Kelemvor

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

Symbol: An upright, bone-colored skeletal arm holding the golden scales of justice balanced evenly in its fist against a steel-gray field
Home Plane: Oinos/Crystal Spire
Alignment: LN
Portfolio: Death, the dead
Domains: Law Protection Travel
Worshipers: The dying, families of the dying, gravediggers, hunters of the undead, morticians, mourners
Aliases: N/A
Cleric Alignments: LE, LG, LN
Favored Weapon: Bastard sword - "Fatal Touch"

History/Relationships: Kelemvor (pronounced KELL-em-vor), formerly Kelemvor Lyonsbane, also known as the Lord of the Dead and Judge of the Damned, is the god of death and the dead, and master of the Crystal Spire in the Fugue Plane. In his mortal days, Kelemvor was a skilled mercenary, with the heart of a noble paladin, concealed under rude manners and thwarted by his mysterious family curse.

Fair yet cold, Kelemvor is the god of death and the dead—the most recent deity to hold this position, following in the footsteps of Jergal, Myrkul, and Cyric. Unlike these other deities, whose rule as gods of the dead made the afterlife an uncertain and fearful thing, Kelemvor urges knowledge that death is a natural part of life and should not be feared as long as it is understood.

The Curse of the Lyonsbanes had been passed down for generations in Kelemvor's family. All this started from the greedy mercenary Kyle Lyonsbane, who was utterly ruthless in extracting payment, to the point that one day he left his sorceress companion on the battlefield to die so that he could plunder the enemy's stronghold. In her last breath, the sorceress bestowed a curse upon Kyle. From that day on the mercenary can never attempt to perform an act for any type of reward without becoming a panther, and transform to human only by taking a life. Under the curse, only unselfish and heroic acts were permitted. The curse was passed on to Kyle's son, but it was reversed, making him unable to perform any act without asking for a reward, or suffer the metamorphosis. This resulted in a long line of mercenaries in the Lyonsbane family, and as family member grew old it become more dangerous for those who live around them, since the seniors could no longer remember if a reward had been offered. Thus it became the responsibility of every Lyonsbane to slay their father when they reached the age of fifty.

Kelemvor was the seventh descendant of Kyle. Because of the curse, Kelemvor had become a panther and mercilessly killed his own cruel father when trying to protect an innocent house maiden. After that he evaded the Lyonsbane castle, and became a sellsword, as most of his family members did. However because of the curse, many of his comrades died in front of his very eyes, and all he could do was turn away. Kelemvor dreamed of a day when he could perform heroic deeds free from the curse, become a true hero as those stories he had read when he was a child in the Lyonsbane castle.

After this he met up with Midnight and Adon of Sune. During the events of the Time of Troubles the curse was removed by the god of strife, Bane. Together with Midnight and Adon he recovered the lost Tablets of Fate, bringing them to Waterdeep, to return them to Ao. In a final confrontation with Myrkul on top of Blackstaff Tower, Kelemvor was killed by still-mortal Cyric—wielding the sword Godsbane—who would later become god of death in place of Myrkul. Godsbane (Mask in disguise) siphoned away Kelemvors eternal spirit, hiding it from the new Lord of Death, and for ten years Kelemvors spirit lived in this pocket plane, all the while Cyric was searching for him, bent on destroying him for good.

Ten years after the Time of Troubles, after Cyric murdered Bhaal and ascended to godhood, the first thing he wanted to accomplish was to have Kelemvor's soul so that he could gain an advantage over the new Mystra, his most hated rival, and whose portfolio over Magic he coveted. However, for ten years, Cyric and his church were unable to find Kelemvor's soul, every divination and spell they tried yielded nothing. Cyric suspected that there were traitors within his own church who fostered Kelemvor's soul. He later launched the Second Banedeath in 1368 DR, unleashing his Inquisition on Zhentil Keep, Yûlash, Darkhold, Teshwave, and the Citadel of the Raven to cleanse all Zhent holdings of non-Cyricist priests. Cyric also released Kezef the Chaos Hound from Pandemonium, and commanded it to trace Kelemvor's soul. Kezef ended up being trapped again by the God of Thieves.

