#cult of myrkul
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ADOPTED AU 2 👀
Ketheric would be the best father for this feral kids, who had been mentally and physically hurt by their parents.
I think Thorm would be so angry that those fuckers abused their children, because for his point of view, children are one of the most precious things a parent have. He literally sold his soul to Shar and Myrkul, begging them to stop his suffering or give his daughter back.
So, I think he would be an amazing dad for Jacq, Enver and Orin. (for once, he will not be submitted by gross Durgetash until their teen)
#baldur's gate 3#bg3#bg3 fanart#bg3 bhaalspawn#bg3 dark urge#bg3 durge#bhaal#bg3 gortash#bg3 ketheric#ketheric thorm#general thorm#enver flymm#enver gortash#gortash bg3#lord gortash#orin bg3#orin the red#bg3 orin#baby orin#jacq#myrkul#chosens ones#cult of bhaal#cult of myrkul#bg3 au#bg3 kid au
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Legit conversation I had with my friend about BG3 / DnD villains:
Friend: Idk what exactly the man is up to, but I’ve figured out that this is Once again SOMEHOW The fault of the dead three Which if we’re talking about Baldur’s Gate it is SOMEFUCKINGHOW ALWAYS THEIR FAULT
Me: Were they in the Baldur's Gate games that I didn't play?
Friend: Yeah, I guess so xD Yeah, one is about a Bhaalspawn but idk much more than that
Me: Jaheira, I wish you got some goddamn rest from the same villains.
Friend: But in my dnd game we’re also fighting their cultists AGAIN So we have Bloodthirsty knife lady for Bhaal Shadow the Hedgehog with Gauntlet for Bane (ofc) Undead Old Man for Myrkul
Me: Pick your fighter villain (DnD edition):
Thayan wizards
dragon cult
dragon
the dead three (they should become a band, that's a sick band name)
some random necromancer rising the dead AGAIN
Friend: YUP THATS IT YOU BROKE DOWN DND WORLD TO ITS ESSENTIALS
Me: I feel like we can't complain if dnd has only limited ammount of villains.
Friend: Sometimes it’s more than 1 at the same time For example it’s Thayan Wizard Necromancers Raising The Dead Again in the dnd movie XD
Me: 😂 I fought so many undead as a Warlock in Neverwinter Online that I could become Kelemvor's chosen hero if I wanted because I'm doing a job for him all the time. And I helped Harpers with the dragon cult… How it is, I am not an honorary member yet?
Friend: 😂 I swear to god When we manage to continue our dnd game I will charge into the lair of those fucking cultists and ask them to bring out Ketheric, so I can kick his ass If I have to fight ONE MORE Myrkul cultist I will lose my mind
#baldur's gate 3#bg3#bg3 spoilers#baldur's gate 3 spoilers#the dead three#myrkul#bhaal#red wizards of thay#necromancers#undead#dragon cult#dragons#dnd
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I feel sorry for Orin
repurposed from an old Reddit post of mine
Edit: Wrote an epilogue fic where my Durge, Sofija, seeks redemption for her sister with the Gods
Raised from birth in the Bhaal cult and has never known ANYTHING else. Literally the result of incest between her mom and Sarevok (her father AND grandfather) - and for her entire life is actively manipulated and groomed to worship her "Grandfather" second only to Bhaal (leaving a disgusting implication that Sarevok might eventually try again). Literally every single day of her life spent in a murder cult, never knowing anything else.
Her mother is actively manipulated when Orin is seven to try to kill her daughter, only for Orin to reflexively kill her first, at which point Orin was briefly possessed by Bhaal himself (per some Sarevok dialogue). AT AGE SEVEN. And even from a young age, Orin's true gift is her artistry, a talent that outside the Bhaal cult probably could have been nurtured into something phenominal, but inside the cult is twisted into a sinisterness in the kill that, when she's out of earshot is decried as wasteful.
She eventually rises through the ranks (never have had any choice), having never felt a meaningful moment of compassion or kindness and, desperate to be cared about, sees the power and fear and respect her bloodkin (The Dark Urge) has gained and uses their hubris to take them out.
Ironically, in the timeline where Durge lives, they get a gift Orin couldn't even dream of - a 2nd chance. With their brain scrambled and the tadpole present but being interfered with, the Dark Urge got a chance to be someone new. (Whether they accept or reject that 2nd chance, they at least got a choice this time).
What did Orin get for her troubles? Her (grand)father openly coveted to either take her out, or worse, take her out - when the time was right, her own allies both detested her (Gortash openly revels at the idea of working with the Dark Urge again)
and most brutally, if you manage to confront her with the truth, any of it? About Sarevok, about her mother, etc? She immediately believes you. And for one (1) moment, maybe there's hope for her.
Hope that Bhaal immediately rips away; an Orin confronted with the truth and showing even the slightest hesitation is immediately forcibly transformed into the Slayer by Bhaal himself, with a strong implication that the core of the old Orin is gone forever win, lose, or draw. "No more doubts, no more fears, no more Orin. Become murder.". Seeing what Bhaal's reaction was the moment Orin had one (1) instant of hesitation also confirms that she'd likely have never had the chance to choose differently, either Bhaal would always step in or else she'd eventually meet her end.
Imagine the AU where Orin takes her CLEAR flair and artistic talent to become a truly great artist. Where she gets the same second chance that Durge got - If she'd been able to use her talent for impersonation and desire to great to do something powerful instead of being forced by her family from childhood into the family business of murder.
She literally never had a chance. Even Bane and Myrkul and their respective cults were never so unfathomably cruel, and she never knew anything else.
At least for my own first game, though, my Durge recognized that without her "sister," she'd have never gotten the chance to save the world, never met Shadowheart, never stopped a century worth of Ketheric's torture on Dame Aylin, never set in motion the liberation of the Githyanki...In the right world states, Orin unwittingly saved the world, but it's a world she'll never get to see or know, and probably never could have.
That's tragic as hell.
#baldur's gate 3#orin the red#orin#orin bg3#bg3 orin#dark urge#the dark urge#durge#durge bg3#bhaal#bhaalspawn#sarevok#bg3#baldurs gate 3#canon#bg3 durge#orin as gortash
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doomsday group (me, maruu, chris, cj, and smurg) have been making a dnd au for our wl/sol/ctm storylines and it's been slowly drivign us mad so im gonna do a few posts explaining it maybe?
to start, characters:
Name: Ellery Pronouns: he/him, they/them Player: Lew (me!) Race: Winter Eladrin Elf | Reborn Class: Warlock Subclass: Otherworldly Patron - Mrykul, death god | Pact of the Tome
Ellery leads a small temple to Myrkul, god of death, decay, old age, autumn, and dusk. Ellery is a prophet, receiving visions from his god to help run the temple. As leader, people tend to go to him for guidance.
Ellery's design, art by Maruu
Name: Syyrin Pronouns: she/her Player: CJ @cjskribblez Race: Tiefling Class: Artificer Subclass: Alchemist
Syyrin is the other founding member of the temple and Ellery's loyal second in command, often helping him with the more menial tasks of starting and upkeeping a cult. She spends her free time crafting things and studying alchemy.
Syyrin's design, art by CJ
Name: Flint Pronouns: he/him Player: Smurg @smurgle Race: Dragonborn | Black Class: Rogue Subclass: Soulknife
A member of the Myrkul temple, Flint has no formal role, though his general nosiness means he's generally familiar with the workings and gossips of the lives of temple residents. He's close friends with both Ellery and Syyrin, and is often spending time with the both of them.
Flint’s design, art by Smurg
Name: Iscariot Pronouns: he/him Player: Chris @chrisrin Race: Hobgoblin Class: Paladin Subclass: Oath of the Watchers (previously Oathbreaker)
Member of a group of worshipers of Cyric, god of power, chaos, murder, and lies. This group has taken root in Ellery's temple, and is trying to steal power away. Iscariot had once been a paladin driven exclusively by violence for its own sake, but has recently found himself unable to use magic, as he's begun to doubt his faith.
Iscariot’s design, art by Chris
Name: Mar Pronouns: she/her Player: Maruu @xmaruu11 Race: Water Genasi | Reborn Class: Cleric Subclass: Life Domain | Hestia
A cleric of Life worshiping Hestia, goddess of hearth, community, and family. She's betrayed and sold by her own family, ending as a sacrifice for the Cyric-worshipping group infiltrating the Myrkul temple.
Mar's design, art by Maruu
[ dnd au plot summary post here ]
#doomsday#xmaruu11#chrisrin#cjskribblez#smurgle#driflew#capture the myrkul#<<< tag for the au. check that out for more
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In the last playthrough, I suddenly got really into this drider. It's a pity that he cannot be included in the party and didn't even play a particularly big role in the plot. Ooh, but how great was his potential. >_<
While I was drawing him, I thought that with this lantern (the only thing that can disperse the coming darkness) and the crazy preacher’s speeches, he would be a very cool secondary boss ...
With a big spider lair in the church, where adventurers were to be constantly stuck in the web forced to fight off not only spiders, but also the approaching darkness. With the same insane flock, half consisting of spiders capable of burrowing and unexpectedly attacking from a huge number of crevices/cracks/caves. And, of course, with great emphasis on the cult of the Absolute, and not Myrkul and the rest of the Trinity. It would be ironic if a new "divine essence" actually took root and began to form there, coming into direct confrontation with the Trinity...
... But okay, I got a little carried away.
I'm quietly "warming up" after the holidays and starting the year again by drawing a wallpaper, but this time for the phone. (last one was a Hastur for the computer) / Well, also, a couple of variations with spiders separate from each other.
P.S. - also add a process... cause I can \( ̄︶ ̄*\))
#Karniss#drider#baldur's gate 3#baldurs gate 3#baldurs gate fanart#bg3#bg3 fanart#still in love with these spider legs#Perhaps if I have the mood and inspiration#I will draw him as a Preacher/Priest
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Gods and Clergy: Bhaal (OBSOLETE)
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
Religion | Gods | Shar | Selûne | X | Mystra | Jergal | Bane #1 | Bane #2 | Bane #3 | Myrkul | Lathander | Kelemvor | Tyr | Helm | Ilmater | Mielikki | Oghma | Gond | Tempus | Silvanus | Talos | Umberlee | Corellon | Moradin | Yondalla | Garl Glittergold | Eilistraee | Lolth | Laduguer | Gruumsh | Bahamut | Tiamat | Amodeus | The rest of the Faerûnian Pantheon --WIP
I did an updated and much longer version here; this one is significantly less detailed and lacking.
I'm in a Durge and Orin mood, so we're getting the full details on Bhaal and his priesthood now. Fun fact, did you know the Dark Urge couldn't even die without Daddy's permission?
Featuring:
Intro: Do you realise this cult is basically a crime syndicate supported by the rich and powerful?
Priests: Hierarchy. Responsibilities. Murder. I rather like the ceremonial regalia, personally.
Deathstalkers: Teleporting! Killing people with your mind! Unlimited ressurections courtesy of Bhaal!! And yet more crazy shit!
Bhaal: Kitten thinks of nothing but murder all day. Also mortal backstory and the Slayer is absolutely nothing like the games depict it
Right then, "Bhaal awaits thee," and blah.
"Make all folk fear Bhaal. Let your killings be especially elegant, or grisly, or seem easy so that those observing them are awed or terrified. Tell folk that gold proffered to the church can make the Lord of Murder overlook them for today." - Bhaal's Dogma
Unsurprisingly for an ex-assassin, Bhaal is the patron god of assassins. Assassins, mercenaries, bounty hunters who aren't bringing their quarry in alive and, presumably, executioners all tend to send a prayer to Bhaal for success. Faithful were called Bhaalyn in the East and Bhaalists in the West. As BG3 takes place in Western Faerûn we'll use the latter.
Amongst these assassin worshippers we find the oh-so healthy individuals for whom killing is more than a job. These killers who regard their murders as a "pastime and a duty" join the clergy.
That said, Bhaalists do not murder indiscriminately. The taking of another life is a holy act, a lot of thought and planning goes into both the kill itself as well as what impact the death may have upon the world. Once the target is slain, they are to smear the victim's blood over their hands and draw Bhaal's symbol by the body with it. If Bhaal is pleased then the blood will vanish.
Bhaal supports and encourages his followers attaining wealth and comfort (it's a good hook to draw them in, and it makes him look good if his followers are successful, and more importantly: money is power, provides a shield against repercussions when caught, and opens doors), and in exchange for their worship his priest-assassins receive the priest spells and administer to the lay worshippers, who benefit second-hand. The assassins have an easier time killing people and getting rich and Bhaal profits from more prayer and death. A win for everyone (who didn't die in the process).
Bhaalist temples historically have spent their time founding and sponsoring guilds of assassins and thieves, including infamous organisations such as the Shadow Thieves of Amn. These guilds survived their patron's death, and while they were mostly businesses throughout the years of Bhaal's death many still paid homage (although there was some confusion involving his replacement, Cyric) and have presumably resumed worship. There's a massive old temple still functioning over in Thay; the Tower of Swift Death, and the assassins work closely with the Red Wizards who rule the country.
Bhaalists have no tolerance for rival guilds and organisations not following Bhaal (which would make them independent of their control) and will eliminate them. They will also root out anybody in the area that will attempt to oppose or otherwise interfere in their business and ensure they have freedom to go about their jobs/worship.
Their other job is to ensure the church has a steady income. They terrorise the commoners into paying tithes in exchange for safety from being sacrificed this tenday (a protection racket, basically) while leaving "economically and socially important individuals live unharmed." I mean, the peasantry have far less enemies to assassinate and gold to spend, so. Plus the rich and powerful are brilliant at turning a blind eye to crime when it benefits them, as well as making sure the evidence never sees the light of day - know which side your bread is buttered on, and all. Baldur's Gate has no law against the worship of Bhaal. Why do you think the original temple exists, after all? Bhaalists actively seek out and sway such potential patrons who would be... amenable to sponsoring and protecting their technically-legal church and its not so-legal activities in exchange for their services.
Urban temples of Bhaal are usually dark, subterranean affairs built under the city streets, containing countless branching tombs that are home to the bodies of the clergy's victims - said victims are usually wandering around down there as restless undead.
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Bhaal's clergy can be recognised as Bhaalists by their ceremonial robes - full body robes of black or deep purple with a deep cowl. The robes will be randomly and violently streaked with flashes of violet. Their entire face is fully obscured by a black veil, to both hide their identity and make it appear as though the hood is empty for the intimidation factor.
The leader of the church - and thus all of the temples - in a region is the High Primate/Primistress, who can be identified by a red belt/sash they wear over their robes and the fancy curved ceremonial dagger that marks them as a high ranking priest and a specialty priest known as a Deathstalker - more about them in a moment.
High Primates spent much of their time planning the proper strategies of manipulating nearby rulers, inhabitants, and organizations into the deeds and behaviour that the Bhaalyn desired.
The head of a single temple is a Primate or Primistress. The Primate is directly served by the First Deaths, who in turn can call upon a council of the nine most senior clergy; the Cowled Deaths. Below them were the regular priests, who were known collectively as the Deathdealers and are referred to by the title Slaying Hand. A Bhaalist rises in the ranks by hunting and ritually killing a target with nothing but their bare hands, which they will then report to a higher ranking priest who will confirm that they are being truthful. If they are then there's a party, and a ritual sacrifice is held to celebrate.
When on a job they dress in black - in the form that suits whatever their preferred method of killing in. Leather armour, mage robes, whatever.
Bhaalists pray to their god before sleep. In the temple the entire congregation comes together to pray in a formal ceremony called "Day's Farewell"). Bhaalists are also to pray before setting out on a murder.
