General of Nerull has no name. For a name has power, and the True Name has devastating might.

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General of Nerull has no name. For a name has power, and the True Name has devastating might.
Deity: Nerull, The One Who Sorts The Bones
It's said they found the god in the old tombs, in that forgotten quiet where long eras had worn away all the epitaphs. They drew in a breath of the still air and on their exhalation the god took flight into the world on vulture's wings. -The Silent Testimonies, book 1
A god not of death, but of the dead, Nerull presides those aspects of the mortal coil that lay beyond the Raven Queen's domain of mourning and memory. Someone must keep vigil for the departed long after their names have passed from the memories of the living, and so that duty falls to Nerull, who's chosen people are the spirits that have lingered in the world far longer than they were ever alive.
Liarm Pantheons
There are two broad categories of pantheon for Liarm, the protector Pantheon. Which are the pantheons of Light, Darkness, Voice, and Rune, and the Invaders or the Pantheon of the Void. The former are deities native to the beings of Liarm, who answered the desperate calls of their worshipers during The Dysjunction. Giving their followers the strength to push back the tides coming out of the Voidscream and the Great Enemies leading them.
Meanwhile the most selfish, decadent, and desperate beings turned to worship of the greater powers of the Far Realm. Some jaded and looking to experience something truly alien, others hoping to appease one of the more active forces of the Void. In recent years their powers have begun to wax. Like something is about to happen.
Pantheon of Light
Pelor: Light of Life
Lathander: Sunrise/Gloaming
Heironeus: Midday/Noon
Sune: Sunset/Twilight
Pholtus: Moonlight
Celestian: Stars
Pantheon of Darkness
Nerull: Death Darkness
Rao: Peace of Darkness
Masque: Deeds done in Darkness
Istus: Fate tied to the stars and bones
The Raven Queen: Psychopomps
Auril: Cold, darkness of winter
Pantheon of Runes
Annam: God of Runes, runic and written magic
Obad-Hai: Nature in the masculine, runes in the form of markers in the wilderness, primal runes
Hiatea: Nature in the feminine, hedge witchery
Thrym: Snow, frost giants, despite their pantheons being opposing he and Auril are consorts. Surtr: Fire, fury, militarism, tyranny, runes in combat
Kord: Strength, sports, warriors.
Pantheon of Breath Asgorath: Unity, wholeness voice
Bahamut: Voice of Inspiration
Tiamat: Voice of Command
Hextor: Voice of Conquest
Garyx: Voice of Destruction
Sardior: Voice of Thought
Pantheon of the Void
Atropus: The World Born Dead, The Destined End, Mordiggian
Tsathoggua: The Toad, The Sleeper Dagon: The Scholar of Madness, He Who Knows
Ithaqua: The Windwalker, The Hungering Cold
Pale Night: Mother of Demons, The Ancient
Hastur: The Unspeakable, The King in Yellow
Abhoth: The Foulness, The Fecund
Nerull - Diana Franco
and here it is. i said i’d post it, and i completely forgot about it. anywayyy, this is my dnd boy, an aasimar death cleric named Zed, and then his horrible patron Nerull.
this is technically an official collaboration between me and @pauchisbas since i did this all based on a composition sketch from her! (check her out shes rad)
Meet my Dark God, Nerull!
He's the God of Death and Dread
He adores cute things such as puppies, kittens, and kids - though the latter don’t often approach him, even if he does go to the Earthen plane
He would kill a man for shaved ice (metaphorically... Killing people is mean)
He is very well groomed and well-spoken, and fairly mild-tempered for a God; though he is likely to visibly start losing his cool at certain things, such as if you arrive at his palace without an offering (how rude of you). Very little actually makes him lash out, however.
One such things would be if he were to encounter an animal abuser.
Dungeon: Grave Portent
Tormented by nightmares of a darkened sarcophagus in the depths of an infamous cavern tomb, a nobleman sends the party to investigate the source of these visions fearing one of his rivals is using dark magic in an attempt to ruin him, possibly from beyond the grave.
Once known as the graven sepulcher the necropolis was dedicated to Illmater and Located in a cavern thought to be the final resting place of one of his saints. For more than a century it was the go-to place to be interred if you were a pious elder of the temple or someone wealthy who wanted their lifetime of sins forgotten beneath a sacred slab. Then a war and ensuing famine broke out, and the temple of Illmater took it upon themselves to house the swelling ranks of the dead. Once the paupers outnumbered the proud and the pious the cavern tomb lost much of it's prestige, coming to be known in the common day as "the bone pit"
Adventure Hooks:
Given it's remote location few venture to the old necropolis anymore, with the few countryfolk leaving their swaddled dead on the interior stairs for fear of braving its darkened depths. The party may be asked to carry one of these bodies in return for asking for directions, sworn to see it to its destination less they suffer the curse of the bereaved and recently dead. Along their way they'll be pestered by a Yeth hound who wants nothing more than to eat and despoil the body, simply for the wrongness of it all.
With its many hiding places and forboding reputation the necropolis is a great place to lay low, which explains the gang of outlaws currently hiding from the law in its upper reaches after robbing a tax wagon. If the party encounter them they'll pretend to be peaceful pilgrims, but they're intent on not sharing their takings and won't hesitate to add a few more bodies to the bonepit if necessary.
Apart from the usual shades and skeleton warriors, the necropolis is haunted by a Mohrg spawned from the corpse of a wealthy noblewoman who thought it a delicious irony that she could pay to be buried among saints and holyfolk despite her secret history of serial murder. Only awakening after the tomb's consecration decayed and with hazy recollections of who she was, the Mohrg will observe the party from the shadows, following them back to town if it can to become an enduring thorn in their side.
In the depths of the necropolis the party will find the sarcophagus open and waiting, just as the nobleman described it. Beside they will encounter a death priest of Nerull, god of unnamed graves, who will council them about the vision's meaning: The sarcophogus is the nobleman's destined end, and should he not come to rest within it soon a great peril will befall the land. Its up to them to deliver the bad news and convince the nobleman to make a selfless sacrifice, or perhaps contrive an unfortunate accident and make off with his corpse.
Artsource