This section ends with two feats - Reaper's Blade (+2 to damage with sickles and scythes, which increases by +1 per tier, and you treat these weapons as having High Crit) and the Channel Divinity feat Nerull's Binding - and a new Paragon Path available to any Arcane, Divine or Shadow Class that worships Nerull; the Soul Binder.'Channel Divinity: Nerull' said:Before you create a follower of Nerull, it is important to understand what your character’s long-term goals are. Does your character follow the Star Reapers and wish to resurrect Nerull in an attempt to save the world? Or does your character hope to lay to rest the soul of an ancestor who is a soldier in the Legion of the Gray? Does your character think the Raven Queen is too weak to hold onto the domain of death, and want this power returned to Nerull rather than risk it falling into the hands of Orcus or Vecna? While the end goals of any of these paths can be justifiable, are they worth the risk of bringing back a god who thought little of wiping out the living to fuel his own power?
Although most followers of Nerull seek his eventual return, some follow the dead god for reasons that are slightly more palatable for the unaligned character. Does your character worship him from a purely academic standpoint, to gain more insight into necromancy? Does he or she seek Nerull’s power over the dead to help hold back the tide of the undead? Or maybe your character ultimately seeks to claim the Reaper’s dispersed power and advance on the road to godhood.
Regardless of the reasoning you choose, speak with your DM and your fellow players to make sure that they are comfortable with your character worshiping a god that extols death and murder.
There's actually a Gloranthan deity like that -- Thanatar. The god Tien got decapitated. The body simply took its killer's head, stuck that in place of its missing head, and went on as the headhunting god Than. The head was burned to a skull by another god, then lost for a long time until a knowledge priest found it and began worshipping it as the knowledge-devouring god Atyar. Later, the two cults hooked up to create the composite god Thanatar.If they stayed separated for long enough, I wonder if they’d grow into separate divinities, like starfish split in half.
I don't know; it seems to me that if you have a fewer number of survivors from the dawn war, the impact of them dying later to treachery could be increased. The story of say one of the few remaining WW1 vets getting murdered by their grandkid seems like a much better deal than a marginal plus minus one on a giant conflict. It also seems like a good reason why the conflict between good and evil (or other fault lines) gods generally seems more subdued in 4e. Only the craziest god wants to kick off another giant struggle after everything else.I really liked 4E's list of God's: small enough to fit in even a casual player's head, but covering a lot of archetypes. Very evocative. So I was apprehensive about bringing in dead gods. Especially since Asmodeus' backstory, rebelling and murdering He Who Was, is a beautiful Miltonian epic, and adding more dead gods after that makes the deed less unique.
But I can get behind Nerull, because "just plain evil death God" is a niche that's missing from the main list, and one-note enough that it's actually better as a God that used to be in the world, so you can flesh out their trappings at their height as much as you want without them having to be THE death god.
And also the Raven Queen's story is a nice epic, too, and this is an important part of that.
But I do think the list of dead gods in 4E got a bit ridiculous. Io, He Who Was, Nerull, that Winter goddess that the RQ also killed - those are important and evocative parts of the setting. But they just kept going, to the point where the official dead gods vastly outnumber the living ones.
Which I guess sells the "giant war at the dawn of time" backstory, but it does shift the setting from there being a small number of Gods who are each a Big Deal and exemplars of the universe, to the remaining gods being so few just because they were the only survivors, which is quite a different feel.
AFAIK, the gods weren't ever the creations of or ruled by the primordials and rebelled. They discovered the Primordials creation and changed it, then the primordials decided to destroy the world, prompting the war.I don't know; it seems to me that if you have a fewer number of survivors from the dawn war, the impact of them dying later to treachery could be increased. The story of say one of the few remaining WW1 vets getting murdered by their grandkid seems like a much better deal than a marginal plus minus one on a giant conflict. It also seems like a good reason why the conflict between good and evil (or other fault lines) gods generally seems more subdued in 4e. Only the craziest god wants to kick off another giant struggle after everything else.
Moreover, I think you need some gods dying to mortals or their servants to emphasize some of the cyclical nature of things - just as the gods rebelled and overthrew the primordials, the god's own creations can turn on them and take their place.