Chapter 5: Death Priests Previous      Index      Next

When Our Lady of Pain discovered her sister had left the Land of the Living and taken refuge in the World of the Dead, her wrath and fury were boundless. She descended to the Land of No Return, through the caverns and lower regions known only to this spirits, until she reached the city of Erkalla itself, ruled by Cyric, the King of the Dead. And Loviatar approached the gate of the city, known as Ganzir, and pounded her Flail of Tears on the door, demanding to be let in, but her command was unanswered, and her screams resounded through the streets of Erkalla:
"Gatekeeper, I am here at Ganzir before the Walls of Erkalla. Open these gates for me! I am Loviatar, Maiden of Pain, Mistress of Sorrow, and I shall smash down this door if you do not open it! I shall crack open the bolts with my Flail of Tears and sunder the iron with my Scourge of Despair. I shall release all the dead from city of Erkalla, and they shall climb up the stairs of the earth. I shall raise up the dead, and they shall eat the living: the dead shall outnumber the living!"
And the Gatekeeper appeared, and he opened the door, but he would not let Our Lady pass:
"Mighty Loviatar, Maiden of Pain, you cannot enter Erkalla with your symbols of Power. Leave them with me, and then you may visit the King."
Our Lady of Pain saw the truth in his words, and at the gate of the city, she stripped off her talismans. She gave up the Flail of Tears, surrendered the Scourge of Despair. She unwrapped her Robe of Severed Hands, and coiled up her Whip of Countless Afflictions. She unwrapped the spiked wire from her hair and plucked out the needles from her nails.
And at last Loviatar was finished, and the Gatekeeper escorted her into Cyric's dismal palace. And the King of the Dead saw Our Lady humbled, and in his throne room of glory, he heard her complaint. Cyric made his voice heard like a gavel of thunder, and he spoke loudly his judgment, with the following words:
"I am Cyric, Lord of Erkalla, and I welcome you to my pale domain. You have no power here in my most ancient city: over the dead only I am King. I have heard your request and will honor it. When you leave, your sister shall accompany you. But each winter she will come back and visit me, and I shall return her to your side in the summer."
Our Lady of Pain heard his pronouncement, and she left gladly with her sister beside her. Thus Loviatar ascended from the netherworld, resuming her just punishment of Man.

-"Loviatar's Descent into the Netherworld,"
recounted in the Nycoptic Manuscripts

Long before magicians learned how to practice the Art, priests were worshipping Death in its varied forms. In Eastern societies. Death was personified as an active agent in the world, symbolized by the rise and fall of a river, in the fury of a raging tempest, or in the jaws of the crocodile. In Hindu, Death was revered as Kali, the Black Mother, goddess of Murder and Destruction. In Nordic society. Death and Pestilence were personified by Hel, another feminine deity.
In other cultures. Death was merely an impersonal event, not an active force, and the important necromantic gods were those that presided over the spirits of the dead in the Afterlife. Nergal (from Mesopotamia), Yeh-Wang-Yeh (from China), Arawn (from Celtic Europe), Mictlantecuhtli (from Mesoamerica), Osiris and Anubis (from Egypt), Hades (from Greece), and Pluto (from Rome) were all gods of the Dead, charged with ruling the netherworld. In particular, the Egyptians - whose society was fairly obsessed with death - had an entire pantheon of deities who were associated with the dead: gods of Embalming, Entombment, and Final Judgment in the Underworld.
Modern fantasy has further enriched the concept of the death priest, dark Ashton Smith, in "The Charnel God," describes the worship of a ravening Ghoul God by the name of Mordiggian, a creature who feasts upon the remains of the dead. Robert Bloch explored this same theme in "The Brood of Bubastis," in which he describes the cult of a ghoul queen as a perverted form of Bast, the Egyptian cat goddess of pleasure. These writers were expanding a fictional religious cult of incomprehensibly evil extraplanar powers, founded by H. P. Lovecraft in the 1928 story "The Call of Cthulhu." Since then, countless authors have contributed to the fictional cult of Cthulhu, creating numerous evil deities of Death and Madness.
Given the potentially wide range of necromantic worship, the death priest deserves special attention set apart from the discussion of wizards in previous chapters. In this chapter, we basically present an addendum for the Complete Priest's Handbook (CPrH) that includes updated information about necromantic priesthoods.
The information in this chapter can also be used to flesh out the religious background (if any) of necromancer wizards. Finally, we briefly mention a few religious secret societies that might include priests as well as necromancers. These secret societies will be further discussed in Chapter Seven.

