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Darkness | Death | Life | Magic | Moon | Sun | Undeath

Lord of the Dead, Judge of the Damned, Master of the Crystal Spire

Holy Symbol: An upright, bone-colored skeletal arm holding the golden scales of justice balanced evenly in its fist

Death is but part of life: fear it not, evade it not, and view it not as evil. To fear death delivers you into the hands of those who can bring death down upon you. Die with dignity, neither raging nor seeking to embrace undeath. Do honor to the dead, for their striving in life brought Orben to where it is now, and to forget them is to forget also where we are now—and why.

 

(You need to abide by these as clergy, not as a worshiper)

  • Cleric, Paladin, Commoner, or Shaman

  • Any Race

  • You must bury any dead you encounter

  • You must not harm the innocent

  • Must submit all rewards and earnings to the church of Kelemvor (aside from the bare minimum of what is necessary to maintain your health and equipment)

  • Commoner and Shaman Initiation: You must bury a body with all proper rites, and administer the will of the deceased; if they have no will, you must donate their belongings to Kelemvor

(You need to abide by these as clergy, not as a worshiper)

  • Level 3 spell: Animate Dead

    • You must never disturb the dead

  • Level 5 spell: Trap Soul

    • The dying must face their fate, and must never be held beyond death in such a manner

  • Level 7 spell: Plague

    • This spell causes undue hardship on the living that cannot possibly be justified.

(If you wish to become clergy of this god, take three of these as your vows—if you violate them you lose any moves, spells, and any other benefits granted by this god until you atone.)

  • Death (Forbidden: Permitting anyone who is not a threat to other peoples' lives to die prematurely; permit only lawful deaths: old age, lawfully rendered executions)

  • Fearlessness (Forbidden: Permitting the undead to "unlive." This is not passive; you must seek them out and destroy them at every opportunity)

  • Dignity (Forbidden: Allowing anyone who is dying to die alone or without a will; you must ensure anyone who has died is buried with the proper rites, and their effects are distributed appropriately)

  • Honor (Forbidden: Allowing anyone to pass into death without recording their name and some details of their life for posterity)

Kelemvor (KELL-ehm-vor) inherited the portfolio of the god of the dead when Cyric had it revoked from him by Ao. The first official act of the newly created god of the dead was to turn Cyric's Bone Castle into a gleaming tower of crystal, a symbol that this particular god of the dead would hide nothing from his subjects. He intends to impart justice among the dead in an even-handed and fair manner.


Kelemvor is kind, just, forthright, and earnest, though stern at times. He is not terribly clever for a power and tends to try to solve what he perceives as his immediate problems with direct action. Though he means well, he does not always see the difficulties down the road caused by short-term solutions.

Home Plane/Realm

Fugue Plane/Crystal Spire

Portfolio

Death, the dead

Favored Weapon

"Fatal Touch" (bastard sword)

Myths

  • Kelemvor's Ascension

Before the fall of Aer Arnad, a band of adventurers, including the mercenary Kelemvor Lyonsbane, discovered an Elven thief named Cyric while fighting their way into a cave of frost giants in the Thradhel. Kelemvor's entire party, save himself, was slain, and only he and Cyric managed to escape.

 

While wandering in the frozen wastes of the Thradhel, Kelemvor and Cyric discovered the Tablets of Fate, stone slabs on which the official portfolios of every one of the deities of Orben were written.  Coveting their power, Bane and Myrkul had stolen them from the overgod Ao and hidden away in the middle of the Shelf of Ice, where they thought no one might find them. Cyric—secretly a worshiper of Myrkul—had heard rumors of the theft, and suspected that the tablets would grant him special powers. However, they were too heavy for him to carry, and too large to disguise, so he convinced Kelemvor Lyonsbane that they were an important magical artifact, and to carry them back, planning to kill him once they were close to civilization and the mercenary was weary from the weight of it. However, when Kelemvor went to pick up the first stone, Cyric worried that he might claim its power first, and so rushed to touch it. Both of them touched it along the same line, that detailing the portfolio of Death for the god Myrkul. In that moment both gained the capacity to wield that portfolio as his own, though neither knew it. In the next instant Bane descended to Orben, huge and fearesome, and grabbed the tablets before disappearing. Soon he had betrayed Myrkul, giving him up to Ao, who destroyed the God of the Dead in revenge.

Cyric and Kelemvor were both called to assume Myrkul's portfolio and ascend to godhood. Kelemvor did not wish for the power granted, but Cyric accepted it eagerly, and for a time became the God of Death.

