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#I'll say this for Myrkul - he actually made something of a functioning religion
y-rhywbeth2 · 6 months
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Gods and Clergy: Myrkul
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
Religion | Gods | Shar | Selûne | Bhaal #1 | Bhaal #2 | Mystra | Jergal | Bane #1 | Bane #2 | Bane #3 | Myrkul | Lathander | Kelemvor | Tyr | Helm | Ilmater | Mielikki | Oghma | Gond | Tempus | Silvanus | Talos | Umberlee | Corellon | Moradin | Yondalla | Garl Glittergold | Eilistraee | Lolth | Laduguer | Gruumsh | Bahamut | Tiamat | Amodeus | The rest of the Faerûnian Pantheon --WIP
Now this is what I call a proper death cult. Now that I'm pretty sure I have all information on this asshole, here's Myrkul to finish off the Dead Three - He offers free hugs sometimes. Do not accept one.
Intro: We have too many death gods in this setting.
Clergy: Stuff like kindness is for the people who are currently dead, to hell with everybody who's alive.
Gray Ones: I know clerics usually make better necromancers than wizards who specialise in it, but come on.
Myrkul: Bane's got issues, but I think Myrkul might actually be the most effective villain here.
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"Know me and fear me. My embrace is for all and is patient but sure. The dead can always find you. My hand is everywhere - there is no door I cannot pass, nor guardian who can withstand me." - Myrkul's dogma
"Make certain daily that all fear the Lord of Bones—who cannot be evaded, hidden from, or shut out. For the dead are his subjects, and the slide into death his pleasure and his dominion. Speak daily to all you meet of the Doombringers to come and Doombringers past— those moved by Myrkul to bring death, delivering souls to the one who shall have them all in the end, the mighty and the low-born, the cloaked in proud Art and the barely able to speak. Silently remind folk of death by your garb, the skulls you carry, and the finger bones you trail behind you as you travel. You fear nothing, or to harm you is to die." - more dogma
Myrkul's dogma that has caused a lot of confusion.
"Myrkul was the god of the dead, as opposed to the god of death [the instance of death and the transition between [life and death]], which was the province of Bhaal."
Bhaal is the god of death with a focus specifically on the moment life ends, he doesn't care about the before or after, only the moment of death. Myrkul was the god of those who have already died, shuffled off their mortal coil and joined the choir invisible - he's just a sadist about it and wants you to be aware of your mortality while you're still alive, and also enjoys it when you die. Kelemvor actually holds dominion over the dead at the moment, but I'll get back to him.
Myrkul is very keen to be feared; to remind the living that their time alive is finite, and once Bhaal ends that fleeting life then they will be in Myrkul's kingdom.
His divine portfolio includes aging, exhaustion, decay, the hours of dusk and the autumn months - things that remind mortals of the entropy looming over them throughout their every living moment, bringing you one step closer to his kingdom. Another portfolio of his is parasites: the hidden thing inside you, sucking your life away. It's so important to Myrkul that you remember that you are ageing. You are always dying, slowly.
To this effect he really enjoys crashing funerals, manifesting in front of the grief stricken funeral goers to remind them that one day they'll die too! He'll also drop by at night and visit you in your nightmares, for the same reason.
He lost rulership of the dead when slain in the Time of Troubles by Midnight (soon to be Mystra), and the portfolio eventually passed to Cyric and later to Kelemvor.
Now that Myrkul has returned, Kelemvor remains god of the dead, but Myrkul maintains his older domains. He is the god of the slow march of life into death, with all the aspects mentioned.
He's also the most sadistic asshole, but I'll talk about that further in.
Temples of Myrkul begin with a mausoleum built above ground (as big as possible and decorated with the most intimidating statuary the builders can think of), which extend into necropolis underground, which are guarded by undead. The temples are often filled/covered in smoke from the crematoriums inside. The walls are decorated with images and statues of people of all genders, races and ages depicted in various forms of death and stages of decay.
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Myrkul and his worshippers, known as "the Anointed" are and always have been extremely unpopular. He receives offerings at funerals, but nobody particularly wants to worship him, and those that do are regarded with fear and the subject of rumour and horror stories.
