----------This Home Page is dedicated to the creation of a new God for the Faer�nian Pantheon. In creating this new God I have researched all the appropriate materials dealing with new God creation in accordance with the Faiths and Avatars book for the Forgottenrealms world setting. I hope you will enjoy using this God in your campaign.
Curtesy of Corel Graphics
The God of Stealth and Silence
Mor-ath's Avatar (Thief 40, Ceric 30, Fighter 25, Mage 10)
Lesser power of the Gray Waste, NE (with good tendencies...sometimes...thats the beauty of this alignment)
---------- Mor-ath usually only appears in the minds of his followers, prefering to remain in Stealth and Silence. When he chooses to be seen, he appeares as he did as a mortal, dressed in brown breeches and tunic with black riding boots, silk gloves, vest, and hooded cloak. Mor-ath's avatar stands 6' tall keeping a resemblance to his profile by blending in with the mortals. His hair his night black and his face has the look of something you wouldn't want to meet in a dark ally. Mor-ath is unseen and unheard by all, even his fellow dieties (with the exception of Ao and his superiours). Only at the whim of Mor-ath his he ever seen or heard. This also includes, but is not limited to, Magical detection, scrying, psionic detection, and perception detecting abilities. Mor-ath can also detect any type of stealth or silent abilities. There is no mortal or immortal that can hide from Mor-ath (with the exception of Ao and his superiours).
AC -5, MV 15, Leap 20, HP 201, Thac0 1, #AT 1, Dmg 1d8 +8, +14 (Sword of the Immortal, +6 Str), MR 75%, SZ M (6 feet), Str 18.00, Dex 25, Con 17, Int 23, Wis 21, Cha 20, Spells: C: 9/9/9/9/9/9/8 W: 4/4/3/2/2, Saves: PPDM 2, RSW 4, PP 4, BW 4, SP 5
---------- Special Att/Def: When fighting in hand to hand combat, Mor-ath uses his Sword of the Immortal Long Sword (a gift from Mystra when he was still a mortal). The sword is a +8, +14 vs Immortal and Supernatural beings. When attacking from a stealth and silenced position, Mor-ath favors the Evil Twin Daggers: (which incidently holds Kezef: The Chaos Hound) Daggers with such a powerful enchantment, that they cannot be seperated by more than 10 feet, unless the seperators are 2 greater powers whos strength is 25 each. If the daggers are seperated by more than 10 feet, Kezef is freed and the daggers are destroyed. Kezef will then hunt Mor-ath's, Mask's, and Mystra's faithful until they are no more. The two daggers act as +1 daggers when wielded seperately (within the 10 feet) and when wielded together will give the wielder the backstab x6 ability as well as render him invisible as the improved invisibility spell. Any wielder of the Evil Twin Daggers (except Mor-ath, Mask, and Mystra: they are immune due to the part they played in trappng the Chaos Hound) must make a save vs. Death Magic at a -10 or be possessed by Kezef. If Kezef possesses a God, he can only will the God to help him escape his imprisonment. If a mortal is unfortunate to be possessed he will be totally under the hounds control until death or being parted from the daggers. Kezef can try and take control of an immortal once per day and a mortal twice per day.
---------- These two artifacts have never been known to leave the possesion of Mor-ath, and he will fight to the death to keep them both safe from his enemies.
----------Mor-ath is the God of Stealth and Silence. He was a devoted worshiper of Mask before he became a God and now Mask is his superior. Mor-ath, when he was a young mortal was first a follower of Talona, but through knowledge and adventure Mor-ath learned of the perils that Mask had gone through and Mor-ath dedicated his total existance into freeing Mask from Kezef, The Chaos Hound. It was through this that Mor-ath became a God.
----------When Mor-ath was a small mortal boy in the city of Westgate, he and his best friend, Boochy, lived off of the streets. Getting what they could, when they could. Boochy was the more experienced in the ways of thieving than was Mor-ath, then named Wort. On the day Wort became a thief, he and Boochy were entered into the thieving organization known as the Night Masks. Through the teachings of the Night Masks, both Wort and Boochy became quite superiour assassins. Wort, learning much faster than Boochy was given added responsibilities and the lead position when on missions that he and Boochy performed. Around the time that the two were exceptionaly good at thier work, an avatar of Mask met with Wort. Mask called him the Black Shadow and Wort had no idea who or what he was. Wort's teacher also didn't recognize the man, however, Wort liked the name Black Shadow and used an ancient form of elvish to take the name. The word Mor-ath means Black Shadow. During the time that the Night Masks were taken down by Alias and the Saurial paladin Dragonbait, Boochy was killed.
