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Forgotten Realms

Kelemvor
Lord of the Dead

Johnny Tek
Written by Johnny Tek

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1
Oh lion, lion, reacher of the sky.
Your fearsome roar does cause the ground to shake.
Oh lion, lion, how can one deny
The fear and awe you leave behind your wake.
Oh lion proud and mighty have you been
But soon your tower built shall tumble down.
For all things end just as they do begin;
The Judgment comes to all when time comes ‘round.

2
Kelemvor _ Exarchs
Exarchs are deities and demigods that serve other (usually
more powerful) deities that protect, rule over and/or provide
them with support against their enemies.
LAWFUL NEUTRAL

Divine Residence: The Crystal Spire, Fugue Plane

Symbol: A skeletal humanoid arm holding up scales in equal Jergal


balance Jergal was once one of the most powerful gods, and ruled over
Divine Portfolio: Death, The Dead, Funerals and Tombs many godly domains, including death. Bored of his
responsibilities, Jergal willingly relinquished most of his divine
Divine Allies: Chauntea, Lathander, Sehanine Moonbow, power to others, and went about serving his successors one
Selune, Silvanus, Urogalan after the other as an adviser.

Divine Enemies: Cyric, Shar, Myrkul, Talona Jergal is the god of fatalism, proper burial, and the protection
of tombs. He is bland and formal in his disposition, and shows
Exarchs: Jergal his disdain through sarcasm. This god shows little concern for
anything, and can not be provoked to convey strong emotions
except under extreme circumstances. His lackadaisical
Kelemvor is god of the dead, as well as funerals and tombs. attitudes are often shared by his followers, many of whom live
Once a gallant human warrior and champion of good, the quiet, laidback lives as gravekeepers, morticians, and tomb
Lord of the Dead purged himself of his humanity so that his custodians.
role as the supreme judge of the dead could be justly
Jergal’s ancient wealth of knowledge spans the history of the
performed. Kelemvor’s great sacrifice protected the stability of
world, so his advice is one of the most valuable resources at
the gods’ power structure, which he himself endangered
Kelemvor’s command.
through personal bias.

Kelemvor is a somber, thoughtful deity with a supreme sense


of responsibility. He is burdened with knowledge of secrets
that have filled him with great urgency in his duties as a judge.
Although he maintains neutrality for the sake of balance, Afterlife
Kelemvor may occasionally assist great heroes in a small,
limited manner if it serves the justice of the afterlife.

Kelemvor is absolutely opposed to the existence of the undead, The Fugue Plane
as they represent a perversion of life and death that bring a
false terror of death to the living. Gods that are strongly The first way stop of all mortal souls in the living realms
zealous in the destruction of undead are counted as before heading to their afterlife destinations. The Fugue Plane
Kelemvor’s allies, though destroying undead might be the only is a dimly lit, grayish expanse that appears as an ocean of fog
endeavor that he might support together with them. and dark clouds to those who travel through it. Travel through
the Fugue Plane is much like swimming through the Astral
Shar’s relentless support of dark necromancy is terribly Plane; movement through one’s force of will. After souls reach
offensive, but Kelemvor can not directly move against her this place, they are then guided to dimensional gates within the
because of the divine rules restricting his actions. Talona is Fugue Plane that lead to the afterlife realms ruled by the gods
also considered to be an enemy for her spreading of unnatural they worship. The servants of the gods guard the souls from
death, including foul diseases that make a mockery of corpses harm as they travel through the plane.
(some going so far as to turn the corpses into undead). Since
Cyric is obsessively hateful of Kelemvor from their shared
history as mortals before ascending to godhood, the mad god
of lies is quite possibly Kelemvor’s most dedicated foe. The City of Judgement
Kelemvor appears as an old yet physically fit man in armor Within the Fugue Plane exists an ever-growing island of titanic
with a hood covering his head and a mask covering his face. size, floating in the gray. Upon this island sits the City of
His personal divine weapon is called Fatal Touch, a longsword Judgement, the destination for souls that have no divine patron
specially enchanted to slay the undead. leading them to the afterlife.

