Setmurin


    Endbringer

       According to legend, the first death was also the first
     murder, and the act brought Setmurin into being.  As the
     personification of death, Setmurin is Ruffalonna's
     staunchest foe.  Setmurin is also responsible for the
     Undead, for he is the one who allows their creation.
    
    
    Priests: The Priests of Setmurin are responsible for seeing to the regular sacrifces demanded by the Diety. As this is an underground religion in most regions, they are also responsible for providing sanctuary to the faithful. Spheres & Powers
    MAJOR (All+)
    Combat
    Healing
    Necromantic


    MINOR
    Divination
    Protection



    GRANTED POWERS
    1: Reverse Laying on Hands (2/day)
    1: Command Undead
    3: Poison Brewing
    3: High Immunity to Poison

    ARMOR
    No Armor

    No Shield


    WEAPONS
    Scythe, Sickle
    Battle Axe
    Dart, Blowgun
    Dagger, Stiletto

    
    
    Laity: Assassins, Necromancers and intelligent Undead all hold Setmurin as a patron. Persons seeking the death of another will often seek out Setmurin's followers for aid, and many cultures allow an offering to be made to appease Setmurin and let the soul of a dying mortal pass to its proper realm.
    The Skulls of Setmurin These assasin/necromancers are the bane of everything that lives. They willingly sell their souls to the diety of death in exchange for great power. When travelling openly, these agents of death don great and fearsome death-masks. In areas where the Temples of Setmurin hold power, the sight of these masks will send the populace scurrying in terror.
    Initiation: The Skulls are, like most of the servants of the dark powers, secretive about the source for their recruits. Often they will approach the sick or dying, offering magical healing in exchange for servitude. Others are former apprentices of full-fledged Necromancers, sent once their masters realized the extent of the Prospect's morbidity. Still others are stolen in the dead of night from mental institutions and prisons. After accepting the offer of Initiate status, the new Skull is immediately given the Oath of Death, which guarantees the novice's loyalty. Initial training is in the art of assassination and toxicology, although the fundamentals of Necromantic magic are also taught. In order to complete the Initiation into full Skull status, the applicant must willingly sacrifice a child beneath the new moon of the last night of the year. Immediately after, the Initiate is slain and raised from the dead. Those who fail to make their Shock rolls are forever condemned.
    Structure: The Skulls maintain a loose heirarchy, relaxed enough to permit initiative on the part of individual members while enabling group actions in time of crisis. There is no central figure of authority: Each Temple maintains its own contingent of Skulls. Nomadic Skulls may stop at any Temple (they are easily found to those who know the signs), and may petition for rest and food. Such requests are always granted, unless the petitioner is being tracked or hunted and is likely to bring his hunters to the Temple simply by being present. The travelling Skull, or Shade, is then expected to perform a service on behalf of the host Temple before moving on.
    Adventurer's Notes: Skulls are among the most fearsome opponents a party can face. In addition to their magics and martial skills, they have no fear of death or torture, for they have already experienced the worst of both. To further complicate matters, they are often found in the company of intelligent Undead, powerful Necromancers or both. Any of these has the right of Sanctuary at the Temples of Setmurin. Skulls will periodically gather to perform rituals designed to cause great harm and suffering to the living. Some communities do allow Temples to operate openly, for the Priests of Setmurin can ensure that the soul of the departed will arrive where it belongs. Layity who are denied this opportunity will become chattel in Setmurin's Underworld domain. In these communities, Skulls often function as a kind of militia, for they view the rites and customs of death and dying as sacred. While their respective Priesthoods are actually on good terms, the Skulls maintain a longstanding rivalry with the Masks of Seli, the Ascended Drow Goddess of murder and betrayal.
    Dogma: Death to the enemies of Death. Death is both friend and companion--fear It not. Undeath is the blessing of Setmurin. Treat the higher Undead as you would treat the Priests. Necromancy is Setmurin's gift to us. Master it even as you would master the art of Toxicology. Do not hesitate to strike down an enemy. Never act to extend the life of those harvested by Setmurin. Bans: Arranging for the raising of non-believers, fearing death, hesitating in an assigned kill.
    Game Notes: Ability Requirements: Str 9, Con 14, Wis 10 HD:d8/+2 Save/Attack as Fighter Alignment Req: Evil Tendency: NE Race: Human/U, Orc/U, Elf/8, Drow/U, Kobold/12, Gnome/8, Dwarf/9, Goblin/14, Aaracockra/12, Hissus/12, Thri-Keen/U, Bullywug/12, Kuo-Toa/14, Locathah/8, Sahuagin/U. Armor : None Weapons: Any Non-blunt (Must be capable of shedding blood) Special Abilities: Priest : Immune to Fear-effects; 5)Induce Fear (3/d) Warrior: Str/Con Bonus Rogue : Backstab, Hide in Shadows, Move Silently Wizard : Necromancy (as Specialist) Other : Brew Poisons NWP: General, Priest, Warrior Restrictions: Level XP 2 3200 3 6400 4 12800 5 32000 6 64000 7 128000 8 240000 9 448000 +1 +480000

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