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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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