Myrkul had been cruel, but Cyric was crueler still. He killed two other gods, Bhaal the God of Murder, and Leira, the God of Deception, inheriting their portfolios. He also unleashed death cults upon Orben and wanton slaughter the likes of which Orben has never seen since. This manifested in the mass death that occurred in the heart of Aer Arnad, claiming the lives of Emperor Aedar Arnad and all of his highest officers and closest allies, resulting in the empire's fall.

Ao began to feel that Cyric was overstepping his bounds and revoked the portfolio of Death, barring him from ever attaining it again. Kelemvor still bore the mark of touching the Tablets of Fate upon Death's portfolio, and as it became available he was called again. This time he accepted, having witnessed the death and slaughter at Cyric's behest, and feared that another of even worse bearing might inherit his power. When Kelemvor ascended, Cyric blamed him for his own loss and retreated for a time, plotting his revenge.

  • Ao twice angered

When Kelemvor took over the portfolio of death from Cyric (who had himself gained it from the original God of the Dead, Myrkul), he did not merely bring his domain to neutrality but to overt goodness. Being kindhearted and forthright, Kelemvor began to judge any being who lived a good life and did no harm to others as worthy of a blissful afterlife in his domain, and he punished only those who committed wrongdoing while they spent their days in Orben. Eventually, this created a great imbalance in Orben, where those good people who, assured of comfort in death, undertook great acts of courage when previously they feared death; meanwhile, those who did evil feared death even more, and would never hazard to act, lest they consign themselves to Kelemvor's certain punishment. Eventually Ao intervened, having just revoked the portfolio of Death from Cyric, and threatened to do the same to Kelemvor. Thus, Kelemvor resigned himself to being an impartial god, doling out judgments according to the laws of the universe, and not according to his conscience, out of fear that, if he were replaced, someone far worse than he might assume the burden of the God of the Dead again.

History

Kelemvor is a fairly recent god, and though still growing, his church is only just beginning to reach the edges of the known lands, and turning its focus from outreach to action. Their first priority has been to undo the malicious reputations of both Myrkul and Cyric and prove Kelemvor's fairness and tolerance.

Relationship with other gods and churches

Cyric, who lost his death portfolio to Kelemvor, is Kelemvor's bitter enemy. Cyric views Kelemvor as someone who pointedly and maliciously set out to steal a part of Cyric's rightful power. One traditional foe of the god of the dead, Lathander, has not declared against Kelemvor, but is waiting to see if his actions live up to his promises.

Associated lesser deities

  • Jergal, god of Fatalism, Protector of the Names of the Dead

Those who see death as a necessary part of the cycle of life, not something grisly and abhorrent in itself, are the favored followers of Kelemvor. They tend to be humans who derive personal comfort in seeing that disorder does not attend death and to be both sensitive and practical. Gravediggers, mourners, embalmers, monument carvers and stonecarvers who work in graveyards all give their respects to Kelemvor, along with the relatives of the recently deceased and Kelemvor's clergy.

The church of Kelemvor believes that seeking out those who are near death is their great duty, for it is the will of Kelemvor that no human (and if possible, no sentient being) die a natural death in all of Orben without one of his priests at their side. Kelemvor assigns the essences of the dead their proper place in the ongoing cycle of existence, and it must be emphasized to all that he is the Great Guide, leading all folk into their next life. Death is not a final ending, but the next step in a wondrous, ongoing journey. Let no one die not knowing that Kelemvor awaits them and that he is not to be feared, for he believes in justice and wields mercy.

The bulk of the death clergy are clerics who comfort the dying, administer last rites, assist in funerals, burials, and the just and orderly setting right of affairs that follow, place warning marks of plague and other diseases, and ensure that the will or expressed desires of a deceased are followed. The remainder of the death clergy are the specialty priests, who Kelemvor has blessed with unique foresight and applied wisdom that enables them to anticipate where death will occur and so direct the other clergy. Most specialty priests are also charged with maintaining discipline within the clergy (quelling clerical attempts to prolong life due to sentimentality) and with fundraising to support the clergy. Most donations to the church are bequests in the form of possessions or lands that must be sold, rented out, or—in the case of profitable farms—worked by the clergy.

Hierarchy

Specialty priests of Kelemvor are known as doomguides. The church has not been in existence long enough to develop even an informal consensus about the usage of titles.