Bhaalists only observe one holy day. It's the Feast of the Moon, a continent-wide holiday for honouring the dead and honouring one's ancestors. Bhaalists have their own spin on it where they remember dead Bhaalists and celebrate with stories of murder to honour them.
All Bhaalists are to commit a murder every tenday at midnight, should they be unable to fulfil this duty then they are to kill two people in place of the one who should've died that day. Before the victim dies, the murderer is to ensure that they know their killer and that they died as a sacrifice to the God of Death; "Bhaal awaits thee, Bhaal embraces thee, none escape Bhaal."
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The specialty priests of Bhaal, those who dedicate their devotion and worship no god other than him, are the Deathstalkers.
One does not have to be a cleric to join the ranks, though the majority are. Rogues, rangers, barbarians and fighters are the most common, but all classes make an appearance (and most are multiclassed clerics)
To become a Deathstalker one must have murdered sixteen sapient creatures in sixteen different methods with sixteen different weapons. This presumably is also the rite of passage to becoming a member of the Brethren of the Keen Strike - an order of Bhaalist assassins to which all Deathstalkers belong.
Distressingly for people who aren't Bhaalist, Bhaal's Deathstalkers regained their Bhaalist abilities around 1372 DR, following the end of the Bhaalspawn Crisis, and resumed their duties, spreading death and terror in his name as they worked to bring him back to full power. The most popular argument for how the priests of a dead deity were getting their spells is that another god - likely Cyric, was granting them spells disguised as Bhaal. However, in the wake of the Bhaalspawn Crisis and the wave of fear felt towards Bhaal that resulted (which counts as prayer), the rumour mill became very fond of the idea that, despite how the crisis ended, Bhaal had still managed to resurrect at least some scrap of himself through that fear and the God of Murder was haunting the Realms once more.
The various abilities Bhaal gifts to his Deathstalkers include the following:
[From 3.5e] The ability to identify key weaknesses in a target by studying them for only a few moments, killing them in a single strike. They are also supernaturally good at stabbing people with their ceremonial daggers.
[3.5e] The ability to tap into the hatred of a person, stoking it into homicidal rage and direct it at another person who they will kill in a mindless bloody rage (also called the Urge to Slay, an ability Bhaal himself has)
[3.5e] Bhaal's own inability to just fucking stay dead - a Deathstalker Bhaal doesn't want dead will come back to life an hour after it is killed, with a single hit point left. During the time prior to resurrection they are an actual corpse.
[2e] They can point at a person, sending necrotic energy coursing through them and causing them significant damage, agony and possibly death.
[2e] They can inflict severe wounds on a person just by thinking it.
[2e] They can teleport! A Deathstalker can teleport themselves (and other people, if they're powerful enough) to the Throne of Blood and from there they can teleport to anywhere on Toril that isn't protected by warding magic. Bhaal won't do anything to protect Deathstalkers while they're in the Lower Planes - if you're strong enough to get yourself here, you're strong enough to get yourself out.
[2e] They can affect the emotions of those around them, reversing whatever emotions an individual is feeling towards them into its polar opposite.
[2e] They can accelerate the entropic aging process of objects.
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Bhaal himself is "violent, cruel and hateful at all times." Being in the presence of the living fills him with an overwhelming urge to kill and destroy. He presents himself as either on the verge of a violent rampage or cold and ruthlessly calculating depending on which suits the occasion best. A Lawful Evil deity, his domain is the Throne of Blood in the first layer of the Lower Plane of Gehenna (Khalas), part of Bane's domain (Banehold). Hilariously, not a single Baldurs Gate game has got this right. BG2:SoA claimed it was the Hells, BG2:ToB changed to the Abyss and, for some reason, BG3 has put it in the Grey Wastes.
Bhaal served Bane, and was in turn served by Loviatar (goddess of pain) and Talona (goddess of disease).
His holy symbol is the Circle of Tears; clue in the name, it's a skull surrounded by teardrops of blood forming a circle.
Bhaal rarely manifested in avatar form. When he did, his main avatar in urban areas was the Slayer, which was not a four armed scaly monster:
"The Slayer look[s] like a corpse with a feral face, [bloodless] skin, and deep lacerations that endlessly [weep] black ichor that vanish[es] before it strikes anything."
It makes no noise at all when it moves. it can talk (its softly spoken and sounds creepy). It can levitate at will and summon floating daggers made of bone, that appeared and disappeared at will. They would cause any living flesh they hit to wither and die. Creatures slain this way would rise again as zombies under its control - or have its skeleton shattered into more bone daggers. Enough of these daggers form an area-of-effect; a wall made of a flurry of sharp shards of bone that would trap the soul of anyone they killed. Oh, yeah, and the Slayer can also inflict the overwhelming urge to murder everyone around you on the people around it.
Bhaal's other avatar was the Ravager, which was mostly an angry 30-foot tall giant with horns.
While in either avatar form, Bhaal also had the ability to create any form of undead loyal to him by touching a corpse (greater undead like vampires would be free once they'd completed whatever task he'd assigned them). He could also immediately destroy any undead, turning them to dust at a touch. Bhaal cannot be harmed by the undead.
Rather than using his avatars, Bhaal usually just manifested as a pair of flying undead hands that can shoot bone daggers at people. Or a laughing human skull trailing teardrops. Both these manifestations are capable of speech, casting darkness and driving everybody into a mindless bloodthirsty rampage - you might have noticed he really loves this trick.
He also invented his own undead monsters, the Harrla of Hate. Harrla are invisible creatures, which if you use magic to see them appear like human shaped wavering impressions. Guess what they do?? If you guessed "fill people with a sense of overpowering hatred and drive people into committing homicide" get yourself a fucking cookie!! (This isn't said anywhere in canon, but Bhaal has less imagination than a chunk of rock, I swear to god...)
According to one version of the story; in life Bhaal was a Netherese mortal wizard named Tharlagaunt Bale. He was one of a few hand picked by Jergal to bear a fragment of the god's divinity and raised from a young age to serve him (a Chosen, basically). Hilariously, one of the others was Karsus. These Chosen were promised godhood for their service as they set about performing a ritual to increase Jergal's waning power and make him one of the most powerful deities. Karsus chose to try and make himself a god instead and blew up the Weave, destroying Netheril and the plan and killing all of his coworkers except Bale.
Bale got a job as an assassin, changed the spelling to Bhaal and dropped his first name, teamed up with a bitter ex-slave with no name except the title "Bane of the Ancients" and a necromancer prince called Myrkul Bey al-Kursi.
His other backstory features him as Arabhal; the spymaster and chief assassin of the Netherese City of Rdiuz, and an ally of Bane. The two became unwitting paws of Jergal, who directed them through nightmares to do his bidding and slay various primordial divinities who threatened his plans.
Regardless of backstory, they all grabbed more divinity by killing an ancient god (also Bane's ex-master) and then he went knocking on his old boss' door for that godhood he was promised (Jergal at this point had embraced depression and just went "yeah, whatever, have it. Idgaf, I'm retiring." Or was manipulating them into becoming his divine pawns. There's more than one take on this story.) and Bhaal walked off the god of murder.
He learned of a prophecy predicting he would die when his stupid ex-travelling companions would decide to piss of Ao who would then kick all the gods out and make them mortal, and Bhaal then decided to sleep with what seems to be at least 25% of Faerûn to produce kids who would hold fragments of himself so that they could all fight to the death and he could resurrect himself afterwards. He was killed by the soon-to-be-god Cyric not far from Baldur's Gate during the Time of Troubles. Cyric proceeded to take his job, and there was a huge fight between Bhaalists who converted and those who didn't and the converts killed all the holdouts.
The rest of the backstory is basically just the original Baldur's Gate games.
#Durge is basically a crime boss#Also; Bhaal please have more than one fucking idea for once in your fucking miserable life I AM BEGGING YOU#long post
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I couldn't help myself from referencing Highlander. There can be only one [wielder of the Netherstones]!
Proper answer (and some character analysis for Roisia) under the read-more.
Roisia was surprised by Gortash, but pleasantly so. In the first place, as far as Roisia is concerned, Ketheric and Orin recall their respective gods in their appearance: Ketheric is withered, a husk of a person, but indomitable, and Orin... well, Orin looks like a flayed corpse with meat-suit clothes, but close enough. Roisia would have expected Bane's Chosen to be more... physically domineering. Terrifying. Intractable. ...Loud? Instead, here's this charming handsome fellow who is really rather ordinary. If Roisia met him on the street, he'd just be another debonair noble lusting for power. (Join the feckin' queue!)
And neither does Gortash behave as Roisia would have expected Bane's Chosen to behave. She would have expected a Banite to be a tyrant, a Faerûnian-version of the Machiavellian prince, who instils a terror of himself and who rules through fear. Instead, Gortash gently curates among the populace not a fear of him, but a xenophobic fear of The Outsider (whether that outsider is a cult like the Absolute or a group of people like the Coast's refugees).
Roisia—by all accounts an oppositional force to his own—encounters a man who is genuinely, fully, confidently willing to partner with her to achieve a common goal and is willing to swear a divine oath to secure that partnership...
Poor man. What a fool.
You see, Roisia is something of a Machiavellian prince. She would despise to think of herself in that way were she to read Il Principe, but she has within herself some (but not all!) of the traits and qualities that are described within. She is frequently a mirror: where she meets evil, she wields evil with aplomb. ("You desire me to kiss your foot? I think not. You shall kiss mine.") She would very much prefer to offer mercy, but if her mercy is rejected—like when Ketheric imprisons Dame Aylin once again before yeeting himself into the primordial soup—then she will dole out cruelty in equal measure. Most importantly of all, Roisia is a liar and a deceiver, all while appearing compassionate, guileless, and true to her word. Roisia only really keeps her word when it suits her purposes. Were she otherwise, she would have found that Gortash would have been faithful to his word to the last. But as the Machiavellian prince, she betrays and slays him.
Actually, having written all that, Roisia is more of an embodiment of the Machiavellian prince than I originally thought: she is virtuous and good, sure, but she is also intimately familiar with baser behaviours (lying, cruelty, conspiracy, etc.) and wields those base behaviours like a tool when and where she feels it is needed and necessary.
Which is why I was absolutely thrilled when I had her do what was only natural to her and had her speak to Gortash post-mortem. Roisia is a character who believes herself to be godless: damned and/or abandoned by Kelemvor, Lord of the Dead and Judge of the Damned, for being a Necromancer. She had a sliver of hope that she would find favour with Myrkul, but Myrkul thought only of the Chosen stolen from him. She thought, perhaps, that she might find favour with Bhaal because, let's face it, she had slaughtered and bloodied so many in her long journey to Baldur's Gate, but the skull only wept blood and that was that. Bane, however, actually speaks to her, acknowledges her, validates her. She won his favour the moment she betrayed and slayed Gortash. She is in her very nature a stellar Banite. Incredible! And absolutely absurd. Thank you to Larian for programming that opportunity in. 😂
#Baldur's Gate 3#BG3#BG3 Spoilers#Gortash#Enver Gortash#BG3 Roisia#Act III Spoilers#Roisiacanons#rosecanons#roisiacanons
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Ok here’s a fun question. We know Gortash and Durge came up with the Absolute scam. But who designed the goofy logo combining all of the dead three symbols?
Was it Gortash, thinking he was SO CLEVER for “subtly” hinting at the cult’s true power in a way he was convinced none of the brainwashed cult idiots would even notice? Did Durge help, pointing to the sketches and being like “this part should be covered in blood” and “make this part drip, like blood” while Gortash takes notes and is also genuinely turned on by what a beautiful creative genius he thinks Durge is?
Was the handprint (for Bane) being in blood directly over the skull (for Bhaal) a romantic gesture on either of their parts? Look babe our gods’ symbols are touching..
Was Ketheric unimpressed that all they did for Myrkul (read: for Ketheric) was flip the triangle upside down? He’s like “the skull is for Myrkul too right” and Durge hisses “that’s BHAAL’S SKULL” and Ketheric, ignoring them, goes “well it could stand for both I suppose” and Durge tries to bite out his throat
Or did the three of them all try to collaborate, and the flipped triangle was all Ketheric could come up with? And Gortash is like “wow Ketheric that’s.. so creative of you.. great contribution.. anyway I’m going to stamp Bane’s hand over the entire thing in blood” and Durge is like “can it be my blood. Can it please be my blood. Let me give you my blood Enver please I want you to have it” and Gortash goes “aww babe 🥺” and Ketheric leaves the room
I need to know what happened here canonically because every possible variation is perfect
I.
I.
I'm so fucking stupid. I didn't even MAKE the connection that the Absolute symbol is literally just their three cult symbols combined.
Oh. My. God. THEY ARE SO STUPID. Why would they even DO that?
WHAT A BUNCH OF IDIOTS. They're lucky the people of Faerun are even STUPIDER than they are, omg.
I didn't even think about this anon, you've rocked my world.
YES, Gortash is fucking holding Durge's hand, and it's the MAIN EVIL SYMBOL of the game.
That's amazing.
Durgetash was already the basis for the entire game, this just makes it even better.
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Trying to figure out Gortash's backstory
As I said before, I am right now very much inspired to write a redemption story for Gortash. Like post-canon, Gortash lives AU (because I still hate that he dies), and he actually gets a chance to redeem himself. Not only like: He turns good, but he actually does something good enough to be considered a redemption. And he does so without dying.
But... Yeah, that story is going to be from Gortash's POV, which means that I very much need to come up with some fillings for the big ass holes that the game leaves in terms of his backstory.
We don't know how old he is, but I would estimate him to be around his late 30s or early 40s. Which means we kinda have like 20 years to fill up.
While the entire timeline of Raphael "buying" him from his parents and him escaping the hell is very vague, he was probably somewhere between 18 and 20 when he got out of the hells. And the exact stuff what happened in between is vague. Even how he escaped the hells is not quite clear. I mean, was Helsink responsible for that? Or how did he get out?
And then he starts to do illegal weapons trading once he is back in Baldur's Gate. Which is fair. I am going to assume that he is actually going to throw some stuff in there that is of his own making, given that he clearly is a tinkerer.
Given Karlach is 30, I do not think he hired her before she was 15, so at max she has worked for him just a couple of years.
I mean, technically those details don't matter. What does matter however is: How does he become a Chosen of Bane, and how does he get into contact with the Dark Urge?
As quite a few people have pointed out: Technically the Dark Urge existing is very confusing given that they have been created by Bhaal and Bhaal was dead for about a hundred years until ten years ago. So unless Durge is ten years old, this does not fully make sense. Sure, technically speaking Durge could be immortal, I guess, but... Well.
See, the issue I see with Gortash is, that I just do not pick him as the religious type. I do not see him going to the Banite church and actually give enough fucks to make himself a name in the church and after some great show of faith getting the status of chosen. I mean, if you talk to him, he just... Ketheric is devoted to Myrkul, sure. And Orin was indoctrinated into the Bhaalist cult from her birth onward. But Gortash? He would follow nearly every god if that god gave him powers. At least that is my reading of him. Sure, the entire tyrant thing plays well with his pompous and kinda narcissistic personality (and I mean this in a neutral way - given how he grew up narcissism in a medical sense is to be expected), but... Like, had Oghma thrown him a boon, he would have served Oghma, right?
So, why is he a chosen?
Usually chosen are either one of two: Either, they are very dedicated to the god and have proofen themselves to them over and over again, or they have something (power, knowledge, influence) that the god is interested in. As I don't see Gortash falling underneath the first umbrella, the second one could be it. Was Bane interested in Gortash maybe, because Gortash had a lot of knowledge about the hells maybe? Was Bane originally interested in the crown or something else that Gortash knew about? That would be one possibility.
