stamped out and that its 
  influence is removed. 
  HIERARCHY
  Opponents of the Covenant often accuse it of being overly 
  rigid in its hierarchy – which it is. However, that hierarchy 
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  19
  has proven remarkably versatile in the Covenant’s many 
  expansion phases:  under Lucius Horst, after the rise of 
  the Kryszkas in the Protectorate and more recently when it 
  became the official religion of the Imperial Alliance.
  THE MAD ARCHPRELATE
  Were he not Archprelate, Leonid Kaleri could easily 
  be branded a heretic. He considers himself to be one. 
  He pushes the Covenant towards heresy, hoping the 
  faithful will discover and stop him.  His position is one 
  that demands absolute obedience from his subordinates. 
  Opposing the archprelate is something few in the Covenant 
  dream of doing.
  EXPANSION
  The Covenant seeks to expand its power and influence, 
  and through it, the worship of the Sanguine Lord. This 
  constant need for expansion brings the Covenant to areas 
  where few would dare to tread. It seeks heretics wherever 
  they dwell, protects its flock gathers lost or forbidden 
  knowledge and explores strange locations and ruins. 
  The Covenant seeks to expand its influence in a number of 
  places, such as Gavea and the Reis Confederacy.
  USING THE COVENANT
  ALLIES
  In many places on Exodus, the Sanguine Covenant is 
  the only trace of civilization one can find for days. The 
  Covenant makes a great patron for a group of adventurers. 
  It constantly seeks to destroy monsters, daemons and 
  heretics, frequently requiring adventurers to assist its 
  priests and missionaries.
  OPPONENTS
  The same reasons why the Covenant makes great allies 
  makes them great opponents. It seeks to prevent the 
  spreading of knowledge it considers dangerous or heretical. 
  It burns opponents to its policies as heretics. It has agents 
  and spies almost everywhere. It is intolerant of other 
  people’s religions or seeks to destroy or encompass it into 
  its own system of beliefs. 
  The Covenant supports and utilizes many fanatics ready 
  to do anything to gain the favor of the Sanguine Lord. 
  These fanatics can be found anywhere on Exodus. This is 
  in addition to its daemonslayers and purifiers, perhaps the 
  most devoted and fanatical of all.
  Fighting the Covenant is not an easy thing to do. It is an 
  official religion, supported by the authorities and wielding 
  immense resources. Not every Covenanter is evil, but most 
  would support their own hierarchy over non-devout or 
  known heretics.
  ADVENTURE IDEAS
  CATALOG QUEST
  While doing research in the Sanguine Cathedral’s library, 
  Katherina von Brecht finds information about a new class 
  of outsiders. She seeks to find more information about 
  them so they can be catalogued. She contacts the PCs to 
  learn more before contacting her superiors. 
  THE CONVERT
  In a remote area of Exodus, a Kroca is captured and 
  brought to a small village. Before it is to be executed by 
  the local authorities, it claims that it seeks redemption. It 
  seeks atonement and conversion to the Sanguine Covenant.
  The Covenant authorities have a problem. If they do 
  not accept the Kroca’s conversion, the local populace’s 
  opinion may turn against the Covenant. If they do accept 
  the Kroca, they stand to become heretics. The local priest 
  asks the PCs to escort the Kroca to a larger town to meet 
  with the prester.
  But the road to the city is long and dangerous. Is the Kroca 
  truthful? Will its brethren try to rescue it? Will Covenant 
  forces seek to force the issue by killing it when it leaves 
  the village?
  THE FALSE HERETIC
  A local heretic was recently burned on a pyre. Before 
  he suffered his fate, he confesses the names  of his 
  accomplices. One of them has the same name as a PC. 
  Shortly after the party walks into town, a group of citizens 
  gather to take care of the heretic. The PC and his friends 
  have to find a way to clear his name before he is sent to 
  the pyre.
