Nemmirn of the Long Night

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Domain: Death
Alignment: Neutral Evil
City-State: Mirnan (Population: 18,000; Government: Oligarchy)

Mirnan may be a city founded by Nemmirn ages ago, but many traces of its necromantic patron have been hidden by the various oligarchs that have divided it by district and rule it in his stead. Few good mortals are drawn to the city, but the greedy and the vile flock to it in droves. On every block is some magus looking for exotic components to fuel dark rituals, some fixer looking for assassins to murder someone’s rival or some peddler of nefarious goods and services. It has no standing army, but each of the city’s lords have a private militia to protect their, and by extension, the city’s interests. Indeed, it is the most agnostic of all cities…were it not for the death cults that practically every important city-dweller belongs to. It is in hidden temples that Nemmirn rises and commands his kin. Each plot of every denizen plays some role in his shadowy war on the other deities of Feror. At the bottom rung of Nemmirnan faith is the Initiate, who serves the whims of an Acolyte better trained in the ‘old ways.’ Usually, initiates and acolytes compete with one another for control of their cult. Heralds lord over them both, doling out wisdom as they see fit to those that prove themselves capable followers of Nemmirn. They only attain such a rank when they are picked from the squabbling initiates and acolytes whom they prove better than, and serve the Hierophant that elevated them faithfully. The Hierophants work together to devise ritae that forwards Nemmirn’s plans, even if they run counter to one-another. Such is the way of the Long Night.

Nemmirn of the Long Night

The Realm of Feror JasonChapa JasonChapa