Kelemvor rules over the City of Judgement from his palace in


the city, known as the Crystal Spire. The palace also hosts the
Court of Souls, where gods of death from the various
pantheons meet in council.

3
The Faithless and The False Myrkul (Neutral Evil)
The Faithless are those who lived their lives in denial of all Myrkul is the god of death in the Faerunian pantheon, and
deities, The False have betrayed their gods in some way while was once the judge of the dead, before Kelemvor took on the
pretending to be faithful. mantle. Kelemvor must ever be wary of the twisted
machinations of Myrkul, for the evil god of death covets the
Every soul among the Faithless and False will roam the City of seat of the judge currently held by Kelemvor.
Judgement, prevented from leaving, for up to ten days before a
final judgement is applied by Kelemvor’s judgement. During Myrkul is a cold, calculating, intelligent planner who is always
those ten days, servants of the gods may try to convince the mindful of his behavior and ever vigilant of potential threats
souls to give themselves over to the gods; devils will attempt to to his influence. He is often at odds with Kelemvor over his
make contracts with the souls that will bring them to the Nine worshippers’ creation and use of undead, but Kelemvor can
Hells as newborn devils. Not all souls are approached however. not move directly against him without truly just cause.
Without salvation from a deity or damnation through devil Myrkul will readily take advantage of any system of rules that
conversion, the remaining souls are usually imprisoned for all binds the gods at any opportunity that serves his long-term
eternity as part of a massive wall that surrounds the City of plans. Myrkul will often work in tandem with Bane, the god of
Judgement. The Wall of the Faithless is composed completely tyranny, and Bhaal, the god of murder, to further his dastardly
of souls and rune-inscribed stone sections. Souls that are schemes (an alliance known as The Dead Three).
bound to the walls will slowly lose their memories and fade
into oblivion. The Wall is often raided by demons that tear
souls off and bring them to the Abyss for conversion into
newborn fiends. Segojan Earthcaller (Neutral Good)
Segojan Earthcaller is the gnomish god of earth, nature, and
the dead; he is also the patron supporter of the rock gnomes.
The Court of Souls Segojan Earthcaller has a direct and straightforward
Following the events of the Sundering, the gods of death from disposition, with a penchant for pragmatism and reasonable
the realms’ different pantheons were gathered into a council thinking. He will rarely act in violence, preferring diplomacy,
housed in the City of Judgement. Together in the Court of unless in defense of gnomes and his faithful. The worshippers
Souls, these gods of death preside over various issues of Sergojan Earthcaller follow his pragmatic ways, and are
concerning the dead and mediate disputes over souls. Rare highly organized.
cases of re-evaluation brought before the Court may result in a Segojan Earthcaller keeps a close eye on every member of the
Faithless or False being given the chance for a reprieve from an council in the Court of Souls, and always takes some time to
eternity on the Wall. reflect on events before taking action or speaking against
As the impartial judge of the dead, Kelemvor has the final say another god of death.
in the approval of actions collectively taken by the Court, and
chairs every meeting of the death gods.

Since the death gods other than Kelemvor have their own Sehanine Moonbow (Chaotic Good)
divine realms to oversee outside of the City of Judgement, they Sehanine Moonbow is the elven goddess of death, dreams,
will send either their avatars or proxies to represent them at journeys, mysticism, transcendence, the moon, the stars, and
the Court of Souls. the heavens; she is also the matron supporter of the moon
The following are some of the gods that may be seen in the elves.
Court of Souls. Sehanine Moonbow is a kind, compassionate deity with an air
of mystery about her. She is fond of applying subtle meanings
and innuendos in conversation, using her words to veil or
unveil her intentions in a witty manner. Although Sehanine
Dumathoin (Neutral) Moonbow is largely unconcerned with the happenings of the
Dumathoin is the dwarven god of buried wealth, ores, gems, mortal world, she will on occasion use her magic for the sake
mining, exploration, and guarding the dead; he is also the of elves and her faithful, or to support the destruction of
patron supporter of the shield dwarves. undead infestations.

