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Azrael

The Deathgod


History

Before Time

In Godtime, Azrael was born of his mother Matar, sired by a deity of Spirit. He was the first man and the human race was born of his sister/wife Hera. During the Chaos wars, the powers of chaos caused confusion by mixing spirit with form and life with unlife. Azrael saw the confusion of his children and so gave them the gift of Death and himself assumed the mantle of mortality, choosing to dwell in and rule the nethermost regions of the underworld where he takes all mortal souls save those few souls for whom gods have negotiated or fought with him to make them their own. (Such as Poseidon who takes all drowned at sea, and Engariel who takes those who die of disease.) Certain gods he granted the secret of Death, Humakt and Zorak Zoran for example. Of all the Death Gods, only Mordrake is neutral, for the truth of Dragonewt death is very different from all other races.

Since Time

After he had released the Sun and agreed to Time, Azrael was busy for a while separating the living from the dead, and inventing rules for the dead to follow that they might be sure of their state.

The Deathgod is now worshipped in these guises

Life After Death

Azrael holds that all mortals are his upon death and all his worshippers come to dwell in his halls in peace. He guards the souls jealously and may return them only by interaction with him. Therefore he allows death divints but not resurrection. The invocatory Death bringer sect will not even Divint for they seek, as well as spread, Death. Spirits are also allowed to return for a limited period if summoned by a fellow cultist.

Runic Associations

Azrael is the First Man and is wholly concerned with Death and the departed Spirit.

Nature Of The Cult

The cult is widely disseminated; the three aspects having their own distributions. The Ancestor Worshippers are very strong in the primitive tribal societies. The other two aspects are more civilised, their respective emphases changing with time rather than geography. People attempt to placate death when threatened by War, and seek clean Death when threatened by pestilence for example. Each aspect has its own psychological type. The ancestor worshippers tend to be conservative in thought and action and very reverent of the ‘old ways’; the Death Bringers tend to be mystical and fatalistic believing that you can’t avoid the death destined for you and that it is wrong to try; the Death Placators are also mystical but are softer and more conciliatory.

Particular Likes and Dislikes

Azrael dislikes all undead and spiritual undead are anathema. He is associated to many Death and Spirit cults. His real hatred is reserved for the chaos gods that stole his powers and perverted them, especially Uriah and Engariel. Wraithe was associated once but became estranged when he started meddling with the higher undead and now, of course, is anathema. Azrael despite his status as the God of Death, remains close to his mother, the Earth Goddess, for without Death there would be no new Life.

Organisation

In primitive societies, the cult organisation is parallel to, and a sub-sect of, the tribe itself with Shaman-Priests forming the spiritual hierarchy and Runelords being the Underchiefs, and all owing allegiance to the Clan Chief. Friction can occur between the Runelords in such tribes but the different Shaman tend to specialise in their respective fields and so maintain the respect of the tribesmen. In other places, organisation is fluid. The largest and most powerful temples, such as those found in Necropolis, have public altars for the laity to pray at (mainly in the placatory aspect), internal altars to both the Placator and Death Bringer aspects and even a shrine for ancestor worship. But the cult hierarchy is not set and the various sects mingle freely. The Temples are always open for laity seeking advice over death and in such areas as Necropolis the priests are the leaders of the community and govern society with the rules formulated by Azrael for the governance of the people.

Centres Of Power

Almost all tribal societies have a strong Azraeli element. In civilised areas, Azrael is found to one extent or another for Death is ubiquitous. Only in Necropolis and that area at the mouth of the Nilus however does Azrael form the dominant peoples although it is certainly influential elsewhere. Like the other cults in the pantheon (Matar, Madonna), Azrael is called different names in different localities. Azrael is the name common on the Northeast Mediterranean coast, in Necropolis he is called Nekron or Nekros, Morgan is his name in the Northwest Mediterranean, and elsewhere he is called Mort, Mortis, Mortus, Gogol and Yama as well as many local colloquial euphemisms. Wherever he is strong, all the death cults, even those anathema to him, are strong; but the chaos spirit cults are weak for they cannot face the massed concentration of the Death Rune cults.

The holiest place, and obviously a place of pilgrimage, is the mountain called Golgotha, shaped like a skull (so it is said). It marks the place where Azrael descended to save mankind at the end of the chaos wars. It is Southwest of Necropolis in the Great Southern Desert and is usually reached overland after rowing up the Nilus. The Palace of the Priest-Kings of Necropolis is another place of great reverence.

Holy Days And High Holy Days

The cult’s seasonal Holy Day is Godsday in Deathweek. The annual High Holy Day occurs on New Year’s Day and celebrates the descent of Azrael after the Chaos Wars on the first day of the Dawn Age.

Lay Membership

Lay Membership is open to all mortal races save those who have given themselves to the anathema cults. There are no real benefits, mundane or otherwise. The laity give a point of power on Holy Days and have the right to consult with the Temple Hierarchy at, at least, initiate level. Skills and spells are taught at full cost provided they are known. In the tribal societies, all tribesmen are automatically laymen and make the decision to initiate into the tribal cult, Azrael, or another cult at the appropriate time.

Initiate Membership

The requirements to initiate into the tribal Azraeli cult are identical to those for the relevant tribal cult. The benefits are also the same save that the cult skill of Butchery, or its equivalent, is not taught. Instead Spiritspeech is learnt, counting as Speak Own for time/costs and this replaces the cult skill in all respects. The Azraelis in tribal societies have several taboos restricting them, notably that they may hunt but may not butcher or otherwise touch meat to be eaten for they are contaminated by Death; likewise new-born babies, pregnant women and cattle, etc., must not come near them. Women who join the tribal Azraelis do so either after raising children, as crones, or else forego families.

