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Thanatar

The Severed God


History

Before Time

Than was of old the son of the Devil; entering the world with his Father at the time of the Rent. He commanded his Father's most powerful legions. Than conquered half the World in the name of Chaos before Rhadamanthus routed him at the Battle of Truth. In vengeance, Than captured Rhadamanthus' sister Orenoar, Goddess of the Dawn, Mistress of Light and Knowledge; and carried her to a dark and secret place and there devised a foul magic whereby he removed her head with a fine wire and incarcerated her soul within it. Than then moved through the Darkness taking her magic and knowledge to supplement his own; with this knowledge he formulated another hideous spell whereby he could seize magic and knowledge from out of a living person's mind leaving him bereft of all knowledge and mindless. Thus were there several Gods lost.

The Lawgods could not tolerate such an atrocity and while the Lightbringers pursued the Devil, Than was himself pursued as he searched for his Father by Viking a son of Typhon the Stormlord. Viking slew himself to follow Than into Hell and thereby became a God of Death. Than fled, Viking followed on his heels until finally the Head Hunter was cornered by the Storm God's son in the shadows against the fiery rays of Helios at the centre of Hell. Viking's Axe sent Than's head flying into the Sun's Light where it was blasted and seared; Than's body fell and Viking departed believing him no more. When the Lightbringers came to release the Sun, Rhadamanthus found the Head of Than, along with the once beautiful head of his sister. Filled with a bitter thirst for Justice, he tried to destroy the Skull of Than and in so doing, discovered how to protect himself from the Severed God's Mind-Stealing power; but, unable to destroy the skull itself, he threw it into the Ocean. Unwilling to have such a trophy pollute the depths, Poseidon caused it to be washed-up upon the shores of an Island.

After Viking left, yet before the Lightbringers came to Helios in Hell; Than's headless body arose and went in search of its head. It searched all Hell, but it couldn't come near the Sun's rays and so it could not find it. Not finding his own, Than went in search of others; To this day, the body of Than stalks the Underworld taking heads and for a time wearing them upon its own shoulders until they decompose and are discarded. Somewhere, in a Secret Place in Darkness there is that place where Than first wrought his spells of Head-Theft; there lies the body of Orenoar, Goddess of the Dawn bereft of knowledge; many have sought for it, none have found it!

Since Time

After the rise of Time, the Skull of Than came to be worshipped by the people of the Island as a Death God. There it was discovered by a self-serving Priest of Poseidon named Markhor Nightstar and he it was who brought it back to the mainland. Possibly possessed by it, Markhor Nightstar used the skills of Demosthenes to research its origins and powers; subsequently he formed the cult of Atyar, Hornéd Devourer of Knowledge.

Meanwhile the cult of Than continued to follow their God as they had in Godtime, but with the Severing of Than, their powers where drastically curtailed. The Cult of Atyar grew until Rhadamanthus heard of it and recognising the cult as a remnant of Than, immediately launched a crusade to destroy the abomination. Atyar could not face the Righteous Wrath of Light and Truth and the cult fled and their city was destroyed; yet the cult itself survived for it merely dispersed and reformed in secret skulls across the World. It was then that the two cults of Than and Atyar were reunited, for they recognised that they worshipped two aspects of the same God. True unity was impossible for the Body and Skull of Than were sundered, but the cults benefitted each other immensely.

The Skull is said still to exist still, perhaps buried deep in a vault beneath some city, possibly secreted in a mountain cave, or even returned to its island of worship. Many Thanatari heroes have gone in search of the Skull, thinking to bear it with them into Hell thereby reuniting the parts of their God into One; so far all have failed!

Life After Death

Followers of Thanatar do not fear Death for they know they will be personally escorted to Hell upon their demise and serve their God as spirits, returning when summoned to serve their cult and answer questions. Both the Spirit which Summons them to Hell and the spirits of deceased cultists are demonstrable realities to all living cultists. Meanwhile, the bodies of dead cultists, (and any others who die within the Temple precincts) are, whenever possible, turned into undead that they may aid the cult even in death. Cultists are not granted a divint after death .

Runic Associations

Than originally was a God of Death, Darkness and Chaos. From Orenoar he stole Truth. Upon severance, Than lost Truth, whilst the skull had its powers over Darkness blasted away by the Fire of Helios. The reunion of the two cults created a lesser deity of Darkness, Death, Truth and Chaos.

Nature of Cult

Thanatar personifies the insatiable thirst for knowledge and power at the expense of others. As long as people exist who desire to subjugate others with fear and desire knowledge of things arcane and hidden, then the Cult will thrive in secret.

Socio-Political Position and Power

Wherever Skulls exist, the cult will be found trying to wield power and influence covertly. However, the cult dislikes force and pure terror, (methods preferred by the cult of Ma Fear). Thanatar uses more indirect, manipulative means. Many cities are secretly under their sway and yet the elders of such cities know them not, for the cult is subtle and secretive. Occasionally the cult becomes more prominent in areas dominated by Chaos where it may become the premier Knowledge cult ahead of even Demosthenes. Wherever there is knowledge to be gained, there will be found Thanatar's Cells and Skulls.

Particular Likes and Dislikes

No cult likes Thanatar for all fear they may wind-up dangling from a head-hunter's belt save perhaps for the Vampires. The cult itself pursues any knowledge, spurning none. It has been noticed that the cult is strongest in those places where the Moon cults are strong, but the Sun cults are not; the greatest Skull is said to be in Moonguard, yet Selene hates and fears the cult as much as any other. The events of Godtime cause the cult to pursue vengeance most upon Rhadamanthus, Humakt and Viking. All Life Rune cults are despised as weak. Opposition to Thanatar is spearheaded by Rhadamanthus and Humakt, and if a Skull is ever assaulted it is always by these two in unison and strength, the cult genuinely fears these two and will always try to undermine the powers of Light and Truth by subversive means. Though it hates all other Chaos Rieving cults, it only fears these two. Cultists dislike all symbols relating to Sunfire, especially Gold. The cult metal is Tarnished Silver, this and the cult's Darklight appears to point to a relationship with warped moonlight yet again.

Organisation

Temples are called Skulls; sub-templar groupings are called Cells, these are most frequently 4-6 man intelligence gathering units working for Skulls elsewhere.

There is little contact between Temples. Inter-Skull relations will usually involve competition for intelligence resources. In theory, Skull status depends upon the seniority of the Skull, in practise it is usually dependant upon power. Frequently Skulls practise one aspect of the Cult to the exclusion of the others.

Skull Infrastructure and Hierarchy

A full Skull has a complex structure headed by the High Priest of Dark Truths, immediately beneath him is the most senior Runelord, (who may also be a Runepriest), called the Doom Lord who directly commands the other Runelords, who may not be Priests, and are titled Doom Masters. Also beneath the High priest are the three subcult priests who are called the Head of Than, Breath of Thanatar and Horn of Atyar respectively. These priests, as well as heading the subcult, also form the heads of factions vying for dominance within the temple. Politics and Internecine warfare are important means of promotion. Except in extremely large Skulls, there will be no other full Priests. Beneath the Full Priests in precedence are the Doom Masters who are also Doomed Priests, dedicated to one aspect of the cult. The Initiates are divided into two classes, the Doom Seekers who may or may not be committed to a specific cult aspect, and the Doomed who are always committed to an aspect; the Doomed are divided into Doomed Warriors aiming at Runelordhood and Doomed Priests who have many of the benefits of a Runepriest including enhanced POW gain and reusable Runemagic. Beneath the uncommitted Initiates are the laity, referred to in cult parlance as the expendables.

Despite this complex and intricate structure, discipline is based upon fear and force. Advancement by assassination is common and should the High Priest die for whatever reason, often the ranking Full Priests will fight it out with their affinities for control of the Skull. However, a farsighted and powerful High Priest will often have groomed an underling for the post and have bought the loyalty of the Doom Masters to ensure an easy ordination. Alternatively a neighboring Skull may make a power bid by forcing in one of its priests and transplanting enough Doom Masters and Doomed to ensure his survival. The Moonguard Skull does this often, reputedly with success. It has been known however, for the entire hierarchy of a Skull to extinguish itself in a succession war.

Centres of Power and Holy Places

Darkness and Death are everywhere, Truth is what you make it, therefore the cult has no obvious centre of power, though it is noticeably stronger in Lunar dominated areas and weakest in places where Rhadamanthus and Humakt are strong.

Individuals find comfort in being underground in the cult light, but Skulls may be found in cities or forests or caves.

Holy Places include the Island of Atyar, the place where the skull is, and the Tomb of Orenoar wherever these places might be.

Holy Days and High Holy Days

The cult seasonal Holy Day is Wildday of Death Week. Each subcult celebrates a High Holy Day in Dark Season. Than upon Freezeday of Death Week; Thanatar on Godsday, Disorder Week; and Atyar upon Wildday of Truth Week. The cult as a whole celebrates two other festivals; that of the Reunion on All Deities Day; and that of severance on Windsday, Death Week, Storm Season when all cultist abstain from cult activity and fast. Each festival has a particular arcane ceremony.

Lay Membership

The cult attracts all who seek power and knowledge. Such applicants must be willing, even eager, to decapitate others to steal their knowledge. Thus psychopaths form its laity in bulk. All races are accepted save Dragonewts. In certain areas, Thanatar forms a Shadow Government and is relatively easy to find, but normally only a person of abnormal perception and tenacity would attempt to even find a Skull and his reason would be psychotic.

Of necessity, all prospective laity must be tested extensively, this is abstracted as (INT+CHA)×52% plus 5% for any gift of value or service to the cult. Non-chaotics test at CHA−5 unless of an obvious chaos race. Failures are considered spies and are dealt with accordingly.

It is common for a prospective Layman to remain in this state for a considerable time, performing services for the cult without worshipping at, or even knowing of, the location of the Temple, but functioning in a cell composed of others like himself lead by a Doom Seeker. Such a one will gain no training, but will be told his services will be taken into account when he is adjudged worthy of membership.

Benefits and Requirements - The Talisman

Lay Members are taught the lesser Passwords and the Main Entrance to the Skull. They must attend all ceremonies and account for themselves on a weekly basis unless given specific leave by a Doomed Priest or higher. They are referred to as the Expendables by superior cultists. They are used as lures, shock troops, decoys, sacrificial lambs, unskilled labourers, etc. They will be admonished to shun all contact with Rhadamanthus, Humakt and Typhon and if observed with such will suffer summarily and gruesomely. Laity do not gain free room and board unless they serve as personal lackeys to a Doomed one, they may not volunteer for such service, but are picked.

Training

Half Price: Shortsword Attack and Parry, Mace Attack and Parry, Small and Medium Shield, Garrotte Attack, Move Quietly, Hide in Cover and R/W Local.
Full Cost: All languages and most other skills may be bought at full cost.
Double Cost: Cultists may learn to Speak Atyari.
Forbidden: Laity are forbidden to use any Axe.

Spells

Half Price: Disruption, Extinguish and Darkwall
Double Cost: Healing, Ignite and Repair

All Fire/Light spells save Ignite are forbidden and if it becomes apparent that a Laymen knows them then he had better account for this or his demise is imminent. All other spells are at normal cost including Cheeseslice.

Initiate Membership - The Doom Seekers

Gifts of Thanatar
2D6GiftGeases
2Mastery of any Knowledge Skill3
3Raise non-raisable Characteristic 1 pt/3 geases 3
4+2pt of Cult variable, +1pt of Non-Cult variable or 1 other Cult Spell2
5+15% on Stealth Bonus2
6+10% on Cult Weapon Attack and Parry1
7+10% on Knowledge Skill1
8+10% on Garrotte, Stealth or Perception Skill1
9+15% on Knowledge Bonus2
10Raise Raisable Characteristic 1pt/geas1
11Mastery of Cult Weapon or Garrotte3
12Mastery of any Stealth or Perception Skill3

To qualify as an initiate an applicant needs to have attained 60% in a cult non-weapon skill. He must also demonstrate his ability with a garrotte by bringing the head of a victim killed purely by garrotting. The head must be fresh enough to verify the event by examination by a master of Garrotte.

During the Initiation ceremony on a seasonal Holy Day, the Initiate must produce his trophy and face the Cult Spirit Vox Sancti (Voice of God). This will test him subtly (Speak Atyari + Best Knowledge Skill + INT×5%) ⁄ 2. In return, the applicant may ask one question of the Spirit which will be answered truthfully, but cryptically. Usually the Initiate will have been instructed which question to ask by the cult. But he will be able to ask his own on a POW×1%. If he succeeds in the Test of Initiation critically or specially, then he may ask three or two questions respectively, the extra questions are always his own. If he fails the test then the Voice of God will Summon The Psychopompos, or Gatherer of Souls, to take him. If he should successfully fight-off the Psychopompos then he may reapply for initiation next season.

Upon Initiation, the cultist becomes a Doom Seeker and must take one gift and concomitant geas(es). He must sacrifice 2 points of POW on each seasonal Holy Day and once per year must provide a living captive for the cult. If he commits to an aspect of the cult, then he may have free access to the subcult library and find it easier to gain training.

Training

Free: Speak Atyari, Garrotte Attack, Hide in Shadows and Move Quietly.
Half Price: PriceR/W Local, Speak any Language, All Alchemy Skills, All Knowledge Skills, Evaluate Treasure, Spot Hidden, Listen, Acting, Disguise, Shortsword Attack and Parry, Mace Attack and Parry, Small and Medium Shield
Full Price: R/W any Alphabet, Oratory and Most Other Skills.

Spells

Half Price: Bladesharp, Bludgeon, Cheeseslice, Darkwall, Extinguish, Befuddle, Demoralise and All Detects
Double Cost: Healing, Ignite and Repair
Forbidden: Firearrow, Fireblade, Light and Lightwall (These spells will be forgotten if known.)

Harmonise isn't forbidden, but it will only work on a creature of the same shape as the caster, but lacking a head!

For both the Laity and the Seekers, payment is usually in the form of service and kind. Those paying in cash will be told to account for their wealth. Initiates must tithe 10% of all income to their Skull. They do not get training or teaching for these monies.

Doom Seekers do not gain access to Runemagic, but do gain free room and board should they need it, not necessarily in the Temple. They are taught the Major Passwords and at least one side entrance to the Skull. All Seekers are given a wire garrotte which they must bear at all times. For Thanatar, POW counts towards Stealth at Initiate level.

For every gift granted, the requisite geases must be taken. For each geas roll 1D100 and consult the following table.

Thantari Geases
1D100 RollGeas1D100 RollGeas
01Favoured by Thanatar, No Geas53-55Never enter Sunlight, or blindness results on CON×5% fail. Incapacitated regardless.
02-06Never eat non-sentient Vegetables56Never leave cult light.
07-09Never eat non-sentient Flesh57-61Never use fire in any form, including cult light4
10-12Drink no Alcohol62-66Never use a missile weapon
13-15Always drink blood of victim67-69Never use non-cult weapons
16Always eat flesh of victim70Never attack with any weapon save garrotte
17-21Indulge in disgusting sexual practices171-73Never combat an undead, or roll on Fearshock table every round
22-26Distrust members of other two subcults74-76Never wear any metal save Tarnished Silver in a random location (20 = Roll Twice)
27-31Distrust all non-Thanatari Chaots77Wear no metal save Tarnished Silver
32-34Distrust everyone, (Incurable paranoia if rolled twice2)78-80Never wear any armour in random location (20 = Roll Twice)
35Attack all Demosthenes cultists on sight81Wear no armour on head
36Attack all non-Thanatari Chaots on sight82Wear no armour
37Attack all Viking cultists on sight83-87Accept a Chaos Feature with usual hazards, (see Klute)
38Attack all Rhadamanthus cultists on sight88-90Grow ram's horns, begin Butt attack as Broo at 25% plus bonuses
39-43Never lie to a fellow cultist91-95Never ride an animal
44-46Never speak in presence of non-Thanatari96-98Roll Twice
47Speak only Atyari99-00Roll Thrice
48-52Photophobia3
    Notes:
  1. Disgusting sexual practices, acts of sodomy, oral sex with heads etc. It is common for cultists without heads to keep Lay Members or Doom Seekers as catamites for frequent services. Cultists with this geas will suffer −10% on Knowledge Skills everyday they fail a POW×5% roll if they cannot satiate their lusts. This is cumulative and is due to a lack of concentration, After any abstinence he will need to satiate his desires for a solid hour per day of celibacy.
  2. Cultists with paranoia will always be trying to engineer the discomfiture of any and all companions and will not hesitate to kill them if offered the opportunity.
  3. Photophobia. Hates daylight, −15% off all skills in daylight, (−5% if overcast). If hit by a creature of Light then damage done attacks remaining Hit Points as Fearshock.
  4. Cultists with this geas may eat cooked food and see by cult light, but may not bear such light or cook or warm themselves by a fire etc., i.e. actually utilise the flames.

The Doomed

The Doomed are high ranking cultists which form the most effective element of the cult. Doomed Warriors are essentially senior initiates who may aim at Priesthood or Doom Master Status. Doomed Priests have the powers and abilities essentially of full priests. Most Thanatari Runelevels are too concerned with cult affairs within the Skull to concern themselves outside. It is the doomed who are used as the executive arm, therefore they tend to be ritually free of templar responsibility to the priests. They must worship an aspect specifically, but owe no allegiance to their Runepriests.

This makes the Doomed dangerous wild cards in the Temple structure and they are generally kept involved in extra-Skull missions to keep them out of trouble. The Doomed Priests of course cannot gain advancement unless a vacancy occurs above them. Both Doomed Warrior and Doomed Priest demand the enactment of a minor Hero-Quest.

Doomed Warrior

Doomed Warriors require 75% in five skills suitable for Runelord qualification and a POW of 15. There is no test, but must take another gift and geas(es). He is entitled to a Lay personal servant, he is responsible for his conduct, but not his safety. He also gains a guardian familiar (q.v.). He gains no special Divine Intervention nor Runemetal. They usually aim for Doom Master or Doomed Priest, if they become Doomed Priests then Thanatar maintains his DEX skills as for Runelord/Priests. They may sacrifice for all cult Runespells of their aspect non-reusably. His power is maintained as if he were a Runelord.

Doomed Priest

Doomed Priests require 18+ POW, 90% Speak Atyari and 75% Read/Write. They must pass a test, unless Doom Master, of Garotte Attack+INT+DEX. Failure is not dangerous, but demands a year-long wait to reapply. Fumbles are lethal!

Doomed Priests make their POW raises from 22, they may sacrifice for all 1 and 2 point Runespells reusably plus all reusable 3 point spells on a non-reusable basis. They must take another gift and geas(es) and gain a guardian familiar. They are also entitled to a Lay or Seeker personal servant on the same basis as Doomed Warriors.

DEX skills are limited to DEX×5%, but may be trained to this level, DEX may not be trained however.

Runelord Membership - The Doom Masters

Known as Doom Masters, Runelords of Thanatar are the skilled fighters of the cult and responsible for the defence of the Skull. Unless also Doomed Priests, they do not have to be committed to a particular aspect of the cult. They may sacrifice for all Runemagic non-reusably.

Requirements for Runelord are 15+ POW, Shortsword or Mace Attack, a compatible Parry, Garrotte Attack, Speak Atyari, Move Quietly, Hide in Shadows and one of R/W, Acting, Evaluate Treasure, Brew Poison or Spot Hidden at 90% and must know Befuddle, Darkwall and Cheeseslice IV and have the INT to maintain them. He must also have spent at least one full year as a Doomed Warrior.

Doom Masters have all the normal restrictions of Runelords, plus they vow never to attack a full priest physically until they also become full priests. If he breaks the vow, the Spiritus Punitis will attack him immediately.

He must take another gift and geas(es), plus all the normal benefits of his status. He receives 2-4 items of Tarnished Silver including a Shortsword and Garrotte. If he acquires it, he may also attune iron, but will be given none.

The Senior Runelord is titled Doom Lord and has access to Invocate Spiritus Punitis as a 3 point non-reusable spell. He is given a full suit of Tarnished Silver armour and a complete set of weapons.

Runelords are entitled to an initiate level servant.

Runepriesthood

In most temples, there is one priest per aspect of cult represented, as mentioned above, these are titled the Hand of Than, Breath of Thanatar and Horn of Atyar. To qualify, a candidate must have 18+ POW, have 90% in Speak Atyari and Read/Write and have been a Doomed Priest for at least 3 years unless there aren't enough Doomed Priests with the requisite qualifications. A new priest is ordained when starting a new Skull.

The priests have access to all Runespells of their aspect, but do not gain any Standard Runespells, but must steal them from non-Thanatari.

The priests rarely leave the confines of the Temple, each is entitled to a Doomed Warrior Servant. He must take another gift and Geas(es). They are subject to all the normal restrictions of their status. Priests must sacrifice 5 points of POW on a Holy Day and 1 point per day, unless on an extra temple mission.

The High Priest of Dark Truths, as well as his cult aspect Runespells, also gain Invocate Spiritus Punitis and Incarceratum Spiritus Mortis as 3 point reusable.

Runespell Compatibility

The cult gains no Standard Runespells save Divine Intervention, and must rely on that which they can steal from others. No stolen spells that are Fire/Light based or anti-chaos may be used. The priesthood gain access to the following cult Special Runespells.

The following spells are listed in order of power, but the superscript notes cite each spell's availability and POW cost to each aspect if different; A - Atyari, T - Than, Th - Thanatar, H - High Priest.

One Point Spells

Animate Ostea Mortis All Range: Touch; Duration: Instant; Non-Stackable; Reusable
Animates dry bones which can fight as DEX×5%.

Creo Capitis Minoris T 1; A, Th 2 Range: Touch; Duration: Instant; Non-Stackable; Reusable
This spell is cast as the caster severs his victim's head with a garrotte. It causes the victim's spirit to become incarcerated inside his living head with all knowledge and spells intact. The head is in mindlink with whoever touches it, enabling the user to access POW and Battlemagic as if it were a bound familiar. Runemagic may be used on a one use basis by the caster supplying 4 points of his own Battlemagic POW per point of Runespell. With each point used the head must roll on its (CON−POW used)×5% or it dies. The head is then useless and rots in hours, but retains the victim's soul as an insane spirit. Whilst in contact with the head, the user may augment his knowledge skills with the head's. Each skill rises by a fifth of the heads skill above basic.

A Minor Head does not eat and will lose 1 point of CON per day after one week. This is permanent and may not be regained, though it can be arrested by casting the Major Head spell. If damaged, the head cannot be healed. A head cannot speak, but it works it's eyes and mouth. A head is totally aware of its condition, but has no volition of its own. Thanatari use their heads for disgusting sexual practices and enjoy the obvious feelings of humiliation and revulsion this instills in their victims. These spells are truly horrible and any one who casts such a spell is marked as a chaot by the act as if he had acquired a Chaos Feature. Heads have an enc of 2, but this depends upon race; Duck's and Pixie's heads are enc 1 for example.

The Insane Ghost of a decayed head has a range of 20m, but may not leave the Temple precincts. It may be freed by Free Ghost and such other spells. Such decayed heads are used to guard the Skull, masses of them are often stacked together. Frequently they are converted into the fabric of the Temple. In Manspeech, this spell is called Create Minor Head.

The reusability of the spell is dependant on the demise of the head.

Edo Epistula A 1; T2; Th 1 Range: Touch; Duration: Instant; Stackable; Reusable
When cast upon a single scroll, page or sheet of written material, causes the knowledge to be transferred to the caster's mind entire and intact, and completely erasing the source. The caster must roll (INT+CON)×52% or go into shock for 21−CON minutes. If shock occurs he must roll INT×5% or lose all memory of the contents. If he fumbles the first roll, he must roll CON×5% or die, and it takes hours rather than minutes to recover and costs 1pt of INT. If he fumbles the second roll then he loses 5% from his knowledge bonus permanently. The spell can also absorb all the information from a single sentence carved in stone or wood. In Manspeech this spell is called Ingest Scroll.

Invocate Psychopompos All Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Causes the cult spirit called the Gatherer of Souls to bring a random spirit of a departed cultist to the caster to serve the caster as he instructs. Use the Azrael Summons table. Instructions must be given in Atyari. After 15 mins, the Gatherer of Souls will return to escort the spirit back to hell, if in this time the spirit has been destroyed or Free Ghosted or for any other reason is unavailable, the spell is lost and must be resacrificed for. The spirit summoned must be placated with Battlemagic POW, it can be instructed to indulge in spirit combat, cast spells etc., but may not teach spells or skills.

Imperatore Spiritis All Range: 15m; Duration: 1 day; Non-Stackable; Reusable
Must be stacked with Invocate and Petionum Psychopompos. Allows the caster to instruct the summoned spirit to teach a specific spell or 5% of a specific skill to such willing Truth Initiates within spell range. Generally only cast inside consecrated Skulls. It is non-reusable outside.

Invocate Spiritum Stygium Minoris T, Th 1 Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
As Summon Small Shade.

Stygiolumine All Range: Touch; Duration: Indefinite; Non-Stackable; Reusable
Cast as a light source is lit by any means, causes it to emit a purple radiance instead of normal light visible only to persons with blemishes or talismans. As long as the light source has fuel, it will burn and emit the cult light. Each cult has a sacred flame before the alter. This abhorrence was born out of the perversion of Orenoar's powers of Light and is of course anathema to any Lightbringer. In Manspeech this spell is called Darklight.

Translate A Th 1 Range: Touch; Duration: 15 mins; Stackable no limit; Reusable
When cast, the caster must read the written-matter before him by following the script with his finger at normal reading speed. Regardless of the script used, he will receive a clear impression of the content and meaning of the material, but not the exact text. He will retain an impression of the meaning of the characters and symbols that will aid in verbatim translations of the same language and script. Stacking doubles the duration per point.

Two Point Spells

Animate Corpus Mortis All Range: Touch; Duration: Instant; non-Stackable; Reusable
Raises a fresh corpse as a Zombie which fights at DEX×5%

Creo Capitis Majoris T 2; A, Th 3 Range: Touch; Duration: 8 hours; Non-Stackable; Reusable
Can only be cast on a Holy Day with an entire day of preparation and must be stacked with Create Minor Head, the casting may be simultaneous or this spell can be delayed provided that the head still has CON, POW and Hit Points. A Major Head is incomparably superior to a Minor Head.

  1. all Runemagic reusable to the head is reusable to the caster at 2 points of the users POW per point of Runespell, the head must make a (CON−POW used)×7% to survive,
  2. the head can eat and survives indefinitely if fed,
  3. it can be healed by normal Healing compatible with the head's race, but each wound will never be completely healed and will leave one point of damage permanently,
  4. the head adds a third of its knowledge skills, over base, to its user whilst it is in contact,
  5. the head can add a fifth of its ability, over base, to the owner's DEX skill, and
  6. the head can train its owner as per normal skill training in any knowledge skills at a quarter normal rate provided the head is 15% above the user.

Obviously only one head can be used at a time. If more than one head is owned, the owner must select which head he is contacting, for he can use only one at a time, however contact may be switched from round-to-round. Magic can never be learnt from a head, Major or Minor. This spell in Manspeech is called Create Major Head, in all other respects it is like Create Minor Head.

Edo Libram A 2; T, Th 3 Range: Touch; Duration: Instant; Non-Stackable; Reusable
Cast upon a book or tome, functions as Ingest Scroll and is similar in all effects. Can absorb all the knowledge in one page of material carved in wood or stone. In Manspeech, this spell is called Devour Book.

Invocate Spiritum Stygium Medium T 2; Th 3 Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
As Summon Medium Shade.

Invocate Vox Sancti A 2; Th 3 Range: 10m; Duration: 15 mins; Non-Stackable; Reusable
Summons a Cult Spirit called in Manspeech Voice of God, it is used to examine prospective Initiates on Holy Days and to provide a source of information. Can be summoned outside the precincts of the Skull, but is then non-reusable. When summoned other than to Initiation ceremonies, the summoning Priest may ask up to 3 question, each of no more than seven words, which will be answered, usually cryptically. If summoned on a non-Holy Day, then the caster must make a successful CHA×2 vs. POW of the spirit (30), or else the spirit attacks him. It is for this reason that the priests usually instruct Initiates as to questions to be asked.

Petitionum Psychopompos Th 2; A, T 3 Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Enables the caster to instruct the Gatherer of Souls to bring a specific named spirit from that part of Hell ruled by Than. Must be stacked with Invocate Psychopompos, but is not lost if the Spirit is destroyed.

Three Point Spells

Abjuratum Spiritus Corporum T 3 Range: 160m; Duration: Instant; Non-Stackable; Non-Reusable
As Azrael spell Sever Spirit, but acts like a Garrotte. To sever the cord tying body and soul.

Edo Mentos A 3 Range: Touch; Duration: 8 hours; Non-Stackable; Reusable
The most horrifying of the Atyari specialty Runespells. Must be cast upon a Holy Day. If cast outside a Skull, is non-reusable. Requires a week of preparation. At the culmination point, the caster makes a POW v POW roll, the victim is usually bled unconscious first. The caster must then roll (CON+INT)×52%, or fall into catatonic shock for 21−CON days, if he fumbles he dies. If he fails he must roll CON×5% or lose 1D6 points of INT. However, if successful, he drains the victim of all knowledge and battlemagics, leaving him a mindless thing, bereft of reason. Reflection III will cause the spell to affect the caster and leave him mindless by following the above procedure. Regardless of success, the caster takes 2D6 Con damage.

The caster gains one Runespell (Roll POW raise for points)and may gain more by sacrificing POW as normal, stacking further uses of the spell together, or by using Divine Intervention. Runespells are reusable if the spell was reusable to the victim, all other Runespells are gained, (INT×5% per point), non-reusably. All battlemagics are transferred. All knowledge skills are permanently improved to the victim's (skill-base) ⁄ 2% provided that the skill was higher than the caster's, otherwise only a tick may be gained and raised normally. A tick is gained in all other skills where the victim's skill is higher. In Manspeech, this spell is called Consume Mind.

Incarceratum Spiritus Mortis Th, H 3 Range: 40m; Duration: 1 hour; Non-Stackable; Reusable
This spell binds a dissembodied spirit into a suitable body, this may be living or dead or the spirit's own body, or even a Zombie. It is used to create guardians for Runelords and Demi-Runelords with spirits provided by the Psychopompos. It can also function as a limited Resurrection by summoning the named individual via the Petitionum spell and binding the spirit into a living body, not the original, using this spell non-reusably so that it retains independence and self volition. Any other, reusable, use of the spell causes the incarcerated spirit to be controlled by a specified individual present at the time of casting. For Doomed Warriors and Priests, living bodies are preferred for they will seem perfectly normal to all but the closest scrutiny and are usually passed-off as personal servants. Within the temple, undead are preferred for their superior combat abilities. A cultist's guardians count towards his Bound Familiars and may be treated as such in all respects save that guardians will cast spells if instructed to do so. This spell is called Bind Spirit of the Dead in Manspeech.

Invocate Spiritus Punitis H 3 Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Only the High Priest and the Doom Lord get this spell, the latter non-reusably of course. It summons the Spirit of Reprisal to punish wayward cultists, or defend their persons and/or the Skull.

Subservient Cults

Spirit of Reprisal - Spiritus Punitis

Spiritus Punitis
STRSIZINTPOWDEXMoveHP
28212130211228

Unlike most Spirits of Reprisal, the Spiritus Punitis has to be specifically summoned by either the most senior Priest or Runelord, (High Priest of Dark Truths and Doom Lord respectively), and requires a three point Runespell to do so. However, they have the privilege of summoning the spirit to defend the Skull and their persons as well, at the cost of 3D6 points of Battlemagic POW.

The Spiritus Punitis takes the form of a large humanoid figure in ink-black robes so dark they seem purple. Instead of a head, a silvery-white skull with ram's horns and fiery eyes floats above the shoulders. It has the characteristics shown.

The skull portion of the Spirit may attack draining INT as a 4 point POW raise permanently. The body will engulf a victim in its robes and deliver a fearshock attack. Finally it can manifest physically and deliver an attack at 105% for 1D8+2+2D6.

When the Spiritus Punitis is summoned to deliver a disciplinary visit upon a minor transgressor, then it customarily attacks once in each form and departs to the spirit plane. If need arises, it can summon the Psychopompos to its aid.

Psychopompos - The Gatherer of Souls

Psychopompos
STRSIZINTPOWDEXMoveH.P.
2D6+62D6+63D63D6+621122D6+6+HP bonus

In appearance like a headless man in shapeless black robes. Its purpose is to escort the spirits of deceased cultists to the Place of Waiting. The spirit appears to any person dying bearing the Talisman or the Blemish of Thanatar or to anyone dying within the precincts of the Skull. There are many such spirits for each is actually a portion of Than, thus several can be found at once as necessary.

Dying is defined as having 3 or less hit points, or being in system shock.

The Psychopompos will wait patiently for anyone with the Blemish of Thanatar to die, but all those without blemishes dying, including those with Talismans, are attacked POW vs. POW to drain 1-3 Hit Points. If desired, it can also manifest physically and attack as a Small Shade, or physically for 1D8+2+DB at 105%.

Any Psychopompos within 30 yards will halve the effect of any and all Healing spells, rounded down.

The Psychopompos is invoked and summoned to retrieve spirits from the Place of Waiting for questioning and use as familiars etc. As such it will appear, take its orders on the first round and then execute them on the second, bringing whichever desired spirit is solicited. It will also return at the expiration of the spell to receive the spirit.

Against dying or helpless opponents, the Psychopompos will drain HP. Against healthy, vigorous opponents, it will attempt a fearshock to incapacitate its victim and if this fails it will attempt to subdue the victim in melee.

Vox Sancti - Voice of God

Appears as a silvery-white humanoid skull with large teeth, ram's horns curving back over its cranium and eyes aglow with a purple fire. Its function is to examine the initiates on Holy Days and to answer questions posed by each initiate or by the summoner as per the spell. Each question must not exceed 7 words and will be replied to cryptically. The Vox Sancti may not be ordered into combat, but will attack failed initiates and careless Priests in spirit combat, POW vs. POW draining 1-4 points of permanent INT. It has INT 28, POW 30, it knows all cult Battlemagics and Atyari specialty spells.

When defeated by the Vox Sancti, the victim has 0 INT, but retains his POW. Such a victim is usually used to provide living guardians, he's a mindless vegetable and is useless for anything else. Sometimes, when living bodies are needed, the cult will take innocents off the streets to present them for Initiation thus ensuring a supply of quiescent living bodies.

Markhor Nightstar

The original sailor who joined Demosthenes to research the Skull of Atyar in the First Age. He is summoned using the Petitionum Psychopompos Spell and made to teach using the Imperatore Spiritus spell. He has an INT of 19 and a POW of 5D6+6. He is a master of all Demosthenes Alchemical skills and knows all Demosthenes Battlemagic, (Smallsee VIII, etc.). He is a neutral spirit and demands 6 points of Battlemagic POW upon summoning. If spell teaching is requested, one point of permanent POW buys 2 pts of Battlemagic or 1 point of Runemagic1, Markhor Nightstar uses this POW to acquire Thanatari Runemagics.

He manifests as an old man with a death's head in his left ear. He bears ram's horns, not as impressive as the other spirits, his visage is twisted with his features in disarray. He never lies to Thanatari, never speaks to non-Thanatari, trusts no one, wears only Tarnished Silver and can only be summoned into the Cult Light. Should he engage in spirit combat, he will manifest and appear to attack with a garrotte.

Note:
Each Demosthenes Runemagic costs an extra point of POW when gained from Markhor Nightstar; i.e. 1pt spells cost 2 points of POW, 2pt spells cost 3 POW, etc.

Associate Cults

True associates are non-existent, save for Primal Chaos, which of course offers Chaos Feature as a 3 point non-reusable (q.v.). However Ishtar was associated early in Godtime before realising Than's nature and thus Thanatari gain access to Power Store as a means of storing POW for latter use with spells, (e.g. Consume Mind or Imperatore Spiritis).

Both Selene and Thanatar deny any formal association and no skills, spells or abilities are exchanged, but the two cults are often found together and sages believe there is a strong similarity between Thanatari Darklight and Selene Moonlight.

Orenoar should be a subservient cult, for Than took her head and knowledge, powers over light and Truth to forge the Darklight spell. However, the teachings of Atyar state that Orenoar volunteered for this abomination and thus revere the Goddess of the Dawn as an Associate. Obviously the Lightbringers view this doctrine as another disgusting Thanatari perversion, but far from their most evil or distasteful.

Miscellaneous Notes

Cult Skills

Garotte Attack Skill; Base 05%; Cost: 200/400/800/EXP
The weapon whereby the cult commits its foulest ceremonies and atrocities. It consists of but a thin wire strung between two short rods of wood, bone or ivory; very easy to conceal, usually in the form of a belt so that the handles interlock to form the buckle. A garrotte attack is made from the rear or against a helpless opponent, it may also be used to parry with. If the victim is aware of the attacker and has freedom of movement, then the location must be the head or no attack can take place, otherwise the head is hit automatically for 1D6+1 plus the users damage bonus, armour is discounted save for gorget, coif and hoods. If the damage done reduces the victim's head HP's to 0 then the garrotte freely attacks next round; once the damage takes the head to −6 HP's then the head is severed. If the victim is still conscious after an attack then he may attempt to throw his assailant as per the grappling rules.

WeaponEncCost (RM , Iron)HP (Iron)DamageSR
Garrotte-5 (25, 50)3 (6)1D6+1+DB4

Atyari Knowledge Skill; Base 00%; Training 500/1000/2000/4000
This is the arcane cult language invented by the Worshippers of Atyar. It is usually written in Manspeech, though cult scribes are adept at using a variety of characters. It is a heavily inflected and artificial language, totally unsuited to poetry and artistic uses being designed for informational content and precision. It is explicit, but cultists learn to speak it symbolically and allusively. Within Skulls it is customary for cultists to use nothing else. The Runespells are given their Atyari names.

Cult Battlemagics

Cheeseslice Variable up to 4 pts; Focussed; Temporal; Range: 80m; Passive
A spell invented by wizards for general use, particularly by vendors of cheese, meat and certain fruits. However it has been acquired by the Thanatari's for its application to garrottes. Each point stacked adds 5% to the chance to hit and +1 to the damage with a wire weapon.

Temples

Skulls may be centred around converted buildings or deep in chaotic forests or mountain caves. They usually feature subterranean complexes with several entrances, very few of which are known to all cultists. In particular, the High Priest and Doom Lord will have their own exits, which they will use only in an emergency. The Temple will include a pillared Hall of Worship which is usually Tripartite in nature except for those Skulls worshipping a single aspect. The Hall includes the sacred Dark Flame. Each Temple will have one or more libraries, well catalogued and indexed, but accessible only to initiates committed to the subcult aspect. There are holding pens, usually hewn out of rock, in which are kept the sanctified victims and subjects for experimentation etc. These are usually well treated for they will provide heads and undead for the cult. There are waiting areas for undead, laboratories, training rooms and quarters for the privileged. The architecture gives away the cult's chaotic origin, for there are side chambers, blind endings, pillars etc. with no regard for overall design. Often a new pillar or wall is built merely to provide a home for a newly decayed skull, these are usually locked deep in masonry or else left in casual piles. Living heads are not uncommonly found on ledges at waist height. These are usually of unfortunate non-Thanatari who have been ceremonially executed, but are not deemed worthy of being carried as stores of magic or knowledge, a few cultists are also treated in this way; these heads are kept alive as punishment and their only function is to be decorative and serve as objects of casual sexual abuse by passing cultists.

Guardians

These are the spirits of departed cultists bound into other's bodies. They come into two types,

  1. Those bound into living bodies intended to serve in the world outside the Temple and can easily pass muster as ordinary citizens though usually very taciturn and somewhat glassy eyed. They have usually been dead a long time, are not easy to understand and frequently appear unable to relate to the modern world, and
  2. Those bound into undead bodies to take advantage of the undead's superior combat capabilities. These are intended only for use within the temple confines, except in very special circumstances.

Talismans and Blemishes

Blemish Locations
1D20Location1D20 Location
1-3Sole of Right Foot11-13Right Armpit
4-6Sole of Left Foot14-16Left Armpit
7Inside of Right Groin17Behind Right Ear
8Inside of Left Groin18Behind Left Ear
9Genitals19-20Scalp
10Between Buttocks

Lay Members are given special Talismans by which the Cult Spirits, Guardians and Insane Ghosts may recognise them. A Talisman is made from human finger bone, human hair, a shard of Tarnished Silver in the form of a hornéd Skull and is completed by the user sacrificing a point of permanent POW into it and smearing it with his blood. It must be worn next to the skin. Such a charm may be used by a non-cultists and is vital to any non-cultist wishing to spend more than a few minutes within a Skull.

Upon Initiating, cultists gain a hidden blemish in the shape of a hornéd skull which is always the mark of a Thanatari. The initiate will be aware of the location of his blemish for the Vox Sancti will appear to bite him upon the location and it will feel quite painful for some days. The Blemish acts in all ways as a Talisman and renders the bearer chaotic. The location is decided randomly below.

Tarnished Silver

The cult metal is Tarnished Silver, any Silver in the possession of an initiate quickly becomes tarnished no matter what precautions are taken. The metal is, of course, regarded as Holy and collected and attuned by Runelevels when it forms armour with the consistency of Bronze, but without the penalties on Hide in Cover and Move Quietly.

Tarnished Silver can be cleaned by an obscure alchemical process, no civilised person will accept uncleansed tarnished coinage. Cult Petty cash is often carried by the laity to maintain it as legal tender.

Starting Player Characters

Thanatari Covers
1D100Cover1D100Cover1D100Cover
01-12Scribe1,245-49Militia76Armourer1
13-15Apothecary1,250Healer77-81Leatherworker1
16-20Brewer1,251-53Merchant82-86Glassblower1
21Painter354-56Thief87-91Tailor1
22-24Minstrel357-59Carpenter192-96 Potter1
25-36Thespian360Mason197-99Own Choice4
37-41Jester361-63Blacksmith1100Select own cover5
42-44Dancer364-75Jeweller1
    Notes:
  1. Laymen in Guild
  2. Character may be initiate into Demosthenes
  3. Character may be initiate into Gowrie
  4. Own choice of the covers listed above
  5. Gain 4 skills; 1 at 50%, others at 30% to support cover.

Thanatar is only immediately accessible to persons with family or friends in the cult, all others will even locate a Skull with extreme difficulty and due to the cult's suspicions will be forced to spend some considerable time serving the cult as a prospective laymen.

To someone born into the cult, they receive a basic training in the important cult skills plus a grounding in a group of skills to provide a cover. Thanatari will usually hold perfectly kosha positions in any town society, particularly infiltrating Demosthenes and Gowrie. For a starting character cover roll 1D100.

The character will also have the skills and trappings pertaining to the relevant cover below.

Scribe
R/W Manspeech+10
Listen+10
Speak Related30
Map Making or Speak Other30
Speak Related or Map Making10
Speak related or R/W Other10
Oratory+10
Speak Other10

Equipment:
Writing Utensils,
No Armour

Apothecary
Herb Lore50
Preserve Herbs30
Evaluate Treasure30
Bargaining30
Taste Analysis10
Brew Poison10
Brew Antidote10
R/W Manspeech+5

Equipment:
Bottles, Test Tubes, 100sh of Glassware,
No Armour

Brewer
Fermentation50
Distillation30
Storytelling30
Spot Hidden30
Evaluate Treasure15
Bargaining15
Speak Related15
R/W Local+5

Equipment:
Brewing Kit,
Thief Armour

Militia
Hide in Shadows+10
Move Quietly+10
Spot Hidden30
Listen30
Oratory15
Spot/Set Ambush15
Set/Disarm Trap15
Spot Hidden15

Equipment:
Light Infantry Armour

Painter
Drawing50
Painting30
Stone Sculpture30
Pottery/Modelling30
R/W Manspeech+5

Equipment:
Drawing/Painting gear,
Thief Armour

Minstrel
Singing50
Stringed Instrument50
Wind Instrument30
Percussion Instrument30
R/W Music30
R/W Manspeech+5

Equipment:
2 Instruments, Sheet Music,
Thief Armour

Thespian
Acting50
Oratory50
Disguise30
R/W Manspeech+10

Equipment:
Scripts, Makeup,
Thief Armour

Jester
Jesting50
Rhyming30
Juggling30
Tumbling30
R/W Manspeech+15
Acting+10
Disguise+10

Equipment:
Makeup, Clowns Gear,
Thief Armour

Dancer
Dancing50
Miming50
Jumping30
Tumbling30
R/W Manspeech+5
Percussion Instrument+10
Acting+10

Equipment:
Dancing Shoes, Castanets, Finger Cymbals,
Thief Armour

Merchant
R/W Manspeech+10
Evaluate Treasure30
Bargaining30
Listen30
Jumping25
Animal Husbandry15
Map Making20
Riding15

Equipment:
Pack Mule, 1D100sh of Goods,
Thief Armour

Healer
First Aid50
Diagnosis30
Treat Poison30
Treat Disease30
Find Healing Plant30
Brew Poison10
Brew Poison Antidote10
Taste Analysis10

Equipment:
Bandages, Unguents,
No Armour (Recently Seduced)

Thief
Move Quietly+10
Hide in Shadows+10
Hide Item30
Pick pockets30
Climbing30
Lock Picking15
Spot Trap15
Set/Disarm Trap15

Equipment:
Thief Tools,
Thief Armour

Craft Guild
Primary Skill50
Secondary Skills30
Riding15
R/W Manspeech+5

Equipment:
Full Set of Tools

All cultists will receive the following basic training.

Weapons
1 compatible Attack and Parry at 50%, all others at 30%, plus bonuses: Shortsword, Mace, Small Shield, Medium Shield, Garrotte.

Non-Weapon Skills
All at 50% plus bonuses: Speak Atyari, R/W Mannic, Move Quietly, Hide in Shadows.

Spells
Bladesharp II or Bludgeon II or Parry II
Darkwall or Extinguish
Befuddle or Demoralise
Cheeseslice II

Raise Rolls Normal raise rolls.

Money 1D100 sh

The Hero Quest for Doomed Status

Subsequent to initiation, prior to inauguration/ordination as a Doomed Priest and with the permission of the Priest of his prospective subcult or the Doomed Lord, the prospective Doomed One must enact a Hero Quest. First, he must spend a Holy Day in prayer to prepare himself for the task. Then he must assault and behead in free combat, (garrotting by surprise from behind is allowed), an initiate of a Lightbringer cult, (Helios, Rhadamanthus, Mithras, Lucifer, Humakt, Typhon or Viking), in areas devoid of these cults Phoenix, Shadowjack and Zorak Zoran may be suitable alternatives subject to the ruling of the High Priest. The severed head must be placed in a building, (which may be symbolic and as small as a shed), along with 2 living persons, ideally truth cult initiates. The building is then burned down and the severed head retrieved and brought to the ceremony for verification.

Creation of Thanatari Skulls

  1. The first step is to find the maximum possible size of a skull for its location. However, this does not give the actual size - usually the skull will be smaller than this. These tables give a good estimate. Multiply the two factors, for the type of society and police force, to give a population divisor.

Cultural Population Divisors
Ethnic ProfileExampleBase Divisor
Darkness DominatedFreiburg300
Lunar DominatedMoonguard250
Lunar InfluencedStromburg375
Lightbringer DominatedHeliopolis1000
Lightbringer InfluencedDrakenberg City750
Life DominatedCopperhead750
Death DominatedNecropolis375
Air DominatedWindhaven750
Other HumanAnatolian North Coast500
Troll SocietyTroll Lands375
Dwarf SocietyAny Dwarf City2000
Woodland SocietyAny Faerie Wood750
Dragonewt SocietyDrakenberg (proper)5000
Duck SocietyDuckpoint375
WildernessCentral Anatolia375
Chaos WildernessChaos Zones375
Policing Modifier
Police ForceExampleModifier
Chaos DarknessFreiburg0.21
LunarMoonguard0.375
MadonnaStromburg0.5
RhadamanthiteHeliopolis3
AzraeliCarthage1.145
PhoenicianKarnak, Flamstead0.909
HumaktiNecropolis2.62
Air cultWindhaven2.08
Lunar/PoseidonLüneport0.63
TrollSophia0.91
DwarvenCopperhead1.145
ElvenAny Faerie Wood0.794
DragonewtDrakenberg (proper)1.145
DuckDuckpoint1
TribalAny Tribe1.26
Chaos TribeChaos Trolls0.55

This leads to the following maxima for Thanatari in cities across, the known World.

Thanatari Skulls by City
CityPopulationDivisorMax. Skull Size
Carthage30 00043070
Copperhead12 00086014
Drakenberg City50 000225022
Drakenberg Crescent10 00075013
Duckpoint5 00037513
Far Tradepost2 5004555
Flamstead1 8003405
Carthage30 00043070
Fretown6 26737517
Freiburg2 5006340
Godsport25 00043058
Heliopolis100 000300033
Karnak15 00034044
Lüneport12 00023651
Moonguard30 00087345
Near Tradepost2 00010402
Necropolis50 00098251
Sophia2 5004555
Stannary7 50043017
Stromburg12 00018864
Trebizond3 5004558
Windhaven10 00015606
  1. Decide the age of the skull, both in terms of its personnel, and the buildings it occupies. A Thanatari presence over a long period of time does not indicate and continuity. For example, the history of Thanatar in Heliopolis goes back more than two aeons but the current skull replaced one destroyed by Rhadamanthite and Humakti shock troops in the policing action of 572 and is therefore relatively young.

  2. Decide upon the subcults present. Many skulls are founded as monopolar institutions but become tripolar later. Generally, the older and larger a skull is, the more likely it is to be tripolar. Once tripolarity is attained, it is difficult to return to monopolarity. Bipolar skulls are extremely rare and are invariably a transition stage from monopolar to tripolar.
  3. Assess recruitment sources and policy. Where are the members coming from? In long established skulls, there are often dynasties within the skull, most new members being introduced by close relations. The dregs of society are one source of new blood; thieves and actors are common covers. Universities and scribe-guilds are fruitful sources of more learned candidates.

    Some nobles become sages and dabble with Thanatar as a source of arcane knowledge. Finally, some politicians join the cult to aid political advancement, the skull sponsoring them with money, education, political intelligence and muscle.

    Skulls generally look for intellect; education is also useful. However the skulls like to have a varied membership with plenty of strong-arm personnel. Most members that achieve high rank become sages concentrating upon a small group of related subjects. The quality of the recruits usually depends upon how large the skull is in relation to the maximum limit as above. A skull operating at or near the limit of its maximum must accept any applicants or the skull membership will shrink. A skull keeping to a mere fraction of its limit can afford to pick only the best candidates and can ensure greater security.

  4. Where is the skull, above or below ground? What are the front buildings? Is it consolidated or dispersed? What are the access and escape ways? Old skulls will have extensive chambers defended with insane spirits and any skull can be expected to have elaborate traps.
  5. Maintaining the skull can be a complex process. Every normal year, check for the death rate among the skull hierarchy. Any death here greatly affects the death rate for the lesser members.

    Typically, a skull needs a minimum recruitment level of 5% per year to maintain numbers. Succession wars can double this average over a decade.

Skull Mortality
RankDeath Rate (normal)Death Rate (High Priest dies)Death Rate (Doom Lord dies)Death Rate (Full Priest dies)
High Priest5%-10%10%
Doom Lord10%25%-15%
Full Priest5%25%10%15%
Doom Master/Priest7%25%25%25%/15%
Doom Master7%33%33%10%
Doom Warrior/Priest4%25%10%20%/12%
Doom Priest3%15%5%15%/10%
Doom Warrior5%15%15%10%/7%
Doom Seeker3%10%5%5%/3%
Layman5%7%7%7%/5%
  1. Promotion varies depending upon rank and policy. At the highest level the four full priests, or two in a monopolar skull, can only be replaced in the event of death or migration. As the full priesthood is open only to the hierarchy, ambitious underlings. facing blocked advancement create considerable political pressure upon the priesthood. Another way of reaching high status is by becoming Doom Lord. As the Doom Lord is, by definition, the most senior Doom Master in the skull, assassination is an obvious method of advancement.

    Advancement below this level depends upon ability moderated by politics. Candidates must meet certain criteria but still policy and skull politics can limit progress. Doom Lords do not want too many Doom Masters and will try to hold back ambitious Doom Warriors. Doom Priests tend not to be so limited, as Full Priest is not attainable without political help from above and so the hierarchy can keep a degree of control. All higher ranks will try to obtain promotion for their favourites at the expense of others.

    Seekers can be held back from Doomed status. This is rarer as the usual way to control Doom Warrior is through extra-skull activities, bringing higher death rates. Doom Priests are seen as little threat as the limit to DEX skills is inhibitory but occasionally they are also politically active. However, strong control is exercised over the entry to both the Seeker and lay classes. It is by this that the hierarchy controls the overall tenor of the Skull. Too many Seekers will eventually increase the political pressure upon the hierarchy. Too few and the Skull may find itself dangerously short of manpower in the event of a succession war or outside persecution.

    Laymen may be divided into two classes: those that desire progress through seeker and other ranks and those that, for whatever reason, do not wish to initiate. Laymen interested in Seeker rank will learn Atyari and practice those skills required to pass the test. Skulls wishing to restrict entry will demand stringent levels of competence, well above the minimum needed to pass. Skulls desiring recruits may let applicants initiate whenever they feel ready. This may not be in the candidates best interests. