"Worlde Famous" - persons and powers of influence in the realms

Mortador
Arch Lich, Warlock Lord, & Master Theomaturge

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Early Years

A youth of physical prowess, commanding presence, and mental sharpness, Mortador was raised in a workingman’s household, not far from the city. Early in life his sharp mind grasped the idea that the path to real power was through the study and use of magic and so he apprenticed to a local wizard and began his career. Driven by his vast intelligence and ambition, he soon reached the limit of his master’s abilities and left to pursue power and knowledge in the world beyond. Mortador traveled with many adventuring bands and grew in his knowledge and skill as a magic user.

The Turning Point

Seeking treasure and glory with a group of adventurers, Mortador entered the cursed ancient pyramids and labyrinthine dungeons beneath the Desert of Desolation. There the young wizard, and his companions overcame a host of undead creatures, fought fiends of the abyss, survived a twisted assortment of deadly traps, and finally entered the lair of the undead master, the lord of the desert necropolis. The adventurers fought and vanquished the Lich and his minions then plundered the vast treasures of the pyramids. Mortador found there two artifacts of ancient evil; the Eye and the Hand of Vecna, cursed organs, the remains of an evil demi-god, the mighty lich lord named Vecna. His lust for power overcame his reason and Mortador, raving mad, severed his own arm and gouged out his own eye that he could acquire the powers of that dead lich lord.

The Ascension

Mortador became a creature of evil in the land; his callous nature and cold ambition easily succumbed to the malevolent power of the dead eye and skeletal hand he had grafted to his own body. Evil, all consuming ambition, a driven Mortador built a tower in the wilderness and enslaved the tribes of orcs and goblins in the region, and there he sought to trade with the powers of the lower planes. Mortador began to harvest souls in exchange for favors and influence with demon princes and the outer lords, he sold his soul and won it back, bartering, cheating, tricking and beating the Devil.

Consumed by ambition, Mortador sought the formula of eternal undeath, the Elixir and Ritual of transformation that changes mortal wizard to undead lich. Learning the secrets of undeath he created a phylactery to house his soul, then he drank the poisons, spoke the most unholy of words, and died. His soul separated and safely housed in a gemstone, his dead body was transformed by the foulest necromancy, black magic infused his remains, and because he was a very powerful wizard with the Eye and Hand of Vecna already fused to his body, Mortador became an Arch-Lich, an undead mage of immense power.

Influence in the Worlde

Now a vast shadow-cloud drifts across the land, a mile high, boiling black pillar of darkness moving through the sky. At the center of this cloud of darkness floats a horrific mansion, an elaborite, many-towered palace of dark stone and fire. Mortador’s Mansion, his lair, travels through the world, slowly floating over the land and leaving a trail of darkness and death in its wake.

The Arch-Lich is said to host a council of lich-lords gathered from many lands, that great and malevolent entities frequently visit his mansion, and that his evil grasp is felt on many worlds beyond our own, such is his formidable power and influence. Mortador the Arch-Lich is consumed by his hunger for power and seeks now to become divine, to become a god of darkness and despair.

"Worlde Famous" - persons and powers of influence in the realms

The Imperial Sentinels

Epic knights -personal guard of the Emperor

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Overview

A corps of super-elite knights that guard and protect the Emperor, his family and the Palace. The Imperial Sentinels seem part of the Palace itself, as they stand at station their motionless, silent presence is ever watchful and unrelenting. Rarely seen on the battlefield, these mighty knights lead no armies, they seldom travel, and their armored companies train and barrack in the city itself. Their existence and expertise is totally dedicated to protecting the court of the Emperor, and they never deviate from that duty.

The majority of the Imperial Sentinels guard and patrol the Palace on foot, but a select few serve as dragon riders. A wing of 10 Silver Dragons and their chosen riders form the unit called the Cadre Draconus, they serve as the airborne arm of the Imperial Sentinels. The sight of a Silver Dragon and Sentinel patrolling the skies over Argent City is not unusual, though they are aloof and rarely interfere in the city below. The daily crime and violence in Argent is the jurisdiction of others.

