Erythnul
Symbol |
---|
Red blood drop |
Alignment |
Chaotic Evil |
Portfolio |
Hate, Envy, Slaughter |
Favored weapon |
Mace |
Erythnul resembles a seven-foot tall, brutal-looking man. He is rubicund of complexion, hirsute, and muscular, with knotted muscles and a blocky frame. His dull-green eyes are filled with the madness of war. He typically wears red fur and red-dyed leather, and carries a stone-headed mace. A hole in the head of the mace creates a whistling noise as Erythnul swings it; the keening howl of the mace has been known to send those who hear it fleeing until they collapse from exhaustion.
Erythnul is called the Many, because in battle his features continually shift from human to bugbear to troll to ogre to gnoll and back to human again. His spilled blood transforms into similar creatures. Erythnul delights in panic and slaughter. He can spread fear through his eyes.
The chaos of battle is the sacred charge of the worshippers of Erythnul. In all the myriad forms of terror and suffering that war creates, there is a strange kind of unity. This is part of the reason that Erythnul is called the Many. Battle is a test of merit and strength, and living and dying by the sword is the definition of the good life.
Many of Erythnul's worshippers believe that blood spilled in battle feeds their god, increasing his madness and bloodlust. Chaotic neutral worshippers believe that non-combatants and weak opponents are meaningless, and that killing them does nothing to satiate their god or prove their ability; killing those unworthy of a warrior's death even angers Erythnul, they believe. Chaotic evil worshippers, who are far more common, disagree, believing that all slaughter is a sacrament, and that the dying screams of innocents are music to Erythnul's ears, hymns in the church of the battlefield.
Clergy
Erythnul's clerics wear rust-colored garments. On ceremonial occasions they wear white robes, the better to display the bloodstains on them. They wear stylized masks symbolizing Erythnul's many aspects. In civilized areas they may foment rebellion and unrest, while in the wild they may lead groups of bandits.
Clerics of Erythnul get most of their training in large wilderness temple-fortresses. Senior clerics try to frighten would-be initiates into quitting; those who avoid flinching after many tests are accepted into the priesthood.
The ranks of Erythnul's priesthood are, from lowest to highest, Raider, Marauder, Reaver, and Incarnate.