Kelemvor's soul, was absorped into Cyric's sentient sword, Godsbane, in the moment he was killed on top of Blackstaff Tower. The sword was actually Mask, the God of Thieves in guise, who planned to bring Cyric's downfall and gain Cyric's portfolio over lies. Mask used Kelemvor's soul to gain the cooperation of Mystra, all the while planning a revolt in the City of Death against Cyric. With the help of Mystra, Torm, Oghma, and Cyric's own high priest Fzoul Chembryl (whose loyalty lay with the dead Bane), great chaos was caused in two of Cyric's most important bases of faith: Zhentil Keep, and the City of Death. A great number of Cyric's follower lost their faith, thus greatly weakening Cyric himself. Without the will to control the City of Death, dead spirits were freed and roamed about the City. In addition, Cyric's nightmare was freed from Dendar the Night Serpent, and the dream found Cyric, causing him to think that Kelemvor had somehow returned to life and to seek revenge. At that moment, Cyric, though a Greater Power, lost his mind, crushed his sword, which freed Kelemvor, and made his nightmare come true. The two fought, a dead soul against a god. Cyric's fear, indecision, and madness had became his defeat, and Kelemvor finally managed to overthrow Cyric's rule in the City. By the wish of all dead spirits and Denizens in the Gray Wastes, in 1368 DR Kelemvor became the new God of Death.

To be the Lord of the Dead is to be the judgment of the departed souls. In the novel Crucible: The Trial of Cyric the Mad, being the new Lord Death, Kelemvor wished to clear all the corruptions in the Realms of Death brought by former Lords of Death. He reshaped the Bone Castle, a twisted citadel in the Gray Wastes where Jergal, Myrkul and Cyric had all ruled from, into the transparent Crystal Spire, its translucency representing that no more should Death be a frightening mystery. While faithful souls would be claimed by their respective deities, faithless souls and those with a false faith that his/her god did not want, are judged before the God of Death. Former Gods of Death would decide whether they were the Faithless, or the False. Either way, in the hands of Myrkul or Cyric, these souls eventually ended up being eternally tortured. Kelemvor, however, was more lenient on those Faithless and False who were virtuous and honorable in life, while the ones who were cowardly or capricious were severely punished. Those souls being judged as noble, would be sent to the then merrier and heaven-like parts in the City of Death, such as the Singing City, or Pax Cloister, while for thieves and cowards there were hell-like parts of the City such as Acid Swamps.

As a result, honorable and brave mortals no longer feared death, and recklessly threw their lives away, trusting in Kelemvor's judgment rather the worshiping of other benevolent gods. The cowardly and crafty mortals became too fearful to do much, lest they die and find themselves before Kelemvor. This, in combination with Mystra's unjust granting of magic, favoring only those good, brought unintentional imbalance and robbed the other deities of potential worshipers. Being exposed by Cyric, Kelemvor and Mystra were accused by the Circle of Greater Gods of being guilty of Incompetence by Humanity.

Kelemvor wondered how he could judge the damned, when he himself failed his own personal judgment. He gradually came to realize that there is nothing human in being a god. To correct his mistakes, great changes were undergone in his realm, as well as in himself. The City of the Dead was changed to a gray world, not truly light, not totally dark, simply dull gray. Gone was the good and evil in the City, only indifference and silence remained. The once diamond-like Crystal Spire was also smoked the color of topaz. Kelemvor also rid himself of all signs of humanity in order to properly fulfill his duties, which means replacing the warrior-like human he used to assume with a darkly robed figure, his raven black hair turned to silver, his eyes became pupiless, his appearance aged, his armor tattered and black, and donned a silver death mask.

He then conducted the Re-evaluation, where all souls in the City were to be judged according to new criteria, then be sentenced to new places in the City. Souls being judged will not find torture, but neither will they find joy. They will exist with souls ethically similar to themselves.