His few priests come from people of a morbid bent, who enjoy the fear and the tales of how they can sicken and kill others through a mere touch, or that those who offend them in any way will die - and that all Anointed will know when one of their own has been killed, and by who. Anointed don't actually kill anyone as a rule, that's a job for Bhaalists, but they do make a special exception for people who pretend to be one of them in order to exploit their intimidating reputation. Such people die in spectacular, public fashion - as painfully as possible.
They also make an exception for law keepers and others in positions of power who try to oppress the study and practitioners of necromancy, although finding non-lethal means of making these people change their ways is common enough.
Myrkul's followers are to speak as little as possible, and when they do speak they speak as softly as they can while being as laconic as they're able. "It is poor form among the Anointed to show emotion when one can instead speak coldly and flatly, and maintain apparent calm."
At this point, people are so desperate to stay away from them that a Myrkulite can flat out just walk into your house and take whatever the hell they want. You like being alive and look forward to a happy afterlife and are not going to stop them. Many Myrkulites get extremely rich this way, and Old Lord Skull himself doesn't seem to care.
When in public they Anointed always wear skull half-masks, coating every inch of exposed flesh on their body with ash. They also carry human skulls with them - due to the skulls, they've often known as the "Grinning Anointed". While at the temple, or on ceremony, they wear full body, deep hooded black robes, tied around the waist with a white sash, and forgo shoes in favour of being bare foot.
Their entire job, as far as the living go, is basically to torment people and remind them that their life is ultimately pointless and that they're going to die.
While they're absolute monsters towards living beings. whom they and their god abhor, the Anointed typically hold those who are dead in reverence. Resurrecting the dead is a blasphemous act forbidden by the faith, and Myrkul only rarely permits it in exceptional circumstances (although a technical loophole exists in that you can get a priest of a different god to bring back a dead person for you.)
Other, less sadistic, duties include carrying out funerals and seeking out and burying the lost dead. They seek to make the dying comfortable in their last moments, and help them get their last affairs in order - a duty that they now, presumably, share with Kelemvorites. Myrkulites will typically go out of their way to make sure that the last wills and testaments (and similar) have reaching effects after a person's death, so that they may hold influence on the living from beyond the grave. Another thing they share with Kelemvorites is that they personally do not view death as unnatural or something to run from. Where they differ is that Kelemvor teaches the living not to live in fear of death, while Myrkul wants mortals in constant dread.
Myrkul's priests are often blessed with a high tolerance for disease, which makes them particularly useful for disposing of the bodies of plague victims.
Myrkulites often have a special reverence for necromancy, again due to its ability to allow the dead to affect the living. They call it "the sacred hand that reaches from the grave."
They are also charged with spreading tale of those the faith reveres as "Doombringers" - those driven to avenge the dead; friends, lovers, mentors and other loved ones sent or driven into death one way or another by the actions of their target/s.
A Myrkulite can be hired as a doombringer, the cost of which is sometimes called a "skull fee", however they will not work for the still-living. They can only be hired on behalf of the dead, or in advance of one's death.
Myrkulites should not expect much of a social life outside of the other Anointed, and most will leave wherever they were raised and/or lived, as their communities certainly wouldn't appreciate having a Myrkulite in their midst.
The clergy contains many titles, each conferring a specific necromantic spell taught or priestly duty (most of which are not actually described). Once these were in rank, however in recent times the hierarchy has become a loose grouping by age and experience into Initiates, Lesser Anointed, Anointed and Higher Anointed. Myrkul did away with the concept of high priests after certain incidents involving a rebellion against him.
The titles used to be: Daring One, Night Walker, Bone Talker, Shroud Wearer, Crypt Carver, Bone Dancer, Ritual Consecrator, Undead Master, Withering Lord, Deathbringer and Elder Doom (the later of whom have influence beyond a single temple or settlement).
Bone Dancers perform ritualistic dances that animate the dead as guardians of a site. Ritual Consecrators are basically the clergy's craftsmen, responsible for dedicating the altars, making the scythes and preparing the materials for magic. Withering Lords use magic that causes living flesh to wither and die, and Deathbringers can cause you to drop dead by pointing at you.
