Meet the Villains—Linxia Benzekri

Wednesday, December 30, 2015

The countdown to the Hell's Vengeance Adventure Path continues, as we reveal the next iconic villain that will appear in Paizo's first Adventure Path for evil characters! Today we get our first glimpse of the iconic Hellknight, Linxia Benzekri. Check out Pathfinder Adventure Path #104: Wrath of Thrune for Linxia's full stat block, and keep an eye out for the upcoming Hell's Vengeance Player's Guide, which contains all of the new iconic villains for use as pregenerated characters!


Illustration by Wayne Reynolds

Linxia Benzekri was born and raised in Khari, the Chelish enclave on the northwest corner of Garund. Although ethnically Garundi, Linxia always thought of herself as Chelaxian. After all, Khari had been part of Cheliax since long before she was ever born, and though Linxia's parents kept their Garundi surname, they gave her a traditional Chelish first name. Her family long ago abandoned the clan ties that define many Garundi, and while Linxia's grandparents still occasionally spoke Osiriani in private, it was never spoken in her own home, and Linxia never bothered to learn her native tongue. To Linxia, the mighty ruins of the Arch of Aroden that tower above Khari were more a symbol of her heritage than the city's Rahadoumi sandstone architecture.

When Linxia was still a child, her parents sent her to an Asmodean convent. Both of Linxia's parents were successful merchants and traders, and though they were not religious, they felt it was important for their eldest child to receive a good education if she were to join the family business. At the convent, Linxia learned the grand history of Cheliax, how House Thrune unified a warring nation with the blessings of Asmodeus, and the necessity of laws based on those of Hell itself to preserve an ordered society.

Linxia returned home a teenager, now a loyal Chelish citizen ready to do her part to support the empire. But she was taken aback when she overheard her parents talking with an old family friend about a secret cabal of Garundi gentry who wanted to return Khari to "its rightful home" of Rahadoum. Horrified that her parents were involved in such a treasonous plot, Linxia reasoned that her parents' friend must have lured them into the conspiracy, so she immediately reported them to the city guard, the dottari.

That night, two Hellknights of the Order of the Rack—dressed in their characteristic night-black armor and flayed-skin cloaks—came to Linxia's house to arrest her parents for sedition. As her parents were hauled away in chains, loudly proclaiming their innocence and begging the impassive Hellknights to show mercy, Linxia only watched in silence. If her parents were truly innocent, then she trusted the law to exonerate them.

Linxia's parents were judged guilty that same night, and the next morning, Linxia went to the city square to witness their sentences: scourged with whips until their backs looked like the exposed musculature of the Hellknights' armor, crucified, and then disemboweled. Through it all, Linxia watched without emotion. She was not happy to see her parents' excruciation, but neither did she feel sadness. Even though she still believed her parents were duped, they had been found guilty of treason and had to be punished. The law had spoken.

Three days later, when her parents finally succumbed to their tortures and died, Linxia made a decision: she would become a Hellknight herself. Her parents' crime was not their own—they had been misled by a friend, and paid the price. As a member of the Order of the Rack, however, she could help protect other innocents from such dangerous whispers and prevent them from suffering the same fate. The Hellknights personified the law and order that guarded civilization and prevented it from sliding back into barbarity; people like the "friend" who had deceived her parents were criminals whose actions threatened the very fabric of society.

As a symbol of her dedication, Linxia shaved her head and got a tattoo of the Order of the Rack's symbol—a spiked torture wheel—on her forehead, so every time she looked in the mirror she would be reminded of her goal, her purpose, and the terrible consequences of failure. Linxia traveled to Avistan and presented herself at the gates of Citadel Rivad, headquarters of the Order of the Rack, and was accepted into the order as an armiger, a Hellknight squire in training.

