Enshrined Tenets of Villainy

At the end of the Multiverse War the Arcane Theocracy seized power in the Nightmare Realms and control of the Dark Fleets by offering a unified code of villainy to replace the constant infighting and chaos of the old Order. By modernizing their ancient tenets for Victorian sensibilities the Arcane Theocracy has cemented their hold on all sanctioned villainy in the Multiverse. These seven tenets form the core of all Theocracy law.

**I. Righteousness**

Know that your cause is true and pure even though it be vile, know that your desire is spiritual even though it be selfish. A Villain is a servant of a quest of the soul, following a calling that is true if only to them.  Regardless of anyone’s judgment of “good” or “evil” the villain must be wholly assured of their heart’s desire to achieve their purpose and be justified in it. Villains who demonstrate a lack of faith may be subject to Atonement.

**II. Dedication**

Villainy is a long road with many difficult steps. Those unwilling to give their soul and lifeblood to the pursuit need not seek the cause of villainy. There is no mercy for those that enter into villainous compact lightly or without dedication. Villains who find their commitment lacking may be subject to Atonement. Villains who break contracts with or violate their oaths to the Theocracy will be subject to .

**III. Avarice**

No exercise is justified without gain. Villainy is the exercise of grudge and hate through the execution of will , intellect, and power to achieve satisfaction. Villains must seek the gaining of that which will enrich them in some manner while depriving the object of their hate of succor. Villains that fail to make substantive gains in their exercises may be subject to Atonement.

**IV. Respect**

A Villain is not a thug. A code of mutual appreciation based on the professional application of the craft of villainy is the foundation for the execution of combined villainous pursuits. Villains are expected to show proper deference to rank and accomplishment in the field of Villainy. Disrespecting another villain's status is grounds for Vendetta

**V. Guile**

A villain must manipulate the mechanisms of society to be successful. The greatest asset in the cause of villainy is the unseen hand of subterfuge allowing the guilty to appear innocent and the vile to appear pure. Villains are expected to maintain the trappings of society when possible and exercise their plans through societal mechanisms such as The Game rather than through raw naked force. Exposing the Theocracy by being reckless is grounds for Judgment.

**VI. Power**

Power resides everywhere and in everything, therefore you must seize and master that which is available to you. A villain must have power to be effective. How and where each villain acquires their power is their prerogative so long as it does not endanger the existence of Villainy. Endangering the Existence of Villainy is grounds for Judgment.

**VII .Dominion**

Control over one’s resources and subjects is a necessary element of productive villainy. A villain's dominion over property, minion, and resources shall be respected and honored as long as they are well held and secure. Violating another villain's Dominion is grounds for Vendetta.