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Organization

There are approximately 300 knights, officers, and support personal in the Imperial Sentinels. The active knights are organized into three companies;

The Imperium Primus is the largest company, consisting of 150 Sentinels who form the Palace Guard, and normally there are 60 Imperium Primus Sentinels on duty, posted at stations throughout the Palace.

The Personae Contegus are the 30 Imperial Sentinels who guard the Emperor himself. This small company of knights never leaves his presence and normally there are 10 knights with the Emperor wherever he goes.

The Cadre Draconus are those few special Sentinels chosen by one of the Elder Silver Dragons, dragons who have sworn an oath of service to the Empire. There are 10 mounted knights in this company.

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Equipment

Each knight wears the world-renowned armor called the Mantle of the Sentinels. These master crafted, heavy plate mail suits are magically imbued foci of powerful protective energies. The Mantle of the Sentinels can only be worn by members of the Imperial Guard. Each knight is also equipped with a massive shield emblazoned with the crest of the Emperor, and imbued with more powerful defensive spells, and each knight carries a Staff of the Word, a god -crafted artifact of eldritch power. The Imperial Sentinels are likely the most powerfully equipped military unit in the world.

Religion of the Realms - An Introduction - revisited

  • The gods of Argent are many and vary widely in their influence and aspect. The eldest and first god is named Homol; He that created the world then forgot. Homol is recognized though he is not worshipped, he answers no prayers, he has no avatars that deliver his will, and no temples are dedicated to him. He has departed the world he created and no man or god knows where Homol now walks.

  • Those who rule above the immortal pantheon are the three greater gods, beings who wield power and influence surpassing all the other deities and demi-gods recognized by man. Y'Gaz the Despoiler is the eldest, he is darkness and evil incarnate, and he is the original antagonist and the opposer of creation. Worship of Y'Gaz is forbidden in the empire and the punishment for those few wicked or insane people who would practice his loathsome rituals of sacrifice is severe. Though his worship is banned and his worshippers persecuted, there still lurk a few blood soaked temples and shrines to the Despiser in the dark places of the world.

  • The citizens of the empire enjoy the privilege of worshipping the sibling gods Brok and Amphia and all their allied gods. Brok the War-God, Lord of the Contest, is a god who requires no great cathedrals, who is worshipped in many temples dedicated to other gods. Shrines to Brok are found in churches, merchant halls, castles, arenas, and battlefields across the realm. Amphia the Great Mother is fondly embraced by all peoples, her churches are found in small villages and large cities alike. Every house of honest worship holds a alter dedicated to the All-Mother and she has many churches and convents in her name. Amphia and her worshipers bring life, health, and happiness to the world.

  • These are the Greater Gods, the three most influential of the pantheon of gods worshipped in the Empire of Argent. The many Immortal Gods and Lesser Gods within that pantheon are variously aligned and related to the three Greater Gods. The people of the Empire typically recognize and pay homage to the deity appropriate to the occasion and most churches and temples house alters to several gods.

Religion of the Realm - the Pantheon of Gods

"Brytol"

Earth Friend, The Land Walker

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Deity Title: The Green Man, Mother Nature, Wood Spirit, etc.

Sphere of Control : Nature, storms and weather, the land and the forest Wild animals and natural creatures, farming and harvesting, crafting, hunting, foraging

Deity Alignment : Neutral and Good

Deity Power : Immortal God

Deity Home Plane : Feywild, the Seelie realms

Deity Appearance : Androgynous Fey Lord, and the Voice of the Land

Manifestation : the elements

Avatars : Elementals, The Fey, The Great Stag,

Saints :

Clerical Alignment : disorganized good

Cleric Types : Fey and human, goodly races

Clerical Organization : earth lore wards, druids and hermits, shamans and nature cults, varied individuals,

Temple Size, Location, & Frequency : diverse natural shrines, places of power

Clerical Raiment : woodland garb

Worshiper Armor & Weapons : natural light armor, blunt weapons

Religion of the Realm - the Pantheon of Gods

"Trion"