Necromantic Priesthoods

For the purposes of this book, a death priest can include any cleric whose religion embraces one of the many aspects of death. This priest thus need not worship death per se. From the CPrH, the priesthoods of Evil (Philosophy), Disease, Life-Death- Rebirth (Force), and (obviously) Death itself fall into this general category. In this chapter, we also present the priesthoods of the Dead, Murder, Pestilence (a more detailed revision of the Disease priesthood), Suffering, and Undead. These new priesthoods are discussed in sufficiently general terms that they can be transplanted into any campaign world with minimal modification. Also, the new priesthoods include sufficient detail that the DM need not worry about assigning individual kits from the CPrH in order to flesh out a particular priest character.
Unlike the CPrH, we are not interested in exploring priesthoods that would be appealing or useful to player characters. Even among experienced players, few besides the DM will enjoy role-playing twisted, death-worshiping religious fanatics. Unless stated otherwise in the following descriptions, it is strongly suggested that death priests, along with necromancers, remain NPCs for the campaign, where they can serve as unusual advisors, employers, and evil archvillains.
Most priesthoods outlined in the CPrH gather priests and followers from among humans and all of the major demihuman races (dwarves, elves, gnomes, half-elves, halflings). However, only humans are admissible to the necromantic priesthoods outlined below, for the same reasons that necromancy (at least in general) can only be practiced by human wizards (see Chapter One).
Finally, the deities mentioned here can be represented by male, female, or even monstrous powers. In the descriptions that follow, the most likely gender of the various gods has been used for clarity and convenience; the DM should feel free to modify the deity's sex to suit the particulars of a campaign.

Table 12: Extended Death Priest Advancement, Spells, and Level Improvements.

Level Experience Hit Dice
(d8)
THACO Spell Levels Proficiencies Saving Throws
1    2    3    4    5    6    7    NW W   PPDM RSW PP   BW  S   
1 0 1 20 1 - - - - - - 4 2 10 14 13 16 15
2 1,500 2 20 2 - - - - - - 4 2 10 14 13 16 15
3 3,000 3 20 2 1 - - - - - 5 2 10 14 13 16 15
4 6,000 4 18 3 2 - - - - - 5 3 9 13 12 15 14
5 13,000 5 18 3 3 1 - - - - 5 3 9 13 12 15 14
6 27,500 6 18 3 3 2 - - - - 6 3 9 13 12 15 14
7 55,000 7 16 3 3 2 1 - - - 6 3 7 11 10 13 12
8 110,000 8 16 3 3 3 2 - - - 6 4 7 11 10 13 12
9 225,000 9 16 4 4 3 2 1 - - 7 4 7 11 10 13 12
10 450,000 9+2 14 4 4 3 3 2 - - 7 4 6 10 9 12 11
11 675,000 9+4 14 5 4 4 3 2 1 - 7 4 6 10 9 12 11
12 900,000 9+6 14 6 5 5 3 2 2 - 8 5 6 10 9 12 11
13 1,125,000 9+8 12 6 6 6 4 2 2 - 8 5 5 9 8 11 10
14 1,350,000 9+10 12 6 6 6 5 3 2 1 8 5 5 9 8 11 10
15 1,575,000 9+12 12 6 6 6 6 4 2 1 9 5 5 9 8 11 10
16 1,800,000 9+14 10 7 7 7 6 4 3 1 9 6 4 8 7 10 9
17 2,025,000 9+16 10 7 7 7 7 5 3 2 9 6 4 8 7 10 9
18 2,250,000 9+18 10 8 8 8 8 6 4 2 10 6 4 8 7 10 9
19 2,475,000 9+20 8 9 9 8 8 6 4 2 10 6 2 6 5 8 7
20 2,700,000 9+22 8 9 9 9 8 7 5 2 10 7 2 6 5 8 7
21 2,925,000 9+24 8 9 9 9 9 8 6 2 11 7 2 6 5 8 7
22 3,150,000 9+26 8 9 9 9 9 8 6 3 11 7 2 6 5 8 7
23 3,375,000 9+28 8 9 9 9 9 9 6 3 11 7 2 6 5 8 7
24 3,600,000 9+30 8 9 9 9 9 9 7 3 12 8 2 6 5 8 7
25 3,825,000 9+32 8 9 9 9 9 9 8 3 12 8 2 6 5 8 7
26 4,050,000 9+34 8 9 9 9 9 9 8 4 12 8 2 6 5 8 7
27 4,275,000 9+36 8 9 9 9 9 9 9 5 13 8 2 6 5 8 7
28 4,500,000 9+38 8 9 9 9 9 9 9 6 13 9 2 6 5 8 7
29 4,725,000 9+40 8 9 9 9 9 9 9 7 13 9 2 6 5 8 7
30 4,950,000 9+42 8 9 9 9 9 9 9 8 14 9 2 6 5 8 7

NW: Nonweapon Proficiency slots; W: Weapon Proficiency slots; PPDM: Paralyzation, Poison, or Death Magic; RSW: Rod, Staff, or Wand; PP: Petrification or Polymorph; BW: Breath Weapon; S: Spells.