Though, there is another one. Because it just so happens that in the lore of Faerûn something happened just 8 years ago, that could have given him chosen status without him doing shit for it. Even though it would also mean, that him being a chosen is almost random. Because 8 years ago the second sundering happened. And during the second sundering for a variety of reasons the gods picked quite a lot of chosen. And yes, that included the Dead Three as well. And a lot of those chosen were in fact not people super dedicated to the gods or anything, but just people who generally aligned with the domain and alignment of the god in question. And I cannot help but wonder: Was Gortash just one of the chosen Bane got from that event?
It would work out fine. Because there is one thing that keeps bothering me: Sure, Gortash kept secrets from Karlach. But she still was his personal bodyguard. And she had no idea that he was aligned with Bane. Which makes me think that indeed he was not a Banite when he sold her off to Zariel.
And yeah, I cannot help myself. The timeline would work out rather well: Gortash becomes a chosen closely prior the events of the second sundering, but after he sold of Karlach. After a bit the Dark Urge (who somehow very much is an adult, because I guess he time travelled or something) finds him. The two hit it off (whether romantically or platonically) and come up with their grand evil scheme. At some point Ketheric joins.
Of course, there is one big hole in that explaination, though: Who are the other people working for Gortash while he just is a black market weapons trader? If he was a Banite it would be easily explainable (other Banites), but like this it leaves open the question: Who are they and what happened to them?
I don't know. I am rambling. But yeah. I like this asshole. And his story is fun to think about.
#baldur's gate 3#baldurs gate 3#bg3#bg3 gortash#enver gortash#lord gortash#bg3 meta#bg3 analysis#dnd lore#bane
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As much as some of the stuff in Realms lore is messed up or has some very clear very outdated views on shit, the way they wrote evil cults and their motivations is actually pretty nice nd I'll give em that.
Like we've got Shar, lady of loss, who appeals to all those people who experienced something unimaginable and want to forget that experience.
Bane, a self made guy, who appeals to all those who came to resent the status quo nd were made to feel powerless, who's cult establishes the idea that everyone can become the game master and rise as long as they're dedicated enough but also gives excuses to the already powerful for abusing their power.
Myrkul who appeals to people in a similar way Shar does, but he has and grants the ability to reverse the loss. Reunite with those you lost before you arrive in the afterlife yourself. Don't fear death because your life will continue the same way it was before even if you die. Basically my guy offers a solution to the whole being afraid of death bit
But the most fucked up one is arguably Bhaal, who targets a very spefic group of people that deem life to be hopeless and death to be the better choice, and introduces them to the idea that this warped mindset is a fact and by killing someone you show them mercy and you can become their hero.
Like these are definitely not the healthiest claims those cults make, and any 'normal' individual would look at u like u have issues if you presented these ideas to them. Still, for a (not very) small group of people, these thoughts validate them in their feelings and struggles and offer a twisted understanding. And that is why recruitment works, and these definitely not-so-nice cults manage to survive and thrive at times. Because they very purposefully target individuals that could be easily manipulated if offered nothing more than some sort of understanding or recognition, and then they built on that. Very much like real life cults did and do in order to establish themselves and gain following.
Like very much fucked up but I can see very well why these cults work, why people join them and how they manage to manipulate their followers into blind loyalty and going above and beyond. The gods they serve and their lil libraries nd stuff may be dorky at times but the cults themselves are nothing besides absolutely terrifying. 11/10 no notes.
#also reasons why the chosen joined their cults nd stuck around#Ketherics refusal to acccept isobels death#gortashs desire for power#despite being born utterly powerless nd at the bottom of the barrel#durge and orins messed up views on death and their bodies#aka meatsacks or bloodsacks how theyre usually refered to#sharts attack as a kid#the one bhaalist who states they never had meat b4 durge came along#these cults r just exploiting people in horrible situations#the tragic background might make the villains sympathetic#but more importantly serves as reason why they are where they are#which is ironic esp for durge nd gort#also sarevok doing what hes doing cuz of the cult#genuinely the cults themselves r scary as fuck if u think abt it#but not in a fantasy way#rather in a 'this couldve happed to me/someone i know' way#real life horror to some degree#i hate them#love them#cw cults#bg3#enver gortash#bg3 durge#bg3 ketheric#orin the red#forgotten realms#also yes im procrastinating shhhhhhhhhh
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Memoirs by Gortash, Outline for Chapter 4. - I reestablish worship of Bane in Baldur's Gate as a hidden cult. - I realise the secret worship of Bhaal is also on the resurgence and acquaint myself with the local leader, an actual Bhaalspawn. - The Bhaalspawn and I work together on a heist from the House of Wonders and, discovering common goals, forge an alliance. - In dreams, the Bhaalspawn and I are visited by Bhaal and Bane, who name us their Chosen and command us to seek out and ally with Ketheric Thorm, the Chosen of Myrkul. - Visiting Ketheric at Moonrise Towers, I learn of the mind flayer colony in the Underdark below and conceive a plan to conquer its elder brain using the Crown of Karsus. - The Bhaalspawn and I employ a diabolist's services to gain access to Mephistar and steal the Crown. - We three Chosen use the Crown to enslave the Colony's elder brain - but during that raid, the Bhaalspawn is betrayed by the Bhaalist second-in-command, Orin the Red, who usurps the Bhaalspawn's power and declares herself Bhaal's new Chosen. - Following my master plan, the new trio brainstorms our grand hoax of the Absolute. - Note: Where to put in the Astral Prism and the adventurers who took it after its theft from Vlaakith? And when to admit considering taking them as my new allies?
Hm. Gortash is claiming that the Absolute hoax came about after Orin usurped Durge? Well, that doesn't fit. Considering he mentions to Durge that the two of them planned the whole thing together, including the bit where Durge would use the Bhaalists to spread terror in the Absolute's name, methinks someone's telling lies. I wonder if it's to do with him being a Banite? I mean, he's also claiming that it was his master plan when again at the coronation he tells Durge that they came up with it together. Either he's lying to Durge about their part in it, or he's claiming full responsibility in his memoir to make himself look better. Personally I suspect the latter, and also I'm wondering if it might be at least partially because they're no longer in the picture.
Anyway, more importantly. One thing I find really interesting about this: Gortash never uses Durge's name. I mean, it's not hard at all to add in a variable to use the character's name! Even I can do that with my incredibly limited knowledge of programming; Larian definitely could've. Which means him not doing that is more than just a necessary evil of having a character the player names. And it's not that he's trying to avoid naming names in his memoir, because he's happy to refer to Ketheric and Orin by name. I won't lie, I'm now combining this with the idea that Gortash was basically the only one to refer to Durge by name and thinking about Gortash deciding that Durge's name belongs to him and the general public doesn't deserve to ever know it now that they're gone. Something like... this one piece of them he gets to keep for himself.
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Gortash and Durge writing you say? 👀
Oh yes, I find their dynamic absolutely fascinating. I hate it, but I love Gortash. I find him captivating. He's completely fascinating. I love his dynamic with Durge, and I've thought about it more than I care to admit. I've known about the stinky Dead Three for a long while since I grew up on DnD, and their followers interest me, but Banites first and foremost, because Bane has a code. He is not like Bhaal who just wants wanton death and murder and blood. He is not like Myrkul who his whims are slightly unknowable but revolve around death and the capture of souls. He has very real aspirations and structure for his followers. He has clawed his way into Godhood and he expects greatness from those who claim to follow him.
Here's the fun thing people forget about Banites: their entire schtick is domination. The strong eat the weak; The strong take as they please, and if you cannot fend them off, or defend yourself, or stop them, you deserve whatever happens to you. It's a strength hierarchy where the smartest, most powerful, and therefore, the most deserving rest at the top, and failure is not an option. Hate, tyranny, all of their portfolio sounds very hacky, but it's actually quite intricate and laid out.
Gortash is, in essence, the Banite prince. He is Bane's chosen. Of all the Banites, of all the power in Toril, it was Gortash that was chosen. His power was not inherited power. It was not swindled. It was clawed and torn and ripped and shredded by nails and strength and bloody teeth. He earned Lord Bane's respect. He worked his way to the top from literal hell through sheer fucking willpower and desperation, and that is a constant you will find in Banite culture.
The weak do not survive. They are fodder for the strong.
That is why Durge and Gortash would have worked in the beginning. Gortash respects strength. He respects intelligence. He respects control. When Banites look at Bhaalists, they see a cult of undisciplined, violent little edgelords who worship the edgelord supreme who stole full Godhood from their Lord. Gortash looks at Orin and sees an unhinged, obnoxious, desperate little thrall of Bhaal with daddy issues and a distinct lack of control or principles or any redeeming qualities. She isn't clever, or patient, or calculated. She wants death death death now now now red red blood sweet blood red and sticky and sweet impulse impulse, death death--
And he finds it lacking, to say the least. He will work with her because Lord Bane commands it. But in truth? He doesn't respect her at all. He openly shows dislike for her, and distaste at her proclivities. She actively defies his beliefs in a strong mind, a strong will, and a strong sense of control.
But Durge?
He expresses admiration for Durge. He expresses genuine kindness as far as he is able and a very real desire to be around them, work with them, and that is the highest compliment a Banite can give. They see everyone else as simple-minded, foolish, and weak. But Durge? He liked them. He respected them. He welcomes them back after they were bested (a huge sign of weakness by Banite standards) by their shitty little sister and have foiled his plans and thrown a wrench in his whole work.
He found an equal. He puts heavy emphasis on equal. Again, for Banites, no one is their equal. It goes against their entire theological belief structure. Strength, strength, earn, earn, power, strength, blood. The scale is a triangle and there is only room for one at the top. Only one can be the best. Only one takes that power and deserves it.
Gortash will not betray you if you work with him. He will hold fast to his word. He will share power. He will be wary of you, as all Banites are (because they are in a religion where you must be smarter and stronger and constantly ready for backstabbing especially when it comes to the parallel Gods of the Dead Three) but he will trust you and work with you. He will test you and test your mettle and ensure that you are as sharp and respectable as ever, but that is the nature of Banites. Earning their respect is a constant.
(It bugs me how easily they killed him off, but to be honest, I understand that from a story perspective, there is no other way. They couldn't have him sticking around. He was an antagonist. They couldn't flesh out an entirely different story and ending if you decided to be with him. He had to die, one way or another. But choosing to keep him around until the sticky end if you keep your word? That was a deliberate choice. It was showing his respect for Durge-- and respect is earned with fire and blood, and it was earned between them.)
Banites actually do have tenants. They have a code they live by. They have a very strict code, actually. You can see glimpses of it with Gortash and his holy books. You earn power by right of might. Not by swindling and cheating and lying and stealing. Gortash has nothing to gain from pretending to like Durge. It would be seen as a weakness and a form of submission to them to play so so nice. Dominance is required.
Gortash breaks this code. He breaks it with the lonely nobles he 'seduces.' Using sexual prowess is, in a way, weak, because it means you are not strong or capable enough to take what is yours. You are 'playing nice.' You are using wiles rather than asserting your raw fucking power. False kindness and compassion is actually looked down upon, if I recall correctly. Your strength lies in yourself. Not your cock. Not your body. It's you.
I'm sure Gortash had to pay penance for this, but he probably deemed it necessary for a plan of such an ambitious scale. Sacrifices had to be made.
What I'm saying is that I highly, highly doubt he would play nicely with Durge simply to smooth the path. It goes against everything he believes. Swindling money from some lonely rich housewife? Well, he can pay for that. But do you think Bane would have sat by and watched him play submissive to his enemy's literal blood-child?
No. Durge earned that. And so too did Gortash.
Gortash showed ferocity and prowess. He showed a willingness to work together, which is exclusive to Banites almost specifically. He never ever kneeled before Bhaal in any regard, but he did earn Durge's respect with their raw capacity for murder and blood. He showed initiative. There was genuine conflict in Durge's mind over their admiration for Gortash and knowing that they would, inevitably, be forced to betray him to end the world in blood.
They admired each other. They liked each other, which it seems like Gortash is more willing to openly admit because it doesn't go against his beliefs. They have proved themselves strong and smart. They have, in a way, earned Lord Bane's respect as well, and working with them is no weakness. It is no ploy because Durge is a 'threat' and must be placated. He likes them. He admires them.
Durge has a lot of guilt for liking Gortash. They try to rationalize and justify it at every turn, seeking penance from their father, writing scrambled notes on why why why. But Gortash? Gortash accepts it. Durge has earned their respect. It is no weakness to accept this.
I have no doubt that Bane had his own whims in mind. In the end, I'm sure he wanted all that power for himself. That's his entire gimmick. He's pissed off at Bhaal and Myrkul because he feels like they took power that was rightfully his. Gortash even outright says that their alliance can never be truly repaired; it is not in their nature. I'm sure it would have deeply conflicted Gortash when Bane finally put forth his Black Hand and Command and told him what must be done.
The child of Bhaal must die. The power must go unto the righteous and the deserving.
And I'm sure Gortash was already thinking of ways to circumvent this. He knows his Lord and his designs and peculiarities.
He praises Durge's ability to resist Bhaal's influence. He commends your control. He commends when you show restraint and condemns when your sibling does not. Perhaps he had fully intended to make them his Banite other. Perhaps he thought they could be swayed and brought unto Bane. Durge showed resentment at being controlled and forced and maneuvered about-- and Gortash never had that issue. Bane allowed him the space to conquer, and trusted his will and intellect. Perhaps Gortash thought that eventually, Bane might appeal to Durge-- and could free them.
I have found that the arrogance of Banites is their downfall. They earn their power and their right, but they forget: never underestimate your opponent. The folly of a clever man is to think the world around him a fool. And Banites commit this cardinal sin, and it plummets them every time.
After all, the Netherbrain was using the arrogance of Bane to puppet him and his followers into freedom and the Grand Design. Hell, they did most of the work for it. It was using the destructive and murderous need of Bhaal. The deathly urges of Myrkul. In a way, they're sort of one of a kind. That arrogance. That conceit. That raw need for ultimate control. It was a Banite and a Bhaalist that hand in unlovable hand almost ended all of existence.
But Gortash was not solely Banite. He was mortal, as was Durge. He had other wants and needs and desires, however much his religion took up of himself. He could see real value in Durge. He saw something in them: An equal. By nature, again, Banites do not have equals.
But Gortash spent his life alone. He spend it miserable and clawing, with no one anywhere caring for him. He was never given anything. He was forced to take; the very thing that drove him into the arms of Bane in the first place. A God that justified his will and recognized his ambition and power and the repulsive things it takes and justifies them inherently. The kind and compassionate and loved do not turn to Bane. The desperate and traumatized and hateful turn to Bane. He went from a captive in hell sold to a warlock by his parents, and then to a devil, and then used his sheer fucking intellect and will to escape. He went from a lowly no one loved by not even his parents to the most acclaimed, beloved man in the entire fucking city that once raised him in the gutters. He did not only take that throne where it did not exist-- he created one to sit upon.
And he was going to sit upon it alone forever.
But he looked at Durge and saw someone of similar struggle. Someone who has never been loved. Never coddled. Never cared for. Someone who was born to be a tool (feed his family's debts/serve thy Father's will) and had no will of their own (obey the devil to whom you belong and accept your place at his feet/you are an extension of your Father's clawed and bloody hand with no mind of your own) and had been seemingly created only to suffer (You are not loved, you are used and you will obey/ You are not loved, you are used, and you will obey) and he took them into himself.
Hand in unlovable fucking hand, they could have had everything.
They could have been good for each other.