Anointed greet their equals and juniors as "Death [Surname]" and their senior clergy as "Most Holy Death [Surname]."
Lower ranks owe little in the way of reverence to their seniors, aside from obeying reasonable instructions and offering aid, money, food or shelter when the moment calls for it. The senior clergy should not be living off of the backs of the lower ranks, and if they attempt to abuse their power then the junior clergy are free to defy them.
Initiates to the faith are taken into the crypts, to meet the corpse of a former high-ranking priest. There, the ritual spell speak with dead is used to allow Myrkul to address the initiate personally, imparting his dogma upon them.
Myrkul is known to visit his favoured followers to give them a hug. Said hug is full of necromantic magic and is highly likely to kill you. If it doesn't you will be horrifically withered and traumatised for life, but Myrkulites consider survivors to be blessed.
When Cyric took over as god of the dead, unlike their Bhaalist and Banite counterparts who had schisms and purges over it, the Anointed simply carried on as usual. Their complete indifference was about as close to enthusiasm as Myrkulites get. While many were just as indifferent when Cyric was replaced by Kelemvor, he proved to be a bit more controversial, due to the ban on necromancy.
Myrkul is worshipped at dusk every day during a ritual named the Dusking. Grave dirt, or the bones and ash of the cremated, are offered to a black altar decorated with bones. Above the altar a human skull is enchanted so that it floats and glows dimly. The purpose of the daily ritual is to remember that death follows closely behind all living creatures, and those who don't chose Myrkul as a patron deity are encouraged to give their own offerings. The begining and ending of the ritual is marked by the toll of a bell (a deep, reverberating one, not a high note). Each time an offering is made the bell is tolled again. Particularly devout Myrkulites will hold a personal prayer at any time during the hours of darkness that night.
There is only one holy day, held during the Feast of the Moon when everybody honours the dead. Myrkulites call it "the day the dead are most with us." It's believed by them that the dead walk the world as ghosts to seek their loved ones, enemies and descendants - either to observe or to pass on messages. They celebrate the dead with chants, prayers and hyms and end the day with a ritual called the Flagons of the Fallen, where they set glasses of wine on fire with magic to grant the spirits a momentary respite from their "eternal chill."
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The priests that dedicate themselves to Myrkul alone amongst the gods are the Grey Ones (also known by the nickname, "fingerbones")
Grey ones are master necromancers, and can command far larger hordes than normal. They are also masters of lore regarding undeath, all forms of undead and the outer planes and the fate of souls.
They're resistant to any spell effects that cause death
They do not display any negative effects of any diseases or parasites they may be hosting, although they can still contract them. For example, an Anointed could visibly have leprosy, and it will kill them, but they won't feel it or be bothered by it until it actually kills them.
They can magically put themselves into a state where they appear to be dead to onlookers.
They can summon Deaths to serve them - grim reaper looking undead who serve Myrkul.
They can wither living flesh at a touch.
Once a tenday they have access to a unique spell called the Hand of Myrkul, this wreathes their hand in flame. If they touch a living creature with this hand, then the victim must make a successful roll or they will die. If the target dies, the Gray One must also make that same roll, or be slain themselves.
They can stagnate water and create or worsen structural weak points in inanimate matter.
They can turn wounds and injuries necrotic.
They have a unique version of the spell finger of death where the priest points a finger bone at the target, says the incantation and if the damage caused kills the target then they can't be resurrected. If they don't die, then the Myrkulite can perform a ritual involving holy water that will turn them into a living zombie under their command.
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Myrkul himself is a Neutral Evil deity and his domain is in the Lower Planes on the Grey Waste of Hades. Born Myrkul Bey al-Kursi, a talented necromancer and Crown-Prince of a kingdom called Murghom. His kingdom was a vassal state of the ancient empire Mulhorand, and the prince wasn't satisfied with such meagre power. So off he travelled, eventually running into Bhaal and Bane, who were already allied and being compelled to seek out and slay ancient gods due to horrific visions being inflicted on them by the god Jergal. This, of course, is what we call an opportunity for better power, so Myrkul joined them and the three went on to steal divinity from many beings and ended up becoming the Dead Three. He was slain by Midnight, who would become Mystra, in a battle in Waterdeep during the Time of Troubles.