God of the Dead

This god is the King of the Dead, the Guardian of the Afterlife, the Protector of the Eternal Pilgrim. He is also the Patron of Travelers, since journeys and quests in the world of the living are merely a preparation for the ultimate voyage into the netherworld. Undead are an abomination to this deity, since they represent a direct affront or rebellion against his divine authority.
The God of the Dead is chiefly responsible for keeping departed spirits completely separated from the realm of the living. He must directly approve any raise dead, resurrection, or reincarnation spell in the campaign, even those cast by priests of other deities in the same pantheon. Any time one of these spells is cast, there is a flat 25% chance that a true neutral deity will cancel it (neutral evil deities will refuse such requests 50% of the time).
Priests of this god are sometimes called Death Lords by members of their Order (also "Pales" or "Deadeyes" among their detractors). They are charged with maintaining the divinely ordained segregation between the Living and the Dead. Those who thwart this natural order - specifically undead creatures or living people who have cheated natural death too many times - will often be paid a cheerless visit by these priests, who will seek to restore the divine balance. The priesthood is also charged with sheltering travelers, guiding the lost, and assisting questers, since these attributes are reflected in their deity and considered to be a preparation for their role in the afterlife.
Alignment: The God of the Dead is either neutral or neutral evil. In societies where the god serves as an impartial judge and ruler of the Dead (like the Egyptian god Anubis), he will be true neutral. However, when the deity is revered as a cold and pitiless guardian or incarcerator of the dead (such as the Greek god Hades), he may be neutral evil. His priests must be neutral good, neutral, or neutral evil, although the flock of worshippers may be of any alignment.
Minimum Ability Scores: Wisdom 9, Charisma 12.
Weapon Proficiencies: As living ambassadors from the God of the Dead, Death Lords need to be able to perform their sacred duties, which often include "retiring" those undead and stubborn mortals who refuse to die. These specialty priests may thus employ a wide range of weapons, including the battle axe, dagger/dirk, knife, scythe, sickle, stiletto, staff, khopesh, scimitar, and short sword.
Dress/Armor Allowed: Normally, the priests wear only simple traveling clothes or shirts of white, charcoal gray, brown, or black. On ceremonial occasions, the priests dress in robes of purple or red (the colors of royalty), covering their faces and hands with white chalk to make themselves appear like corpses. They may not employ any form of armor or shield, though they can use protective magical items, such as rings of protection, provided that these items are unadorned.
Nonweapon Proficiencies: Required: netherworld lore (this new wizard proficiency takes 1 slot only), religion. Recommended: (General) etiquette, heraldry, singing; (Warrior) any; (Priest) astrology, musical instrument, reading/writing, spellcraft; (Wizard) necrology (this takes 1 slot only). Forbidden: all Rogue.
Role: Death Lords live apart from civilization in secluded fortress-monasteries, separated from the world of the living. There they pray and meditate for the dead, occasionally emerging from their religious community (always in ceremonial garb) to perform an urgent quest or mission for their divine overlord. These assignments usually involve laying a troubled spirit (or perhaps an ancient wizard) to rest. Depending upon the perceived reluctance (and power) of the individual, anywhere from 1-6 red-robed priests may be dispatched on such a "retirement" ritual.
As patrons of travelers, the priesthood might also provide shelter and valuable information for a party during an adventure or quest. They can also perform as mentors or guides on a journey into the netherworld, since they are intimately acquainted with their deity's residence in the Outer Planes (usually Hades). The priesthood could thus serve as a springboard for extraplanar adventures.
Sometimes, a lone priest will wander the world, seeking personal enlightenment or on some other quest. This would provide a good excuse for an NPC Death Lord to join the party for an adventure or two, until some important mission has been resolved. It might also serve as good motivation for a PC Death Lord, should the DM decide to make this kit available to players.
Spheres of Influence: Major Access to All, Astral, Necromantic, Divination, Protection, Travelers (TOM). Minor Access to Sun (including reversed spells), Charm, Combat, Guardian, Healing, and Summoning.
Granted Necromantic Spells: 1st: invisibility to undead; 2nd: aid; 3rd: death's door, feign death, negative plane protection, speak with dead, spirit bind/spirit release; 4th: none; 5th: dispel good/dispel evil, slay living/raise dead, drain undead; 6th: none; 7th: destruction/resurrection; Quest: none.
All Death Lords have access to spells with power over life and death. Priests of neutral good alignment will only employ the deadly versions of these spells when on an official "retirement" mission.
Granted Powers: Death Lords have a powerful ability to turn undead (even priests of evil alignment will attempt to destroy undead rather than control them). These priests always affect undead as if they were three levels higher in ability (thus a 5th-level Death Lord turns undead as an 8th-level priest).
Upon reaching 5th level, the priest may employ a heightened version of speak with dead. With this ability the priest need only know the name of the deceased in order to summon the spirit, regardless of its time spent in the netherworld. The shade is not entitled to a saving throw to resist interrogation, and it must answer up to six questions truthfully.
Finally, at 12th level, all attempts to raise dead are automatically granted by the deity.
Other Limitations: All Death Lords must adopt a Spartan, almost monastic lifestyle. Not only does tills way of life prepare them for the coming existence in the afterlife, but it also serves as an example for faithful followers. Since the dead have no need for wealth, the priests never retain personal treasure, either donating the money to their temple or distributing it among members of their flock. Although the priests can own personal possessions and magical items, these objects must have a plain appearance.
Normally, the priests may only eat simply prepared food (the blander, the better) to remind them of the drab fare in the netherworld. During holy seasons, they must subsist on a diet of flavorless food (such as rice). In addition, the priests must spend at least one day of the week in utter seclusion and meditation, completely abstaining from all food, water, and contact with other living creatures.
These priests may never marry. Upon reaching 5th level, they must also remain completely celibate.
Possible Symbols: Gates, Gravestone, Tomb, Path, Road, White Hand, Pale Face.