In civilised areas, the cult is on a more formal basis with the Placator sect usually predominating, and the ancestor worshipping sect being the Cinderella sub-cult. Initiates must eschew any other cult allegiance above lay level and are regarded as working towards the priesthood. They must show a dedication to Death exclusive of all other ties and must swear an oath to act as a shepherd to the flock that they may protect all mortals from the perversions of Death and Spirit. Upon joining he dedicates himself to one aspect of the cult but a final choice of specialisation is unnecessary below Rune level. The choice merely optimises his training. Some professions are dominated by Azrael, notably undertakers and the Monks of Luxor Abbey who are dedicated to research into Death and are dual initiates of Demosthenes and the invocational sect of Azrael. Undertakers are usually Placators seeking to console the bereaved.

The Placators and invokers will teach Spiritspeech, Death Lore, and 1-Handed Sword at ½ price plus the Commandments for free. These skills are taught by the temple along with Speak Necropolitan and R/W Sandscript at full cost. Spell teaching is half price for Bladesharp, Detect Undead, Spirit Binding, Spirit Cloak, Spirit Sight and Spirit Screen. Disruption and Detect Spirit are free. Healing and Xenohealing are double cost. The tribal ancestor worshippers also gain the same spell teaching.

Initiates may not sacrifice for Runemagic, save that the Placator and Invoker initiates may sacrifice for Free Ghost and the Ancestor Worshippers may gain Summon Ancestor, all non-reusably.

Initiates must pay 10% of their income to their temple in civilised places, and this is enforced strictly. The Azraelis tend to enforce strictly their tenet You shall have no other God before me. So only closely associated cults are accepted as dual initiates and these are limited to one sect, e.g. Humakt is sometimes associated to the Invokers but never the Ancestor Worshippers or Placators. Initiates of this level usually follow normal professions in and around Necropolis and are not assumed to be aiming higher. When old, they often ‘retire’ and become Pastors, Templars or monks as both a form of pension and an act of piety.

Shamanlings, Pastors, And Templars

Peculiar to Azrael are the intermediate ranks between initiate and priest. In the Ancestor Worshipper sect, the candidate must pass a test, he does not need to have an 18+ POW (see tribal cults). He then spends one year in intensive training in the skills of Spiritspeech and Song of the Ancestors of his clan. This training is normal time and free. At the end, the candidate will have mastery of Song of the Ancestors of his clan and a fair ability in Spiritspeech depending upon his knowledge bonus.

Shamanling Spirit Speech Training
Knowledge Bonus −10−50+5+10+15+20+25+30
Spiritspeech Skill 606570758080858590

During this period, the trainee Shaman’s DEX skills fall to DEX ×5%. He gains no other benefits, training or raises and may not take a leave of absence. During this training, roll d100. If a POW ×5% is fumbled, then the shaman dies before his training is complete and the candidate must find another shaman. At the end of this period, the Shaman will send his pupil out to complete his mastery of Spiritspeech by experience. During this time he is regarded as a ‘non-person’ by his tribe. He may pitch his tent in a special space near the Shaman’s tent and will be given food by the tribe, but no-one will talk to him nor is he allowed to attempt to talk to any tribesman or woman or even enter a tent other than his own. For this reason, most Shamanlings leave their tribe until they have mastered the art of Spiritspeech. To a Shamanling, the spirit world becomes so intimate that Spiritspeech counts as Speak Own. Upon mastering Spiritspeech he may return to his Shaman and demand his fetch. The shaman will ensure he knows the spells of Spirit Sight, Spirit Binding, and at least Spirit Screen IV. Then the Shaman will summon a random spirit for his fetch. If successfully allied, the Shamanling is a Shaman; if not, he reverts to being a warrior but with no stigma. The Shamanling may not become a Runelord, has a normal POW raise and has access to the Runespells of Summon Ancestor, Free Ghost, Spirit Block, Spirit Shield, Summon Specific Ancestor and Summon Spirit Teacher, all non-reusably.

In the civilised sects of the Placators and the Invokers, initiates may give up the mundane world and become temple staff, serving their communities as spiritual mentors and leaders. The Placators dominate the temples for they are more humane and their role as mediators between the living and the dead is highly respected. The Death Invokers are usually ex-warriors and are frequently noblemen forming the military leaders of the religion.

In addition to all of the benefits of initiates, Pastors and Templars gain free training in Death Lore, Speak Necropolitan and R/W Sandscript at double normal time, and ½ price Oratory. Also one season per year must be spent in Temple duties. They gain for free the battlemagic spell Deathsease and may sacrifice for all sect special 1 and 2 point Runemagics non-reusably.

Requirements for the rank of Pastor or Templar are 90%+ in the Commandments and to pass a test of (INT + POW + CHA) + Death Lore as a percentage. They must give all donations to the temple coffers but may gain training equal to 1/3 of this. Of all other earnings they must pay half to the temple coffers but again may claim this in training and spell teaching. Most Pastors and Templars reside in the temple and live on temple room and board which is free. They must sacrifice 2 points of POW on a Holy Day and 4 points on a High Holy Day. If desired they may resign as temple staff in which case they must serve one full season in intensive temple duties before being released, they may not claim training during this period but may pay normal prices immediately after for training before finally departing. Later they may resume their status if they pass a test of (1⁄3(INT+POW+CHA) × 5% + Death Lore) ÷ 2 %. Temporary release is regarded as sometimes necessary as priests require experience of the world to be effective spiritual leaders. As temple staff are not allowed to marry, this is another reason for release as some just cannot take the enforced celibacy. Applicants must of course dedicate themselves to a sect.