----------Mor-ath surviving the fate of the Night Masks was forced to leave the city and seek out his own adventure. Accompanied by a woman named Shalla, who was Mor-ath's teacher in the Night Masks, Mor-ath made quite a name for himself as a prominant thief and warrior. Traveling the lands, seeking out knowledge enough to get the Chaos Hound off of his Gods trail, Mor-ath met with avatars of different Gods. Talona was the first after the first meeting with the avatar of Mask, and she guided Mor-ath to a place that held two very powerful daggers. The Evil Twin Daggers, as Talona called them were artifacts of great power. Any thief who held these daggers could virtually steal anything or kill anyone they felt they wanted to. The daggers held powers far beyond anything Mor-ath could possibly hope to ever have, it was these daggers that Talona told Mor-ath that could aid him in trapping the Chaos Hound forever. The Evil Twin Daggers allowed thier wielder, if evil aligned, when holding both daggers, to become invisible as the Improved Invisibility spell cast at 20th level, and strike as a x6 backstab. Every strike would inflict x6 damage.
----------During the trek to search for the Chaos Hound, Mor-ath met once again with his God, Mask. Mask told Mor-ath of his being chosen and of the power that he would command. Startled by the news, Mor-ath and Shalla went to a temple of Mask to learn of the powers granted to clerics of the God of Thieves.
----------After obtaining The Evil Twin Daggers and meeting once again with Mask, Mor-ath and Shalla were met by an avatar of Mystra. Although Mystra was decived by Mask during the Time of Troubles, even though she helped him, she still felt that ridding the world of the Chaos Hound was worth helping the mortal worshiper of Mask. Mystra gave Mor-ath another powerful artifact called The Sword of The Immortal, and told him to seek out the wise and powerful sage known as Elminster, to teach him the arts that would help him trap the hound in the daggers.. With this sword, Mor-ath became Immortal while wielding the powerful weapon. It was with this weapon that Mor-ath encountered an avatar of Cyric and defeated him, giving Mask the portfolio of Intrigue once again. It was also with this sword, that Mor-ath eventually kept Kezef, the Chaos Hound, at bay while Mystra and Mask worked together to entrap the hound in the Evil Twin Daggers.
----------The port city of Murann, a city out of the conflicts of the realms and a perfect place to start a prominent thieving guild. Mor-ath, having gained much wealth in the Night Mask organization formed a trading company and proceeded to build his own thieving guild. Mor-ath built an orphange and with the help of Shalla he brought in homeless children and trained them to be thieves, assassins, and spys. Having the Evil Twin Daggers, along with the Sword of the Immortal, Mor-ath easily built his guild, without so much as a hand to stop his progress.
----------Mor-ath employed a very skilled arcitect to build him an underground complex. His lair, consisted of five distinct levels, the first three being very complex labrynths, full of dreaded monsters, that had to be navigated to even get to the under ground training center as well as his under ground castle. Haveing recruited orphans, they were blind-folded and brought to the undergroung training center, where they were taught the ways of the guild. After they were deemed ready to go forth, they were let loose in the labrynth with just thier wits. Very few survived, yet the ones who did became very skilled fighters and thieves. For years the guild florished and prospered, gaining allies with other guilds around Toril.
----------Soon the time came for Mor-ath to complete his destiny. Mask found his way to Morann, bringing with him, most unwillingly, Kezef and an avatar of Cyric. As Mask battled Kezef, Mor-ath employed his Sword of the Immortal against the avatar of Cyric, and won out in the end. With that, an avatar of Mystra appeared. Mor-ath turned to battle Kezef and handed Mask and Mystra each one of the Evil Twin Daggers. Mor-ath fought Kezef and gained his complete attention. While the Chaos Hound was distracted, Mask and Mystra worked together to trap the hound in the two daggers.