Linxia devoted herself to her new calling, honing her mind and body for the trials that lay ahead. She had received basic combat training at the Asmodean monastery, but under the tutelage of the Hellknights, she learned to fight in heavy armor, mastered the sword and whip, and learned strategy, tactics, and engineering. When not practicing the arts of war, Linxia obsessively studied in Citadel Rivad's library, memorizing the tenets of the Hellknights' philosophy, the Measure and the Chain. To strengthen her resolve and desensitize herself to pain, Linxia regularly and willingly underwent the Order of the Rack's reckoning, purging herself of weakness and undisciplined thoughts by drinking boiling water until her throat scarred and left her voice a ragged rasp.

Before Linxia could become a full Hellknight, however, the Order of the Rack had a test for her loyalty. One of Linxia's brothers had been arrested for attempting to rekindle the spark of rebellion that had been stamped out in Khari with her parents' execution. He had been tried, found guilty, and brought to Citadel Rivad for sentencing. Without hesitation, Linxia drew her sword, and looking straight into her brother's eyes, beheaded him without remorse. Like her parents, Linxia's brother had broken the law. Justice was served.

With her training complete, her loyalty and dedication to the law tested and found sufficient, Linxia faced her final task: single combat with a summoned barbazu. All around her, many of her fellow armigers failed in this final trial, slain by the devils' barbed glaives or succumbing to infernal wounds and infections they suffered at the hands of the fiends. But Linxia succeeded, emerging bloodied but triumphant, her studies, training, and most of all, her determination, leading her to victory.

When she had recovered from her ordeal, Linxia was accorded the full rank of Hellknight and granted the symbol of her station: a suit of Hellknight plate armor, bearing the same flayed musculature motif as the Hellknights who had arrested and executed her parents. Now Linxia serves as a righteous bastion of law against the chaos of insidious knowledge, corrupt philosophies, and rebellious thought. With her sword, she enforces conformity and justice to preserve a peaceful and ordered society—no matter the cost.

Stay tuned over the coming months as we reveal more of the villains you'll see in the pages of our first evil Adventure Path, Hell's Vengeance!

Rob McCreary
Senior Developer

More Paizo Blog.
Tags: Hell's Vengeance Hellknights Iconics Linxia Meet the Iconics Pathfinder Adventure Path Wayne Reynolds
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He does plan his attacks to avoid civilian deaths and won't target honest cops and soldiers. He gave a beat down to several honest soldiers but made escape a priority.


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He is still driven by hatred. He is not exactly unpredictable nor particularly freedom minded, so I would still put him at Neutral for law and chaos, and I maintain that he is unabashedly Evil.


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Yeah, Punisher isn't about protecting the innocent or preserving their lives. He tortures and kills people because his family died. Tragic and probably well-meaning in the long run, but Evil.

Committing Evil to do Good is Evil in Pathfinder, but I personally feel he can fit CE, NE and LE equally because of how open to interpretation the Ethic side of Alignement is.

Not that the Moral side is any clearer...

Shadow Lodge

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It also depends on the writer. Rucka's Punisher is broody and methodical, Ennis' patriotic but homicidal, etc.

Urban Ranger, btw. Maybe Slayer, maybe.


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Muser wrote:

It also depends on the writer. Rucka's Punisher is broody and methodical, Ennis' patriotic but homicidal, etc.

Urban Ranger, btw. Maybe Slayer, maybe.

That is the issue with trying to determine any comic character's alignment. You can examine 3 Batmen and get 9 different alignments, after all. Definitely depends on who's writing.

Shadow Lodge

That's Punisher in just the 616 continuity though. That famous demotivational poster for Batman is IIRC full of pretty crazy Elseworlds instead (DKR, All-Star, etc). Those are very nearly different characters instead of different takes.


Huh that reminds of this character I played in Serpents Skull. Except a Mwangi instead of a Garundi.

The backstory and attitude are almost close enough to serve as a gender-swapped variant even!

I was planning on remaking him as a Bloodrager tiefling instead of a severely deformed Human fighter who just worships Asmodeus (though I was going to have him multiclass with inquisitor once I figured out a way to make it work out...I never did ;_; )

Anyway always love me some new character art.