Runelord Membership - The Deathlord

Runelord membership is open to any initiate, Pastor or Templar who fulfils the requirements of 5 years as an initiate with service in a temple counting as triple time. This is service actually as temple staff - not adventuring unless specifically on cult duties. They require 15+ POW and mastery of Oratory, 1-Handed Sword (not longsword or scimitar), with or without Shield, any 2 reasonable skills, and 100% in the Commandments and Bladesharp IV.

Runelords that are or become temple staff, requiring celibacy, etc., are given a full suit of iron plus an iron sword of their choice. Those Runelords derived from extra-temple ranks or who depart the temple are given an iron sword and helmet only. Nobles from Necropolis usually serve their temples as Runelords for a time before leaving to marry and continue the line. There is no stigma in this at all and indeed a Runelord who once was a Templar is held in high estimation by both his peers and subjects.

Templar Runelords must spend one season in training and a second in sundry other temple duties every year. They are often used as military leaders in war and as a temple’s political ‘voice’. Extra-temple Runelords are often leading figures in their communities or noblemen and are frequently used to intercede with others of their rank or with other Azraeli temples. Hence both types of Runelord may serve as leaders and ambassadors.

Aside from armour, all Runelords gain the same benefits. Access to all Runemagic non-reusably of their sect plus standard and associate spells but not to other sects’ spells. Allied spirits may not be placed in any living creature. Divine Intervention is allowed but the Deathbringer sect never divint to restore life, theirs or anyone else’s. However the Placators see nothing wrong in doing so for everyone dies eventually and the Lord of Hell is the most patient of all the gods.

Tribal Runelords may not become tribal chiefs but can be Underchiefs. Requirements however usually prohibit such a rank for tribal taboos prevent them learning of butchery and 1-handed sword. However, exceptional individuals, usually with 2 or 3 more masteries replacing butchery, may be recognised as an Underchief. Azrael demands however that they have mastery of 1-handed sword and so they are virtually non-existent in tribes which do not use this weapon. In those that do, however, Azrael is very strong indeed. Benefits and restrictions are the same as for other tribal chiefs including the awakening of their mount, provided that they are suitably recognised.

Runepriest Membership

In the ancestor worshipping sect any shaman with an 18+ POW is automatically a priest and gains the benefits and restrictions on top of his shamanhood. In civilised areas, the priesthood is taken only from the temple staff. Requirements are 3+ years as a Pastor or Templar, mastery of Death Lore, 75%+ R/W Sandscript, 100% in the Commandments and 18+ POW. They must continue their dedication to the temple and their sect. They may not have leave or claim release and they must pass a test of INT + CHA + Spiritspeech.

They must take vows of celibacy, obedience to Azrael’s Law and their High Priest and serve their flock. Duties are onerous, occupying two seasons per year, one in solid temple duties, the other spread through the year as desired. They must sacrifice 3 points of power on a holy day, 5 points on a high holy day, and spend all of any holy day in ardent prayer and fasting from Dawn to Dusk. All Sacred Time must be spent in prayer and fasting without sleep from Dawn Year’s End to Dusk New Year’s Day. This may include leading the flock in worship. It is common for priests to take on the appearance of monks by shaving their heads and going barefoot in only simple robes. All DEX skills are reduced to DEX ×5% and neither the skills nor any characteristics may be trained.

Priests that are already Runelords have their skills maintained by Azrael. All other benefits and restrictions apply to them. Allied Spirits may not be placed in living creatures.

Runespell Compatibility

The ancestor worshipping sect gains standard Runemagic as per the tribal cults plus those spells below labelled ‘A’. The Placator and Deathbringer sects gain all standard Runemagics including Dispel Elemental plus those spells labelled ‘P’ and ‘D’ respectively. Spells marked ‘All’ are available to all sects.

One Point Spells

Discorporation P: Range self; Duration 15 min; Stackable (No limit); Reusable
As standard Runespell (RQ II, p61) save that battlemagic power increases the range of travel; 0 is 160m and each point of battlemagic power doubles this. Stacking the Runespell doubles the duration.

Face Death D: Range 160m; Duration 15 min; Stackable (No limit); Reusable
Can be cast upon any layman of a Death cult - a true layman who actively sacrifices power to such a God. The recipient will calmly face physical destruction in any form without flinching and is immune to all other morale affecting spells. It can be used offensively but it must be cast before a Berserker spell to be effective but cancels any battlemagic spell.

Free Ghost All: Range 160m; Duration instant; Non-Stackable; Reusable
Frees a ghost from binding or any other disembodied spirit upon a successful POW vs. POW attack and returns it to Azrael’s Hall of the Dead.

Spirit Block All: Range 160m; Duration 15 min; Stackable to 4 points; Reusable
Effectively prevents an attacking spirit from using 6 points of power for attack upon ,or defence against, the recipient. If the attacking spirits effective POW is reduced to 0 or less then the interaction between the spirit and recipient is not possible. This spell is incompatible with Absorption, Reflection, Shield, Spirit Shield, Defend, Flurry, etc.

Spirit Shield All: Range 160m; Duration 15 min; Stackable to 4 points; Reusable
A protective spell that confers upon the recipient the equivalent of Spirit Screen II and Countermagic II per point stacked. It is stackable with either of these battlemagic spells but not with Absorption, Reflection, Shield, etc.

Summon Ancestor A: Range 160m; Duration 15 min; Non-Stackable; Reusable
Summons a random ancestral spirit of the castor from Azrael’s Hall of the Dead (see Miscellaneous Notes).

Two Point Spells

Seal Wound D: Range 160m; Duration 15 min; Non-Stackable; Reusable
When cast upon any weapon, any damage done by that weapon cannot be healed magically or regenerated except by natural recovery.