 

Vestments

Clerics of Kelemvor usually wear smoky gray robes and cowled cloaks. Specialty priests can readily be identified by their silver headbands, which are normally never removed, and by the symbol of Kelemvor displayed prominently in a badge on the chests of their somber, elegant robes. Their robes are always of a single hue without trim or ostentation and of dark, muted hues of green, blue, or gray, in ascending order of rank; they can be worn over armor if need be. The scales in the badge of Kelemvor worn by a priest also denote rank: They are iron-colored for lower clergy, silver for full priests, and gold for higher-ranking priests.


Adventuring priests dress functionally, wearing whatever armor and clothing is practical. They are required to display the symbol of their deity prominently. Often it is worn on the left breast over the heart or is woven into a cloak.

 

Rites and Duties

Most folk experience the rituals of the death clergy in a personal way: As someone dies, a priest or priests of Kelemvor performs the Passing, a simple ceremony of last rites that is a chant of comfort calling on Kelemvor to be alert for the coming essence of this person, who has enriched life in Orben  in his or her own way and earned this salute. The Lament for the Fallen is a larger ceremony of this sort sung over a battlefield, ruined village or fortress, or other site where many folk have recently died.


Clergy of the god also lead a daily morning ceremony over graves, the Remembrance, and a ritual that begins after nightfall, the Daeum. The Remembrance is a dignified rite of songs and prayer usually attended by relatives of the dead. The Daeum, or Thanks to the Guide (Kelemvor), is a celebration of the strength and purpose of the Great Guide and his church and is attended only by faithful followers of the god. It is at the close of this ceremony that the goods of the dead are distributed to the assembled faithful and any favors of the god or holy missions are dispensed through manifestations or the orders of senior clergy.


The two great calendar-related holy days of the Church of Kelemvor are Shieldmeet and the Feast of the Moon. During both of these days, priests of the Lord of the Dead tell tales of the Deeds of the Dead so that the greatness and importance of the ancestors of those alive today will never be forgotten. They also call back from the dead heroes who are needed in the land again (in the opinion of mortal supplicants whom Kelemvor agrees with). During both of these solemn high holy days, any priest of Kelemvor who casts speak with dead can talk freely with the departed for as long as desired and hold conversations, not merely put questions to them for which the answer will be a bare "yes" or "no."

Priests of Kelemvor comfort the dying and provide burials for those who die alone. They administer last rites to the dying and help the living left behind to better understand the natural and inevitable process of death and dying. When people die alone without a will, known heirs, or business partners, their goods are taken by the church to fund its ongoing ministry to the dying. This does not, by any means, mean that death clergy would ever take goods from a grave for their own benefit.


When plagues, hordes, or great monsters run amok, they must be fought by the death clergy, for it is not right that many die before their due time. When marauding dragons or other monstrous predators become problems, the death clergy should try to interest adventuring bands in slaying the problems—failing that, they must deal with the problems themselves. In cases of great pain, ravaging disease, or mutilation where death would be a mercy, it is the office of the priests of Kelemvor—and only the priests of Kelemvor—to bring death, as swiftly and painlessly as possible.


Undeath is an affront to Kelemvor. Undead creatures are to be dstroyed or given true death whenever they are met with, and even sought out and hunted down for that holy purpose. Priests of Kelemvor are free to hire or take as companions folk of other faiths to assist them in this purpose, for the great sin of undeath must be stamped out by whatever means possible. Though members of the clergy can command the undead, these commands usually can be boiled down to "Go back to your graves and sleep there forever" except in times of dire need. Kelemvor has made no official statement to single out undead creatures who are not explicitly "evil" as an exception to his policy, though specific temples and individuals often take only lenient action against or ignore such creatures in the field, preferring to concentrate their efforts on those creatures of obvious malevolent intent or who are likely to quickly multiply.


All priests of Kelemvor may be called to a holy mission by their god or their senior clergy and pursue a more active and adventurous life. Such priests defend death clergy members and holdings when need be and bring death to others when it is necessary. For example, a Kelemvorite specialty priest assigned to a holy mission may be sent to lead an adventuring party to stop the spread of disease or kill beings seeking to disrupt natural cycles—such as mages who seek to create huge armies of undead or develop necromantic spells that can slay others and transform them inescapably into undead creatures under their control. Death clergy sent to slay predators or to go into dangerous country to comfort the dying are often issued scrolls of offensive spells or magical items of battle power gleaned from the goods of those who died alone.

