Neruul The Asarian Character in Gothenya | World Anvil
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Neruul The Asarian

"One Aspect of Death..."

The Asarian Neruul (a.k.a. "Death" or "Sire Death")

Death. Or at least the personification thereof. Neruul thr Asarian is one of many amongst the avatars of Ryktuss, the "Lord of Death and Change." Neruul itself (himself...? herself...?) is not a deity, rather a natural extension of one. It is specifically the manifestation of the peoples of The Isle of Mitluvia; their personification of death. Though death is worshipped by many across the world, it is rarely worshipped in the same manner.   There is a legend amongst the people of Mitluvia. That the Asarian is chosen from amongst the living. That a "normal" person is elected to become Neruul, thus gaining all the powers of the entity over life and death. Not simply anyone can choose who becomes the next Neruul, who switches identities after a mortal lifetime of service to the "lands beyond the veil." No, Neruul is selected by a committee of powerful priests of its own order, those men and women dedicated solely to protecting the sanctity of death and the continuation of its "mortal" existence.   The thing about the priests and acolytes of Neruul... they are anonymous and unknown, even to each other. They protect their identities with death masks and crimson robes. They meet at the same place and same time every year, until the current Neruul falters and needs to be replaced. This place is the site of Neruul's rebirth. It cannot be the same place twice. So perhaps the order will convene forty or fifty times in the spot of Neruul's rebirth. But then, when Neruul ceases to answer their prayers, they know the time has come to move on.   They then seek out the next incarnation of Neruul, and upon the spot of their discovery, the new temple is formed. At least for one lifetime. One Neruul.   Legend also says that, as a mortal, Neruul may be captured. And if captured, the manifestation of death cannot perform its first duty. The collection of souls, the termination of life, cannot go on. What makes it all the more odd is that Neruul only has dominion over a small territory. It is death for only those who know of it by name. This is one of various reasons why Neruul is only known across Mitluvia and Kavak. For if all believed in Neruul, and someone were to enslave it's mortal form, death would become impotent across the lands. None would be collected. The circle of life would be broken.   Thankfully, this is all but a tall tale. A story told to the children of Mitluvia and Kavak when it is time for bed. For how could death be seized and held, let alone walk the world as mortal man?   Recent rumors persist that death has come to the opulent island city of Rinkos. That its residents are comprised of members of Neruul's order. That they intend to install death amongst their numbers, only so they may imprison it, and stave off their own mortal ends. This, of course, like all else before it, is nothing other than a delusional rumor.  

WHO WERE THE ASARIANS?

  During the Lumerian age, one civilization stood that worshipped death exclusively, and at the expense of all other deities. They sought to become one with their god, Ryktuss. To commune directly with him, and to be graced with his presence.   For their unwavering faith and diligence they were finally rewarded. The Lord Ryktuss joined them. Walked amongst their numbers. And with him he brought the greatest of plagues. Sickness swept through the kingdom of Asarya, wiping out the entire population. Save for one. A farmer named Neruul. The last Asarian. The first of his name. In him, all the hopes and dreams of the Asarian peoples lived on. He was granted what they considered to be the greatest honor possible, if they were only there to witness it.   From that moment forth, any that came upon Neruul's path quickly ceased to live. Where he went, Ryktuss followed. But never more did any worshipper request for their lord to visit. And anytime Ryktuss' presence was required in the mortal realms, Neruul would be sent in his stead.   Neruul spread the gospel of the dead, gaining disciples in all the lands he wandered. And wander he did, as his home of Asarya was no more. Many places he made similar to his home, devoid of life, save for those who chose to follow in his shadow. And when Neuul's time on this world came to an end, he left it in the hands of those in his shadow to nominate his replacement. This honored disciple handed over their previous indentity, becoming Neruul, just as the original Neruul turned to dust.   And the cycle continues...  

In Game Terms

  The avatar must be made of a living, sentient being (min INT 8), preferably human (for some reason it “takes” best to humans, possibly due to the transient nature of their souls. It absolutely cannot be made from elves or dwarves, though, in extreme circumstances, it can be made from a half-elf) who gains the flesh-and-blood powers that are intrinsic to the Death God (though it is doubtful the host knows how to use or control them).   The Powers & Curse of Death   The most obvious manifestation of the hosts' new aspect is its Deadly Touch. Any time the host simply touches another living being, the target must make a (DC20 Con) Save or immediately drop to Zero HP (and automatically lose 2 of its 3 stabilization checks).   This leaves but one round to stabilize the target or they die.   This ability/curse does not conflict with any resurrection or reincarnation magic, but likewise cannot be countered or dispelled. For game purposes it is a “spell-like” effect, NOT a spell/innate spell casting.   Though the “any time” touch qualification implies “at will,” (until it learns to control its new power) the host has no control over who/when (friend/foe) its power is applied.   Any touch is deadly (yet only with the hands or lips, the literal “kiss of death”). Learning to control the power takes a minimum of one month where it is all the host studies. It also requires “test subjects.”   Learning to Control Death   The following conditions must be met (in order) to control the power.   A month must be spent exclusively studying the "touch." This includes access to arcane lore (successful DC 20 arcana check, made once a tome [or similar] on the subject is obtained. A failed check can be repeated, but only once/week). Part of the 1 month is “field research,” and once the 1st 2 weeks of academic study are complete (with proper access to information), the subject must now practice controlling the power. It needs to touch as many (living) creatures (any type, even a mouse or fish), until one target passes its DC20 Con save (this could take some time with small animals). After (and at the end of the 4th week of study, which must include 1 successful DC20 arcana check [the same, aforementioned]), the DC may be reduced (per hosts discretion) to DC 15.   After 1 month, 1 successful arcana check and 1 successful victim death save, the host must then touch a humanoid or otherwise intelligent creature (minimum d6HD class). If the creature passes the DC15 CON save, then the host begins to hold some mastery over its power. It can never truly “turn it off,” but it may choose (upon touch) to use either the original death save (DC20), or a new “safe” version (DC10 CON Save). This is the closest it will ever get to controlling the power.   Getting Rid of It   Removing the power from its host requires the original ritual to be performed in reverse by the same masters who cast it in the first place. If they are dead, then too bad so sad.   There’s another rub...   The host retains the power until it dies. The means does not matter, either violently or a normal, natural death appropriate for its race and age, the outcome is still the same.   However, if the host has a conscience and decides to either avoid any physical contact (gloves work, mostly. There’s a 1-in-10 chance gloves fail, and if so a CON save must be made at DC15) or always opts to try the "safe" touch, they will slowly begin to waste away.   Each week the host goes without taking a life with its power, it gains a level of exhaustion that cannot be removed (save for with a Wish spell), except through the taking of a sentient life.   After six weeks/levels of exhaustion, the host dies and Death returns to The City of Life (where all residents now begin to age normally, unless/until they repeat the ritual using a new host). Also, once the exhaustion level reaches 4, the host loses control of the ability, and the DC returns to 20 at all times.   Note: the effect only works on the living. No undead, constructs or otherwise animated beings.  
Species
Children
Eyes
Whatever eyes it had before, the personification of death now has eyes of pure gold.
Hair
THis too changes with Neruul's host.
Skin Tone/Pigmentation
This changes with Neruul's host.

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