Speak to Departed P: Range self; Duration 15 min; Non-Stackable; Reusable
Summons the spirit of someone known personally to the caster or to someone in physical contact with him. The spirit of may return briefly and speak using the caster’s voice, it may not do anything else unless possession spells are used. This spell is normally used to allow grieving relatives to speak to the recently dead. The dead usually tell the truth but are not necessarily constrained to do so, however the caster will usually have a fair idea of their veracity (INT ×5%).

Summon Specific Ancestor A: Range 160m; Duration 15 min; Stackable; Reusable
Summons the names spirit of one of the caster’s direct ancestors back from the Halls of the Dead. It must be stacked with Summon Ancestor.

Summon Spirit Guardian P: Range 60m; Duration 15 min; Non-Stackable; Reusable
Summons a weak spirit to guard the caster (INT = 3d6, POW = 2d6+6). It will first defend him against spiritual foes and then against any other threat at his discretion. The same spirit will return each time until destroyed. Roll 1d10 for sub-cult: 1-3 Ancestor Worshipper sect; 4-9 Placator sect; 10 Deathbringer sect. There is a (spirit’s) POW ×1% chance of it knowing Runemagic - a success gives 1 spell, a special 1d3 spells and a critical 1d10 spells. Make a raise roll to determine the number of points of each spell. It also has an INT x5% chance of knowing any normal battlemagic spell upto its INT limit, (INT + POW) x5% if a cult battlemagic, INT x1% if healing. The spirit will remain for the duration of the spell or until its power is reduced to less than 3 points.

Summon Spirit Teacher A: Range 160m; Duration 1 day; Stackable; Reusable
Must be stacked with Summon Ancestor and is also usually stacked with Summon Specific Ancestor. The summoned spirit will teach one spell or 5% of any skill he knows to all it those it accepts - roll as for Ancestral Summons: any enemy or malign results to one or more of the group will cause it to instantly abort the teaching. A hostile result to an individual will cause it to reject that individual. Neutrality will cause it to demand 1 point or permanent power per point of spell or 5% of skill. Friendly results means that training is free - roll for each individual taught. Once the request for teaching is made the offer must be accepted.

Vigil of Death D: Range self; Duration permanent; Non-Stackable; Non-Reusable
Upon a three day vigil during Sacred Time before the High Altar of Death in a consecrated temple. It has seven effects.

  1. The recipient receives a bonus of +4 to his power for defensive purposes.
  2. The cost of Divine Interventions is halved.
  3. All healing used by or on the recipient is halved in effect.
  4. The recipient gains +5% in all skills with a positive power bonus.
  5. The recipient receives a permanent effect as per Face Death.
  6. There is an aura of Death about the recipient and all non-death cultists will be unable to meet his gaze if they fail a POW ×5%. All life/fertility cultists will be automatically demoralised in combat with him.
  7. Thanks to the latter effect, he also gains +1d6 Charisma.

The vigil is completed, the spell sacrificed for, then the recipient rolls POW ×5%. If he succeeds then he gains all the above effects provided he vigorously observes the Commandments and the strictures of his rank. Breaking any of them loses the spell which demands a ritual cleansing, penance and resacrifice. A failed POW x5% roll means that the cultist is somehow unclean and the spell is lost even as it is gained and requires cleansing etc. as above.

Three Point Spells

Deathward P: Range touch; Duration instant; Non-Stackable; Non-Reusable
This spell resurrects a dead person provided his spirit has gone to Azrael’s Hall of the Dead and the recipient makes a successful POW ×5% roll. The body will have deteriorated in the interim (see Lucifer’s Light of Life spell). The spell may be used reflexively upon the caster’s death. Each point of Divine Intervention stacked increases the chance of success by 10%, but 96+ is always a failure. If this spell fails even once then Azrael will not release the soul for any reason, including divint. The spell does not include any healing, so the body must be healed and cured of poison etc. before using this spell or the recipient will instantly die again. (One tactic has been to cast vigour on a person dead of shock or blood loss, use Deathward, and then heal using normal spells.)

Incarnation A: Range self; Duration 1 day; Non-Stackable; Reusable
Must be stacked with Summon Ancestor and is usually stacked with Summon Specific Ancestor as it is very dangerous to use a random spirit. It causes the summoned spirit to possess the body of the caster for the duration of the spell bringing intact its knowledge, spells, and skills. The host is suppressed temporarily but remains in communication with the spirit, offering instructions and guidance. The spirit is in total control of the caster’s body and may act as it sees fit. It can also be used to incarnate a spirit encountered on the spirit plane though obviously this is even more dangerous as the spirit may not be human or even once-living. Roll d100, on a fumbled POW ×5% the possession is permanent and the caster’s spirit goes to the ancestors.

Sever Spirit D: Range 160m; Duration instant; Non-Stackable; Reusable
Acts like a sword to cut the cord between body and soul and send the victim to Azrael’s Hall of the Dead upon a successful POW vs. POW roll. If the spell fails it still inflicts 1d6+1 CON damage to the victim. Obviously only a Deathward spell can resurrect a victim of this spell.

Subservient Cults

Spirit of Reprisal

For tribal cults, vengeance is the main reprisal, by shaman or warriors. If a cultist dies in a state of spiritual pollution, then he must spend some considerable time in that part of Hell called Purgatory, unless brought back to life to make amends. If in a state of grace, then the Elysian Fields are his immediate destination. Spiritual purity can be gained through confession and absolution whilst dying, and cultists tend to be keen on this, therefore they tend to toe the line. For minor infringements of the Commandments, confession and penance followed by absolution is the usual course. Penances can be suited to the offence and may extend to flogging to death or a task to be completed that is tantamount to a death sentence. However in such a quest, it is the attempt rather than the success which cleanses the soul. For the very serious crimes of Blasphemy, Heresy and Reversion, Azrael reserves his ultimate sanction and those of Pastor or Templar level or higher will be hit by a Sever Spirit spell of power 30 and Azrael will consign their spirits to everlasting purgatory, as distinct from temporary purgatory.

