Amnyth

"Death comes for all!" echoes the chilling chant of Amnyth's clerics, a grim reminder of the inevitable end that awaits every mortal. Yet, these devotees do not merely wait for death's arrival; they actively hasten its approach. Born from the cataclysmic shattering of the ancient god Ix, Amnyth is a deity of dual nature, embodying both male and female forms.

In its male aspect, Amnyth is a skeletal figure, standing anywhere from 5 to 9 feet tall, a grim specter of death. As a female, Amnyth transforms into a voluptuous woman, exuding an intoxicating allure that ensnares the hearts of mortals. She mirrors the race of her worshippers, leading many to believe that she belongs to their own kind. The name of Amnyth is whispered in hushed tones, a name that inspires fear in the hearts of non-believers and reverence among the faithful. Viewed as a cult in many lawful regions where worship is forbidden, Amnyth thrives in less civilized cultures.

Amnyth, the god and goddess of death, dying, poison, vengeance, torture, and necromancy, reigns supreme over the domain of death. The deity's sacred symbol, a double-faced mask, perfectly encapsulates its dual nature. The male side is gaunt, while the female side weeps tears of blood.

Temples

Temples dedicated to Amnyth are a rare sight. More often than not, these sacred spaces are former temples of other gods, usurped by Amnyth's followers. These devotees infiltrate the church, gradually corrupting it from within. They sow discord, scandal, and chaos until the temple crumbles under the weight of its own obligations. Once the temple is weakened, the followers of Amnyth seize control, driving out the remaining believers and claiming the temple as their own. The last remaining cleric of the original deity mysteriously disappears one night, only to be sacrificed at the altar under the new moon. The temple is then desecrated, its sacred relics and symbols defaced in a grotesque display of sacrilege. In the end, a statue of Amnyth is erected, symbolizing the deity's dominion over the fallen temple.

Proselytization

Amnyth's followers come in two forms: those who willingly seek out the deity due to their interest in the domains it governs, and those who are captured and indoctrinated by the temples. The former group is diverse, ranging from castle wizards seeking to practice necromancy, to jilted husbands yearning for vengeance, to the elite who view the commoners as a plague to be eradicated.

The latter group, however, is often comprised of orphaned street children lured into the temples with promises of food, shelter, and protection. Once these children become dependent on the temple, the clergy segregate them into two groups: those who will join the flock and those who will be sacrificed. The initiates are given tasks and responsibilities, gradually indoctrinated into the faith. When the clergy deem them ready, they are presented with a final task: to sacrifice a child to Amnyth. Those who refuse are sacrificed alongside the intended victim. These followers, born from such brutal circumstances, often prove to be the most devout worshippers of Amnyth.

Taboos

Defying Death

Followers of Amnyth are strictly forbidden from resurrecting the dead or attempting to prolong life through unnatural means. To do so is to defy the natural order that Amnyth governs.

Mercy

Showing mercy to an enemy or sparing a life that is meant to be taken is considered a grave offense. Amnyth's followers believe in the inevitability of death and the necessity of vengeance.

Sacred Grounds

Entering a temple of another deity, especially one dedicated to life or healing, is considered sacrilege. Followers must avoid these places or risk the wrath of Amnyth.

Revealing Secrets

The practices and rituals of Amnyth's faith are closely guarded secrets. Disclosing these to outsiders is a taboo that often results in the offender's death.

Obligations

Sacrificial Offerings

Followers are required to make regular sacrifices to Amnyth, be it in the form of animals, treasures, or even human lives. These offerings are believed to strengthen the deity and, by extension, the follower's own power.

Spreading Chaos

In regions where Amnyth's worship is not the norm, followers are obligated to sow discord and chaos, weakening the societal structures to make them ripe for Amnyth's influence.

Necromantic Practices

Those who are magically inclined are expected to delve into the dark arts of necromancy, both to increase their own power and to serve Amnyth's will.

Vengeance

If a follower or the temple itself is wronged, it is the duty of each member to seek retribution. The form this takes can vary, but it often involves death or severe suffering for the offender.