Myrkul's personality is described as cold and malignant, and the god himself is known for his cruel intellect. He never gets angry or raises his voice, only ever speaking in a whisper. Whenever his plans are foiled by mortals he only ever responds with amusement.
Sometimes, just to keep mortals on their toes, he pretends to be kind.
Myrkul's avatar is much like the traditional grim reaper (scythe included), but with four arms, and his face still has some skin - flaking, withered skin covered in lesions and his lips and black and cracking. His sunken eyes "gleam with a cold, evil light." He levitates rather than standing on the ground. His touch is lethally icy, both physically and on a spiritual level. He can also inflict a flesh-eating disease on people though touching them. Regardless of how much damage it inflicts, after being in physical contact with Myrkul, a living being sees all other living beings around them as corpses for a varying period of time. His scythe causes fatigue and weakness in those it touches.
All skeletons and zombies obey him absolutely, regardless of who created them. Much like Bhaal, Myrkul can create any form of undead by touching a corpse, and sapient undead such as mummies and vampires created this way are bound to his will for a single task after which they are fully free willed. He can reduce all undead to dust with a touch, and they cannot harm him in any way.
Myrkul also manifests as a flying human skull with lights in its eye sockets, and can vary in size from normal skull to being six foot tall. He can also manifest as a skeletal arm wielding a scimitar, which has much the same effect as the scythe.
Myrkul can cast any spell except those that create light as a primary effect.
Naturally his divine servants and messengers are undead, and he's been known to unleash armies of the dead on the living.
Various things Myrkul will send to his faithful to show his favour or disfavour include; bats, panthers, hell hounds, nightmares, black roses, jet, obsidian, onyx and corvids. The animals will aid his faithful, if in favour and cause harassment or harm to show his disfavour. They can also be sent to attack his followers' enemies.
His top hits in contribution to the Realms include:
The Wall of the Faithless. Nobody actually asked for the souls of those who cannot be claimed by any of the gods to all be packed together and turned into a mouldy, eternally screaming wall where they will experience agony untold for millennia as their memories and sense of self are slowly eaten away until nothing of them is left. But Myrkul is the gift that keeps on giving, so he gave the Wall to the Realms anyway.
The Spirit Eater Curse: So one of his old Chosen, raised from birth to serve him with blind loyalty, got a girlfriend. Then this girlfriend ended up in aforementioned wall of screaming souls. Said Chosen rebelled in order to rescue his girlfriend, so Myrkul did the only reasonable thing and put him in the Wall (even though this is a breach of divine cosmology) and then took him back out when his personality had been erased and dumped him back on Toril. What was left was a soul eating parasite - a void that feels only hunger and can never be filled, ruining thousands of lives and leaving spiritual desolation wherever it went. Did this have anything to do with being a punishment for the former high priests rebellion? Sort of, but ultimately, not really, no. This was Myrkul's equivalent of Iyachtu Xvim and the Bhaalspawn; as long as the curse exists, a fragment of Myrkul remains in the world and he cannot die.
The Crown of Horns: Originally crafted by Jergal. A circlet made of electrum, with four bone horns at the corners and one large black diamond centred over the brow, radiating necromantic energy. Before the Second Sundering, the crown hosted a portion of Myrkul's essence. The crown has mind-affecting magic that sows discord amongst all in its vicinity who don't worship Myrkul, who it can bind to the yugoloth fiends of the Lower Planes, and its power also drives them to covet the crown. All who wear it have their minds consumed by Myrkul as it slowly turns them into a lich. They usually then start acting as an evil necromancer overlord, raising the dead and trying to take over the nearest city/kingdom/whatever. At their worst, wearers of the crown have been strong enough to challenge Bane's church (although I don't think they've tried).
Myrkul's been keeping the crown teleporting around the world, post Time of Troubles, landing out of reach of meddling Harpers and kept within reach of idiots.
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