Dumathoin is adventurous and rowdy, encouraging his Although she must suffer the company of certain evil gods in
worshippers to gather together comrades for grand exploits. the Court of Souls, Sehanine Moonbow maintains her
One of the greatest honors among the faithful is the right to composure for the sake of gleaning any possible hint of what
watch over a fallen friend’s or relative’s body to protect it from her enemies (and potential enemies) plan for the future. Her
predators until a proper funeral and burial can be held. One diplomacy is often surprisingly aggressive, employing small
of the greatest pleasures is to craft, receive, or discover a provocations and jabs to see how the other parties react.
precious stone of the highest cut and quality.

4
Turtris (Neutral Evil) Clergy
Turtris is the god of death and disease in the orcish pantheon. The clerics of Kelemvor, known as doom guides, are often
He embodies the fear that often drives orcs to live up to their employed to perform funerals, oversee last rites, and execute
barbaric reputation. last wills and testaments. They typically build their churches
and monasteries near places that honor the dead, such as
Turtris prefers to remain silent unless it is absolutely necessary cemeteries and memorial structures. The Church of Kelemvor
to communicate with others, even with his faithful. He prefers maintains a highly organized hierarchy and frequently expands
to observe in contemplation unless his attention is demanded its activities whenever possible.
by the situation. Turtris’ silence makes him an enigma to most
others, and he would prefer to keep it that way; he never The paladins of Kelemvor are known as grim knights. They
forgives a slight, bearing everlasting enmity that is best kept are particularly zealous in their hunting of undead, setting out
hidden until the time comes to strike. in crusades of extermination whenever news of an undead
sighting reaches the ears of Kelemvor’s Church. Grim knights
Turtris seeks the downfall of Sehanine Moonbow, Sergojan are typically equipped with long swords to honor the martial
Earthcaller, and all goblinoid gods of death in the Court of lore of their god.
Souls. Sehanine’s subtle insults, Sergojan’s condescension, and
a past theft committed by the goblin pantheon’s leader Clerics and paladins of Kelemvor usually pray for their spells
Magubliyet have placed them all on Turtris’ secret list of during the first hour of night, symbolizing the arrival of the
destructive objectives. dead in the afterlife after a transitional journey.

The standard daily ritual for the cleric or paladin of Kelemvor


is to give a prayer for the fallen once after waking, and once
Urogalan (Lawful Neutral) before sleeping. A few droplets of holy water are sprinkled on
the ground and then flung into the air during these prayers,
Urogalan is the halfling pantheon’s god of earth, the dead, and symbolizing the acknowledgement of the spirit’s release and
protection of the dead. He presides over burials and protection journey from the body to the great beyond.
of souls that have yet to reach the afterlife.
Traditional ceremonial dress is a long sleeved gray robe with
Urogalan is a pensive, morose deity who takes little interest in coarse black lining; the collar is snugly fitted against the neck,
the affairs of the mortal world. Urolagan will avoid being and there is a depiction of an armored knight and a panther
caught up in squabbles between other gods if possible, but he facing each other on the back. A tiny phial of holy water is
absolutely despises Myrkul for allowing and encouraging his worn from the neck on a silver chain, and a long sword is hung
faithful to make mockeries of corpses by turning them into from the belt in a black sheath bearing the symbol of
undead creatures. Kelemvor.
Urogalan seems to have a personal grudge against Myrkul, but Clerics and paladins of Kelemvor are mandated to offer
he has not spoken of it to anyone, nor has anyone ever dared condolences to those who have lost loved ones, and preserve
to ask. Urolagan’s priests and champions have been instructed the sanctity of places reserved for the storage of corpses and
to undermine or even slay Myrkul’s faithful whenever possible. remembrance of the dead. If there are undead creatures in the
vicinity, the highest priority is the protection of the living,
followed by the destruction of the undead. If it is not possible
to destroy the undead with current resources, the standard
Dogma procedure is to send a request for reinforcements from the
These are the tenets that worshippers of Kelemvor are given nearest conclaves so that the faithful of Kelemvor can descend
to live by. upon the threat en masse as a unified front.