Recruitment

The more devout followers are tasked with the capture and indoctrination of new members, particularly among vulnerable populations like orphans or the destitute.

Temple Usurpation

In regions where temples to other gods exist, it is considered a sacred duty to infiltrate and eventually take over these places of worship, converting them into temples of Amnyth.

Ceremonial Attire

Robe of Finality

A flowing robe that transitions from pitch black to blood red, symbolizing the journey from life to death. The robe would be adorned with symbols of skulls, bones, and other death-related motifs.

Mask of Duality

A double-faced mask that followers would wear during ceremonies. One side would be skeletal, representing Amnyth's male aspect, while the other would be beautiful but weeping tears of blood, representing the female aspect.

Mantle of Vengeance

A shoulder mantle made of dark feathers or scales, symbolizing the deity's domain over vengeance. It would be worn to signify the weight of grudges and the inevitability of revenge.

Gloves of Torture

Leather gloves studded with small, sharp objects on the palms, symbolizing the deity's domain over torture. These would be worn during specific rituals that involve the infliction of pain as a form of worship.

Girdle of Poisons

A belt adorned with small vials containing various poisons, representing Amnyth's mastery over toxic substances. The vials would be used in rituals that involve the symbolic or actual use of poison.

Boots of the Necromancer

Dark, heavy boots inscribed with runes or symbols related to necromancy. These would be worn to signify the deity's power over the realm of the undead.

Chain of the Inevitable

A chain worn around the waist or across the body, each link engraved with the names of those the wearer believes will soon meet their end. This serves as a constant reminder of death's inevitability.

Amulet of the Final Breath

A pendant featuring Amnyth's sacred symbol, the double-faced mask. This would be worn around the neck and serve as a focal point for rituals and prayers.

Historical Figures

Garaie, the First Necromancer

Garaie, an elf, was always an oddity among her kin. From a tender age, she was captivated by the macabre, dissecting deceased creatures she discovered in the forest and crafting them into grotesque marionettes. Her morbid fascination was a source of horror for her tribe, leading to her eventual banishment.

Undeterred, Garaie spent the ensuing century studying the intricacies of death, even going so far as to extinguish the lives of animals and demi-humans to observe the process. Her dedication did not go unnoticed. Amnyth, intrigued by her obsession, whispered promises of power into her ear, tantalizing her with the prospect of reanimating the dead. Initially, Garaie dismissed these whispers as mere fantasies, but as Amnyth continued to feed her ideas, she became increasingly intrigued.

With Amnyth's guidance, Garaie discovered the dark magic that allowed her to animate the dead. The world's first zombie was born. Throughout her life, Garaie would go on to animate thousands of undead, her name forever etched in the annals of necromancy.

Maxeda, Father of Poisons

Maxeda, a gnome of the renowned House of Gradden Master Tinkers, was an anomaly. He had no interest in mechanical constructs, instead, he was fascinated by organic compounds. His fascination led him to concoct various mixtures, from smoke bombs to alchemist's fire.

One fateful winter morning, Maxeda returned from a mushroom hunt to find his village ravaged by a mysterious illness. As his fellow gnomes succumbed to the disease, Maxeda worked tirelessly to find a cure, but to no avail. The last gnome died, leaving Maxeda alone amidst the ruins of his village.

His solitude was short-lived, however, as he soon discovered the culprits behind the illness: a group of humans boasting about their successful poisoning of the gnome village. This revelation ignited a spark within Maxeda. He dedicated the next twenty years of his life to mastering the art of poison, culminating in his vengeful poisoning of the human village that had destroyed his own.

His thirst for revenge sated, Maxeda was visited by Amnyth, who appeared as a seductive female gnome. She spent years with him, twisting his mind and pushing him to create more deadly poisons. Finally, she revealed her true identity and demanded his servitude. Maxeda willingly pledged his life to her, becoming the Father of Poisons.

Gashagr, the Punisher

Gashagr, a half-orc born to a loving orc father and human mother, was a soulless creature. He reveled in tormenting others, his sadistic tendencies escalating from mere bullying to torture. Unable to bear the burden of their son's monstrous nature, his parents cast him out.

Gashagr honed his skills, perfecting the art of inflicting excruciating pain without causing unconsciousness or death. Satisfied with his mastery, he returned to his village to demonstrate his newfound abilities on his parents. As they succumbed to his torture, they cursed him to die in the same manner.

Amnyth heard their desperate plea and approached Gashagr with a proposition: "Pledge your allegiance to me, and their curse will befall all who cross your path." Gashagr agreed, and so it was. He became a living curse, a harbinger of pain and suffering, until he himself was cast into a pit of fire to meet his end.

Sects

The followers of Amnyth are not united under a single doctrine. Instead, they are divided into sects, each devoted to a specific aspect of Amnyth. These aspects - Death, Dying, Poison, Vengeance, Torture, and Necromancy - form the basis of their worship, with each sect operating independently. As such, each temple is typically dedicated to a single aspect of Amnyth's worship.

The Order of the Dual Faces

This sect reveres the dual-faced mask, the sacred symbol of Amnyth. They perceive life and death as two sides of the same coin, and their rituals often involve two stages to symbolize this duality. They view Amnyth as a deity who maintains the equilibrium between life and death. Masks play a significant role in their rituals, with the tradition of donning dual-faced masks during their ceremonies.

The Blood Tear Cult

The Blood Tear Cult is captivated by the aspect of Amnyth's symbol depicting a female face shedding tears of blood. They interpret these tears as a symbol of the anguish and suffering associated with death, as well as a reminder of the emotional bond between the living and the dead. Symbols of tears are prevalent in their rituals, and they often use red gemstones or glass to represent the blood tears.

The Skeletal Ascendants

The Skeletal Ascendants are drawn to the skeletal aspect of Amnyth's symbol. They regard the skeleton as a symbol of the inevitability of death and the ultimate equality of all beings in death. Bones are frequently used in their rituals, and they have a tradition of meditating in cemeteries or other places associated with death to feel closer to Amnyth.

The Solitaries of Amnyth

The Solitaries of Amnyth focus on the chaotic nature of Amnyth. They believe that each follower has a personal and unique relationship with Amnyth that cannot be dictated by group rituals or beliefs. Followers often live alone or in small family groups and perform their own personal rituals to honor Amnyth. They perceive death as a personal journey and believe that their solitary worship aids in preparing them for that journey.

Sacred Relics

The Book of the Dead

Penned by Garaie, the first necromancer, the Book of the Dead is a compilation of her life's work. As she neared her end, Garaie gathered her writings and bound them into a book. The cover, made from the skins of the dead she had manipulated, bore eyes on its spine. The book detailed the art of necromancy, from securing corpses and identifying the best candidates for various animations, to mass animations and even the animation of a loved one for manipulation.

Maxeda's Sweet Potions

Maxeda's journal, titled "Sweet Potions," is a record of his extensive knowledge of poisons, as well as the magical potions and spells that complement them. Maxeda never intended to share these deadly concoctions, considering them his personal achievements. However, Amnyth had other plans. Upon Maxeda's death, the journal found its way to the clerics, who made copies of certain pages and disseminated them. The original journal is lost, and it is rumored that some of the deadliest poisons are yet to be discovered within its pages.

Gashagr's Rack

Among the many torture devices Gashagr created, the Rack stands out as the most frequently used. With a deep understanding of the victim's anatomy, a trained operator can prolong the pain for hours. Gashagr's Rack, imbued with the souls of its countless victims, has become more than a mere instrument of torture. Those placed upon it lose all hope, making them easier to break. The Rack is kept in a fallen temple of Nyxollox.

The Clasp of Amnyth

This unique bracelet is bestowed upon a cleric who has dreamt of a noble seeking revenge on another for a personal offense. The cleric is tasked with finding a way to meet the vengeful noble and give them the bracelet. The implicit agreement is that the noble must use it on their victim within a week. Once given, the victim will mysteriously succumb to illness, injury, or even death. The vengeful noble then becomes indebted to Amnyth, a debt the clergy will later leverage to gain favor in a judgement.

Holy Days

Night of Amnyth

Public or open days attributed to Amnyth are not common within this order, as each sect operates differently. However, the last new moon of the year is universally recognized. On this night, all sects pay homage to Amnyth, each in their unique way. Necromancers animate the dead, poisoners concoct their deadliest toxins, torturers employ their cruelest methods on the most innocent captives they can find, and so forth. This night is marked by a significant shedding of blood.

The Day of Dual Shadows

The Day of Dual Shadows is a sacred day observed by followers of Amnyth. It falls on the day of the year when day and night are of equal length, symbolizing the balance between life and death. On this day, followers of Amnyth partake in rituals of reflection, contemplating the duality of their own lives and the inevitability of death. They often fast during the daylight hours, breaking their fast only after nightfall, to symbolize the transition from life to death.

Ceremonies

The Culling

As followers of this faith grow weak or frail, the clergy is summoned to cull them in sacrifice to Amnyth. While it is considered an honor to be sacrificed to Amnyth, it is not a fate many seek. The act is often carried out without the victim's awareness. Interestingly, the ruling clergy rarely find themselves victims of the culling. Instead, those who oppose them, if they appear weak, often find themselves being culled.

The Ritual of the Blood Tear

The Ritual of the Blood Tear is a significant ceremony for followers of Amnyth. It is typically performed when a member of the community passes away. During the ceremony, a red gemstone or piece of red glass, symbolizing the blood tear from Amnyth's holy symbol, is placed on the deceased's forehead or over their heart. This act honors Amnyth and asks for his guidance as the deceased transitions from life to death. The ceremony is a solemn occasion, often accompanied by chants or prayers asking for Amnyth's blessing. After the ceremony, the blood tear symbol is usually buried with the deceased, signifying their journey to the afterlife under Amnyth's watchful gaze.

Heresies

The Sect of the Merciful End

Description:
This heretical group believes that Amnyth's teachings on death and dying are misunderstood. They argue that death should be a merciful release from suffering, directly contradicting the mainstream belief that showing mercy is a grave offense. They often engage in euthanasia, which is considered a heresy by the mainstream followers of Amnyth.

The Cult of Eternal Life

Description:
This heresy focuses on the aspect of Amnyth that governs dying, interpreting it as a transition rather than an end. They believe that Amnyth actually seeks to transcend death, aiming for a form of eternal life. This directly contradicts the taboo against defying death and prolonging life through unnatural means.

Cults

The Order of the Weeping Moon

Founder: Elara, a former cleric who claims to have received visions from Amnyth during a lunar eclipse.
Description:
Elara teaches that the tears of blood shed by Amnyth's female aspect are actually tears of sorrow for the souls who are not ready to embrace death. This contradicts the mainstream belief that these tears symbolize the anguish and suffering associated with death. Followers often engage in rituals during lunar eclipses, claiming to receive special blessings or insights from Amnyth.

The Brotherhood of the Living Dead

Founder: Mortis, a necromancer who claims that Amnyth spoke to him through the undead.
Description:
Mortis and his followers believe that the undead are sacred and should be revered as holy messengers of Amnyth. This directly contradicts the mainstream teachings that consider necromancy a tool rather than an object of worship. They use necromantic rituals to communicate with what they believe are the "chosen" undead, claiming that these undead beings offer wisdom and guidance.

The Society of the Poisoned Chalice

Founder: Venra, an alchemist who claims that Amnyth revealed the ultimate poison formula to her in a dream.
Description:
Venra and her followers believe that poisoning is the most sacred form of killing, as it allows the victim to experience both life and death in the moments before they pass. This contradicts the mainstream belief that death should be swift and merciless. They often engage in rituals involving the mixing and consumption of non-lethal poisons, claiming that this brings them closer to understanding Amnyth's true nature.