King of the Seas

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Deity Title: Sea King, Storm Lord

Sphere of Control : The rivers, oceans, and the sky, weather and navigation , sailors and travelers, crafters

Deity Alignment : Neutral, Unpredictable

Deity Power : Immortal God

Deity Home Plane :

Deity Appearance : Sea Titan or Dolphin

Manifestation : unpredictable and severe

Avatars : The Kraken, Tsunami, Storm Titan

Saints :

Clerical Alignment : any

Cleric Types : any

Clerical Organization : Many varied orders, Sea Cults, confederations of sea priests, and storm worshipers

Temple Size, Location, & Frequency : common on coastal lands, small chapels, storm worshipers temples

Clerical Raiment : sky colored kilt and cloak, seaman’s tunic, or storm gray robes

Worshiper Armor & Weapons : varied; light armor restriction mostly

Religion of the Realm - the Pantheon of Gods

"Monnon"

Lord of Hell

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Deity Title: The Devil, Prince of Darkness

Sphere of Control : Hell and all diabolic evil, revenge and hatred, torture and coercion, domination and slavery, ordered use of power

Deity Alignment : Lawful Evil

Deity Power : Immortal God

Deity Home Plane : Hell

Deity Appearance : Handsome Devil, Arch Fiend, or Diabolic Human

Manifestation : subtle manipulations to overt plays of fiendish power

Avatars : the Dukes of Hell

Saints :

Clerical Alignment : mostly evil & non chaotic

Cleric Types : any

Clerical Organization : strictly ordered, merciless bureaucracy, Devil Cults and Diabolic hierarchy

Temple Size, Location, & Frequency : diabolic consecration, unholy temples and bloodstained alters secreted throughout the land

Clerical Raiment : Evil and wicked vestments

Worshiper Armor & Weapons : any armor, unholy weapons

Religion of the Realm - the Pantheon of Gods

"Glimmer "

Goddess of dreams & the mind

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Deity Title: The Dream-Seer, The Ethereal Wanderer, The Gray Oracle

Sphere of Control : Divination and portents, genius and inspiration, artists and musicians, crafters and artisans, contemplation and meditation

Deity Alignment : Neutral tending towards good

Deity Power : Immortal God

Deity Home Plane : Elysium

Deity Appearance : a flickering candle, a delirious young girl, a whisper in a dream, the blind crone, smoke or fog, etc.

Manifestation : indirect and subtle

Avatars : The 3 Witches, The Ancient Oracle, The Flame of Inspiration

Saints :

Clerical Alignment : any non lawful or evil

Cleric Types : often female

Clerical Organization : no organized church; independent gatherings, covens, and mostly independant individuals

Temple Size, Location, & Frequency : recognized by many goodly temples, mostly personal alters and a few sheltered shrines and hidden chapels

Clerical Raiment : simple tunic or plain gray robes

Worshiper Armor & Weapons : light armor & simple ranged weapons

Religion of the Realm - the Pantheon of Gods

"Morfid "

the Magician

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Deity Title: The Scholar, Lore-master, The Wise Mage

Sphere of Control : Knowledge and the written word, White magic, history and records, spell casting, arcane knowledge and wise council

Deity Alignment : Neutral tending to Good

Deity Power : Immortal God

Deity Home Plane : Arcadia

Deity Appearance : The Wizard

Manifestation : White Magic and Scholar-Priests, Council of the Learned

Avatars : The Old Wizard, The Librarian of the Ancients, The Curious Child

Saints : Stephan the Rune-scorned, Glenda the Wise, The Peerless, Theralcan Lore-wright, Slaon Farthought

Clerical Alignment : none evil

Cleric Types : often Human, Male or Female

Clerical Organization : Schools of Magic, Orders of Scholars and Lore-Keepers

Temple Size, Location, & Frequency : Library Shrines, Wizard Guilds, Temples of Knowledge, The University, and Monastery Halls

Clerical Raiment : wizardly hat with long robes, magical devices , and staff

Worshiper Armor & Weapons : no armor & staves, rods, and wands

Religion of the Realm - the Pantheon of Gods

"Darnus"
God of Murder .
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Deity Title: The Master of Cruelty, The Abyssal Lord. Hatred

Sphere of Control : Pain and suffering, revenge and senseless slaughter, cruelty and depravity.