----------After a great battle, Kezef was put into the Evil Twin Daggers. The whole city of Murann was whitness to the entire specticle. Ao decended from the heavens and granted Mor-ath Demi-God status, and made Mask an Intermediate power once again. When the mortals of Murann whitnessed this spectacular event, all of the town bowed down to Mor-ath, with the exception of the good aligned clerics. All of the evil clerics renounced thier own God and devoted thier worship to Mor-ath. Seeing this, Ao imediately granted Mor-ath a Lesser power position. The devotion these people gave Mor-ath was overwhelming, Ao could not deny the fact of what Mor-ath had accomplished, and granted the Lesser status.
----------Mask, still Mor-ath's diety, is Mor-ath's superior. Allies of Mor-ath include Mask, Talona, an surprisingly enough, Mystra. Mor-ath's enemies include all of the other evil dieties. They were not happy loosing thier clerics to Mor-ath at the time of his assension. The only reason Talona stayed as an ally, is for the reason that Mor-ath prayed to her at one time. As of yet, Mor-ath has no enemies that are nuetral or good aligned, but that is still to come, you can't please everyone, and, after all Mor-ath is an evil diety.
The Church
Clergy: Clerics, Sepecialty Priests, Thieves
Clergies Alignment: CG, CN, LE, NE
Turn Undead: C: Yes, SP: Yes, T: No
Cmnd Undead: C: Yes, if evil, SP: Yes, T: No
All Clerics and Specialty Priests of Mor-ath receive Religion (Faer�nian) as a bonus proficiency
----------The followers of Mor-ath grew to an astonishing number at the time he was given God status. The entire city of Murann has declared Mor-ath as the city's diety, considering if he hadn't played a major role in the entrapment of Kezef, the Chaos Hound, thier city may have perished in the battle. Only one temple of Mor-ath, yet, exists. It is located in the center of Morann. The Shadow Family has assumed control and is now rebuilding the city. Along with rebuilding, they have also purged the city of all the other evil aligned temples and shrines, with the exception of Masks. Mor-ath's most loyal followers have convinced the followers of Mask to continue to worship Mask, after all if it weren't for the God of Thieves, Mor-ath would never have come to be where he is now. The clergy of Mor-ath are called Morathens. Specialty Priests of Mor-ath are called Dark Shadows. The faithful of Mor-ath are taught to except the faithful of Mask as bretheren.
Dogma
----------All that is stealthy is seen by Mor-ath, and all that is Silent is heard by Mor-ath. Stealth and Silence are paramount in doing business. These two virtues help in not getting caught, after all, a crime is only a crime if you get caught. Followers of Mor-ath live by this fassion. New followers of Mor-ath are taught that to be unseen and unheard is the essence of continued existence. If you are seen stealing something, your existence WILL be shortened. If you are heard where your not suppose to be, your existence MAY be shortened. Only the quiet and invisible can take the advantage when it needs to be taken. To be subtle is to be one step ahead of your advasary. Remember, those who manipulate thier way to the top with stealth and silence will stay there, so as long as they watch and listen.
Day to Day activities
----------Morathens have sent emessaries out into the realms to put themselves into a positions of authority and politics within major cities of Toril. As of yet, they have only been sent, eventualy a member of the Shadow Family will, hope, to be in an influential position in all of the cities of the realms. The priests also seek out "rogue" thieves and force them to join the Shadow Family or die. The good priests will only make the "rogue" thief leave the city.
Holy Days/Important Ceremonies
----------There is only one holy day celebrated as of yet: the annaverssary of the day Mor-ath became a God. On this day nothing will be said the entire day.
----------All followers are required to meditate for 1 hour per night in a shadow of some sort away from the light. They must remain silent for the entire hour. In that time, is when Mor-ath speaks to his followers, answering questions and giving advice, IF Mor-ath deems it necassary. This one hour of meditation, if done correctly, will give the faithful follwer 1/2 a hit point per level back if injured (minimum of 1 to a maximum of 5). This meditation can only be perorfmed 1 hour per night. Performed correctly is determined by a proficiency check for the DM. The proficiency of Shadow Meditation is a base of 3 with bonuses from Dex/Bal and Wis/Wil. If the Prof check is failed, in noway did Mor-ath speak, aid, or give the hit points to the follower. Reasoning: Must be totaly silent and unseen, if one of the two are compromised the check failed: sneeze, cough, throat cleared, the slitest movement, a person or animal saw the meditator. If done perfectly,. a role of 1 for the check, there is a 1% chance per level that the follower is completely healed by Mor-ath himself. There is also 1/2% chance per level that Mor-ath will give the faithful some sort of advice or gift that will aid his/her current quest or objective. If a gift, it will disappear the moment the quest or objective is accomplished. This gift giving symbolizes the gift that Mor-ath got from Mystra.