The Goddess of Murder

This evil deity embraces cold murder as the quintessential act of destruction, symbolic of the primordial chaos and the unpredictable forces of nature that oppose humanity. This deity is the patron of all unnatural and premeditated killing, whether it is inflicted on others or upon oneself. She opposes order, creation, and all existence.
The male priests of this goddess, sometimes called Stranglers or Assassins, spread death around the world by murdering for their Dark Mother, the Queen of the Noose, our Maid of Despair. Her priests advance the religion into the heart of civilization, efficiently eliminating any who speak out against them. Assassination is their most sacred mission, a holy and meritorious enterprise undertaken in the service of their deity. The priesthood's goal is to subvert societies and destroy civilizations through strife, terror, and coercion. Because of their evil nature, the DM should only allow these priests to be NPCs in the campaign.
Alignment: This deity is utterly chaotic and evil. Her priests and worshippers may be of any evil alignment, but the majority will match the disposition of their goddess.
Minimum Ability Scores: Wisdom 9, Dexterity 9.
Weapon Proficiencies: Only high-ranking members of the priesthood (at least 8th level) may shed a victim's blood. All priests must learn how to wield the silken cord to strangle their targets. This form of garrote is used to choke a victim to death and is generally used to strike from behind. Surprise provides a +3 attack roll bonus; no surprise provides a -3 penalty. Holding a victim in the garrote for 3 consecutive rounds kills the victim. A THACO roll is needed to hit the victim on round 1; successful THACO rolls are needed on rounds 2 and 3 to hold the victim. However, on rounds 2 and 3, the victim's armor class is calculated using only magical armor and Dex bonuses; physical armor offers no protection.
For example, a warrior wearing plate mail and a cloak of protection +2 has a Dex of 17. Her normal armor class is -2, but on rounds 2 and 3 of a garrote attack, her armor class is only considered to be 5.
The silk cord, when wielded in this fashion, has a speed factor of 2 and inflicts 1-4 hit points of damage for each round of effective use. The weapon is useless against creatures that are larger than man-sized. At 1st level, the priest devotes his or her two weapon proficiency slots to specialize in this weapon, gaining a +1 to hit/+2 on damage.
At 8th and higher levels, a priest may learn from among the following weapons: battle axe, club, dagger, knife, lasso, scimitar, khopesh, scythe, sickle, short sword, long sword, stiletto, dart, javelin, or bow.
Dress/Armor Allowed: Stranglers intermingle with every level of society. As such, they are forced to take great pains to appear as a mundane member of whichever social class they are trying to infiltrate during a particular assignment. They can wear any form of armor and type of dress that is necessary to complete their disguise.
In ceremonial occasions (assassinations), the priests dress in pure white robes and hide their faces behind a white silk mask. Their garb is accented only by a black or red cord worn about the waist, which will eventually be used to strangle an unfortunate victim. The cord is usually left behind as a message to survivors.
Nonweapon Proficiencies: Required: disguise (this proficiency takes 1 slot only). Recommended: (General) languages (modem), etiquette, heraldry, rope use; (Warrior) set snares, hunting, tracking; (Priest) astrology, local history, musical instrument, reading/writing, religion, spellcraft; (Rogue, these take 1 slot only): blind-fighting, reading lips, tightrope walking, tumbling, jumping; (Wizard) any. Forbidden: healing.
Role: Priests of the goddess form a secret society, a fanatical cult which operates at the heart of many civilizations. Members of this religion lead double lives, sometimes as dual-classed characters, serving in the community as respected leaders by day and sneaking out into the streets by night to exact the dark will of the goddess. Their chief targets include innocent travelers, government officials, and wealthy merchants who refuse to contribute to the cult's coffers.
The priesthood uses its own power to extort fabulous wealth from the terrified populace - all for the greater glory of goddess, who promises earthly riches and success to her worshippers. Young priests are frenziedy eager to prove their devotion, frequently offering up their own children to her bloodstone altar. These zealots are only mildly reprimanded for such fanaticism. As their religious ardor matures, Stranglers are taught to slay only the enemies of the priesthood.
Spheres of Influence: Major Access to All, Charm, Healing (harmful reverse spells only). Necromantic, and Chaos (TOM). Minor Access to Combat, Divination, Elemental, and Protection.
Granted Necromantic Spells: 1st: ebony hand, spectral senses; 2nd: aid, hear heartbeat; 3rd: life drain, speak with the dead; 4th: heart blight, poison; 5th: slay living/raise dead; 6th: asphyxiate; 7th: death pact, destruction/resurrection, energy drain, mindkiller (TOM); Quest: None.
The Goddess of Murder typically only grants necromantic spells which inflict damage, bring death, or provide divinatory insight and inspiration during a holy slaying. On rare occasions, she may permit a loyal follower to be revived with raise dead, resurrection, or death pact. Granted Powers: In return for their devoted service, Stranglers gain magical abilities from the goddess, making them very difficult to apprehend. Starting at the 1st level, her priests may move silently and hide in shadows (in both natural and urban surroundings) as a ranger of the same level. At 10th level, they may become invisible for up to 1 turn, plus 1 round per level. The priests may exercise this power only once each week. Stranglers of all levels can both turn and command undead.
Other Limitations: All members of the priesthood are male, since the priest and goddess are joined in a symbolic marriage. Although the priests are thus forbidden from marrying mortal women, they are not required to be celibate. Indeed, most cults have temple prostitutes as proxies for the goddess during the seasonal ceremonial rituals and weekly orgies.
However, since worship of the opposite sex is a central tenet of their religion, Stranglers arc generally forbidden from harming them. The male priest views himself as the son, husband, and father of all the women in the world. To harm any of these relationships would damage his intimate link with the goddess, resulting in an immediate loss of all granted powers and highest level spells until the priest has suitably atoned for such an outrage (ritual suicide by strangulation is usually considered to be a suitable apology). On rare occasions, the goddess may make exceptions to this rule, but only when specific women have offended her.
In addition to all women, priests are prohibited from attacking any males (usually merchants or high government officials) who have been granted specific immunity by the goddess. These individuals usually purchase their immunity by making lavish contributions to the priesthood or swearing to serve the religion as a mole or spy.
Possible Symbols: The Female Face, the Four- Armed Woman, the Noose, the Silk Cord, the Curved Dagger, the Skull.