Associated Cults

Blue Face

The baboon Hero-God was grateful to the Death God for giving him a purpose and a tool. He offers ...

Counter Chaos: Range 160m; Duration 15 min; Non-Stackable; Reusable; 2 points
Protects the recipient from the effects of any Chaos-Features an opponent may have.

Bullhead

Minotaur society is typically tribal. Bullhead would probably have the same relation to Azrael that any other tribal cult would have but is too weak to extend any spiritual aid to Azrael. However the Minotaur father remains close.

Charon

The ferryman rows the dead across the Styx into Hell from Limbo. Azrael initiates do not need coins to cross the river Styx, however they still pay on Earth.

Humakt

The Warrior God of Death and Truth was said to be Azrael’s son. He was offered Death by his father and in return offers ...

Truesword: Range touch; Duration 15 min; Non-Stackable; Reusable; 1 point
When cast upon any straight 1-Handed sword, causes it to inflict double damage upto the maximum of the sword (e.g. a braodsword does a maximum of 9). Does not affect the bonuses due to damage bonus or other magics.

Madonna

The first woman was Azrael’s sister and wife. Still to this day, the Kings of Necropolis preferentially marry their sisters, and inheritance in Necropolitan speaking lands is matrilineal in deference to Madonna. Hera offers her husband the following spell that he may always speak to those who love him.

Mindreach: Range unlimited; Duration 15 min; Stackable; Reusable; 1 point
When cast, allows the caster to contact any one person with whom they are personally acquainted as the battlemagic spell Mindspeech. One person may be contacted per point of spell and this person may not be changed after casting.

Matar

Despite the antagonism of the runes, the Earth Mother remains close to her son and confers an automatic Fieldward around any consecrated temple.

Mistral

The gentle windchild learnt of spirits from Azrael and the cult is common in windchild society. Some windchildren have joined the Placator sect.

Sawtooth

Beavers sometimes aspire to things other than logging, when this occurs Azrael is a common choice. The ancestor worshippers are occasionally found in lodges and certainly family are important to beavers.

Stygia

In the Darkness, Azrael fathered the Troll Mother upon the Queen of the Night. She in turn gives him the following spell to help in the cooking of bad meats in the winter when good food is scarce.

Season: Range touch; Duration instant; Stackable; Reusable; 1 point
When cast into any meal while cooking, causes the meal to be particularly well cooked. If the meat or vegetables are fresh then the cook’s skill is doubled. Old, rancid meat and vegetables may be used at full percentage with no danger of poisoning. Each point hides the mortification of a week old carcass. Stacking doubles the amount of decay that can be negated (i.e. Season IV negates one season’s worth of rotting). A seasoned meal is noticeable from its spicy flavour and smell.

Tribal Cults

Azrael saved the tribes from the ghosts that haunted them at the end of the chaos wars. Azrael is easily the second most common cult amongst the barbarians in the form of the ancestor worship sect.

Viking

The Berserker gave up his powers over air to enter Hell during his pursuit of Than, thus Runepriests of Azrael may sacrifice for Small Sylphs.

Vulcan

The Smith God forged the embodiment of the Death Rune for Azrael in the form of the first sword, which Azrael gave to his son Humakt.

Wraithe

Possibly one of the sons of Stygia and Azrael. Now estranged, before his fall from favour he gave his father the following spell, though it is little used.

Create Zombie: Range 40m; Duration instant; Non-Stackable; Reusable; 2 points
Creates a zombie from a recently dead, fully fleshed, body which can fight @ DEX ×5%.

Zorak Zoran

The Troll Death God, like his brother and half-brother, holds his father in high esteem and offers the following spell, though its use is frowned upon outside Troll society.

Create Skeleton: Range 40m; Duration instant; Non-Stackable; Reusable; 2 points
Raises dry bones to fight @ DEX ×5%.

Miscellaneous Notes

Cult Skills

The Commandments: Knowledge; Base 00%; Training 100/200/400/800
The Knowledge of Azrael’s Laws pertaining to everyday living by his civilised worshippers. Anyone can name the commandments who has 25%+ in the skill, but successful use of the skill indicates the ability to apply the written command to the everyday world. The Commandments are

  1. Thou shalt have no other god before me!
  2. Thou shalt not make any image of any living thing or bow down and worship such a thing, nor its image!
  3. Thou shalt not speak the name of Azrael in other than Rightful Worship!
  4. Thou shalt not speak, nor permit to be spoken any blasphemy into the ears of those worshipful of Azrael, lest they be led astray by false prophets!
  5. Thou shalt honour the Sabbath and permit no work to be done in your household or upon your lands by one worshipful of Azrael!
  6. Thou shalt honour thy priests, for they are the custodians of my Words and will care for you and prevent you from straying!
  7. Thou shalt honour thy father and mother and hearken to their minds, and to their fathers and mothers before them, for they are old and wise in the ways of the world!
  8. Thou shalt not permit a chaot to live!
  9. Thou shalt not bear false witness against one worshipful of Azrael!
  10. Thou shalt not steal from one worshipful of Azrael!
  11. Thou shalt not commit adultery!
  12. Thou shalt not kill one worshipful of Azrael!

Scripture provides the death penalty for all these crimes if committed. The Placator sect is usually fairly lenient, desiring penance and offering absolution and reparation on an eye-for-an-eye basis. The Deathbringers often like to enforce the law strictly.

Death Lore: Knowledge; Base 00%; Training 500/1000/2000/4000
Knowledge of legends pertaining to and philosophy surrounding Death, and related subjects, e.g. Hell.

