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Morr, God of Death

 

Description:  Lesser God; Young Gods pantheon; Son of Taal and Rhya; Half-Brother of Kháine; Husband of Verena; Father of Myrmidia and Shallya.  Mórr is the god of death, protector of the deceased, and the ruler of the underworld.  He is normally depicted as a tall person of aristocratic bearing, with a detached, slightly brooding aspect.  All dead souls are protected by him, and he makes sure that they are guided safely to a small area of his Shadowrealm where the deceased is judged by Mórr.  If the deceased was a faithful cultist to another Young God cult, then the spirit is escorted to the respective Shadowrealm of their cult.  If the spirit did not faithfully follow his cult, then the spirit enters the larger portion of Morr's Shadowrealm.  He is also the god of dreams, since the Land of Dreams is close to the Shadowrealms, and is capable of weaving great and terrible dreams and illusions.

  

Area of Worship:  Morr is worshipped throughout the Old World, and is most popular in the south.  He is not an everyday god, but is worshipped mainly by the bereaved, who offer up prayers and sacrifices in the hope that their departed will reach his kingdom, or those of the other Young Gods (depending upon the cult membership of the deceased) safely and prosper there.  In Norsca, Morr is known as Helenar, the overlord of Töttenheim, the realm where the spirits of deceased Norse who did not meet a warrior's death come to rest.

   Few worship him in his aspect as the god of dreams, although those Illusionists who choose not to follow Ranald the Deceiver may take Morr as their patron.  He is also worshipped as Forsagh, god of prophecy, by some seers and fortune tellers.  To the Elves, he is known as Sarriel, god of dreams.  Yet to the Dwarfs, he is Gazul, Lord of the Underearth.

 

 Alignments:  Neutral preferred.  Good and Law are tolerated.  Evil and Chaos are prohibited.

 

Friends and Enemies:  Cordial respect towards the cults of the other Young Gods and the Earth Mother.  Neutral towards the cults of the Elder Races.  Enemies with the cults of the Dark Children, Humanoid Daemonic, and Chaos.  Unbridled hostility towards Necromancers, who despoil the Shadowrealms with their enchantments, and especially the murderous cult of Kháine.

 

Cult Symbols and Dress:  Initiates, Priests, and Witch Hunters identify themselves with the following symbols: the Raven, the Portal and black flowers.  Priests wear plain black hooded robes without symbols or adornment.  Cult tokens are silver and usually represent raven wings over an open portal.  In Bretonnia the victory over undeads is shown with a cross.

 

Distinguishing Principles and Doctrines:  All followers of Morr must be abide by the following strictures:

 -Always oppose Necromancers and followers of Kháine whenever and wherever they encounter them.

 -Never refuse to conduct a funeral service if requested to do so (Initiates and Priests only).

 -Never enter or disturb a place of burial which has been properly dedicated to the protection of Morr.

 -Never bring Undead into existence unless specifically authorized to do so by Mórr (by means of an omen, a divination, or a dream).

 

 Afterworld:  The Shadowrealm of Morr is the most extensive of all the Young Gods.  A small part of the Morr's realm is set aside for the spirits of the newly deceased to be judged in accordance with their cult's strictures.  When living, if these spirits abided by the cult's strictures, then the Guides of Morr will escort them to the Shadowrealm of their deity.  If the spirits are found wanting, or they have no cult affiliation, they are escorted to the lower portion of Morr's realm where they "relive" their lives in a Shadow version of the Old World.  These spirits do not realize that they are in the Shadowrealm of Morr, rather they believe that they are still living.  These spirits remain here until they have proven that they can meet their respective cult strictures ( and hence, move on to their appropriate destinations).  Until then, these spirits serve Morr in whatever capacity he requires (usually as minor characters in the dreams he sends to mere mortals).

   The spirits of Morr cultists who lived their lives in accordance to the strictures reach the highest level of Morr's realm.  They are the Guides of Morr, spirits whose task it is to escort the spirits of the newly deceased to Morr's realm for judgment.  Most of Guides await summoning by Priests of Morr to collect these spirits, but there are a few that roam the world searching for the spirits of the newly deceased to collect before Kháine can steal or Necromancers bind these spirits.  The Guides of Morr also escort the spirits to other Shadowrealms as required and perform major roles in the dreams of Morr.

 

 Temples and Shrines:  There is very little contact between the temples, but the High Priest of Luccini is recognize as the titular head of the cult.  Every ten years a general convocation of the priesthood of Morr is held at Luccini in Tilea, at which theological problems and matters of doctrine are debated and decided upon.  These convocations are chaired by the highest ranked priests from the largest temples in the Old World: Luccini, Remas, Marienburg, Gisoreux, Nuln, and Magritta.

   Temples to Morr are always situated in or near places of burial, and are normally only used for funeral services.  Temples are normally solidly-built, brooding structures, distinguished by a broad doorway with a heavy lintel-stone-- one of the symbols of the god.  Despite the fact that they are not frequently used by the mass of the population, the doors to the temples of Morr are always open, like the doors to his kingdom.  The temples are bare inside; any furnishings and accouterments are provided by those using the temples.  The largest of the Temples (and greatest of mausoleums) of Morr is located in the Tilean city-state of Luccini.

   Shrines to Morr almost always take the form of a gateway, consisting of two plain pillars and a lintel; in some cases, one pillar is of marble and the other of basalt.  Followers of Morr do not usually maintain shrines to him in their homes, since his symbols are generally thought to invite bad luck when displayed outside the context of burial.

  

Saints and Heroes:   Saints and heroes of Morr are usually priests who have protected the dead and their resting place.  These people are hardly adventurous.  The sole exceptions are the Templars who root out Necromancers and find nests of Undead.

  

 

 

 

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