The God of Pestilence

The merest sigh of this god washes epidemics across the land; when he exhales from his rotting lungs, vile with consumption and a thousand other ills, a fetid cloud of disease-laden filth carrying uncountable deadly plagues covers the face of the earth. At his slight irritation, towns fall into ruin and desolation. His anger can sunder societies. Although this greater god is a patron to all forms of sickness and disease, lesser deities abound, each devoted to a separate illness (such as Silver Death and the Magenta Rasp).
Plague Priests spread disease, death, and ignorance wherever they may go. They afflict unwary victims with crippling afflictions and transport plague-ridden vermin to peaceful, contented cities. They harvest the festering slime from decayed corpses, greasing the door knobs and tools of innocents with sickening corruption. These evil priests delight in bringing misery and despair to healthy and joyous communities. The DM should only allow these wicked and depraved clerics to be villainous NPCs.
Alignment: This deity is neutral evil, as are his priests and followers.
Minimum Ability Scores: Wisdom 9, Constitution 15.
Weapon Proficiencies: Plague Priests may employ all types of bows, the dart, scourge, scythe, sickle, staff, and whip. These priests also favor a curious form of Y-tipped staff (sometimes called a talon staff) which they use to transport fallen bodies of victims. The curving tips of the talon staff slip easily under the armpits of prone victims, making them easy to drag.
Dress/Armor Allowed: Plague priests always dress in a massive mantle with a tall cowl that can be pulled up over the head to conceal their horrible faces. The color of the cloth in which they dress always represents the favored hue of their patron deity. Priests of the Black Death might wear heavy cloaks of darkest midnight, while those priests serving the sinister Lord of the Yellow Plague would favor saffron-hued robes.
High-level priests sometimes wear simple wooden masks painted a single solid color to match their chosen raiment. Some even go so far as to wrap their limbs in white bandages, making them appear like mummies. Besides this ceremonial garb, the priests can wear any form of armor, favoring enchanted plate mail.
Nonweapon Proficiencies: Required: herbalism. Recommended: (General) any; (Priest) ancient history, reading/writing, religion. Forbidden: healing, any Wizard, Rogue, or Warrior.
Role: Plague priests seek to devastate civilization and disrupt social order both at the local level and on the grandest imaginable scale. Unlike the Stranglers, who attempt to direct their priests to engage in selective ritual murders, the priests of pestilence apply their art to humanity as a whole. Their victims are peasant and noble alike, both easily subject to disease and the ravagings of the worm. The priests are as indiscriminate in their victims as they are in their methods.
Many Plague Priests are allied into a loose and secret confederation known simply as the Ravens by some, or as the Scabrous Society to others. This organization embraces the entire pantheon of plague gods, and all of them are devoted (in principle at least) to the same goals: decay and dissolution of organized society and human civilization. The Scabrous Society is further detailed in Chapter Seven and makes for an ideal long-term nemesis in the campaign.
Spheres of Influence: Major Access to All, Animal, Healing (reversed forms of spells only), Necromantic. Summoning, Weather. Minor Access to Combat, Divination, Protection (reversed forms of spells only, where applicable). Granted Necromantic Spells: 1st: undead alacrity, ebony hand; 2nd: none; 3rd: animate dead, cause blindness or deafness, cause disease, life drain; 4th: cause insanity, poison, plague curse; 5th: slay living, scourge; 6th: asphyxiate; 7th: mindkiller (TOM), wither; Quest: none.
Granted Powers: Plague priests are completely immune to all forms of disease, magical and mundane. They can also lay on hands as a paladin of the same level, except they can only use this power to harm, rather than to heal. Thus, a l0th-level priest can inflict 20 hp of damage with a touch (once per day, no saving throw allowed). Finally, the priest can also bestow a fatal disease with a touch (as the 3rd- level cleric spell cause disease, once per week for every five levels of experience).
In general. Plague Priests cannot turn or control undead, except when the undead have been specifically raised from bodies stricken by disease. For instance, if a necromancer animated the corpses of a dozen plague victims, then the priests of Pestilence would be able to turn or command them. Similarly, Plague Priests can only animate the corpses of those who have died from disease.
Other Limitations: Priests of Pestilence are reflections of their corrupted deities. Although technically immune to disease, they have a horrid and disfigured appearance that festers and rots as the priest advances in power and experience. These clerics suffer a -1 penalty to Charisma for every level they advance; as their power grows, they come to resemble decayed corpses, symbolizing the very dissolution they try to promulgate. This advancing leprous condition is viewed by the priests as a sign of divine favor, the sacred Kiss of their god. Not surprisingly, they neither marry nor seek intimate relations; their priesthood is effectively celibate. Their ceremonial high cowls, masks, linen wrapping, and heavy incense help them conceal their odious appearance and odor when they move about in society.
Possible Symbols: Mice, Rats, and other Vermin, Ravens, the Y-tipped Staff.

