1. Organizations

Endseekers

Within Adar boil manifest zones to the realm of pure chaos—Kythri—and the whispers of Ran Iishiv are said to be audible in the darkest shadows of the mountains. Some of the mystics who came to Adar found these places and gained power from them. The strange ways of fate drew many mad magicians together, and they coalesced around the desire to see the end of all that was created by the progenitor wyrms.

Only dissolution—the utter unmaking of everything— can satisfy an Endseeker. Each one is a lost soul of sorts, often having seen dearly held truths melt away into the chaos of fate. To these magicians, the universe and all of its motion are an abomination, and this repugnance must be unraveled.

Endseekers are usually quite mad, but it is an enlightened sort of madness. They know that something is underneath all of creation, something from which everything came. It's not a god—it's greater than that, for it is everything and nothing at the same time. It is undifferentiated potential. Creation must be returned to this place.

Although a few Endseekers are malicious killers who randomly destroy, those who survive and flourish take calculated actions. A clever Endseeker might help a diabolic cult, then use his power or influence to set forces of good against that cult—internecine conflict culminating in mutual annihilation of the factions being the goal. Powerful Endseekers, or groups thereof, have networks and wide-ranging plans. The head of such an organization is the eye of calm in a maddening vortex. Seemingly unrelated plots all lead to that center. Endseekers don't work together as a unified whole, though, and might even be found opposing one another.

Most Endseekers are spellcasters, and a large number of them are warlocks (Complete Arcane 5) who have powers tied to chaos. Even stranger, many Endseeker masters are contemplatives (Complete Divine 31), their "religion" centering on the divine notion of unmaking. Domains accessible by Endseekers include Chaos, Decay, Destruction, Luck, Madness, Pestilence, and Trickery. In a strange bit of irony, for the Keepers of the Word consider Endseekers to be enemies, many Endseekers are truenamers (Tome of Magic 191).

Getting the PCs Involved: Endseekers, rare as they are, make easy villains. The characters can run across these mad magicians at any point, finding one at the center of a web of seemingly unrelated problems. The Keepers of the Word are on the lookout for Endseeker plots, and they reward those who end such machinations.

Endseekers don't just strike within Adar, however. Some wander into Riedra—usually perishing sooner rather than later, and providing fodder for stories of the demonic magicians of Adar. An Endseeker could be an ally of characters working against the Inspired and the Dreaming Dark. Such an Endseeker might even expound the philosophies of unmaking. But how far can the characters trust their "friend "?