#morgana and friends#gortash x durge#gortash#durge#me and my banite rambling#forgive me i know you probably wanted like WRITING but I had to get this out#don't worry I'll actually write something less whiny and faux-philosophical and get around to the interesting smut later tonight hopefully
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Okay, my understanding of bhaalspawn is:
Bhaal possessed a mortal man during copulation. The sperm, egg, DNA all come from the mortal parents, but the possession imbues the offspring with Bhaal's divine spark. (Durge is made from Bhaal's own flesh, having his DNA, unlike other bhaalspawn)
So then the thoughts became: what if Bhaal possessed the mother, instead? Or what if both �� Bhaal and Bane possessing each parent, making some lovechild (or maybe they don't realise the other is also possessed 😂)
Maybe Gortash and Durge adopt or sugar daddy the result, maybe after rejecting their gods, or maybe on their gods' instructions (maybe that's how they meet — the gods don't know the other is involved, each just tells their chosen to protect their child/bring them into the fold of their cult)
And then, to add an extra layer, the genetic parents are Raphael/Haarlep 😂 which could go this kinda way. Or maybe Enver kinda grew up with them in the House of Hope, and they left together, Bane either seeing his potential after, or instructing Enver to get them out and bring them to the Banite cult, Enver earning attention and rising through the ranks at their side
Maybe some arranged marriage. Cut Myrkul and Ketheric out of the deal, just these three becoming Absolute
anyway, have some banite raphlep bhaalspawn
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doomsday dnd au posts pt 2: plot this time
this au's a collab effort between me, maruu @xmaruu11, chris @chrisrin, cj @cjskribblez, and smurg @smurgle !! it draws on our life games, woven life and sands of life, as well as the ctm map we completed, divinity's end
this whole summary is just for the AU setup. its just like. prologue. uh. tho im putting it under a cut bc it's very long
if you havent seen the post with the characters and designs, check that out here
Ellery, Iscariot, Syyrin, and Flint are all members of a cult following Myrkul, living at a temple founded and run by Ellery and Syyrin. the cult is fairly passive and respectful of death, but is slowly being invaded by worships of Cyric, a traitorous and power-hungry god of traitorous and power-hungry followers.
[full disclosure for my readers who know dnd: while myrkul and cyric do come from canon sources, we did not stick that closely to the actual dnd canon and sorta half winged it. forgive us for our inconsistencies]
the worshippers of Cyric are lead by a man called Mabuz (aka the curator, the antagonist from divinity's end, who we did have to give a name for this). Mabuz is slowly converting Myrkul's followers to his cause, as well as bringing in followers of his own. this is how Iscariot joins the temple, brought in as muscle in Mabuz's plans for takeover.
Iscariot is slowly losing faith in Cyric until one day he finds his magic disappears entirely. unsure what to do about it, he speaks to Ellery about his sudden loss in magic. Ellery offers him sympathy and understanding, telling him doubt and wavering are a natural part of faith, and that things will eventually work out for him. sympathy is a new experience for Iscariot, who finds this to be an incredibly important conversation, though it isn't enough to bring his magic back
shortly after this, Ellery receives a premonition. Ellery is a prophet, and his god gives him a vision about the end of the world—burning red skies, rains of ash, monsters loose on the world. he tells the cult about it, though with no intention to prevent it—their temple embraces death, and he sees no reason to interfere. even so, the temple residents are split about what the vision means
many of Myrkul's worshipers, such as Ellery, take it as a simple fact. the world will end, and this is basically just a heads-up from their god.
the scheming Cyric group, however, see an opportunity. they believe that, if they bring about the apocalypse, they can shape it, taking ultimate power in the new world and ruling over it
they decide to cause the apocalypse by killing a god—specifically Myrkul. defeating death will grant them power beyond anything else, and this allows them to destroy the members of the temple who doubt their vision
they start this ritual process by killing Myrkul's prophet, Ellery
Mabuz gathers a small group of his supporters and meet Ellery alone in his office. they propose what they call a ritual in honor of Myrkul, sending his most favored ahead to help him in his grand task of welcome the entire world's population. he lists a few of the many members of the cult who have swapped sides, none of which are the people in the room with them, and says all of them are in support of this ritual plan
Ellery is... unconvinced
despite Ellery's position and his faith, he really is afraid to die. besides, Myrkul is patient, and he sees no reason to cut any life short. Mabuz doesn't really listen—he doesn't believe anything he says anyway, he just needs Ellery dead
they argue, and their argument is loud enough to draw Flint's attention. Flint doesn't catch most of it, but Mabuz says fine, Ellery, if you don't want to help us complete our ritual, we'll just ask other faithful members, like Flint here.
Ellery recognizes the threat for what it is and caves, agreeing to the ritual so long as none of his friends are hurt
Flint can tell there's something more happening, but despite his constant snooping, he doesn't figure out exactly what they'd been arguing about that night or what the ritual will be
Syyrin is the one who makes the blade. Mabuz tells her to make the blade for Ellery, but doesn't tell her the occasion. she consults Ellery on the design. despite their usual easy trust and partnership, Ellery doesn't want to tip Syyrin off as to why she's making the weapon or what's going to happen to him, as he doesn't want her to get hurt trying to save him
though Flint and Syyrin both know something is up, neither think to put their heads together about it, so they're never able to get answers
Ellery is weirdly quiet during the next few days. he spends a lot of time near Syyrin and Flint, though doesn't say much. he's convinced, on some level, that this is his own fault, and that he's to blame for his and his friends' lives being in danger. this wouldn't be happening if he hadn't talked about the vision he'd received
after a week, the blade is complete, and the ritual proceeds
(though Mabuz lets Flint roam free despite his sticking his nose in everything all the time to keep Ellery from going back on their agreement, the day before the ritual, Flint sillies a little too close to the sun and finds out what the plan is. Mabuz detains Flint before Flint can tell the others Ellery is going to be killed today. neither Ellery nor Syyrin realize he’s been captured—Syyrin only finds out after Ellery is already dead)
Iscariot is the executioner. he thinks this must be a test of faith from Cyric—if he can kill the man who showed him compassion, he must be able to affirm his oath, and he'll get his magic back
Ellery doesn't want to die. though he's comfortable with death, the act of dying terrifies him. he tries his absolute best not to show it, though, as he doesn't want his friends to fight and get themselves hurt
after Ellery is killed, Mabuz announces the ritual's true purpose: weakening Myrkul in order to destroy him. in another week's time, they'll attempt a second, larger ritual, sacrificing many to gain enough power to kill Myrkul. everyone has two choices: accept Cyric, or be among the sacrifices
(which, L for Flint. he's already on the list)
Mabuz leaves Ellery’s body on the altar. the blade is left in his chest. if anyone touches it, they'll be assumed a Myrkul worshipper and locked away for slaughter in the coming ritual
in the week between Ellery's death and the full ritual, Syyrin manages to lie her way into convincing Mabuz she's down with Cyric, and she begins planning an escape for herself and Flint. other sacrifices they've collected/readied are brought in, including Mar. Mar and Flint meet in their week of captivity, though they can't talk that much in different cells. Iscariot's magic does not come back, and he realizes his test didn't pay off
the first sacrifice in the second ritual is Mar. as a life cleric, she stands out as one of the most powerful sacrifices. it’s again Iscariot who does it, pulling the same weapon Ellery was killed with out of his (still there) corpse to drive her through
as she dies, Mar casts revivify. she intends to revive herself, which does work, though far better than she intends it to: Mar revives not only herself, but also accidentally revives Ellery, as his body is still. there. on the altar
(there's only one soul, though, split over two bodies) (deadsea soulmates forever babyyyyy)
the confusion and chaos is immediate. Mabuz isn't really sure what to do about his sacrifice getting back up, but Mar bolts before he can decide. Mabuz and a few of his cultists run after her in an attempt to salvage their ritual.
Iscariot does not follow, because his faith isn't really in the Cyric worship thing anymore, anyway
a moment after the majority of their group runs off, Ellery sits up. he's a lot slower, his body having been rotted and worm-eaten for a week, and he's incredibly dazed. his revival leaves him without memories, and he's not really sure where he is, what's going on, or even his own name
(he's come back wrong in a lot of ways. one of his eyes is missing, eaten by maggots. he doesn't breathe anymore, and his body has started to rot, leaving him with several patches of exposed bone. before his death, he'd spent all his time in Autumn mode, with orange hair and skin, in reference to his autumnal god. after his revival, he seems to be stuck in winter, with white hair and blueish-white skin)
Iscariot sees Ellery is back and is like oh shit?
Iscariot had been having a crisis of faith, and was able to manage it only through belief in Ellery’s words. he thought killing Ellery for his god would bring his magic back, and Ellery's death only left him feeling more lost.
seeing Ellery back, Iscariot believes in him more than any god
so. he helps Ellery up and decides he's going to protect him, get him to safety. and he looks to Ellery and asks, where do we go?
Ellery has no idea what’s going on. he remembers his god and his faith, but that's... about it. he has full amnesia for his own personal life. he can’t remember where he is or what’s going on. he doesnt know who the man helping him is, though he can see Iscariot wears the emblems of his god, so he trusts him.
Ellery knows there's a hole in his chest—not just the literal stab wound, but something deeper. some part of him is missing—“half his soul is gone, he thinks. his heart is outside his body, and he can feel it moving farther and farther away from him
Ellery follows that feeling, drawn to and seeking out Mar without even really knowing what he's looking for. Iscariot assumes Ellery knows some hidden passage out and follows
while Mar is running/hiding, Syyrin sees the commotion and slips back down to the cells where all the other sacrifices were held. she releases Flint, since she'd been planning his escape anyway. she also frees the other sacrifices-to-be as well, trying to cause a distraction so the two of them can escape. neither of them know about the revivals, they just know something went wrong
Flint and Syyrin had created a hide away, a little secret fort only the two of them knew about. it has a path to the surface and some supplies which Syyrin had been gathering over the last week to prepare their escape, which they begin packing for in earnest with the assorted supplies Syyrin had managed to squirrel away
(this isn't relevant but it's important to me you know this: in both of our two CTM monuments, CJ and Smurg have built weird little secret bases in the walls. i need you to know this is a reference to their secret little mole holes. neither Chris nor Maruu noticed them making these either time but i did and i need to expose them for these)
Ellery stumbles blindly to Mar, who was already panicking quite a bit, and is now panicking more because there’s the corpse and the guy who just killed her. Ellery is immediately struck by the feeling he knows her, though he doesn't know why. this is the heart he was looking for, he's sure, and he starts trying to calm her down. he says he’s not trying to die again and Iscariot says he doesn’t really believe in this faith anyway. Ellery also explains they're trying to escape, and he'd like to help her get away from here
Mar feels that same tug Ellery does, a feeling of emptiness that disappears when he's near. she decides to flee with the two of them, despite her wariness, because she'll be safer in a group of three than by herself
the three of them try to flee, but between an amnesiac, a new and disillusioned cultist, and a sacrifice, literally none of them know where they’re going, especially with so much chaos. the newly-freed sacrifices are running and fighting in the temple, and the Cyric cultists trying to recapture and slay them. the execution trio are kind of just... sneaking and wandering and hoping for a lucky break
their wandering leads them by Flint and Syyrin's base, and Flint and Syyrin see Ellery and another sacrifice and pull the three of them inside. Syyrin explains their escape plan, they get Mar's sacrifice wound and Ellery's wack rot wounds bandaged, and Ellery and Mar get a less bloody change of clothes. Ellery is, again, unusually quiet, but Syyrin figures it's shock and takes the lead in readying their escape
out in the temple, some of the ritual actually does happen. the Cyric cultists manage to hunt down and kill some of their intended sacrifices, furthering their gathering of power. even the sacrifices who kill cultists in self defense accidentally contribute to the ritual’s completion, gathering enough blood for Mabuz to recite his incantation and attack Myrkul
but Mar did fuck up the ritual. Myrkul isn't killed, but shattered, pieces of him scattered across the world
Syyrin and Flint lead the group through the hideaway's secret exit to the surface, allowing all five of them to escape. they emerge into the world to find the world halfway to ruin, the apocalypse halfway started. burning red skies, rains of ash, the distant cries of monster. this, Ellery actually recognizes—this is the apocalypse he saw in his vision
the five of them now have a new mission: find and collect the pieces of Myrkul to put Myrkul back together. revive him and set the world right again. this setup is based on the CTM map format—Capture the Monument maps require players to make their way through different areas and collect special wool (or discs, in the map we played) from the end of each area to bring back to their monument, and players win once they’ve collected all the wool
(CTM stands for “Capture the Myrkul” trust)
we haven’t fleshed out most of the actual “campaign” (bc the au is only like. 4 days old) though a lot of what we HAVE talked about is the characters learning how to manage the conflicts of the new group they’ve found themselves in. stuff like Mar resenting Iscariot for killing her without even apologizing, or Syyrin or Flint’s feelings on Ellery’s amnesia meaning he’s completely forgot their friendships (to name two conflicts among the. lots of bullshit these guys have going on), all while heading through the areas of the divinity’s end map looking for the discs the pieces of Myrkul
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Orin: Allies? No no. We had a balance, the Chosen three, but it tumbled when you turned the Bone Lord to ash. Now Gortash tries to gouge me from the city.
Ketheric Thorm: For that, [Myrkul] asked that I serve as his Chosen, join Orin and Gortash to grow the cult of the Absolute, and then... take control of it.
An excerpt from "Elder Brain Domination", written by Ketheric Thorm: Clearly all three Netherstones must be controlled by a single leader - me, by preference - but not until after all stakeholders have made their essential contribution.
Lord Enver Gortash: So Ketheric was ready to betray our alliance, too?
to his credit, gortash really does seem like the only one who was genuinely trying to make the alliance work. perhaps they all knew eventually theyd have to stab each other in the back, what with their gods' longstanding beef with each other, but gortash seemed like the only one committed to making sure that happened well after they were secure in having won, if it happened at all.
ive gotta get into his office. maybe there's stuff in there that will tell me he was planning on betraying them asap but.... from what ive seen so far, it doesnt seem like it.
#this kind of pokes at that theory floating around in durgetash nation#that his ambition might have been to ascend to godhood himself#rather than continue to serve bane and bane's interests#theres a lot of dynamics here with orin and gortash too#bc she says hes 'pushing her out' but gortash told us shes already tried to go after him#so who's the actual instigator? i have a hunch but i also may be biased#also credit to ketheric - he acknowledged everyone had a part to play#but his timeline on the betrayal seemed to be quite a bit shorter than gortash's#if gortie had intentions at all#orin#ketheric#gortash#roz pt#bg3#bg3 spoilers#bg3 dialogue
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Deities and Clergy: Bhaal
Revamped
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
Religion | Gods | Shar | Selûne | Bhaal | Mystra | Jergal | Bane #1 | Bane #2 | Bane #3 | Myrkul | Lathander | Kelemvor | Tyr | Helm | Ilmater | Mielikki | Oghma | Gond | Tempus | Silvanus | Talos | Umberlee | Corellon | Moradin | Yondalla | Garl Glittergold | Eilistraee | Lolth | Laduguer | Gruumsh | Bahamut | Tiamat | Amodeus | The rest of the Faerûnian Pantheon --WIP
I think I lost my mind: I did this before, but this time I decided to redo it with far more detail by dragging out even more sources, and go into Bhaal himself. When I say 'long' I mean '12,419 words, 17 pages long.' Just to let you know before you click 'read more.' Fuck, I don't even know if it's coherently edited at this stage, but here's every scrap of Bhaalist lore I can find. I'll even put it in the tags this time, why not. Witness the chaos.