The God of Suffering

The lot of humanity is to suffer and shed tears, and this god embodies all of the pain and misery in world. A prolonged and agonizing life is merely the prelude to a long-awaited death that brings final comfort and release from all sorrows. Although pain and sadness are almost always viewed as evil or undesirable aspects of living, the deity who embraces these symbols has a predominantly benevolent side and seeks to comfort the afflicted and bring solace to the sorrowful. He is a god of endurance and compassion, as well as pain and madness.
Priests of the Crying God, most commonly known as Flagellants, are wandering ministers of pain and consolation. They are attracted like flies to centers of evil, desolation, and natural disaster in the world, where they either nurture or assuage the sorrow. In a plague- stricken community that welcomes their priesthood, they may take on the role of heroes by healing the sick and raising the dead. But woe to the cruel or ungrateful town, for their fate shall be even greater pain and hardship under the ministrations of the Flagellants.
Alignment: The Crying God is neutral good, since he embodies not only sorrow but also endurance and compassion. His priests however, may be either neutral good, neutral, or neutral evil. Evil Flagellants form a separate Cult of Pain, largely ostracized from the mainstream priesthood, which strives to spread suffering in the world and argues that death is the only true consolation for the living. The flock of the Crying God may be of any alignment.
Minimum Ability Scores: Wisdom 12, Constitution 15. Priests with a Constitution of 17 or greater can use the increased hit point adjustment as if they were fighters (thus a Flagellant with Con 18 gains +4 hit points per level). This increased tolerance to physical damage reflects the priest's incredible tolerance for pain.
Weapon Proficiencies: Flagellants may choose from a wide variety of weapons, including the whip, scourge, mace (any), staff, club, and flail (any).
Dress/Armor Allowed: Members of the mainstream (neutral or neutral good) priesthood, known as the Brotherhood of Sorrow, may not wear any type of armor, nor can they don any form of ceremonial raiment save a simple felt skullcap of white, gray, or red (depending upon the priest's rank in the Brotherhood). Aside from the cap, their clothing is tattered rags or hairshirts, so that all around them can see the open bleeding wounds on their limbs and back, symbols of the pain and suffering they must endure for their religion.
Most high-ranking priests (Master Flagellants) tattoo holy symbols, religious inscriptions, or even blue-gray tears below an eye as a mark of their devotion. Other Masters, who consider that tattoos do not cause enough suffering, prefer elaborate body piercings as symbols of their authority.
The evil Cult of Pain accepts this costume as well for all but the highest members: their Painbringers (high priests), who direct the hurtful worship services, wear blood red robes (or even red-painted armor and shield) in addition to their red skullcap.
Nonweapon Proficiencies: Required (this takes two slots only): endurance. Recommended: (General) any; (Priest) healing, herbalism, musical instrument, languages (ancient), local history, religion, spellcraft; (Warrior, this takes one slot only) running. Forbidden: all Rogue or Wizard.
Role: Flagellants can play either a positive or negative role in the campaign. If the DM wishes to stress the kind and compassionate nature of their god (perhaps to offset the presence of evil Plague Priests in the same campaign), the Brotherhood of Sorrow can then serve as traveling healers of pestilence or as bizarre mentors with a thorough knowledge of local history. The priests strive to become tragic, sacrificial figures whose self-imposed tortures mirror the suffering of the world and enable them to cure others. They symbolize endurance in the face of adversity and the triumph of life over death. Flagellants welcome all forms of pain and hardship as tests of their faith.
Despite their good intentions, the Brotherhood is most often viewed with a strange mixture of horror and derision in the elite circles of most societies. The common person, who usually benefits from the Flagellants' cures and always enjoys a good spectacle, may also have mixed feelings about the priesthood. Nevertheless, the Crying God and his followers usually find themselves at the crux of countless jokes and farces, but this ridicule is viewed only as one of life's many hardships, eagerly borne for their religion.