Affiliated Orders

Thus far the church of Kelemvor has no affiliated military or knightly orders. All gravediggers, embalmers, and other cemetery workers and crafters who work for the church of Kelemvor and are not themselves clergy belong to the Most Solemn Order of the Silent Shroud, a society whose rolls are kept by the church and whose members know each other as true members of the order by certain secret signs. They report any signs of undead activity or desecration in graveyards tended by Kelemvorites immediately to the church. The Kelemvorite church is seriously considering sponsoring a holy order of crusaders and paladins to target undead creatures of fearsome prowess who tax the resources of the clergy of the nascent church. The tentative name of this group would be the Knights of Eternal Order, but church scholars are discussing other names that would be more indicative of the order's duties.

Many of Kelemvor’s temples used to be temples of Myrkul, and hence have less inviting or soothing architecture than their high clerics might prefer. Bone-and-skull motifs predominate, and some of the larger temples even feature now-sealed chambers once used for revivification or darker rites. Newer temples commissioned by the church tend towards the appearance of sterile cathedrals with many high windows that lower to the ground so that outsiders may freely look inside; most all of them also have large graveyards which are well-tended by gardeners.

Major Centers of Worship

The only major center of Kelemvorite worship thus far is the Tower of Skulls in Caeor, an abbey built as a ziggurat whose walls are carved with a stone facing in the shape of staring human skulls. Its spiral ways are roamed by mysterious guardian creatures that resemble will o' wisps. The resident clergy, commanded by the High Lord Doom Bezurgathan Indraeyan, can muster a capable army of battle-hardened clerics wielding magical items to defend the abbey. Vast cellars reaching down to an underground river for water and into caverns in which edible fungi are grown underlie the Tower. The priests make potent amber wine and various perfumes, unguents, and potions for sale from the fungi they raise.

For Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Clerics/Wizards

If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).

Primary Domain

Death (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)

Primary Domain Move

Pirouette Undead

You gain Turn Undead as a cleric. If you already have Turn Undead, you gain Greater Turn Undead. When you use Greater Turn Undead, you can't faill: a miss counts as a 7-9.

Level 9 Spell

Undeath to Death | Level 9

Do 8 damage to an undead creature. An undead creature with 7HP or less is instantly destroyed, and its remains turned to dust. It can never return as undead. Gain HP equal to the HP lost by the undead creature before it died. Non-undead are unaffected by this spell.

Secondary Domains

Justice (Gain this domain's level 1-7 spells)

Peace(Gain this domain's level 1-7 spells)

Protection (Gain this domain's level 1-7 spells)

Sun (Gain this domain's level 1-7 spells)

For Non-Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Non-Cleric/Wizards

If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.

Primary Domain

Death (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)

Primary Domain Move

Pirouette Undead

You gain Turn Undead as a cleric. If you already have Turn Undead, you gain Greater Turn Undead. When you use Greater Turn Undead, you can't faill: a miss counts as a 7-9.

Secondary Domain Moves (choose 1):

I Do Not Fear Death

When any fear effect is used on you (Cause Fear, Barbarian's War Cry, etc.), you are not controlled. Take -1 ongoing instead of being controlled until the source of fear is removed or the fear effect ends. If the source of the effect is held or channeled by an Undead, you take no penalty.

 

Rest in Pieces

When you land the finishing blow on an Undead, it can’t be raised again, even if you don’t destroy the remains.

Secondary Domains

Justice (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

It’s All a Deep End

When you're outnumbered 2 to 1 or more in a fight against criminals, do +2 damage. (Necromancers are considered criminals)

Peace (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

A Good, Clean Fight

You gain the Monk move Fistmaster General. If you already have Fistmaster General you may take another Monk move instead. When you are the storyteller for the Last Gasp taken by a Standard race, you must always render them unconscious (not dead), unless they are undead. If you ever kill someone not listed above or wield a weapon other than your fists in battle you lose this move permanently.

Protection (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

Man the Boundaries!

You can deputize someone to protect something or someone else in your place. Designate someone you trust; they cannot fail a roll to Defend—a 6 or lower counts as 7-9 for them. You can only deputize one person at a time; you can't deputize another Paladin or Commoner who already serves in your clergy. If the person you chose diverts from or is distracted from their duty until it is completed (or failed), they lose this bonus, and you take -1 ongoing until the duty is completed (or failed).

Sun (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

It’s All Right

When you assist lawfully appointed officers of the law, they take +1 forward. You can’t use this to benefit yourself.

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