The Night Vicar

Category: Villains
Tags: NPC

Introduction to The Night Vicar

There is a phrase whispered in fearful reverence—So Below is Above, and Above Below. It is an inversion of the known world, a reversal of celestial order, where the darkness of the Void mirrors itself upon Ertha, and the echoes of the forgotten gods stir in the silence of the abyss. Few understand this phrase, and fewer still survive the knowledge it imparts. For those who dare step beyond the veil, a figure stands waiting in the gloom, clad in solemn vestments, watching, listening—the Night Vicar.

A silent custodian of a faith older than recorded time, the Night Vicar is no mere priest but a keeper of rituals long abandoned by the sane. Within the Hall of Atrocities, a transdimensional temple of the Void, the Vicar awaits supplicants who seek communion with the old gods. To those of the proper persuasion, he offers whispered guidance, his voice scarcely more than a breath against the nape of the soul. To the unprepared, he is an unfathomable terror wrapped in the raiment of politeness.

 

The Hall of Atrocities

A place between places, the Hall of Atrocities does not obey the logic of Ertha. Its doors appear only between dusk and dawn, shifting in space, existing in the physical realm yet tethered to the Void itself. Within its unhallowed walls, the air hangs thick with incense and the weight of unseen eyes. The hall is lined with rows of shadowed alcoves where worshippers whisper their prayers to phantasmal entities that respond only in dreadful silence. At its heart stands the Night Vicar. He does not judge, nor does he forgive. He simply observes, presides, and ensures that the will of the forgotten deities is carried out.

 

Character Description

The Night Vicar is a towering figure, draped in the black vestments of an ancient clergy. His garments bear no symbols of faith, only the weight of unknowable purpose. Around his neck, an uncanny white collar encircles him fully, a mockery of the priests of light. Upon his head rests a hat, elongated at the front, casting a permanent shadow over his features. No one has ever seen his face, for it is always obscured, whether by light or will. His voice is a murmur carried on the edges of perception—soft, deliberate, impossible to ignore. One must listen closely, straining past the silence, for the words of the Night Vicar do not wish to be heard; they wish to be understood.

 

Motives

The Night Vicar does not serve mortal concerns. His devotion is to the imprisoned gods of chaos, the horrors beyond the Shadowgate. He is not a recruiter but a shepherd, leading wayward souls to the inevitable fate of entropy. Within the Hall of Atrocities, he offers only two paths: confession or prayer. Confession seeks absolution through darkness, while prayer invites the gaze of things beyond time. Either way, those who kneel before the Vicar never leave unchanged. There is no promise of power, no guarantees of safety. Those who seek the Night Vicar must do so willingly, knowing that once they enter his domain, they are no longer alone. The shadows watch. The walls listen. The void waits.

 

Special Abilities

The Night Vicar possesses all the sacraments of a priest—but twisted toward the will of the Void. He blesses, but only in the name of ruin. He heals, but only to prolong suffering. He grants sanctuary, but only to those willing to forsake the light.

 

Void Communion – The Night Vicar can act as a conduit between supplicants and the imprisoned gods. Those who partake in his rituals may receive guidance, but the cost is never known until it is exacted.

Banishment – Any who enter the Hall unaligned with the will of the Void risk immediate exile beyond the Shadowgate, where the gods of chaos make sport of mortal souls.

Dimensional Tethering – The Night Vicar does not leave the Hall, for the Hall is him. He exists so long as the Hall does. Any who challenge him within its domain will face not just his power, but the will of the Void itself.

Persuasion Beyond Reason – His words carry weight beyond mere logic. He can erode the convictions of the weak-willed, twisting their moral compass toward the embrace of entropy.

 

Visiting Hours

The Hall of Atrocities manifests only between dusk and dawn. Those of dark alignment will find solace here, a place of refuge and revelation. Supplies can be procured, knowledge can be bartered for, and those who understand the right questions to ask may find the answers they seek—though never without consequence.

 

Never Alone

To enter the Hall is to be seen. Even if the Night Vicar has not yet emerged, his presence lingers, felt in the marrow, in the whispering breath of unseen forces. The Hall is constructed of obsidian, its black spires rising like jagged fangs around the altar. Some say this is dragon glass, others claim it is something far worse. Regardless, the air vibrates with malevolent energy, and no light truly penetrates the gloom.

 

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GM Tips

Temptation of Chaos – The Night Vicar is an agent of alignment shifts. For characters struggling between morality and power, he presents an alluring path. His persuasive nature can create rifts between party members.

A Living Nightmare – The Vicar should be used sparingly, more as an enigmatic horror than a typical villain. The mere mention of his presence should send chills through players.

Roleplay with Subtlety – Keep his voice soft, his words measured. Allow players to question his motives, but never provide easy answers.

The Price of Knowledge – Should players seek his wisdom, ensure that his knowledge comes with dire consequences. Nothing given by the Night Vicar is ever free.

A Shifting Location – The Hall of Atrocities should not always be where players expect. Its transdimensional nature makes it a perfect recurring mystery, appearing when least desired.

 

The Night Vicar is not a villain in the traditional sense—he is an opportunity for characters to explore the darker elements of their choices. He does not force corruption upon them; he merely offers the door. Whether or not they step through is entirely up to them.

 

And should they choose to enter, they may never truly leave.

 

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