The evil faction of the priesthood, known as the Cult of Pain, is a sadistic band of cutthroats, thieves, and torturers who use their priestly powers and reputation to extort riches from the communities they visit. As such, they make excellent campaign villains. Although the Cult of Pain shares many of the same motives as the priesthood of Pestilence (and possibly the Scabrous Society), most alliances are usually temporary, lasting until some specific goal has been accomplished, such as the destruction of a specific barony. Although the mainstream Brotherhood priests vehemently denounce the cult's horribly evil activities, they nonetheless accept its existence as yet another form of sorrow they must continually endure.
Spheres of Influence: Major Access to All, Charm, Guardian, Healing, Necromantic, Protection. Minor Access to Combat, Elemental, Summoning, Sun, Weather, and Travelers (TOM).
Granted Necromantic Spells: 1st: none; 2nd: aid, slow poison; 3rd: cause blindness or deafness/cure blindness or deafness, cause disease/cure disease, death's door, feign death, negative plane protection, remove paralysis; 4th: cause insanity/cure insanity, poison/neutralize poison; 5th: slay living/raise dead; 6th: none; 7th: destruction/resurrection, energy drain/restoration, wither/ regenerate; Quest: health blessing (TOM).
Note that only members of the neutral evil faction will regularly use the harmful spells from the Necromantic (and Healing) spheres.
Granted Powers: All Flagellants gain a +4 bonus to saving throws that involve any form of endurance or resistance of pain and suffering. They gain a +2 bonus on all ability checks involving Constitution (such as swimming, running, or drowning). In addition, Flagellants have the ability to focus the power of a single healing or harming spell (such as cure or cause serious wounds). This augmented spell, when cast by the priest will either cure or inflict maximum possible damage. This power can only be used once per day.
Flagellants also have the power to control emotions in others. Starting at 3rd level, they can remove fear from others and negate the harmful effect of emotion-based spells or magical items which cause pain, suffering, or hopelessness. For every level of experience, a priest can perform this on up to two persons per day. Recipients of this ability need only be able to see and hear the priest for it to take effect (no saving throw).
Starting at 5th level. Flagellants can bestow powerful emotions in others, including courage, hope, and joy, as well as fear, hate, and sorrow (as the 3rd- level priest spell emotion control in TOM). They may use this ability once per day, affecting as many as two creatures per level of experience who can both see and hear the priest (subjects are allowed a saving throw if unwilling).
Finally, the priests of Suffering cannot turn or command undead.
Other Limitations: Flagellants embrace a lifestyle of pain, self-mortification and hardship. The Brotherhood relishes none of life's pleasures, for such would impede their ability to heal its sorrows. They can keep no wealth and may own no more Spartan possessions than what they can carry themselves. If there are two paths or choices, the Flagellant will always take the more difficult of the two. He or she will always walk before riding, climb mountains rather than use a cleared pass.
This obstinacy and almost insane impracticality has been the cause for frequent ridicule by non-believers, who sometimes derisively refer to the Flagellants as the "Cult of the Stupid" or the "Brotherhood of the Mad." Flagellants must remain both chaste and celibate.
In addition to its reputation for fanatical self-denial, priests of the Brotherhood must engage in ritual flagellation in order to gain spells. Typically, a priest must inflict one point of damage on him- or herself in order to be granted a single spell. Of course, this damage may be healed by memorizing curative spells, but more often, the wounds are merely cleansed so that they will not fester, and the curing spells are retained for those not fortunate enough to be blessed with divine endurance. Even if they are not memorizing new spells, these priests must engage in ritual flagellation at least once per day. These gruesome rituals are carried out in public whenever possible (usually in a town or village square, where they quite often draw quite a crowd of curious rubberneckers and sometimes gain new converts).
The Cult of Pain takes a somewhat more relaxed view of these restrictions. The important goal for these priests is that others are meant to suffer pain and loss. These priests gain spells by inflicting pain and damage, not by experiencing it themselves. The cult is organized in a strict hierarchy of sadistic torturers: highest Painbringers flagellate the lesser priests, who in turn both whip and beat the few members of the faithful flock. In the cult, only the Painbringers have license to amass personal wealth, indulge in physical luxuries, or marry. Few cult members are entirely sane.
Possible Symbols: The Whip, Scourge, Rack, Spiked Coffin, Bound Hands.