Deity Alignment : chaotic and evil

Deity Power : Immortal god

Deity Home Plane : The Abyss

Deity Appearance : Voice of Darkness, Whispering Madness,

Manifestation : random acts of cruelty, needless massacre and sadism

Avatars : The Bloody Hand, The King of Pain, Slaughterfist

Saints : Greater Demons and the Abyssal Princes, Serial Killers and Psychotic madmen

Clerical Alignment : chaotic and evil

Cleric Types : Human

Clerical Organization : competing churches of various evil intent ; demon cults, necro-priests, psycho killers, and temples of horror

Temple Size, Location, & Frequency : rare, hidden and secret, foul temples where the most huorific rites are conducted

Clerical Raiment : black and crimson; wicked robes, and foul vestments

Worshiper Armor & Weapons : any armor, cruel weapons

Religion of the Realm - the Pantheon of Gods

"Elcreer"
the Kind
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Deity Title: Peace -bringer

Sphere of Control : Health and Humor , Sanctuary & Equality

Deity Alignment : Good

Deity Power : Immortal God

Deity Home Plane : Elysium

Deity Appearance : Humble young peasant or helpful pilgrim

Manifestation : in aid of the unfortunate, small miracles

Avatars : The Spirit of Hope , The Gentle Giant

Saints : The Hand of Service, Agnes the Holy, Nora - The Child Martyr

Clerical Alignment : Goodly

Cleric Types : any race, often male

Clerical Organization : a loose priesthood of healing missionaries

Temple Size, Location, & Frequency : shrines in most goodly temples, plus dedicated missionary churches and shelters

Clerical Raiment : simple blue-white robes

Worshiper Armor & Weapons : no armor & staff only

Religion of the Realm - the Pantheon of Gods

"Fussiman "

Mistress of Dark Magic

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Deity Title: The Witch Queen

Sphere of Control : Dark Magic, The Infernal and the Dark Powers , Eternal Wickedness, Black Magic and Foul Sorcery , Necromancy, Villainy

Deity Alignment : structured evil

Deity Power : Immortal God

Deity Home Plane : Hell and Gehenna

Deity Appearance : Dark Lady

Manifestation : Diabolic mechanisms, Evil Arcana

Avatars : The Dark Enchantress

Saints : Morganna, The Dark Fey, The Sisterhood of the Dark Moon

Clerical Alignment : callous lawful - neutral and evil

Cleric Types : any race, often Female

Clerical Organization : Dark conspiracies and secret cults

Temple Size, Location, & Frequency : Hidden temples of evil and dark cultists beneath society

Clerical Raiment : Rune adorned, bejeweled black velvet

Worshiper Armor & Weapons : very light armor and sinister, subtle weapons

Religion of the Realm - the Pantheon of Gods

"Omic "
the Light of Justice

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Deity Title: The Light of Justice

Sphere of Control : Valor and Kindness, Justice and Mercy, Truth & Beauty, Righteousness and Judgment, Chivalry and Honor, Crusades against Darkness

Deity Alignment : Good and Law

Deity Power : Immortal God

Deity Home Plane : Celestia

Deity Appearance : Knight of Light

Manifestation : Frequent opposition to the forces of darkness, Holy Crusades, Paladin Orders and Priest-Knights of Holy Light .

Avatars : The Holy Justicar, The Star CourtSaints : Rodron the Elemental Justice, Ullypises the Great Dragon

Clerical Alignment : Good and Lawful Cleric Types : often Human or Dwarven

Clerical Organization : Formalized religious hierarchy

Temple Size, Location, & Frequency : large fortified churches, emplaced across civilization and massive cathedral -courts

Clerical Raiment : White and gold raiment or steel armor

Worshiper Armor & Weapons : Knightly armor and chivalric weapons