The full dogma A brief coverage of Bhaal's sacred symbols and the creatures he acts through. Worshipping Bhaal: the opening to a prayer, who, why and how one worships Bhaal including a bit about how to use the altar
The Priesthood: what their objective is, the do's and don'ts, the hierarchy and responsibilities, the cults, what you get for being Chosen, the funerary customs, the different places of worship available, and histories and schisms. Don't live in Baldur's Gate.
Bhaal: His personality, the world he wants to see, 'the owlbear is your great-great nephew by the way,' his parenting skills, his realm, his relationships with other deities, his avatar and manifestations and powers, more on his divine servitors and the butlers, and his brief history.
(...Why the tentacles though?)
‘Make all folk fear Bhaal. Let your killings be especially elegant, or grisly, or seem easy so that those observing them are awed or terrified. Tell folk that gold proffered to the church can make the Lord of Murder overlook them for today. ‘Murder is natural. Slaying is what all creatures in Faerûn do, daily if they can. At least daily, slay something living—and the Lord of Murder is most pleased if the victim is one of your own kind and as formidable as, or more powerful than, you. Kill with swift skill, not by torture, forced suicide, falls, or collisions. Do it personally, with ever-greater deftness and elegance, and teach others the skills and the delights of slaying. ‘Deathbringers are to slay with enough skill that witnesses are impressed. They are always to challenge those more powerful than themselves, the clergy of other deities being prize targets. Slay with pleasure, but never with anger. Be in exquisite control of yourself. Utter the name of Bhaal so the victim can hear it. Ideally, it should be the last word a victim hears.’ - Bhaal’s Dogma
Holy Symbol: ‘The Circle of Tears’ A human skull surrounded by a circle of sixteen bloody teardrops going counter-clockwise – the blood of the murdered and the tears of grief shed for their death, known as the ‘Tears of Bhaal.’
Sacred colours: Black, deep purple, violet (possibly silver) Sacred animals: N/A Sacred stones: N/A Sacred monsters: The Undead (particularly skeletal undead), the Haarla of Hate, ‘many tentacled monsters,’ Imps (employed as butlers), Perytons, Owlbears, Displacer Beasts, Bhaalspawn
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Worship:
‘O mighty Bhaal, Reveller in Blood, master of my destiny…’ - The opening of a prayer to Bhaal - Darkwell
‘Few openly admit to worshipping the Lord of Murder, but there is an unspoken assumption that anyone who benefits from violent death has some respect for Bhaal.’ - Descent into Avernus
Bhaal is god of murder, patron deity of assassins, and formerly the god of death in general (I’ll get to that later). 'Overlord to those who view killing as an art to be coldly perfected' and trained professional warriors/assassins, as opposed to Malar, who 'is the patron of those who exult in it endlessly, sensually; and is preferred by adventurers over professional warriors.'
He is worshipped by those who desire somebody’s death and those who cause it (including more non-evil-aligned mercenaries and bounty hunters as well as your stereotypical evil assassins), and supplicated by those who seek to avoid it. While it has been implied he once held greater status, his limited domain means he isn’t the most widely venerated god in the world and the people who would worship him exclusively and join the priesthood are uncommon. Like all evil deities he has a ‘legitimate’ form of worship that makes him more sympathetic to the common people and that’s vigilante killings of criminals, where he overlaps with and cooperates with Hoar.
Faerûnians pay homage to the Lord of Murder for ‘his overlook’ whenever they are at risk of death by violence; for example when setting out on journeys (which, due to the dangerous nature of the world always carries a risk of death), or whenever death and violence is occurring around them and they hope – if somebody you know is murdered then the tradition, encouraged by Bhaalists, is to make an offering to Bhaal in the hopes of averting his further attentions. Bhaal despises all that lives as a stain upon the perfection of death, good only for the joy of killing them and drinking their lifeblood, and only those that offer homage to him gain his tolerance.
Even during calmer times people are encouraged to make an offering to the nearest temple or shrine (or visiting Bhaalists from the nearby fortress doing the rounds). As with most gods, Bhaal usually takes offerings in the form of cash and other material gains as well, offered while saying prayer. How these rates work hasn’t been described, and probably varies. The dogma specifically says ‘for today,’ so it’s possibly a daily offering, or perhaps you can buy lengths of time (like, ‘1gp per day, 8gp for a tenday, for the low price of 1000gp you can enjoy a whole year, murder free!’) Donating land deeds and buildings to the temple or shrine in your testament (your will) is always greatly appreciated by Faerûnian faiths.
Such tithe collection is accomplished through ‘frightening common folk into placing offerings of coinage and valuables before Bhaalists.’ As the priests should not be identifiable and will likely be recognised by wearing their full ceremonial hoods and veils (designed for intimidation as well as anonymity) and none but the faithful may not know the location of a place of worship, let alone enter one, this is presumably done in a fashion akin to simply walking through the streets (possibly after a recent murder) as people hurriedly place valuables in the path in ‘before them,’ or maybe into an offering bowl being carried, possibly with a quickly mumbled ‘hail the Lord of Death’ thrown in. (It is believed that to touch a Myrkulyte is to bring death, and many physically avoid being near or sometimes looking at Myrkul’s Reapers lest they draw the god’s attention (which is encouraged because it keeps the fear from spilling over into violence against the priesthood). It’s not unimaginable that Bhaalists would have something similar going on, and they are stated to be ‘darkly popular’ and ‘still command respect and fear throughout Baldur's Gate’ even if not reverence.)
Offerings are also made to Bhaal for success by those who are setting out to kill another person; mercenaries and bounty hunters out to collect bandit heads, a battered spouse taking a knife to their sleeping abuser, a vigilante in a corrupt city hunting violent criminals who will never see legal justice, and assassins killing for money, all pay their dues to the god whose domain they are stepping in (some of them alongside Hoar, god of vengeance and one of Bhaal’s allies).
Bhaal was also worshipped by in the Guge kingdom of Eastern Faerûn by the spirit-folk known as the Gugari, now isolated in the Hollow Crown Mountains, where he is revered as the god of death Niynjushigampo. Their ruling class is obsessed with the royal bloodline which, coupled with their insular society, means they are inbred to high hell. Death rites and necromancy are a big part of society, and executing people for public entertainment is a popular activity at festivals (or noble parties). Which is a fair idea of what a primarily Bhaalist society looks like, I guess (surprisingly, murder is still illegal. Very little else is).
Prayers to Bhaal occur during the hours of darkness involve sacrifices of both victim’s blood and/or the supplicant’s (the sacrifice of blood and life is to ‘offer [one/one’s blood] as Tears of Bhaal,’).
Creating and maintaining an altar requires regularly anointing it with your own freely given blood to feed your Lord, done by gouging their thumbs. This leaves a subtle mark, kept visible by regular prayer, that allows worshippers of Bhaal to recognise each other. The blood is then smeared over the eye-sockets to form tears of the altar’s skull, which serves as a stand-in for Bhaal himself – this may be a large steel mask placed on the wall above it, or sitting in the centre of the altar in the form of a real human head or an expensive marble statue.
‘Carved from white marble, it was perhaps four times the size of a human head. Red streaks, which could only have been fresh blood, ran from the eyes of the skull across its cheekbones in a garish caricature of tears. ‘ - Black Wizards
‘Hanging on the wall above the altar is a three-foot-tall steel mask cast in the form of a frowning human skull.’ - Descent into Avernus
When stepping away from the altar one is to bow to the skull sitting in the centre of the altar in reverence before turning away.
Bathing in blood appears to serve some ritual purpose for Bhaalists, although the significance and purpose has not been explained.
Clerics pray for their spells just after sundown before retiring for the night (assuming they have no work – ritual sacrifices always take place at midnight. Priests occasionally take a day off work from their day job and regular life to sleep in order to conserve their energy, particularly before going out on the hunt.) In temples and fortresses a mass known as the Day’s Farewell is held at sundown.
Something from word of god which didn’t get into the published realms for various reasons, including the Satanic Panic, but which does kind of crop up in Baldur’s Gate 3 is this:
‘Sex is used in rituals in specific (narrow) ways, for worship of the deity and "improvement of self to make the self a better servant of the deity as well as more pleasing to the deity and therefore more favored by the deity.”’ - Ed Greenwood
‘Once Bhaal's favour has quickened within one oh his beloved murderers, the bliss of his love is nigh-indescribable. For he blesses his loyal with a new sensation: a mindless, instinctual, primal sensation that comes within the bowels, an erotic spasmthat washes over the killer, in the moment of murder. It is said that in that instant, his Divine Essence can almost be tasted. Forsake all other hedonisms, acolytes, for nothing can compare. Until the true ecstasies of murder wash over you, initiates, this scroll contains a prayer, you may say after a kill, calling for the Lord's disgrace to find its course in your body.’ - A recording of a sermon, one of several out of the way examples of Bhaal being a touch invasive found in Baldur’s Gate 3
There are several references to the Dark Urge going grave digging, with necrophiliac undertones. Whether that’s part of the above, or just Durge things is up in the air.
(While the priest giving the sermon says to forsake hedonisms, Bhaalists very much have been depicted engaging in every hedonism their whims take them to and Bhaal didn’t particularly care, so it doesn’t appear to be a sin within the faith, just a turn of phrase or this one priest’s opinion.)
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Priesthood:
‘The land of these mortals would become a land of death—a nation ruled by the dead, over the dead. No living thing would mar it ‘ - Black Wizards
‘When you are finished, when my will has been done, there will be not a single living creature upon this land that is not beholden to me. This island shall become a monument to death!’ - Darkwell
To the west of the Dragonreach worshippers – those who venerate Bhaal as a patron deity, rather than simply placating him as part of the larger pantheon – are known as ‘Bhaalists,’ and to the East they are ‘Bhaalyn.; Priests of Bhaal are known, generically and regardless of rank, as ‘deathbringers.’
Priests are to greet each other and supplicating lay worshippers with ‘Praises to Bhaal.’ To which the correct response is ‘Hail the Lord of Death.’
The primary purpose of the priesthood, expanding the Lord of Murder’s power and rule aside, is to sate his eternal lust for blood with a steady supply of victims. Bhaal has even been known to desire the blood of specific mortals and command his priests to sacrifice these on his altar – albeit these are usually ones that have personally crossed him, or who serve gods who have done so (Cyricists, Lathanderites, Chaunteans, Lliirans, Helmites, Tyrrans, Ilmatari and Tormites. Mystrans and Maskarrans may or may not be on the list nowadays). Once Bhaal has requested a specific victim on his altar – communicated through dream vision, typically – the Bhaalists will vehemently refuse to allow any but his faithful to slay them.
Bhaalists tend to be – and are encouraged to be – charismatic and outwardly charming (and if you really can’t manage there are cleric spells that can help). Build your people skills, make friends and allies. But of course the prime requisite of the job is that underneath all that charm is a violent sadistic streak and the ability to find joy and ecstasy in killing (which is required in order to serve Bhaal). Death is not simply a pastime or a means of employment for a Bhaalist; it is a calling and a holy duty.
Bhaalists are probably like most faiths, where the majority of their number come from orphans taken in by priests and raised from birth to serve the temple/shrine and its god. Considering their isolated and cloistered communities, I don’t think it unlikely that many are also born into their environments. The most common form of recruitment outside of that comes from what are effectively red rooms – anonymous meetings where all are masked and veiled and may gather to witness criminals and other hated figures whose death won’t be considered a crime by the mob being ‘righteously’ slain and sacrificed for the pleasure of both Bhaal and the crowd. Those who join the cult have the privilege of selecting the next sacrifice, and some of those may even graduate into the inner circles and become true Bhaalists and join the clergy.
Deathbringers are generally aware of their deity’s hatred and insatiable hunger and that they are not exceptions to it so long as they still breathe, for all that they are given a pass and even approval. They are also awarethat even if they have doubts about this that their life is immediately forfeit ‘if [their] master should suspect anything less than total obedience.’
Clerical garb, worn while hunting in the city at night or while at the shrine or temple, takes the form of black or deep purple robes with deep hoods and veils that are designed to fully obscure the wearer, giving the impression of an empty set of robes. It’s possible that black robes show that the priest is a Deathstalker and purple the regular priests, although it could simply be a regional thing that varies by location. The inner lining is black, to enhance the effect. The robes will be randomly and violently dashed with splashes and steaks of violet dye. The higher ranks of the clergy are distinguished by adding a scarlet sash around their waist, used to make their ranks easily distinguished in dimly-lit settings where nobody can see each others’ faces due to the veil.
Each deathbringer has a ceremonial curved short blade on the belt that may be used in rituals; only Deathstalkers such as the High Primate [PRIME-et] has the right to wield it as an actual weapon. These daggers are cursed so that if anybody but the faithful draw them from their sheath they won’t be able to release the weapon until they’ve used it to take a life. Attempts to otherwise remove the dagger, such as by magic like remove curse, will cause the blade to violently explode, spraying its surroundings (and the thief) with lethally toxic shrapnel.
Outside of ceremonial wear, while on guard duty or travelling Bhaalists are to wear black chausses and a black cloak, plus whatever armour they use (typically leather or chain, probably also dyed black). They may also be wearing their robes over the armour.
While priests are to dedicate themselves to murder and sating Bhaal’s endless bloodlust above all else, Bhaal encourages his followers to pursue ‘personal wealth and hobbies’ and ingratiate themselves to the halls of power. Bhaalists spend a great chunk of their life on murder (planning crimes; debating the philosophy of death and violence; building weapons collections; finding and mastering new murder methods; getting enough training, rest and food to stay healthy and capable, etc), and Bhaal will reprimand flights of vanity and self-indulgence when they interfere too much with holy duties or his commands, but he is at worst indifferent to his gollower’s avaricious tendencies and whatever luxuries and indulgences they opt to spend their spare time and the clerical powers he gives them on. Something Bhaal will not tolerate is disobedience, and deathbringers spend a lot of time watching their own thoughts and apologising for having them if they feel too rebellious.
Bhaalists outside of their own faith communities maintain a daytime identity: in worship they are anonymous; their worship is always behind closed doors in the company of fellow Bhaalists, their identities obscured by veils and hoods; outside of the temples and shrines they live a perfectly normal life. On the lower end of the hierarchy they prefer to take jobs that allow them to move around unnoticed, gather information, and observe the public for potential victims assuming that the job doesn’t allow them easy access to victims. On the higher end of the hierarchy they like to take positions of power and control.
Funerary Customs
Bhaalists are buried with their daggers.
They practice mummification (although this may have become less popular over time since -100 DR-ish) transforming volunteers into mummy lords to protect holy sites and tombs (and presumably also using invaders to create lesser undead enslaved for the same purposes). It might or might not be part of a marriage-like thing, as one dude back in Ascore named Rethkan agreed to the process on behalf of his lover, the priestess Asharla-Rhil. Then again there were basically no details as to that situation, so maybe she tricked him to it. Idk the situation is up for interpretation.
Although in the Realms – especially where Bhaalists are involved – this is a… unique twist on a funeral in that the deceased begins the process alive and is slowly murdered and converted into undeath by keeping the soul and mind active and anchored even as the body dies, while removing their internal organs, embalming them, and cycling the positive energy that keeps them alive out for the negative energy that sustains the undead. As a side effect, the trauma and the ever-hungry void that is negative energy instils a murderous hatred of all that lives. Which, I suppose, is a bonus if you’re a Bhaalist.