During the process, Adon (Kelemvor and Mystra's mutual friend, as well the patriarch of Mystra's new church) was driven mad by Cyric's trickery, losing his faith in Mystra, and had died a faithless soul. Mystra came to Kelemvor and asked for Adon's soul, which Kelemvor steadfastly refused since Adon was now one of the Faithless, or perhaps even the False. This, along with Kelemvor's loss of passion, eventually caused the breaking up of their relationship. As mortals, Kelemvor and Mystra were lovers, but it is unlikely this is maintained now that they are both deities with responsibilities (Crucible: The Trial of Cyric the Mad gives an account of the end of Kelemvor and Mystra's love—though via a possibly unreliable author). Kelemvor's greatest enemy is Cyric, but he also fiercely opposes the machinations of Velsharoon, the necromancer god who animates the dead into undead and thus stands against everything Kelemvor works for, and Talona, for the unnatural deaths caused by her diseases.

This also makes him an ally of Lathander the Morninglord, who also opposes undeath. Kelemvor maintains practical alliances with good- and neutral-aligned gods of death in other pantheons—Sehanine Moonbow, Osiris, and Urogalan amongst. Kelemvor is served by the original deity of death, the mysterious, fatalistic, and pragmatic Jergal, who keeps records of the final disposition of spirits of the deceased.elationship.

Dogma: Kelemvor is interested in having followers who recognize that death is but a part of life. It is not an end but a beginning, not a punishment but a necessity. There is no deceit in death, nothing concealed, nothing chaotic. Death is an orderly process.

The followers of Kelemvor are not out to spread death and destruction in the Realms. Rather, they seek to help others to die with dignity at their appointed time and no sooner. Just as they do not seek to rush death, they also speak out against those who seek to artificially prolong their lives beyond their natural limits, including such magical creations as liches.

The charge of Kelemvor to his novitiates is this: "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 strivings in life brought Faerûn to where it is now, and to forget them is to forget also where we are now—and why."

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 Faerûn 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.

Avatar/Manifestations: Kelemvor prefers to send a translucent image of a floating skull enfolded by a hood and surrounded by the flapping tarters of the rest of a diaphanous gray robe. This image is accompanied by the mournful whistle of winds. If necessary, a real wind can accompany this image, and a tangible skeletal arm possesses a Strength of 24 and can chill touch as the 1st-level wizard spell, as if cast by an 18th-level mage. The image can speak with the voice of the god, though Kelemvor prefers not to speak aloud, or it can speak directly into the minds of beings who are present. This shrouded skull can drift about at MV Fl 21 (A), dispel (permanently disrupt with no saving throw) all undead within 90 feet, or animate dead all corpses within the same range to command them or turn their control over to a mortal, usually one of his priests. Commands given by Kelemvor to the animated dead cannot be broken by any mortal.

Agents/Petitioners: Kelemvor also indicates his favor or disfavor or sends aid through the presence or actions of the demipower Jergal, pers, a few einheriar (whom he transforms into minor deaths when his senior specialty priests summon them) and watchghosts, but never any evil or corporeal undead.

The Church of Kelemvor: The death clergy as they are known have many duties, most involve tending to the last wishes of the dying and provide burial services to those who die alone. They also set out to cure diseases and defend people from monsters so that folk do not die before their time. Their final and debatably most important task is the destruction of undeath in all its various forms as it is an affront to Kelemvor. Elite priests of Kelemvor are known as Doomguides.

Day-to-Day Activities: 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 good-aligned undead creatures 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.

Holy Days/Important Ceremonies: 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 Faerûn 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."

Major Centers of Worship: The only major center of Kelemvorite worship thus far is the Tower of Skulls in Ormath, 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.

Affiliated Orders:
Most Solemn Order of the Silent Shroud:
An organization of gravediggers, embalmers, and other cemetary workers and crafters. Those of this order identify each other with a series of secret signs. Their task is to keep the church informed of undead sightings and gravesite desecrations.

Eternal Order:
This recently established knightly order's purpose is to hunt and destroy powerful undead. They develop powerful undead-fighting powers by sacrificing other paladin abilities.

Priestly 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 Garb: Adventuring clergy members are often given enchanted gray domino masks entrusted to their use by the church that enable them to detect undead (as the 1st-level wizard spell) and see with infravision up to 60 feet in darkness. 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.