The Court of the Godslayers (GAP)

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Now here's a pretentious group of berks if ever there was one. They're a splinter group of the Athar, kicked out because of their militant attitude. The Godslayers go one step further than the simple belief that the powers aren't actually deities or immortal gods; they think that the powers should be destroyed. Not a philosophy to adopt if a body likes living, really. Nonetheless, these bashers call themselves Godslayers. 'Course, they haven't ever killed a god, but ask them about that, and they'll say it's only a matter of time. Most other folks say that it's a bunch of screed, and that these high-up-wanna-be's are mindlessly rattling their bone boxes. Others think they are a dangerous bunch of wellarmed lunatics. The Athar knew enough to give them the boot (though for all practical purposes, these folks are still considered Defiers).
The members of the Court are almost all top-shelf hunters or extremely powerful bloods. Those that are not perform the more mundane tasks of the Court or sometimes research and gather more information about the powers from various sources. The powerful members hone their skills through the killing of monsters and great beasts until the day when they're ready to challenge a power (or so they believe). Mari Torsaval (PI/♀ human/F10/ Athar/NE) is the leader of this group, which is made up of all types of bashers - except priests. Although they are not strictly an evil group, neither do they seem particularly benevolent. A few see the quest to destroy the powers as good and just, while many more just see it as music it's time the powers paid. Mari is working toward an alliance with Mercykillers who might be persuaded to think that justice can be delivered even to the powers, but so far she's been unsuccessful. 
Whatever other folks think of them, the Godslayers have their own fortress on the Astral. Like the Athar Citadel, it is located near some of the dead gods, but not actually on one. But unlike the rest of Athar, the Godslayers regard the corpses as if they were hunting trophies or some such.
==Court Layout==
Surprisingly, the Court's citadel is not particularly well-defended. The members, in their arrogance, believe that they can handle whatever comes along. 
ARMORY. "The right tool for the right job," Mari always says. This armory contains, in addition to mundane weapons of every conceivable kind from across the planes, a number of magical weapons. Some of the most potent are within a sealed and locked vault protected with a symbol of death and an iron golem. The vault holds a hammer of thunderbolts, a vorpal blade, a frost brand, aflame tongue, a sword +2, dragon slayer, a sword +2, giant slayer, a number of arrows of slaying, and — rumor has it — an artifact or two. 
COURT RESIDENCES. The various members of the Court use these rooms when staying here (when they're not hunting or gathering information). Some of the more important members include Chail Markov (Pl/♂ half-elf/Ml6,T16/Athar/N), Sir Baddinil Krausinou (Pr/♂ human/Fl2/LN), and Fe (Pl/cJ tiefling/T17/Athar/CE). 
KENNELS. The Court has a number of trained or charmed creatures in its service. These include four fhorges, ten spectral hounds, and a fearsome retriever. They also keep three nightmares and ten griffins to be used as mounts (off-plane). 
LIBRARY This considerable storehouse of knowledge focuses on combat tactics, monster ecologies, and powers (not on religion, but the powers themselves). 
MEETING HALL. A huge wooden table surrounded by large chairs dominates this room. The rest of the chamber is filled with hunting trophies — including monster heads and entire beasts stuffed and floating within the room. The more impressive kills found here include a bebilith, a beholder, a gorgon, and a ki-rin