Forgotten Realms: Splendors & Shadow
Guide of the Dead, God of Death and Passage to the Afterlife
As Tyr is the judge of the living, so Kelemvor is the judge of the dead – once a soul passes from this world, Kelemvor sees it to its final destination, whether that’s Paradise, Inferno, Valhalla, the lightless Underworld or the Happy Hunting Grounds. Kelemvor’s worldly servant are chiefly concerned with ministering to the dying and dead, and especially to seeing that the restless dead do not tarry – as god of the dead, Kelemvor cannot abide the undead. Many Kelemvorite orders, such as the grim Knights of the Raven, are dedicated to hunting and laying to rest those things which linger beyond their time.
Elements: Fear, Final Rest*, Order.
Holy Powers: Allies (Psychopomp Spirits), Blessed, Intuition, Oracle, Patron, Spirit Empathy, and True Faith (Turning) as for standard Holy Might; Detect (PM, -10%) for undead (9) or supernatural beings (18); Resistant to Powers and Magics of the Undead (plus 3) or (plus 8) (PM, -10%) (5 or 7); and Terror (36). Auras and imbuements are as for Holy Might, but add Aura of Mortality, Aura of Warding (Undead and Necromancy), and Strike of Negation (Necromancy magic).
Clerics: Standard template.
Holy Warriors: Standard template. Higher Purpose: Destroy the undead; Hidden Lore, Physiology, and Psychology skills will all be focused on laying the unquiet dead to rest.
Disadvantages: Required: Vow (Minister the dying and destroy the undead) [-10]. • Add Callous [-5], On the Edge [-15], and Supernatural Features (Pallor) [-10] to the list of options.
Skills: Expert Skill (Thanatosis) (see DF9: Summoners, p. 15). • Weapons: Bastard Sword (Broadsword and Two-Handed Sword).
Spells: Normal Clerical spells, but trade out Light (PI 1) for Night Vision, Continual Light (PI 2) for Dark Vision; move Bind Spirit (ghost and undead) to PI4, and Great Healing to PI5.