The Lord of Undead

The King of Ghouls is the deity of the undying. He represents the desire to persist in the physical world beyond the grave, the unnatural craving to preserve one's personality after life. The god symbolizes the power of the mind over the needs of the spirit and body. As such, he is the devourer of souls and cannibal of the dead. His dark will first changes and ultimately consumes the human body after death. The god loves venom, putrefaction and decay; his heralds are the worm, vulture, and hyena.
The priests of this god, also known as Charnelists, worship all undead as an embodiment of their deity. Even the most humble animated skeleton is a symbol of his power and must be treated with respect. The Charnelists are protectors and allies of undead; some groups chose a single undead form and revere it as a sacred icon of their god. Others seek to create new undead to serve their deity, or to convert existing undead to his worship. Those who refuse to convert are destroyed, their dust scattered to the winds as a warning to others. This evil and destructive priesthood is only appropriate for NPCs in the campaign.
Alignment: The God of Undead is lawful evil, but his priesthood may of any evil alignment (neutral and lawful types predominate). Worshippers are usually neutral or evil in alignment.
Minimum Ability Scores: Intelligence 13, Wisdom 14.
Weapon Proficiencies: Charnelists employ bludgeoning weapons common to most priests, preferring the spiked mace and flail in melee (they prefer to fight two-handed, if Dexterity permits). They may also leam the warhammer, staff, sling, and club.
Dress/Armor Allowed: These priests favor somber plum robes, limned in silver thread, worn over blackened plate or chain mail. Instead of a helm, they wear an ornate silver circlet that is fashioned like a crown of worms. They may not use any form of shield.
Nonweapon Proficiencies: Required (this new wizard skill takes 1 slot only): necrology. Recommended: (General) herbalism (poison manufacture), etiquette, heraldry; (Wizard) anatomy; (Priest) herbalism, reading/writing, religion, spellcraft. (Rogue): disguise, reading lips. Forbidden: none.
Role: The King of Undead, known by some as Thasmudyan, is only publicly worshiped in a few cities isolated from mainstream civilization by tall mountains, the forbidding desert, or the trackless sea. In these backward locales, the main temple serves literally as a charnel house where the bodies of the dead are deposited by the citizens as an offering. There the cadavers rot and decay until they are consumed by the King's avatar and his fanatical clergy. These cities almost always have a dark and sinister reputation, one that is quite well-deserved for what should be obvious reasons. Worship of the Ghoul God is strictly forbidden in most civilized nations, forcing the religion to operate there like a secret society.
Each separate priesthood of the Lord of Undead has its own agenda of magical research related to death and the undead. Despite this division, or perhaps because of it, the individual temples communicate effectively with each other, either by spell or magical item. Some priesthoods investigate deadly poisons that will create new forms of undead; others try to mate and crossbreed humans with other venomous creatures, attempting to create a superior race of undead beings.
A few temples operate like the Cult of the Dragon in the Forgotten Realms, which seeks out evil dragons and converts them into dracoliches, the focus of their religion. Others, like the Cult of Worms described in Chapter Nine of this book, strive to spread knowledge about attaining lichdom to any interested person. Whatever their specific role, the Charnelists are yet another potential nemesis for the campaign.
Spheres of Influence: Major Access to All, Astral, Charm, Necromantic, Summoning, Thought (TOM). Minor Access to Combat, Divination, Protection, and Sun.
Granted Necromantic Spells: 1st: invisibility to undead, skeletal servant, spectral senses, undead alacrity; 2nd: aid, resist turning, slow poison; 3rd: animate dead, death's door, feign death, life drain, negative plane protection, speak with dead; 4th: cause insanity/cure insanity, poison/neutralize poison; 5th: dispel good, imbue undead with spell ability, slay living, scourge, undead regeneration; 6th: asphyxiate, summon undead; 7th: death pact, destruction, energy drain, mindkiller (TOM), wither; Quest: undead plague (TOM).
Granted Powers: Charnelists have great authority over any undead they encounter. Starting at first level, they affect three times the regular number of creatures per successful turning attempt (this translates to 6d6 undead, plus 6d4 extra creatures when denoted by a * on Table 47 on page 67 of the DMG).
Once a priest reaches 6th level, he or she gains the ability to fashion exceptional undead; any skeletons or zombies which are animated (either by skeletal servant or animate dead) gain an additional +1 hit point per hit die.
Starting at 9th level, the priests leam all of the secret rites that create powerful undead. They first leam how to make ghouls or ghasts (9th level). Then, at 12th level, they learn to create ju-ju zombies and mummies. Finally, at 16th level, they learn the secrets of vampirism and lichdom. All of these rites require numerous sacrifices (from 1-20 fresh corpses) and vast amounts of wealth in the form of rare components (1,000-20,000 gp). Even if both were available in unlimited quantities, the ritual can still only be performed once a month and creates but one undead creature.
Eventually, once a priest has received permission from his or her deity (usually after performing some notable deed or quest for the benefit of the religion), the priest will undergo the process of performing the transformation upon him- or herself, joining the mighty Lord of Undead in (potentially) everlasting undeath. This is the ultimate dream for many such priests.
Other Limitations: The Ghoul God is a ravenous deity, demanding constant sacrifice. Usually dead bodies (the more recently dead, the better) are preferred, but exhumed cadavers can serve as a substitute in times of need or persecution (which happens as often as one might come to expect of such a morbid cult).
Thasmudyan's worship is rumored to include several obscene rituals, the least of which includes cannibalism of the dead and necrophilia. Charnelists are accordingly forbidden from marrying or engaging in any intimate relations with the living.
Possible Symbols: The Vulture, the Hyena, Skeletal Hand, Crown of Worms.

Other Priestly Resources

Although this chapter stands alone as a concise discourse on necromantic priesthoods, there are a number of useful TSR products which serve as sources of further inspiration on this topic. The Complete Priest's Handbook, a definitive work on creating priest characters, contains numerous examples of different pantheons, priesthoods, priest kits, and the role-playing of priest characters. The DM is referred to that resource for guidelines on creating believable and properly motivated priest characters for the campaign.
For more information about specific death gods, Legends and Lore summarizes the deities and religions from eleven historical and fictional pantheons. This fine book includes details about death priesthoods and their granted powers.
For campaign-specific information about death priests, the DM should refer to the FORGOTTEN REALMS® Adventures hardcover for detailed descriptions of various death gods (Cyric, Bhaal, and Myrkul) and their specialty priests. The GREYHAWK® Adventures hardcover also contains a description of the death god Nerull and his priesthood.

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