To Bhaalists the only holy day worth celebrating is the Feast of the Moon. While the world honours the dead, the Bhaalists specifically revere their own fallen faithful now gone to Bhaal, by telling stories of their most impressive murders. A favourite is of Uthaedeol the Blood-Drenched, the model Bhaalist who – as he couldn’t simply teleport into his target (King Samyte of Tethyr)’s room due to wards, as the man had been forewarned of an assassination attempt – teleported onto a pegasus flying above the throne room, killed the rider, forced the horse into a lethal dive through the skylight and into the throne room to get around the wards (using a fly spell to survive the fall himself), killed the black dragon the king had bound into his service with one blow by punching it in the eye (using his own variation of the disintegrate spell that he never shared the secret to with anyone), used its acidic breath weapon to propel himself over to the other side of the room (he had acid resistance) and then caused all the arrows the guards had been firing at him (which missed) to fly backwards and kill the archers who fired them, and then killed the king in combat, effectively slicing him to pieces (along with any more soldiers that tried to interfere). He then cast a delayed meteor swarm on the throne room, to be activated the next time anybody tried to cast a spell in there (presumably insurance against divination spells), and a blade barrier by the doors that would activate when the next blood relatives of the king stepped through, and then he teleported away – he managed to assassinate the kings two heirs after leaving the scene when the two eldest sons next arrived in the throne room and triggered the blade barrier, as planned.
(This level of crazy-prepared overkill is an inspiration to Bhaalists everywhere.)
Duties
Bhaalists may not hope or pray to Bhaal be spared from death, to desire such seems to be blasphemy.
Bhaalists are obligated by their faith to teach combat skills – and possibly hunting – to all who ask, and are available for hire as tutors.
Work goes into infiltrating and controlling three areas; crime syndicates, law enforcement and the nobility, eliminating obstacles to their holy duty.
Take care to ‘let economically and socially important individuals live unharmed,’ unless they happen to be significant obstacles to the goals of the faith. Do not kill rich people. Do not upset the governing powers of the city. Do not upset the nobles. By being useful to those in power rather than upsetting them you get situations where Bhaalists may establish temples and enjoy freedom; like Thay, where the Red Wizards quite happily sponsored and financed the Tower of Swift Death in exchange for the assassins’ work on furthering ‘the Glory of Thay;’ and Baldur’s Gate, where the intrigues of the nobles and the violence of law enforcement and rebels makes praying to Bhaal ‘darkly popular,’ and Bhaalists can near enough do whatever they like ‘so long as the city's important citizens aren't harmed.’ That is to say, the ones in the Upper City.
They are encouraged to not target civilians too much, but to go after those who will not be missed (passing adventurers, vagrants, the homeless) and those whose deaths will more likely be celebrated (criminals and outlaws). In Baldur’s Gate this means most activity should happen in the Outer City, as the residents are not actually Baldurian by law, and there there’s so much murder there (a lot of it not even Bhaalist in origin) that there are entire ‘snuff streets’ where people dump the corpses.
Bhaalists are to found and be patrons to assassins and thieves guilds. Assassins and organisations that profit from killing people but do not pay homage to the Lord of Murder and his followers are to be routed and destroyed for their blasphemy.
50% of valuables taken from kills are owed to either the temple or to be handed over to the senior priest who serves as one’s ‘handler.’ The other 50% goes towards yourself and should be used to advance yourself in order to ‘continue [your] holy work.’ The likes of land deeds, buildings and holdings that can be stolen you are encouraged to keep and use to enrich and spread the influence of yourself and the church.
Killing one living being a day is mandatory, but not all of them must be people. Only once a tenday must a sapient being be offered as a tear, preferably using a member of one’s own race. Failing to deliver requires two kills per one missed.
In order to keep the kill ‘pure’ there is a list of conditions: - The kill cannot be sullied by emotion; you must commit the deed with a clear head and perfect awareness of what you do. - The kill must be for Bhaal alone; you may not take payment for this kill, and assassination jobs do not count towards your regular sacrifices. - The kill should least be capable of fighting back, if not stronger that you.- - The victim must be slain quickly and without torture; torture is not Bhaal’s way, but honours the ways of gods like Loviatar (to whom the pain leading into death is holy) and Bane (who feeds on the fear, and the power the torturer holds over their victim). Poison, while acceptable for assassination work, presumably doesn't count for sacrifices to Bhaal (Talona's domain) - The method and end result can be ‘grisly,’ but the kill itself must be a testament to your skill – swiftly and smoothly done. - You must take pleasure in the act – your joy and the skills you have honed and place on display for the Lord of Murder’s pleasure are a form of worship, and they empower him as much as the death itself. - The victim must be marked as an offering and informed for whom their life was taken before they die; they are to be told ‘Bhaal awaits thee, Bhaal embraces thee, none escape Bhaal.’
Once the victim is dead you are to smear your hands with the blood and draw the circle of tears near the body with it. If the offering is pure and Bhaal is pleased you will know due to the blood vanishing from your hands, and also by receiving a murder orgasm, apparently. Bhaalists are encouraged to strip the dead, and anything in their property should you be there, subject to the rules mentioned earlier. They are also to take a trophy from the body. This may be anything from a valuable like a piece of jewellery they’re wearing, a personal possession, to a body part (a hand, a heart, a finger, a severed head...). The trophy is to be offered up on an altar to Bhaal.
In their off time Bhaalists will generally dress in the same colours as their ceremonial regalia [black and deep purple], seeing as they are sacred to their faith. Though unlike some deities (Bane), I haven’t seen anything that says its mandatory religious wear. Taboos around dress for all faiths’ clergy revolve around hues and symbols, so I would imagine that those that are sacred to Bhaal’s enemies are also forbidden (which gets a tad awkward, as Cyric did steal Bhaal’s colours, but enemies can still overlap (something about specific hues)).
Assuming that’s the case: forbidden colours include: white, yellow, green, steel-grey, red (except for the ceremonial sash), orange, rose pink, blue. forbidden images are: seeds; song birds and passerines; red hens; sprites; trees; white doves; mice; most flowers, including daisies, white roses, aster, pansies…; butterflies; kittens and puppies; rainbows; bears; large cats; gold dragons; silver dragons; pegasi. forbidden gemstones: opals, agates, rhodochrosites, star rose quartzes, jasmals, fire opals, diamonds.
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Places of Worship
Fortresses Hidden rural citadel-abbeys that house private Bhaalist communities: agents travel to nearby villages, towns and cities to solicit customers and worshippers to hire the assassins, who are trained in and operate from the fortress. May or may not overlap with temples. It seems like these are generally where you’ll find the ‘heart’ of the faith with the hierarchical structure; outside of them it’s mostly assassins at work, agents infiltrating and manipulating the local laws and rulers, and decentralised cults recruiting worshippers and servants and spreading fear of Bhaal.
Urban Temples Temples of Bhaal within non-Bhaalist settlements are rare. Those that exist are dark, subterranean structures beneath the city streets. Attached catacombs contain the bodies and trophies of victims offered to Bhaal (many of whom are ‘restless,’ and liable to be enlisted into the service of the priests and temples). Aside from the occasional morbid mosaic or sculpture displaying violent deaths (these also tend to be trapped in the event of intruders attempting to defile them), and any valuables that were taken from sacrificial victims as trophies, the structure is utterly spartan.
Urban Shrines The most common place to worship Bhaal outside of a Bhaalist citadel: lone Bhaalists in settlements where the faith is poorly established have private shrines hidden in their home. When they’re more organised these shrines are likely to be found in basements or in the private backrooms of fancy high-end establishments, where the previously described red rooms are held.
Rural Shrines Stone circles built on barren hilltops, consisting of a ring of teardrop shaped stones carved with skulls surrounding a bloody altar to form the Circle of Tears.
Hierarchy
The church historically has been split into two larger factions, the urban, temple-based Bhaalists and the Deathstalkers; Bhaal’s selected speciality priests who serve him directly, and whom the temple hierarchy is overseen by. Between the two they form something that roughly corresponds to a Catholic monastic hierarchy overseen by an Archbishop, sans pope or any other form of global centralisation. Obviously, as is stressed now and again, Toril is not Earth, and these aren’t perfect comparisons, but still give an idea of what the role is for.
The places of worship all operate independently of each other, having their internal hierarchy (Primate/Primistress > First Murder > the Council of Cowled Deaths > the Deathbringers (amongst whom one may find other, minor ranking systems)). Each of these temples, shrines, citadels and cults answers to the regional central authority: the High Primate or High Primistress, a high ranking Deathstalker and member of the Brethren of the Keen Strike.
One is promoted through the ranks of the temples by accomplishing being sent out on a mission to commit a ritualistic murder with nothing but ones’ bare hands. Going by how these things are usually described, and the personal closeness to a deity required for high level clerics, Bhaal is likely personally involved in the process of deciding who gets promoted and how (communicating via dreams rather than manifestations being the most likely for him). The rituals built around this are apparently ‘solemn’ affairs. On success one reports back to a higher ranking priest for a private interview. Bhaalists are known for their uncanny ability to spot when somebody is lying about these things, and also known for the horrific punishments they hand out for attempted deception. On a successful promotion, there is a full formal ceremony (marked by human sacrifice, naturally).
The four highest ranks are positions of eminence:
The highest rank in the entire hierarchy is the High Primate [PRIME-et, not pri-MATE like an ape or monkey], or High Primistress. Elected from the ranks of the Deathstalkers, as said. The High Primate is the ruler of an entire area or faction of Bhaalists, tasked with planning ‘proper strategies of manipulating nearby rulers, inhabitants and organisations into the deeds and behaviour that the Bhaalyn desired,’ which takes up most of their time. They presumably appoint individual primates and determine Bhaalist doctrine, the direction of the faith (and its temples and shrines), and ecclesial law – and in BG3 the equivalent of a synod appears to be a fight to the death where the winner gets the job and the right to make the rules.
Within the walls of temples and fortresses (walled and secluded rural Bhaalist communities) the rank and file answer to the Primate or Primistress, roughly equivalent to an abbot.
The First Murder is described as holding a rank equivalent to a prior, presumably a claustral prior, answering to the Primate. They serve as a personal assistant and technically have no power save by proxy when the Primate delegates a task to them.
The nine most senior clergy beneath them form the Cowled Deaths, chosen from those who hold office within their community, who answer directly to the First Murder. If the First Murder is a prior then these are presumably the sub-priors; their job is to do the rounds and ensure that nothing is amiss and the rank and file are behaving and being suitably pious. They likely don’t pass judgements or perform discipline themselves, instead simply passing it onto the First Murder, and then the higher ranks will decide what to do within the law defined by the High Primate.
Answering to Cowled Deaths are the Deathdealers – the common rank and file of the Bhaalist faith, who may be divided into further, lesser local hierarchies, but all of whom can be refered to with the title ‘Slaying Hand’.
As well as the hierarchy there are the cults operating outside of them, presumably founded by deathdealers or deathstalkers, these are decentralised and loosely organised, rarely gathering in one place. Within Baldur’s Gate in the 15th century the cults have three ranks: Night Blade, Reaper and Death’s Head. Comprised of a variety of people who worshippers of Bhaal varying from individual agents like freelance killers for hire, to the people who gather in the ‘back rooms’ - the angry and oppressed seeking bloody justice the law won’t deliver and those who simply get off on watching people die. Cults may share a base of operation but for the most part aren’t a larger organised force and don’t have anything to do with other Bhaalists in the city other than being able to recognise each other by the gash in their thumbs. The cultists are not clerics, but they do receive blessings in the form of powers from their god, and presumably some may be recruited to become Deathdealers.
The Brethren of the Keen Strike ‘Deathstalkers’
The Bretheren of the Keen Strike is the holy Bhaalist assassin order consisting of Bhaal’s most zealous followers, its members titled Deathstalkers.
To qualify for membership the candidate must meet Bhaal’s personal approval, either being selected by a priest who presents the idea to Bhaal or actively chosen by Bhaal. They exist outside the church hierarchy as independent agents answering only to their god, though the church hierarchy may answer to them (via the High Primate). They aren’t attached to a single church, fortress or shrine and instead usually wander the realm undertaking missions, doing Bhaal’s will and spreading death and fear wherever they go.
Candidates must know, or will be trained in prior to initiation, the basics of stealth and wilderness survival (emphasis on tracking and hunting) and must have spent some a decent degree of time in service to Bhaal amongst the regular clergy (level 5, meaning they probably held one of the higher ranks in the temple hierarchy). Clerics must have the death and destruction domains. The majority are clerics, and many are multi-classed as rangers, barbarians, fighters or rogues, though other classes may be seen.
They must kill sixteen victims – one for each Tear of Bhaal on the holy symbol – either with sixteen different methods, or sixteen different weapons. As usual these are sacrifices and cannot involve ‘accidents,’ falls or forced suicide, and the candidate must slay with a clear mind, no personal attachments, and take joy in the deeds.
Upon their initiation the Deathstalker receives the right to wield their sacred blade in combat and assassinations, and are trained to use it with ‘devestatingly potent in aim and effect (fatal or nearly fatal)’. A Deathstalker is capable of formulating and carrying out a plan to kill or incapacitate you within three minutes of setting eyes on you for the first time (three minutes is not a metaphor). Apparently you also get a snazzy invisibility cloak out of the deal nowadays… or maybe that’s just if you have a mothering imp butler who might’ve knitted it for you as a graduation present.
They wield the powers of the deity himself, albeit to much more limited and milder extents. Training includes: • Drawing weapons (and throwing them at targets) with alarming speed. • Sneak attacks, if you didn’t already have those. If you did then your sneak attacks become even more dangerous. • Many athletic abilities (climbing, sneaking around, moving silently) • Quickly assessing their surroundings using their senses and using that to their advantage. • Enough knowledge of anatomy to know how to instantaneously wreck a living body. • Crafting (presumably in the sense of making their own weaponry); • Subterfuge (gathering information, reading body language and subtle cues, intimidation, bluff, diplomacy) • Constructing false identities, forgeries and disguises • How to live off the land outside of civilisation and without aid. • How to fight in armour from padded through to chain-mail. Shields are forbidden. • Magic; those to the effect of charm, combat, summoning, attack spells and a touch of divination particularly stand out.
As Bhaal’s speciality priests, Members of the Brethren of the Keen strike are gifted with the gods own abilities. They are disciplined killers, and well organised (i.e. required to be Lawful Evil in alignment).
‘Attraction/Disdain’ The ability to turn an emotion or opinion inside out for 1-20 hours by touching a person: Those in the grip of panic relax and feel comfort. A loving couple despise each other. Disgust becomes lust. Technically it’s meant for forming alibis, diverting suspicion, and calming hostilities. As you can probably spot from the name, it also functions as a magical date rape drug, and Bhaalists have canonically used it for ‘recreational’ purposes.
‘Bloodlust’ Also known as ‘The Urge to Slay.’ Tapping into an individual’s hates and rages, dragging them out and stirring them into a blind homicidal rage that drives them to kill.
‘Decay’
‘Tristan filled another bucket, but suddenly gagged as a surprising stench assailed his nostrils. Gasping, he dropped the bucket and staggered backward. Maggots spilled from the container to slither about the hull. He struggled to voice his shock but no sound emerged. More maggots seethed from the hull of the boat, and he felt the wood grow spongy beneath his feet. The sickly white creatures, creeping from the Ducklings’ very planks, seemed to fill the boat. The horrible smell of rotting flesh rose from the hull with the maggots.’ - Black Wizards
Accelerating the ageing process of any inanimate object (spells generally consider dead bodies objects (not to be confused with undead/unliving bodies))
‘For every hour that passes the object decays a day. After an appropriate amount of time has passed, most objects break, rust or corrode, decay into powder, or otherwise become useless.’ [Faiths and Avatars]The ageing can be returned to its normal speed with counter magic, but the damage done is irreversible.
‘The Last Breath of Bhaal’ While Bhaal still desires it a Deathstalker does not die. After being slain, the corpse will lie dead for an hour before reviving. This isn’t a terribly pleasant process, as the priest will be restored clinging to life by the skin of their teeth with their soul mildly damaged (mechanically they come back at 1hp and lose a character level).