Speak Necropolitan and R/W Sandscript see Demosthenes
These are the common speech and writing of the lands surrounding Necropolis. They are also the official language and script of the cult and are taught in all temples. All parents in the cult will ensure that their children speak Necropolitan to at least 30%+. Temple staff speak noting else. All records are written in this script and language.

Song of the Ancestors: Knowledge; Base 00%; Training 250/500/1000/2000
Peculiar to each clan, the Song of the Ancestors recalls the history of the clan including all its notable individuals, their deeds, allegiances and abilities. If a spirit is required with a specific ability, a success on this skill means a spirit can be found. An impale guarantees that he is not an enemy, and a critical guarantees at least neutrality. Otherwise, any spirit summoned for the first time must be rolled for on the Spirit Reaction Table (see below). Spirits tend to be cranky and senile in comparison to mortals, out of touch with reality and viewing the world in absolutes. This skill can also be used to assess the ability of the spirit of a named tribal hero.

Spirit Speech: Language; Base 05% (if in spirit cult) or 00% (others); Training see below
Costs for training are as Speak Own for shaman and shamanlings; as Speak Related for spirit cult initiates; and Speak Other for all others. This is not a spoken language but the ability to project verbalisations across the spirit plane. It can function between two spirits , or between a spirit and a corporeal person but not between two corporeal persons. Undead cannot use this skill. Oratory may be used but is limited to the lower of the two skills.

Cult Battlemagic

Deathsease: Range 80m; Duration special; Focused; Passive; 2 points; 1000s
When cast upon a willing, dying recipient, this spell kills pain, masks shock and creates a feeling of cosy contentment in which death seems like a pleasant friend. Recipients of this spell will not feel pain nor hurt and will do nothing to harm or heal themselves or indeed attempt any action. Instead they will wait calmly to die. Freed from its body, the spirit may view things differently. Lasts until recipient is no longer dying.

Spirit Binding: Range touch; Duration permanent; Focused; Passive; 1 point; 1500s
This spell is used to bind spirits into familiars or magical objects. Familiars tend to be peculiar to each cult as the cult’s spirits are incompatible with most creatures. The usual magical objects are Power Storage Crystals, which can contain one spirit of upto 7 points of power per point of storage. Trying to bind a spirit into a crystal that is too small will shatter the crystal. Spirits in objects show up on Detect Spirit and serve as sources of power. Its power may rise to the limit of the crystal , further raises shatter the crystal and release the spirit. Familiars detect as animals, and raise power as for living creatures. If the binder dies, then all his bound spirits are released.

Spirit Cloak: Range 80m; Duration 1 hour; Unfocussed on self, Focused on others; Passive; Variable (no limit)
Each point reduces the effective power of the recipient spirit by 6 points for the purposes of visibility to other spirits. Note that a visible power of less than 0 is perfectly possible, it merely requires a good spotting roll to be seen.

Spirit Screen: Range 80m; Duration 2 min; Unfocussed on self, Focused on others; Passive; Variable (no limit)
Each point adds 5% to the spiritual damage roll of any spirit attacking the recipient, thus Spirit Screen II renders a spirit unable to inflict more than 2 points of damage. Spirit Screen XX means that interaction is impossible. It also reduces the chance of a successful binding by 5% per point, and similarly effects all skills and abilities involving spiritual interaction.

Spirit Sight: Range 40m; Duration 2 min; Unfocussed on self, Focused on others; Active; 2 points; 1500s
Enables a corporeal recipient to see disembodied spirits and the spirit plane as if he himself were disembodied for as long as concentrates. Note: it is the recipient’s concentration that must be broken, not the casters.

Spirits, Ancestors, and the Spirit World

Summoned ancestors are always direct ancestors of the caster, e.g. grandmother, great-great-grandfather, etc., but spirits on the spirit plane fall into many classes. All natural things have spirits, artificial things only if so constructed. The following spirits may be found in a locale.

Terrain Spirits: Places such as woods, rivers, cliffs, plains, all have distinct entities. There powers are usually very large and proportional to their POW and size. They are usually inactive and benign unless provoked. They seldom will do anything active on behalf of a supplicant but have been known to give information and advice to those they like. River spirits are the most active and forceful but are powerless away from their river, and this is the criterion that determines a terrain spirit - it is totally static. Typically INT is 1d6 × 1d6, and POW is 1d6 × 1d100. There is almost always one terrain spirit in any one locale, and sometimes 2 (if a river runs through a wood for example) but very rarely three or more.

Nature Spirits: Rocks and trees mainly. Rocks start large and erode, from 6d6 down to 3d6 for a man-size rock down to 1 point for a pebble. If this erodes the rock turns to sand and their power enters the local terrain spirit. Plant spirits instead grow, often using the power of the terrain.. Their powers are d3 for a small plant, d6 for a shrub, 2d6 for a small bush, large bushes and small trees have 3d6 power. Trees can grow to quite majestic sizes. These spirits usually mind their own business, but if harmed can be very aggressive. INT is always 1d3 for rocks; trees have 4d6 INT, and smaller plants have somewhat less. Plants are usually in Faerie though occasionally they are renegade Banurili and these can be most dangerous.

Weather Spirits: The locale will usually have some sort of weather spirit. These are semi-elemental, always moronic (d6 INT) and almost always allied to Wind and Mobility, and sometimes Rain, Darkness, Cold, and Fire as well. These spirits tend to be very powerful (usually 5-10d6+6 POW). Storm spirits can have power in the hundreds. Violent, boisterous and unpredictable, they will only serve a peer and cannot be bought or bribed.