● Death may be the end of life, but it is also the beginning of The lifestyle of a cleric or paladin of Kelemvor is typically a
something more. The great journey continues beyond the veil humble one that emphasizes training, prayer, and meditation.
so do not despair. It is common for them to take up a quiet hobby such as writing
literature, or crafting works of art such as sculptures or
● The dead are equal in the eyes of the gods, no matter their paintings.
station in life. All shall receive fair judgement at their time.

● Respect and honor the fallen, for they have joined the
builders of history in their passing. Without those who came
before, no progress could have been possible for any of the
peoples of the world.

● Speak out against the willful prolonging of life beyond a


natural end, especially if it involves the creation of undeath.

● The undead are an abomination that must be destroyed.


Their existence is mockery of both the dead and the living.

5
Feats Exclusive Spells
Clerics and paladins can take special feats as servants of Clerics and paladins of Kelemvor are able to prepare the
Kelemvor. following spells, unique to worshippers of Kelemvor.

Doom Guide of Kelemvor Bond of Fatal Touch


Requirement: Cleric, worships Kelemvor 3rd-level transmutation

As a doom guide of Kelemvor, you provide comfort for the SPECIAL: You must be a divine spellcaster worshipping
bereaved and defend the people and land from undead Kelemvor to cast this spell.
abominations. Casting Time: 1 bonus action
● Undead creatures have Disadvantage on saving throws made Range: Touch
against your Channel Divinity: Turn Undead feature. In Components: V
addition you are treated as being 3 cleric levels higher when Duration: Concentration, up to 1 minute
using the Destroy Undead feature. You invoke the blessing of Kelemvor unto a nonmagical melee
weapon; the weapon is imbued with a power that mimics the
● You can cast gentle repose without material components and
properties of Kelemvor’s personal weapon, Fatal Touch.
you always keep it among your prepared spells without
counting it towards your maximum limit. The imbued weapon becomes a magic weapon with a +1
bonus to attack rolls and damage rolls. In addition, the weapon
● You gain resistance to necrotic and poison damage. When deals an extra 2d6 radiant damage against undead creatures.
you use a cleric spell on one or more allies with a casting time
of 1 action or bonus action, those allies gain resistance to At Higher Levels. When you cast this magic spell with a
necrotic and poison damage until the start of your next turn. spell slot of 5th level or higher, the bonus increases to +2. In
addition, when you hit an undead creatures with the weapon
● You have Advantage on saving throws made to resist or on a melee weapon attack, the undead creature must make a
negate being possessed by spirits or ethereal creatures. Wisdom saving throw. On a failed save, the target has
Disadvantage on its attack rolls until the start of your next
turn.

Grim Knight of Kelemvor When you cast this magic spell with a spell slot of 7th level or
higher, the bonus increases to +3. In addition, the
Requirement: Paladin, worships Kelemvor Disadvantage effect becomes Disadvantage on attack rolls and
As a grim knight of kelemvor, your blade is the bane of those saving throws.
who would dare to threaten the souls of the fallen or desecrate
the bodies of the dead.

● Your Divine Strike feature adds double the extra damage Kelemvor’s Pull
against undead creatures. In addition, you can choose to make 4th-level abjuration
the extra damage necrotic instead of radiant.
SPECIAL: You must be a divine spellcaster worshipping
● You gain resistance to necrotic and poison damage. Your
Kelemvor to cast this spell.
Aura of Protection feature extends this benefit to all allies
within the aura’s radius. Casting Time: 1 action
Range: 60 feet
● Your weapon attacks ignore the weapon damage resistances/
immunities of undead creatures. Components: V, S
Duration: Instantaneous
● You have Advantage on saving throws made to resist or You invoke the censures of Kelemvor to force ethereal beings
negate being possessed by spirits or ethereal creatures. into the world. All creatures in the Ethereal Plane in spaces
that are parallel to spaces within a 60-foot spherical radius
centered on you must make a Wisdom saving throw. On a
failed save, an affected creature takes 4d8 psychic damage, is
pulled into the plane of existence that you are currently on,
and can’t return to the Ethereal Plane on its own for 10
minutes. The creature takes half damage on a successful save.

At Higher Levels. When you cast this magic spell with a


spell slot of 5th level or higher, the damage increases by 2d4
for each spell slot level above 4th.

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