‘Wound’ They don’t need to make physical contact to inflict damage with cause serious wounds from a distance, they can just will your bones to spontaneously shatter, or your veins to rupture, or your skin to break apart in lacerations, or however you imagine the spell working. They can also just point at you and cast finger of death.
'Plane Skipping' A deathstalker may chose to, in a fashion, teleport, receiving ‘an understanding of the nature of the planar fabric, and an ability to use that fabric to suit his own ends.’ For example if one wanted to cross an ocean without taking a boat or other form of transport, one could simply slip through the planes – bringing companions if desired - into Bhaal’s realm on Gehenna, walking the same distance and then stepping back through the fabric into Toril. Direction is irrelevant, as Bhaal’s will and the priest’s own intent shapes the spell. Generally every 10ft walked on Gehenna is equivalent to 1 mile on Toril.
(How exactly his works is a little harder to grasp, since Gehenna and the Prime don’t overlap geographically, but presumably that’s why you need the knowledge of a god downloaded into your brain to do this).
Gehenna is a hazardous place (which will be described when I get to Bhaal’s domain further in), and Bhaal makes no effort to protect his followers while they are on his plane (reasoning that if they are powerful enough to wield the power they are powerful enough to protect themselves), but while there the residents apparently ignore the priest, recognising them as belonging to the plane as a servant of one of the resident deities. I’m not sure if that attitude extends to any guests brought along for the ride.
So long as the area you’re trying to access isn’t shielded with protective magics (or a dead magic zone), there is nowhere the assassin cannot enter and no obstacle that can keep them from their target.
Bhaal’s most favoured servants can, once a month, summon an aerial servant – an invisible air elemental which will serve them with unfailing loyalty and makes a very good personal assassin.
Like any divine spellcaster who crosses their deity, a deathstalker who severely displeases Bhaal by violating his commands and dogma will be stripped of all these abilities until they have atoned, usually by undergoing quests and trials set by the deity.
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Chosen of Bhaal
The Chosen of Bhaal receives Bhaal’s own bloodlust (assuming they didn’t already have it from being a Bhaalspawn), and is liable to go on a killing spree the moment they receive Bhaal’s divine essence (again, already having it seems to help in this department). They are immune to all diseases, poisons and toxins. They gain a slight resistance to magic. Their strikes are imbued with death magic that paralyses on contact and leaves victims helpless.
The weirdest part to picture is that they can fluidly scale walls and parkour at the same speed and ease that they can run or walk with, and just go scuttling at high speeds up the wall. They become rather spring-heeled, able to simply leap into the air whenever, apparently at speeds that prevent anybody from striking at them, so they can just suddenly flip over your head and stab you in the back at any time, I guess.
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History and Schisms
After the death of Bhaal and his replacement by Cyric in the Time of Troubles (1358 DR), the church entered a schism. Some Bhaalists, mostly the urbanites, believed that Bhaal had taken the portfolios of Bane and Myrkul and taken on a new name – the Banites had clearly erroneously mistaken him for their god, who was dead, so they called him Cyric-Bhaal to differentiate him from the Banite Cyric. Other Bhaalists, namely the Deathstalkers, saw Cyric as a different entity and refused to follow. They still received their unique powers and denied that Bhaal had died. Naturally this led to the two factions attempting to murder each other for heresy.
Eventually Cyric, having amused himself watching the schisms within his own faith, proclaimed that the various bickering Cyricist cults that were once followers of the Dead Three had to accept that they were all worshipping the same god and get over it. At roughly the same time the Deathstalkers lost their powers and were forced to accept their gods death. Some Bhaalists fully converted to Cyric; others converted to the worship of Iyachtu Xvim, son of Bane, seeking vengeance on Cyric for taking their god from them (and presumably ended up being part of the church of Bane in 1372 DR, after Bane’s resurrection); and the remainder stayed firmly loyal to Bhaal, retreating to their hidden citadels and continuing their traditions, although many of them also started to pick up veneration of darker non-human pantheons, such as the orcish pantheon.
In 1369 DR, after the Bhaalspawn Crisis, those loyal to Bhaal once again began to have their prayers answered and received their Deathstalker powers, although Bhaal never spoke to them directly (there were debates about whether this was because he wouldn’t, couldn’t, or if it was somebody else giving them their powers on his behalf which was the favoured answer). Instead of direct communication Bhaalists received nightmare-visions in their sleep.
They set about establishing small temples and shrines throughout Faerûn and re-establishing the faith, working towards their Lord’s inevitable return. Some even suspected that Bhaal was resurrected after the Bhaalspawn Crisis and simply decided not to make it an official announcement (this… wouldn’t be totally unimaginable for him?):
‘Several Deathbringers have managed to become city rulers or the heads of city law-keeping forces- and their minions now stalk the streets slaying undesirables [criminals or vagrants, for example] and rivals to increase their wealth and tighten their rule. Increasingly, Deathbringers seek positions where they can live comfortably, make lots of coin, and kill often with few consequences.’ - Elminster’s Forgotten Realms
The faith was officially back as of 1482 DR, when Bhaal’s rampage as the Slayer through the streets of Baldur’s Gate and the selection of temporary Chosen Torlin Silvershield, who Bhaal sent on a(nother) killing spree. Bhaalists have had a keen interest in the city since, and the Bhaalspawn still around apparently find themselves drawn to the location.
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Bhaal
Aliases: Bale (in the Farsea Marshes), Niynjushigampo (Hollow Crown Mountains) Titles: ‘The Lord of Death,’ ‘The Lord of Murder,’ ‘Reveller in Blood’ Alignment: Lawful Evil (1e-4e, 5e can’t decide what it thinks his alignment should be) Portfolios: Murder, Violence, Assassins, Death (formerly) Domains: Death, Destruction, Hatred, Evil, Law Groupings: The Faerûnian Pantheon; The Dark Gods; the Dead Three Rank: Greater (until 1346 DR), Lesser (1e), Intermediate (2e), Quasideity [Vestige] (3.5e and 4e), Quasideity [Demipower] (5e) Favoured Weapon: ‘Bone Blade’ (a dagger, made of bone) Usual Class: Multiclass Fighter(27)/Rogue(32)
Personality and Motivations
‘He thrilled at the sight of the dead army that was defiling Myrloch vale. They would be his mightiest achievement when he was done, creating a legion of death that would bring the entire land beneath his baneful rule.’
Bhaal exists in a perpetual state of violent rage and bloodlust – portrayed as literal bloodlust, the deity craves the blood of the living. He is usually capable of controlling it and experiencing other emotions at the same time. Occasionally he is forced to delay a plan to lash out in rage at a less important target when encountering particularly difficult obstacles. He also tends to swear a lot when frustrated, usually in Supernal, the language of the gods.
He has a spectacular talent for grudges and escalating them, going from ‘these individuals should die horribly for harming me/my minions’ to considering the larger web of people and things connected to them, and that they care about and developing that into ‘these mortals, everyone they know and love, the gods they serve and the land itself they live upon must all die for their offence against me/my minions.’
Like most gods he is also motivated to form schemes for the chance to gain status amongst the other gods, and also simply to amuse himself.
Somewhat paradoxically, while Bhaal delights in the crude force of violence and especially when he can personally partake in it, Bhaal also greatly favours subtlety and prefers not be perceived except through the ‘art’ (murder scenes) he leaves behind him. He has displayed no vanity in regards to human appearances he takes, and moves through the world in stealth except when engaging in violence; when forced to partake in a face-to-face conversation he becomes irritable and seems to prefer to remain as laconic as possible if required to speak, and very rarely manifests or takes avatar form. For all the wealth his followers seek, and are encouraged to seek, worship of Bhaal follows a monastic hierarchy and his temples are spartan and solely devoted to the emptiness of death itself.
On the other hand he has a household staff including butlers and crafters making fancy dining-ware and has been portrayed enjoying his little luxuries, like using Gehenna’s bloody lava flows as a jacuzzi while watching his murder soap opera. No, I’m not joking:
‘Bhaal wallowed in the fire pits of Gehenna, luxuriating in the sensual feel of lava fuelled with fresh blood. The god of death, lover of all murderous acts, was in fine fettle. His devotees, and even those opposed to him, were acting in concert to provide entertainment.’ - Black Wizards (I feel like pointing out to the author that blood would probably burn away in molten rock, but eh. It’s the Lower Planes, whatever.)
More than simply a storm of bloody murder, Bhaal is also noted for being ‘cold and calculating’ and has, somewhat surprisingly, been described as a patient long-term planner when his hungers don’t overwhelm him. (Although when the urge does strike, Bhaal will waylay a plan to sate it.) He also on rare occasions shows mild signs of possessing a dark sense of humour, nodding in greeting with mock politeness mid-attempted-murder when his would-be victims recognises him or making dad-tier jokes (‘how do I get to the world of the dead’ ‘by dying.’ :) )
Bhaal, by his very nature, despises life and the presence of living beings stirs an insatiable hunger for their destruction in him. The only tolerable living things are those that are beholden to him. He considers living beings to ‘mar’ the world, and his ideal planet is an apocalyptic wasteland that would be inhabited only by his children, the dead, the undead, and his loyal followers (who may also be undead in this scenario). Under Bhaal’s reign the plants wither, sources of water dry out or becomes hazardous to life, and all living beings slowly die of exposure in a dead world.
He despises the natural Balance of the cycles of life and death, and would see it tipped in favour of death with no return to life, despite the fact that his threat to Myrkul and Bane was that he has the power to play arbiter to this cycle and tip it in favour of life by refusing to allow mortals to die if he chooses.
I don’t know that Bhaal would go out of his way to do this to the whole planet (which would be difficult to pull off, set too many the other powers against him, and probably get him disciplined by Ao), but he certainly enjoys the notion of having a physical domain on Toril like this, even if not the whole planet.
He delights in beings that bring death and destruction, including ‘many species of tentacled monsters.’ I don’t know why he has such an interest in tentacles, and frankly I’m afraid to ask. Bhaal’s bloodlust has been portrayed as both a cannibalistic desire for blood, as well as ‘leering’ over corpses, which might account for/contribute to the inclinations seen in certain offspring.
He views his children and minions – all of them, down to the least – as extensions of himself and takes it extremely personally when they are harmed (Bhaalspawn killing each other as part of his plan notwithstanding; that’s apparently different). And Bhaal doesn’t handle people striking back at him well:
'Bhaal sought vengeance [...] Kazgoroth was neither Bhaal's most powerful servant, not his most favoured. But he was slain by a mortal, and the man who dared strike a minion of Bhaal's might as well strike at the god himself.' - Black Wizards
‘Lord Myrkul is the one who’s angry about the Black Lord’s death. After Bane destroyed my assassins, I was happy to see him die.’ - Waterdeep
Curiously Kazgoroth is as aspect of Malar, who at one time was subservient to Bhaal and could indicate that Bhaal’s wrath extends to people who insult or halm divinities who serve him, such as Loviatar and Talona (Loviatar making Talona’s life hell is fine though).
Despite his portfolio, several times Bhaal has been shown working to bring back his loyal followers, such as the monster Kazgoroth, the ability he bestows upon his Deathstalkers that allows them to resurrect when they die, and occasionally his Bhaalspawn (the Five – a handful of his strongest children, who sought to resurrect him and hoped to serve him as minor deities – have in a way been given their wish in death, their souls given form that they may serve on the Murder Tribunal. Sarevok too is unable to die, but this seems more of a punishment.)
That said, his temper still makes him a risky boss to work for:
‘Bhaal once drop hammer on big godly toe. Jump around and swear for days, he did. Kicked poor me all the way to Baator. Very bad week, that.’ - Cespenar, Bhaal’s personal butler and quartermaster
Ever since encountering the Earthmother (an aspect of Chauntea)’s divine children and realising that’s an option, Bhaal has had a… slight case of baby fever.
‘These children you speak of... the children of a god. The thought of them brings me pleasure. I, too, shall create children—the Children of Bhaal. They will stalk the land beside you and bring death to all the corners of the world!’
He tends to get mad when people kill those too.
‘Bhaal greeted the death of Thorax not with sorrow, but with an explosion of boiling hatred. The god thrashed within his oily medium, cursing his lack of physical form. Bhaal desired to smash objects, to strike solid blows, but his watery form denied him that power. As he raged, his will crystallized into actions. The perytons, gliding in eerie silence, flew from throughout the vale to gather at the Darkwell. His clerics, Hobarth and Ysalla, paused briefly in their own plotting as the stuff of their faith shook from the deep disturbance. Each recoiled before the rage of their deity, and each likewise felt immense relief that the rage was directed elsewhere. Instead, Bhaal's rage brought them a command, imperious and irresistible. Level the Iron Keep! Bhaal's intense anger needed slaying before it would cool, and at that fortress there would certainly be many humans gathered, seeking the imagined safety of its high walls. But those within were not reckoning on the mighty power of the god of murder and his minions. His clerics instantly set to work upon the plan. And then Bhaal gave another command, this to his flock of perytons. The monsters had gathered at the well and circled, a great cloud of corruption, above the center of their master's power. And they heard his command. Bhaal sent them soaring across the vale, silently gliding above the wasteland of death. He ordered them to find those who had slain Thorax and kill them.‘ - Darkwell (In Bhaal’s defence, I too would utterly lose my shit if my owlbear son died)
One can only assume that the Bhaalspawn don’t count when they’re dying by each others’ hands – and thus by his will. Or maybe Bhaal simply loves you less when you’re not an owlbear. Which is fair, I suppose. (Or because different writers, but I'm trying to get some coherency, so.) He also tends to get annoyed when said children get rebellious and display independence and act as anything but extensions of his will (by which he generally means ‘murder murder murder conquest murder’.)
Samples of ‘parenting’:
‘Don't be afraid. You are safe here… if you behave.’ ‘Special, yes, special, aren't you? Ssh, don't fight it.’ ‘You worry for your companions perhaps? Leave them, abandon them, and become what you must. There is great power in your heritage. Use it, and become closer to who you are… what you could be. Feel what is in the void. Use the tools that you are given. Become part of something greater. I am in you, and I know what is best.’ ‘You are to be given a gift. It is a valuable prize, one that you had better appreciate.’ ‘You will come to realize how little choice you have. You will do what you must, become what you must [...] You will accept the gifts offered to you.’ ‘See? You are worse than everyone else. Filthy hierophant of the broken and damned.’ ‘Such pride is undeserved, great predator, when your whole being is borrowed. Credit where it is due, and dues where payment is demanded.’ ‘You will learn to trust me.’
Domain:
‘The Throne of Blood’ Gehenna, Mt Khalas / Banehold: The Barrens of Doom and Despair
An exact description of the Throne of Blood has never been given, although it has been described as having a household. There is a household staff, overseen by Cespenar – Bhaal’s personal imp butler, quartermaster and smith who creates the arms and armour, as well as the cutlery and cooking utensils used by the household. (Why Bhaal or any of his undead/fiendish servants require those is beyond me.)
In BG2 it had a decidedly fleshy appearance with lava pits and eyes and teeth in the walls, however this was also because the divine realms shaping itself to Charname’s mind and ideas of what their father’s domain might look like, answering to the portion of Bhaal within them, and still being mostly mortal the Bhaalspawn could not comprehend or properly shape its true form.
The Throne of Blood has been connected to the first layer of Gehenna, on Mt Khalas.
