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Warriors of Erythnul

Assets

Erythnul's temples tend to be hidden. Most towns and cities have small, secret cults dedicated to the Many within the thieves' quarter. In the wilderness, his worshippers build squat, ugly fortresses where sacrifice after sacrifice takes place. Any place where carnage and slaughter have occurred is considered holy.   Erythnul's profane altars are built on platforms reachable by steep flights of stairs.   Anyplace where great bloodshed or a spectacular act of cruelty has occurred is considered a holy site and an excellent place for a temple dedicated to Erythnul. In the countryside, Erythnul's followers build squat, unsightly fortresses in places where battles, ambushes or massacres have occurred. In urban areas, Erythnul's temples are usually hidden in seedy sections of cities, preferably on sites where horrible crimes have happened.

Tenets of Faith

The chaos of battle is the sacred charge of the worshippers of Erythnul. In all the myriad forms of terror and suffering that war creates, there is a strange kind of unity. This is part of the reason that Erythnul is called the Many. Battle is a test of merit and strength, and living and dying by the sword is the definition of the good life.   Many of Erythnul's worshippers believe that blood spilled in battle feeds their god, increasing his madness and bloodlust. Chaotic neutral worshippers believe that non-combatants and weak opponents are meaningless and that killing them does nothing to satiate their god or prove their ability; killing those unworthy of a warrior's death even angers Erythnul, they believe. Chaotic evil worshippers, who are far more common, disagree, believing that all slaughter is a sacrament and that the dying screams of innocents are music to Erythnul's ears, hymns in the church of the battlefield.   Erythnul admonishes his followers to shed blood for its own sake, to covet what is not theirs, and to destroy anyone who would deny them anything. He further urges them to bring ugliness and strife to the pleasant locales.   To take something away from someone else--especially from a rival--is an exalted act in Erythnul's eys. Foes who cannot be killed, should be maimed, and that which cannot be stolen should be destroyed.

Worship

In civilized lands, Erythnul's followers (including evil fighters, barbarians and rogues) form small, criminal cults. In savage lands, evil barbarians, gnolls, bugbears, ogres, and trolls commonly worship him. Most of Erythnul's faithful are chaotic evil, though a few are chaotic neutral.   In the least violent services to Erythnul, shrill reed instruments are played discordantly while gongs clash and drums pound. During major rites, a fire is built and victims are sacrificed. One famous rite is the "Bloody Howl," when soldiers captured from the previous battle are killed in order to bring Erythnul's favor just before the next one. Prayers to Erythnul are customarily rhyming chants with gory subject matter.   Typical worshippers include Barbarians, Fighters, Rogues, Looters, Outlaws

Priesthood

Clergy: Erythnul's clerics wear rust-colored garments. On ceremonial occasions they wear white robes, the better to display the bloodstains on them. They wear stylized masks symbolizing Erythnul's many aspects. In civilized areas they may foment rebellion and unrest, while in the wild they may lead groups of bandits. They are cruel, sadistic, and hateful. They maintain a low profile in most civilized lands. In savage areas, members of the priesthood are known as pullies and murderous tyrants. They love to deface beautiful things and to disfigure attractive people.   Clerics of Erythnul get most of their training in large wilderness temple-fortresses. Senior clerics try to frighten would-be initiates into quitting; those who avoid flinching after many tests are accepted into the priesthood.   The ranks of Erythnul's priesthood are, from lowest to highest, Raider, Marauder, Reaver, and Incarnate.   They deface beautiful things and disfigure attractive people for fun. They aren’t above betraying their own allies to suit their own motives or protect their own hides. They travel to bring ugliness and strife to pleasant places or to escape those that would persecute them.

Sects

Many factions of Erythnul's cult exist, fighting one another as often as they fight nonbelievers. In cities, they tend to be less overt, forming a nebulous organization known as the Temple of Carnage.
Type
Religious, Cult
Demonym
Erythnulian
Divines

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