  THE MISSIONARY
  A young fanatic has taken it upon himself to convert a 
  local tribe of Dalreans. However, the plants think that 
  to honor the Sanguine Lord, they must shed as much 
  blood as possible, so they begin a rampage of devotion. 
  The authorities think this is a heretical cult that must be 
  eradicated. How will the PCs sort out this situation?
  PATERNAL DREAMS
  A local boy claims to have had dreams of his long dead 
  grandfather. The local populace is split about the situation 
  and the local priest needs time to research and investigate 
  the claim. To give him time to do so, he needs a group of 
  devout to maintain the peace when half the locals believe 
  the boy and the other half believe he is a heretic. It is up to 
  the PCs to sort out who is right and who is wrong.
  PILGRIMAGE
  While on the road, the PCs encounter a procession of 
  pilgrims heading to a nearby shrine. The pilgrims welcome 
  the PCs as fellow devout and invite them to travel together. 
  
  secret societies of NeoExodus:  
  Sanguine Covenant
  20
  The pilgrims have no combat experience and the road they 
  take is full of bandits and dangers. 
  THE RITE
  A recently deceased priest wrote a new Rite. In his last 
  will, he asked that his Rite be sent to Nyssa to be added to 
  the library. As the PCs take possession of the Rite, a local 
  crime boss approaches them, offering a lot of money for 
  the PCs not to complete their mission. If the PCs proceed, 
  they are constantly hounded by bandits and misfortune.
  THE STING
  While in a big town, the PCs get tailed by a group of 
  nondescript commoners. The commoners believe the PCs 
  will be the target of a group of heretics, but they are unsure 
  if the PCs deserve the protection of the Covenant. So they 
  only observe. 
  If they determine the PCs are heretic, they send for a 
  purifier to take care of them, while the rest of the group 
  merely tries to keep the PCs busy and generally interfere 
  with whatever they do.
  THE WILL
  Time has caught up to an old beloved nobleman. He now 
  lies comatose in his bed. His son, a member of the Order 
  of Kaga announced that before losing the ability to speak, 
  his father asked to be added to the Kaga.
  Being a known devout, the local Covenant is up in arms, 
  accusing the son of trying to steal his father’s soul. The 
  situation quickly escalates, leading to skirmishes in the 
  streets, beatings and intimidation. 
  The PCs are brought in to enter the old man’s dreams and 
  ask him what his wish is. With that information, the true 
  will is to be revealed. 
  Retrieving the information is but one part of this challenge. 
  Getting both sides to agree to his will is not easy. The 
  situation is quickly degenerating.
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  Enemies of NeoExodus:
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  widowmaker 
  scarlet
  Ene mie s  o f  Ne o Exo du s :
  THE WORLD OF EXODUS NEEDS HEROES...
  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse 
  Decker, David Noonan, Rich Redman.
  Divine Armor, Divine Flame, Divine Fury, Divine Ghost Armor, Divine Ghost 
  Weapon, Divine Weapon, Divine Wrath Copyright 2001, Eric D. Harry
  Divine Awe Copyright 2007, Sigfried Trent 
  Divine Burst Copyright 2005, Carl Cramér, Sigfried Trent
  Divine Ray Copyright 2005, Carl Cramér
  Divine Touch Copyright 2002, Rick Coen 
  Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; 
  Author Chris Aylott.
  The Book of Hallowed Might Copyright 2003–2004 Monte J. Cook. All rights 
  reserved.
  The Book of Righteous Copyright 2002 Aaron Loeb
  Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, 
  Kurt Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Brian Patterson, 
  Scott Stoecker, Wil Upchurch.
  Undead Hunter Copyright 2006, Dan Hopkins, Carl Cramér, Peter K. Campbell
  Secret Societies of Neoexodus: Sanguine Covenant Copyright 2011, Louis Porter 
  Jr. Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By JP Chapleau, Owen K.C. Stephens and Chris McCoy with Louis Porter Jr.
  Editing By Linda Weygant
  Artwork by Anthony Cournoyer
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9520 - Secret Societies of NeoExodus - Sanguine Covenant.pdf