Mount Khalas is an active volcano, hundreds of thousands of miles high with slopes of at 45° at their very flattest. The slope is generally more like a sheer cliff face, and falling may ‘completely shred’ the would-be climber. The mountain floats in an infinite void by the border of the Nine Hells. The ground is full of bottomless black chasms and magma flows fed by ‘waterfalls’ of the stuff, and the ground glows crimson from the heat of the molten rock. The air is clogged with pyroclastic ash and it's impossible to see further than a dozen feet in any direction. It also features the River Styx, a river polluted by all the filth and evil of existence that flows through all the Lower Planes, and is the only source of water on the entire plane. The next layer of Gehenna, Mount Chamada, is visible overhead, glowing faintly, ‘burning like a small, bloody moon.’ The spirits of the dead who are sentenced to this plane are those who were consumed by greed and a ruthless and insatiable lust for power in life; in death they are selfishness embodied. The domains of the deities who reside there are carved into ledges on the slopes.
The Throne of Blood also links to the Barrens of Doom and Despair, an ‘an inhospitable locale, filled with vast deserts of black sand and huge plains of dark granite’ also called Banehold, as Bane is the ruling power there. The sky is blood red and sunless.
Servants and related monsters:
A lot of which will be Bhaal’s offspring, or else created from the souls of his mortal worshippers in the afterlife.
The Haarla of Hate Invisible and incorporeal undead who feed on specific emotions. They pass unseen amongst the living, drawing out emotions and impulses. Bhaal, naturally, decided to invent the kinds that invoke hate and homicide, and in Faerûn it is believed that he directly guides their actions.
The Butlers Bhaal’s bizarre little sycophantic servants are imps – small Lawful Evil fiends that attach themselves to a mortal master, sometimes at the behest of a more powerful evil, in a servile position while manipulating their ‘master’ into doing evil.. As Cespenar and Cruor both use regular imp models, it’s hard to say whether they all have funky hats or if that’s just Sceleritas.
The head butler and quartermaster is Cespenar.
Tentacled Horrors That Should Not Be Bhaal likes all violent and murderous beings. For some reason he likes them even more when they have tentacles for reasons that have not been explained. Examples given include darktentacles; amphibious horrors the size of a cow with leathery black skin, 50 15ft tentacles covered in red eyes, and three mouths. They can detect the motion of creatures around them through the vibrations in the earth and water, have inbuilt charm person and use that to charm their victimsbefore grabbing them with their tentacles and killing the shit out of them (erecting a forcefield that prevents any allies from interfering.)
And grell, flying brains with a squid-like beak and barbed tentacles that inject paralytic venom. They remove the brain from their paralysed prey (maybe keeping it to trade with mind flayers) and then eat the rest of the body. Their priorities include; kill and eat anything that moves, and conquer world for the grell. They generally show no respect for anything except powerful murderous beings that eat everything in sight like the Tarrasque that they call Great Devourers. Apparently the Lord of Murder fits in with this category. Bhaal is apparently fond of philosopher grell, the wizards caste – and unofficial ruling caste - of the little oddballs.
The Undead Bhaal favours ‘skeletal undead of all kinds,’ though he is also capable of creating any form of undead. When using undead as messengers of his will he generally goes for skeletons, crawling claws, deathfangs (skeletal flying snakes) and dreads (a set of skeletal arms, with no body, wielding a weapon).
Perytons Abominations with the skeletal head of a deer (with a mouthfull of sharp teeth) and the body of an eagle.
The perytons of Toril are Bhaal’s godspawn, created from the life force of eagle and a deer and then twisted into abominations to spite the natural balance. Perytons hate being alive, and hate everything that lives. Like all of Bhaal’s spawn they have an insatiable bloodlust. They believe they can escape their miserable existences by finding the being with the ‘perfect heart’ and consuming it, thus ascending to a higher existence. To this end they even run breeding programmes using captured human/oids. They cast the shadow of the last being whose heart they ate and also have some kind of inexplicable hatred for elves, whose hearts they refuse to consume.
The Children of Bhaal Bhaal’s godspawn, created to bring death and chaos to the world.
An assortment of godlings, the first of whom were monstrous aberrations, including the Perytons, Thorax the Owlbear and Shantu the displacer beast (‘King of Bhaal’s Children’).
The younger, second set are the colloquially known as Bhaalspawn, conceived with the help of another parent (humanoid, dragon, fey, goblin, giant, a chinchilla… etc) for whom information is hard to pin down. Most do not deliberately serve their father, despite him guiding them in their dreams and whispering in their blood, but all are pawns in his schemes regardless. Sources even now disagree on whether or not they still exist, but the original generation is apparently extinct.
Gods are said to have the ability to ‘postpone’ pregnancies after conception, leading to ‘miracles’ years down the line, so it’s possible there are Bhaalspawn of dwarven, gnomish and elven stock who haven’t been born yet. (Or dragon, giant, fey...)
When Bhaalspawn conceive children, Bhaal can – from within them – chose to pass on more of his divine essence, creating another Bhaalspawn. Otherwise the child will simply be a mortal, carrying his blood and some homicidal quirks and powers and maybe a birthmark in the shape of the circle of tears.
It’s also possible, contrary to whatever BG3 is saying, that Bhaal has sired more Bhaalspawn in the past 14-ish years, and it has been said that Baldur’s Gate serves as something of a beacon to his children even now.
Relationships
Allies: Bane, Bhaal, Loviatar, Talona, Malar, Hoar, Mask (may have changed)Enemies: Cyric, Ilmater, Tyr, Torm, Lliira, Lathander, Chauntea, Solonor Thelandira, likely Mystra Offspring: Shaantu, Thorax, the Perytons, And a good few hundred half-mortals (including a chinchilla)
Bhaal’s original and long term allies are with Bane and Myrkul with whom he forms the Dead Three, originally adventurers who earned the nickname ‘the Dark Three’ for their evil shenanigans. It seems that when Bhaal lost almost all of his divine power after a failed attempt to conquer the Moonshaes as his own physical domain on Toril and was broken that Bane was the deity who took him on as a subservient deity – exchanging his protection for service. He seems to have gotten a fairly good deal out of it, as he served Bane directly where Loviatar, Malar and Talona were at the bottom of their little hierarchy, serving Bane through Bhaal. While his relationship with Bane has been severely strained due to the Black Lord once massacring almost all of Bhaal’s worshippers to empower himself during the Time of Troubles, Bhaal’s relationship with Myrkul is a genuine friendship which has been described as ‘symbiotic,’ and Myrkul grieved Bhaal’s death in the Time of Troubles. After Second Sundering when Myrkul and Bhaal were returned the three have resumed their alliance in the fashion of their mortal days, working together to seek higher power. As Kelemvor holds Myrkul’s former office as Lord of the Dead, Myrkul has taken half of Bhaal’s portfolio as god of death (specifically death by old age), while Bhaal remains god of violent and ritual death. Myrkulytes consider Bhaal’s domain of murder holy however (and one they do not intrude on for this reason) and it seems as though the deities have no bad blood between them over this so far. Myrkul and Bane are the only beings in existence who can control Bhaal when he’s in one of his Moods.
Alongside the other two, Shar, Loviatar, Malar and Talona, he belongs to a grouping of deities known as the Dark Gods; those deities amongst the Faerûnian pantheon who represent the worst fears of people and the darker side of the world
Like the rest of the Dead Three Bhaal despises Cyric and will actively target the Black Sun’s worshippers. (Every god hates Cyric, of course, it’s just personal here.)
He had an alliance with Mask, god of thieves, though whether that still stands after Mask killed him in the form of the sword Godsbane remains to be seen.
Another of his allies is Hoar, god of vengeance, who patronises vigilantes. As Bhaal encourages such vigilantism the two find overlap.
Bhaal has hostilities with: Chauntea, after his attempted conquest of the Moonshaes. Lathander, who as god of reknewal and new life is diametrically opposed to Bhaal. The Triad, Torm (champion of the people), Tyr (justice), Ilmater (who seeks to relieve the world’s suffering) all despise Bhaal and vice versa. As does Lliira, flowerchild goddess of joy who resents the grief and violence Bhaal causes.
Bhaal has made enemies of the elven god of hunters Solonor Thelandira, for reasons unknown, and is also enemies with Yondalla and the halfling protector god Arvoreen. Considering the events of Baldur’s Gate 2, Rillifane Rallathil and the rest of the Seldarine are probably also rather displeased with him.
Key Historical Notes
Bhaal was once mortal, and going off the most recent semi-offical lore, was man named Arabhal during the end period of Netheril who served the Crown-Sorcerers of Rdiuz as a spymaster and assassin while they attempted to claim divinity and war with the gods. He allied with the former slave warrior Bane, with whom he founded a relationship of mutual respect based on how much of a ruthless ambitious bastard the other was. The two caught the eye of Jergal, who thought they’d make good pawns and after the Karsus’ Folly sent them traumatic nightmare-visions in their sleep, directing them to gather god-killing daggers and slay Primordials with them that threatened his plans. Both of them were eventually joined by necromancer prince Myrkul Bey al-Kursi, and once Jergal was done with them the three set about looking for routes to godhood for themselves and generally brought death and chaos in their wake, eventually winning their portfoliio from them in a version of the story you can read here if you want because this is getting too long.
At some point – the canon date given is 1346 DR, which feels a bit weird timeline wise but ok – a monster who worshipped Bhaal, Kazgoroth was slain by soon-to-be High King Tristan after an attempt to conquer the Moonshaes. Bhaal retaliated against the isles seeking vengeance, planning to supplant the local nature goddess and reduce the entire area to a barren undead wasteland using his own power, an army of Sahuagin who worshipped him, and a zombie apocalypse. Bhaal is apparently a fan of the genre. This was also when he developed his first bout of baby fever:
By consuming the life force of animals he murdered he then used them to create aggressive amalgamate creatures from them; Perytons, the owlbear Thorax, and the displacer beast ‘Shantu, King of Bhaal’s Children.’ These were eventually slain by the heroes of the novel, and Bhaal himself was later defeated and lost a great deal of his divine power, being left broken and drained. Before this Bhaal was described as a very powerful and independent deity, likely a Greater Deity like the rest of the Dead Three. Afterwards he was – for whatever reason – taken on as a subservient Lesser Power by Bane, and working alongside Bane’s son Iyachtu Xvim (either a half-mortal demigod or a half-fiend Abomination (known as an Infernal)), who unwittingly existed as Bane’s contingency plan in the event of his death.
At some point between 1346 DR Bhaal decided his answer to his prophetised death was going to be more godspawn children, hundreds of them, but of the partially-mortal variety and most of them birthed by his own priests (...mostly. There was a chinchilla Bhaalspawn.)
Bhaal died in 1358 DR when Mask killed him during a battle on the Boarskyr Bridge north west of Baldur’s Gate. Yes, officially it always says Cyric, but Bhaal died because Mask in sword form pierced his avatar and if Mask hadn’t been holding Cyric together during the fight Cyric would’ve been a corpse. So Mask actually killed Bhaal wielding Cyric, really, although I imagine Mask is quite happy to let Cyric take the blame and the brunt of the Lord of Murder’s wrath.
Bhaal’s blood saturated the river known as the Winding Waters, which remain toxic to this day due to being saturated with his divine essence… which is still there.
Ten years after his death the eldest of the Bhaalspawn came of age, and thus began the Bhaalspawn Crisis as Bhaal started encouraging them to murder each other for various promises (‘accept the gifts offered in your blood great predator,’ etc etc). There was a lot of murders, witch hunting, wars and lynching and so on for a year or two before it died down and most of the Children were dead. Supposedly the resurrection failed, but it was after this point that Bhaal’s loyal followers began to receive their spells and commands again.
In 1482 DR, during the Second Sundering, the deaths of the two last (known) remaining Bhaalspawn via fratricide saw Bhaal announce his official return to the Realms by manifesting within one of his sons’ bodies and going on a rampage through Baldur’s Gate. He then proceeded to urge on the darker impulses within the minds of Rilsa Rael (high ranking member of the Thieves Guid), Torlin Silvershield (Patriar and member of Parliament), and Ulder Ravengard (head of the Flaming Fist), at the time being too weak to do anything but whisper in their ear and encourage them to give in to their own thoughts. Their respective positions of power were used to push the Gate deeper into violence, eventually coming to a head when Silvershield became a Chosen of Bhaal, his mind being overwhelmed by the urge to slay as Bhaal claimed his mind. (Torlin was left to become a footnote, eventually dying after being experimented on by a Red Wizard of They who had an interest in the rash of Chosen that were cropping up all over the course of the Sundering).
Bhaal, alongside Myrkul and Bane, currently walks amongst mortals, personally recruiting mortals face-to-face into following him for unknown purposes. It’s said that they are frequently sighted in Baldur’s Gate, and that there’s a temple beneath the city that he pays frequent visits to.
Avatars and Manifestations:
If he must manifest then Bhaal vastly prefers minor manifestations to using a full avatar. He can manifest within things of his sacred colour, and through his creatures. When fully manifesting within one of his Bhaalspawn he twists their mortal form, ‘cracking bone’ and ‘tearing flesh’ to form a ‘hulking,’ ‘corpse-like’ shape ‘drenched in blood’ (their own, soon to be others) that has been nicknamed the ‘Bhaalspawn-Slayer.’ Unlike the true Slayer its utility appears to be almost entirely physical, bar a spot of death magic.
Independent manifestations include a pair of skeletal human hands that float through the air, capable of communicating by pointing and wielding things, and a floating skull that weeps from its empty eye sockets and laughs.
Bhaal’s physical touch has a mildly corrosive effect on living flesh, causing blistering, blinding agony and giving a sensation of violation that may cause the person in contact to become nauseous or even vomit from the stress and revulsion. In contact with unliving flesh he can also immediately destroy the undead, reducing it to ash. Through this contact he may also cause the effects of the attraction/disdain spell.
Bhaal can also just appear as a normal person, and if so required, though it he will likely be doing so for a purpose and not for vanity.
The Urge to Slay
While manifesting within 90ft of people, Bhaal can tap into the hatreds and violence within their hearts, whispering to them and inflaming them. Hell, from a certain perspective Bhaal is the hatred and violence within the hearts of people. He cannot place desires in an individual’s mind however, only work with what he is given to draw a target further under his control. A target who truly falls under the urge to slay will ‘rush to attack whatever target Bhaal directed it to, striking [rapidly] with whatever weapon came to hand [] and moaning and sobbing uncontrollably with its need to take a life.’
Attraction/Disdain As with his followers, but worse, Bhaal is able to touch a person and reach into their emotions and poison love into blistering hate, or force those who fear and despise him to love him with unflinching loyalty and so forth. It is presumably still temporary, but will still last for about 59 hours and is significantly harder to resist.
The Slayer An exsanguinated, palid human corpse with a feral expression on its face, covered in lesions that weep black ichor. Bhaal has apparently recently modified it so that the flesh of the face is flayed off to reveal the skull underneath, and added a halo of blood. The slayer can levitate at will and summon six daggers of bone from thin air that cause living flesh to wither and die upon piercing it. Those slain will either rise as a zombie under Bhaal’s command, or their skeleton will shatter and explode violently, the shrapnel flying away to form even more bone daggers. (Mechanically, these daggers move with such speed that they can strike twice a go. They also leech the energy out of victims and leave them feeling cold.) Rather than wielding the bone shrapnel, Bhaal can also just have them form an ambient blade barrier which has the added bonus of trapping the souls of the slain so that they cannot leave, and the trap does not dissipate when Bhaal leaves.
Bhaal has the ability to cause any murder victim he touches to rise as a form of undead of his choice – sapient undead like liches and vampires will receive full free will after performing the service he created them for.
There’s also the Ravager, but that was presumably a single use thing limited to the Moonshaes, and I'm not writing any more.
#This is going in the main tags for a change why not#lore stuff#the idiot three#the dark urge#durge#edgelord hours#villainous nonsense#long post
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