Major centers of Worship
----------Only one, in Murann. Monir shirnes have not yet been established. Clergy of Mor-ath may leave Morann in order to spread the word of Mor-ath.
Affiliated Orders
----------Members of the clergy who have attained a powerful position through perfect Stealth and Silence are considered the Masters of Stealth and Silence. This is the highest honor and position in the church of Mor-ath. Once a year, the Masters of Stealth and Silence gather to determine if any others are deemed worthy to enter the order.
Priestly Vestments
----------A priest of Mor-ath will wear a brown tunic, brown breeches, black vest, black riding boots, black silk gloves, and a black hooded cloak. Faithful clergy members are given Rings of Stealth (which acts as both a Ring of Shadows or a Ring of Invisibility: mentaly the wearer chooses which), and Rings of Silence. Items often acquried are Cloaks of Displacement, Protection, Feather Fall, Chameleon Power, and Free action. These items can also come in the form of rings.
Specialty Priests, the Dark Shadows
Ability Requirments: Dex: 16, Wis: 14
Prime Requisits: Dex, Wis
Alignment: Neutral Evil (with good tendencies...sometimes...thats the beauty of this alignment)
Weapons: All Bludgening, Long Sword, Dagger, All Bows
Armor: No more than Studded Leather, however, most do not wear any due to the negatives in Stealth and Silence
Major Spheres: All, Astral, Charm, Combat, Divination, Guardian, Healing, Protection, Sun, Time
Minor Shperes: Elemental, Necromantic, Summoning, Thought, Weather
Required Proficiencies: Disguise
Bonus Abilities: Stealth as in the elven ability, +5% to Move Silent
-----Dark Shadows possess thieving abilities, however, there are some restrictions. They get the same ability points as the thief, but must spend them a certain way. At level 1 they receive 60 points which must be spent as followes: 40 must go toward Move Silent and Hide in Shadows. The remaining 20 may go as desired. From here the points, same as thieves, must be spent as followes: 20 toward MS and HS, the remining 10 as desired. This will continue until MS and HS are 99, then the remainder level ability points can be spent via the thiefs rules out lined in Players Option: Skills and Powers.
-----Dark Shadows can select non-weapon proficiencies from the Priest and thief groups with no crossover penelties.
-----Dark Shadows understand the thieves cant', but use the Shadows Cant' with thier brothers.
-----Dark Shadows can cast Darkness 15' and Silence 15' once per day as thier current level.
Dark Shadow Spells
1st Level
-----Shadow Form:
----------Sphere: Astral
----------Range: Self
----------Components: V, S
----------Duration: 1 turn/level
----------Casting time: 1 round
----------Area of effect: Self
----------Saving Throw: None
-----With this spell, the priest can turn himself and all his belongings into a shadow. As the shadow he can move along the ground, walls, ceilings, thru cracks, and anywhere else a shadow can be found. The priest is immune to all forms of physical attacks, however, if a magical weapon is used, only the magical bonus inflicts damage. The priest is vulnerable to magic and psionics. Although the priest may not physically attack other creatures, he may cast only the other Shadow spells listed below. The limit of the priests movement with this spell is the same as liquid or air, hence the priest cannot pass through air tight spaces.
3rd Level
-----Shadow Block:
----------Sphere: Astral
----------Range: Touch or Self
----------Components: V, S
----------Duration: 1 round per level
----------Casting Time: 5
----------Area of Effect: One creature
----------Saving Throw: None
-----The Shadow Block is a mind block spell. This Block will hide all thoughts from prying minds. If a person casts any type of mind reading spell on the blocked creature, they will see only blackness. The blocked creature is also immune to any form of mind attacks when the spell is in effect. Using this spell in conjunction with the Shadow Form spell can prove very usefull.
5th Level
-----Shadow Destruction:
----------Sphere: Astral
----------Range: 10' per caster level
----------Components: V, S
----------Duration: Instant
----------Casting Time: 6
----------Area of Effect: Special
----------Saving Throw: 1/2 Damage
-----By the use of this spell, a priest calls upon the shadows. A burst of shadow emerges forth from the casters hands, as does a lightning bolt, and causes damage to the creature or object that is hit. The blasts is 1d4 hit points of shadow damage per caster level. The caster can target multiple targets, however, the total ammount of damage rolled is devided among each target. The priest must roll a Spellcraft proficiency check to ensure success. If the spellcraft check is failed, the blast hits a random target in the area of the blasts direction (including companions).
9th Level
-----Shadow Image:
----------Sphere: Astral
----------Range: Self or Touch
----------Components: V, S
----------Duration: 1 turn
----------Area of Effect: Special
----------Saving Throw: None
-----By useing Shadow Image, the priest can clone himself or another person (and equipment) to fight along side the party. The clone has no physical features but looks like the shadow of the cloned person. The priest can make 1 clone per 3 levels of experience, Ex: a 12th level priest can make 4 seperate clones of one person. If the priest clones any type of magic user, the clones can cast spells, however, the clones will have to use the priests spell points or memorized spells. The clone does not have its own spell points or memorized spells. The clone also has the same amount of hit points as the priest or the cloned person. When all hit points of the clone are exhausted the clone disipates to the shadows and the person cloned takes 5 points of damage. The clones can take damage from any type of weapon. The clones weapons appear as those of the originals shadow, but, they do not have the same bonuses. All clones weapons will attack as a +2 weapon and do not possess any special abilities of the cloned weapon.
Mor-ath's Guild the Shadow Family
History
----------The Shadow Family was founded by the not well known travellers Mor-ath and Shalla in the port city of Morann. After the fall of the Night Masks, Mor-ath left Westgate in search of his own destiny. Many adventures took him thru out the Realms and he eventually made his way to the city of Murann. Mor-ath spent years in the city as an import/export merchant setting up contracts with the government of Murann as well as others in surrounding areas. Mor-ath and Shalla would build an orphanage together that would serve as a front for what would become the greatest Thieves Empire of all time.
----------Mor-ath made it a point to make the orphans of Murann want to stay in his orphanage. The orphange provided the orphans of Murann high-class accomodations. It was unlike any orphanage anywhere in the Realms. With single occupancy rooms and private baths, including indoor plumbing, the orphans felt a compelling feeling to help Mor-ath in what ever he needed. It was very easy for Mor-ath and Shalla to find new recruits from these orphans for his up and coming thieves guild. The orphans were given the best thieving training in the Realms and sent forth to keep the guild thriving. After the graduation from the thief acadamy the new thieves are let loose into the labrynths alone to find thier own way back to the surface. The ones that do survive are obviously cut out to be excellent thieves as well as fighters.
----------Eventually, Mor-ath would "retire" with well over 1500 people workin for him in his small empire. More than 500 of these people were affiliated with the guild in some form or another. Mor-ath placed the company in the hands of his more than able son Mor-ath II. Mor-ath and Shalla then both took to learning the ways of being a cleric of Mask.
----------Guild alignment: Neutral
----------Special Social Factors: Any Race, Religious convictions: Mask, Shar, Talona, and later Mor-ath and Mystra are added with Mor-ath as the primary diety.
----------Size of the Community (Murann): 25,000+
----------Wealth of the Community: Very Wealthy
----------Relationship with other Guilds: Beggars: Close
Bards: Neutral
Assassins: They are a part of the SHadow Family
----------Legal Attitudes: Tolerance
----------Merchants Attitudes: Stand-off
----------Guild Rulership: Guilds Master
----------City Ruler Style: Strong, Fairly Just, Fairly Populist
----------Guild Organization: Centralist
----------Shadow Families attitude toward thieves NOT of the guild: Hostility and Persecution; Rogue thieves do have a chance of joinin the guild. If they refuse, they are killed or run out of town. On the norm, evil members will kill the rogue thief, and the good members might tattoo or brand a "T" on thier forehead or just run them out of town warning them that more stict actions will be taken if they return.
----------Guild dues: Benefits
1st - 3rd level: 5% of wealth--Shelter, Aid, Food, Information
4th - 8th level: 10% of wealth--provisions, weapons, equipment
9th - 12th level: 15% of wealth--minor magic items and magic weapons
13th - ^ level: 20% of wealth--major magic Items and weapons
All benefits are cumulative and decided upon on a case-by-case basis. For a 15th level character, if his current wealth is only 100 gp the dues will by 20 gp, however for such a small sum he will definately not get the high level benefits, but he will be able to get the low level and possibly medium.
----------Guild Leaders:
Mor-ath: 20th level Thief, 19th level Fighter, 5th level Cleric of Mask
Shalla: 20th level Assassin, 10th level Fighter, 1st level Cleric of Mask
Mor-ath II: 15th level Assassin, 5th level Fighter
Dur-ath: 15th level Thief/Poisoner, 10th level Fighter
Shar-ath: 10th level Thief, 10th level Fighter
Dar-ath: 8th level Thief, 12th level Mage
Kun-ath: 5th level Thief, 4th level Fighter, 20th level Cleric of Mask
----------Guild Juniors:
10% are 7th level Thieves--10% are 5th level Thieves--25% are 4th level Thieves--25% are 3rd level Thieves--10 % are 1st level Mage Apprentices--10% are 10th level Clerics of Mask, Shar, Talona, and later Mor-ath and Mystra are incorperated in these--10% are 8th level Fighters
----------Income and Activites of the Guild
The main income for the guild is made by Mor-aths Import/Export Company (MIE Company). Minor income is provided by guild dues and stolen assets from other cities. Major thieving from the Higher families of Murann is forbidden, primarily because of the affiliation they have with the guild. Minor thievery on the streets is encouraged, mainly to strengthen ones abilities, and it happens quite often. Mor-aths ambitions are to make not only his guild rich and powerful, but the city as well.
Major activities includerelieving rival cities and guilds of thier burdensome wealth, gambling, Prostitution, smuggling of illegal items, and assassination.
Slavery, Kidnapping, and thievery amongst each other is forbidden. Violation of this law constitutes punishment to be determined by Mor-ath, Shalla, or Mor-ath II.
Any goods coming into Murann that continue on to another city is taxed by the Murann Customs Agency, which just happens to be run by the Shadow Family
Although many of the high class citizens of Murann are affiliated with the Shadow Family, Mor-ath is not considered one of the high class members of society. Being the Guildsmaster, his identity is secret. No one except his guild leaders know that the owner of MIE Company is the Shadow Family master. Members of the high class social system just see him as a person that knows how to get the things that the need and want. One thing is for sure, they all suspect that he is a guild member, but they don't know what his position is. Although MIE Company produce mass quantities of revenue, Mor-ath lives in a small house next to the orphange.
----------The Guild House
The Guild House is actually underneath the city. Mor-ath would hire the best architect in the buisiness to draw up plans for his lair. The Lair consists of 5 below ground levels, the first 3 being impossible labyrinths with monsters roaming the halls. There is only one way thru the mazes that the monsters cannot harm passers, enchanted in a way that passers can leave and enter without knowledge of doing so, but the monsters cannot pass at all. The 4th level houses the dungeons and the thief training center, and the 5th level is Mor-aths castle. After the construction was completed, Mor-ath had all the workers slain and the architect was imprisoned in a secret room hidden and away from the main dungeon.
The main entrance to the tunnels is the orphanage, with various entrances from the sewers. There is also an exit located about 10 miles outside of the city, in the ocean, in the form of an under water cave. Manhy of the entrances and exits are only known by Mor-ath, Shalla, Mor-ath II, and the arcitect (who is still imprisoned within the 5th level of the complex). All entrances into the tunnels require the answer to a riddle, all of which are different. DM Suggestion The lock shows the riddle and there is a key pad of stones below the riddle. All that is required is that the individual requesting entrance type the answer into the key pad. If it is the correct answer the door will open, if it is not refer to DM Suggestion.
----------In times to come with the ascension of Mor-ath into Godhood, Shalla took over the guild and kept all of Mor-aths beliefs. She has also sinse become Mor-aths High Priestess. Mor-ath II is still the owner of MIE Company.
Please send any comments to