She's one terrifying lady. Wow.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
Rob McCreary wrote:
Paladinosaur wrote:
Can we expect so see these iconic villains making appearances outside the Hell's Vengeance AP?
It's possible, but we have no long-term plans for using them outside of Hell's Vengeance at this point.

Pathfinder Card Game! It always needs more cool character cards, and the art is already commissioned.


So I'm super late to this party but I just found all these evil iconics and then read all this discussion so this might get kind of rambly.

As to this Iconic and why I think she's evil is as many people have mentioned her utter lack of empathy and her willingness to use brutality to inflict her world views on people who disagree. <More on this in the evil chunk to follow.> It's in her willingness to consider feelings or motivations or circumstance. They broke the law. Period. They deserve what they get. That she never pauses to go is this taking it too far is why she's evil.

D&D evil from everything I've seen mostly boils down to the more willing you are to disregard the feelings, rights, lives, etc. etc. etc. of other thinking people the more you lean towards E. If you dedicate your life to making other people happy you're G. If you focus on making yourself happy but don't screw anyone else over ? Welcome to N-town. If your willing to do anything to anyone for your desires? E all the way. Yes, this is a great oversimplification but this is as close to a baseline as I can break it down to before the alignment system starts arguing with itself. So basically, D&D evil boils down to pure selfishness with some fancy window dressing to make it seem more profound.

Now we get to the super fun parts. Since in pathfinder good and evil are both subjective and objective with paladins being able to detect it but people still occasionally doing it in the furtherance of good aims. Really no one honestly thinks they're the bad guy not to mention mustache-twirling villainy as a virtue 'I do evil for the evil of it' villains are the height of slapdash hack writing and are never as interesting as someone with actual relatable motivations, even if the lack of relatability makes it easier to square away one's feelings over stabbing the crap out of them for their loot and XP. This leads to all sorts of fun if odd mental space where objective evil is subjective good that leaves a lot of fun space on the ethical dance floor to get funky in. Like for example, your goal is to make the world a good happy safe place for everyone to live in but you'll gladly murder everyone who violates a law to do it. Viola, you have an Evil person with a Good goal and a liberating amount of grey area for those of us who are tired of the usual Hero's vs a badass Snydly Whiplash paradigm popular child-friendly fantasy shoves into us like needles into the eye.

As to the torture is evil round about discussion I can see how some people would believe torture is evil and with subjective morality being what it is I'm not going to argue it, but I have to put in that if such things are always evil then at times evil is a required tool to deal with otherwise unwinnable situations and people who could't torture the crap out of someone to accomplish a goal that *must* be accomplished, such as the saving of multiple lives, should be thankful there are those of us who are willing compartmentalise, all so the lily white hands of someone else can stay clean. People who aren't awful who have had to dip their pen into the monster ink from time to time tend to feel bad enough about it that calling them evil is gauche. It's necessarily an incorrect judgement but, after all, there's no need to torture them about it.

Which brings me to my last point. Most people don't usually flock towards evil Campaigns to 'Just be bad guys and kick puppies.' It's because the traditional hero paradigm has tropes that give you much less moral wiggle room to play in and pull apart the psyche of one's character for drama and or catharsis.


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That some people consider torture necessary says a lot about them and very little about those who do not consider torture necessary. And those who torture are still evil for it. "I was just following orders" is officially a dead argument since the Nuremberg trials.

Liberty's Edge

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For the record, the idea of torture being 'necessary' is absurd. It's a terrible information extraction method, and what else would it be 'necessary' for?

As for the character, I like her and absolutely believe she's Evil. Someone LN might turn in their parents, but they'd also argue for them, beg for clemency and do other things within the law to save them from being tortured to death. She did nothing...and indeed, watching her parents tortured to death inspired her to join the people who did it. That's messed up.

As for why people play evil games...it rather depends on the person. Some people just like letting their dark side out to play for a change.

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