Demon and Deity Spirits: Demons are thankfully rare and usually conjured to a specific place and or times in the calendar. They are invariably malevolent and may attempt to haunt, possess, or destroy innocents. The very worst will consume their victims and even use them as a means of access to the world. Deities may be encountered in a similar fashion to Demons, but they may also be found wandering loose. Usually only a fragment of a Deity is encountered of INT 3d6+6 and POW 6d6+6 upwards to virtually unlimited power and INT of 30+. Demons have INT of 1-4d6 depending upon their power, and a POW of 3-6D6+6. Some deities are known for their manifestation, e.g. Pan.

Animal Spirits: When an animal dies, it may leave behind a spiritual presence, if strong an on the spirit plane they follow an existence similar to their earthly life. INTs are usually 1-3d6 and powers range from 2d6 upwards to the ‘Animal Spirit Kings’ (e.g. King Ape who rules all monkeys). These kings have typical powers of 36-48 and can manifest physically. An animal connected to a shaman’s totem rolls on the friendly reaction table and a shaman’s actual totem is always friendly. The spirit world does not teem with ‘life’ like the physical world but a few creatures should be around in most locales. The following is a typical distribution of types of form.

Animal Spirit Encounter Table
Encounter RollForm RuneNotes
01-35BeastRoll on Zadok and Banuril table.
36-70BirdRoll on Phoenix table.
71-85ReptileSnake or Lizard, very occasionally exotic
86-90InsectBeetle, Spider, Wasp, Fly, etc. Roll on Lowbrow table.
91-95NewtFrog or Newt. Only found near water.
96-99FishWide variety. Only found in water.
00SpecialRoll 1d100. 01-90 Malevolent Undead Spirit, 91-99 Demon, 00 Deity.

These percentages will change with locale. For example, insect spirits are much more common in Troll Lands and Newts dominate marshes.

For all save the special category, roll for power:

Animal Spirit Power Table
d100 roll01-1011-6061-8586-9596-99100
Power2d63d64d65d66d6Animal Spirit King

All powers are rolled with one extra die, and the best are picked.

People Spirits: These are the spirits of the dead and departed ancestors plus sundry other dead persons, and of course discorporate people such as shamans. In Holy Places such as burial grounds, 99% of all spirits will be of the clan. Otherwise consult the tables below. Note: as with the animal spirits cult emphasis will change. In cities the civilised cults dominate, in the Trolllands the Troll cults predominate, and so on. These tables are used in typical wilderness areas.

People Spirit Encounter Table
Die RollType of SpiritPowerBattlemagic
(spells not points)
Runemagic
01Discorporate living person, usually a shaman.3d62d4+42d6 - usually shamanic
02-50Recently dead person, waiting to go to afterlife, found near body.3d62d62d4−5, but 2d6−5 if POW 18
51-75Ghost:
Spirit in area due to binding, no burial rites, seeking vengeance etc. Usually unhappy, often malevolent or insane.
3d6INT - 2d6POW x3 of 1 spell
76-904d6INT - 3d6POW × 1 of 1 spell
91-955d6INT - 4d6POW × 1⁄3 of 1 spell
96-986d6INT - 5d6POW × 1⁄5 of 1 spell
99BiggerINT - 6d6+POW × 1⁄8 of 1 spell
00Spirit of Ancient Hero - usually on own business but may do a service in return for a service. (d6+4) × d6+62d4+62d6 reusable

All powers, except heroes, are rolled with extra die, and pick best.

Cults of Spirits

Notes:

  1. on a d6 roll 1-4 Tribal Cult, 5-6 Azrael.
  2. for Madonna cultists roll on the sub-cult table below:
    Madonna Subcults
    01Hymen
    02-05Vesta
    06-15Venus
    16-30Amazon
    31-40Hera
    41-55Vestal Amazon
    56-85Venal Amazon
    86-00Hera Amazon
  3. Almost invariably in Naiad when found inland.

Reaction of Spirits

Many spirits are wayward and may be violent and aggressive to anyone. Insane spirits may completely change their attitude to any individual every meeting, but most spirit’s reaction is decided upon first meeting. Roll d100 and consult the following table.

Spirit Reaction Table
ReactionBackground of Spirit
Immediate FamilyAssociateFriendlyNeutralHostileEnemy
Soulmate01-2501-1001-050101-
Friendly26-7511-5006-3502-2502-1001
Neutral76-9051-8536-8026-7511-5002-15
Timid Bully91-9786-9581-9076-8551-7516-50
Hostile98-9996-9991-9786-9576-9051-75
Malign000098-0096-0091-0076-00

Soulmate: means the spirit regards the Shaman as his blood-brother and will be glad to do his bidding for no other remuneration than his love.

Friendly: means that the spirit is well-disposed to the Shaman and will aid him but not to his own risk and will seek at least some small reward afterwards (usually battlemagic power).

Neutral: means the spirit is detached and frankly mercenary. It will seek concrete reward (such as permanent POW or Spellteaching), which must be negotiated before aid is given.

Timid Bully: if smaller than the shaman, this spirit will act friendly and can be coerced. If the same size, it will act neutral and can be treacherous. If larger, then it is hostile and can become malign.

Hostile: Spirits of this type will be openly mocking and provocative, and will only aid the shaman if he faces an opponent that the spirit hates more and will either demand a concrete reward, and often turns on the shaman afterwards or retreats promising to destroy the shaman next time they meet. Honour may modify the spirit’s actions but not its attitude.

Malign: will attempt to destroy the shaman, either by treachery and dissembling especially if smaller than the shaman, by direct attack, by haunting and possession, by subterfuge or by possessing the shaman’s friends to attack physically. This spirit will not aid him on any account.

The Nature and Geography of the Spirit World

The geography of the spirit world closely parallels the material. Terrain is like that of the locale but is sparser and less densely populated. Anything with a spirit has a presence on the spirit plane but those with bodies are automatically ‘cloaked’ and only dimly seen as shadows. The terrain spirits can spontaneously alter the small-scale details of their realms but only within the limits of their nature, i.e. a spirit of a grass-veldt cannot suddenly produce a mountain, but a terrain spirit of a ravine could place a spiritual cliff-face barrier where he pleased, or cause a spiritual cliff-edge to crumble. The success of the manoeuvre being governed by a POW vs. POW attack. The appearance of the spirit world is usually bleak, there being few trees and plants outside of elf-woods, where of course nature spirits are common. Twilight appears to be the general light level, unless some spirit of light or dark, or weather spirit alters this.

Inter-locale travel is possible between locales whose terrain spirits are in contact. Most terrain spirits contact their neighbours spiritually and it is possible to visit a spirit locale very distant from the discorporate shaman provided contact can be established. Travel beyond the locale of the shaman’s body can be very dangerous without a spirit guide, a discorporate person can get ‘lost’, unable to find his body, particularly if the terrain spirits involved break contact. Sages have written that it is almost as if terrain spirits act as vehicles and actually ‘contain’ all the other spirits.

In the spirit world, power appears as physical size, and Runes and other facets appear as colours and other symbols. Generally no spirit notices other spirits of Power more than its own INT less than its own power, but once noticed, such spirits can be followed unless the watching spirit becomes distracted. The maximum distance another spirit can be seen is the objects POW times the watchers INT in metres (subjectively). No vision is possible from one locale into another, the terrain usually ending in a grey mist. Spirits cloaked by living bodies are only visible 1⁄10th as far as normal spirits and are unclear even then. In the spirit world, spirits are real and corporeal people are as ghosts. A spirit can hide in the spirit world if (a) it rolls (INT - POW /6) × 5% successfully and (b) the terrain spirit lets it! A large spirit searching for a small spirit has an INT × 1% chance of finding a hidden spirit, if it doesn’t move and an INT × 5% chance if it does.

Shaman Fetch Table

When a shaman asks in the spirit world for a fetch for his apprentice Shamanling (assuming the shamanling has not found his fetch already), a spirit volunteers if the Shamanling rolls (POW+CHA) × 2.5%. This will be of the following type. Roll d100.

Shaman Fetch Table
Die RollSpirit TypeIntPowerNature
01Terraind6 × d6d6 × d100Completely sedentary. Shaman must visit locale of fetch.
02-05Rockd3d6 × d6 + 6Semi-sedentary. Shaman must visit fetch but fetch will follow in the spirit plane.
06-15Weatherd6(d6+4) d6 + 6Spirit will come, bringing weather, when called. Violent and irresponsible.
16-30Tree4d61d6 × 1d6Semi-sedentary. See rocks above.
31-60AnimalAs animalAs animalFetch always with shaman.
61-00PersonAs personAs personFetch always with shaman.

The fetch can enter Mindlink by touching the shaman spiritually and very powerful spirits can manifest physically. Some have elemental or other connections. Their function is to serve as mentors and guides on the spirit plane. They are always close friends of the shaman but ill treatment can cause them to leave the shaman and a fetchless shaman is spiritually impotent.

Sect Philosophy

The Placator and Deathbringer sects have very different viewpoints. The Deathbringers are hard, extremist and unforgiving, whereas the Placators are softer, more generous and forgiving. When the Azraeli have clashes of ethos with other cults, the Deathbringers usually adopt a confrontational, fundamentalist approach, whereas the Placators will be conciliators and diplomatic and will attempt to intervene to avoid spilling blood.

Variations on Azraeli Worship

Azrael is a very widespread cult and in places it has bred some cultures with dogmatic viewpoints that the orthodox Azraelis regard as heretical. Some rearrange the order of the Commandments, and this is the most common variation. One sect decreed that anything less than complete chastity was an affront to the God and the temple hierarchy was composed entirely of eunuchs. One widespread heresy is the concept of reincarnation which some Azraelis hold is the nature of Hell - perpetual rebirth until spiritually purified for Azrael’s Hall of the Dead.

Ritual Prayer

All Azraelis, as well as their Holy Days, also observe a daily ritual of prayer at Dawn and Dusk and before and after every meal. These prayers are made by facing towards Necropolis and covering the eyes. It is these prayers which give away a devout Azraeli to his neighbours. But many Azraelis living elsewhere forego such prayers, but of course this is usually confessed and ritually absolved. All Azraeli temples are built in the shape of a Death Rune and point towards the Great Temple in Necropolis, so that all worshippers automatically face in this direction when praying towards the altar.

Starting Character Azraelis

Any character whose parents are in Azrael will know the following at the indicated levels plus bonuses

If he adopts a sedentary career and attends the temple services, these bases will rise to

If he is also a townsman, which will tend to be the case in non-Azraeli areas, specialist careers are always possible for Azraelis as Pastors, Templars and undertakers. In Necropolis the career of Luxorian monk is possible, though these are rare elsewhere.

Undertakers always serve Azraeli communities but also offer their services to anyone not anathema who desires to have a body prepared for burial. Theirs is an honoured profession in Azraeli society but they suffer some prejudice elsewhere, particularly from Life/Fertility cults who regard them as unclean and somehow ‘dirty’. They gain the following base skills.

They also gain the following spells.

They receive a set of tools, no armour, and (POW+INT) × d20 shillings.

Luxorian Monks are dual initiates of Azrael and Demosthenes, dedicated to research into all matters connected with Death. They use maces due to vows against spilling blood. They are trained to the following skill base levels.

They are also taught the following spells.

They receive as equipment a black cowled robe, a mace, shield, and no cash.

Temple Staff receive the following skills at the indicated bases.

They also gain the following spells.

They are given no armour but do start with a set of robes, a sword, 2d100 shillings. They are automatically an initiate temple staff if they pass test.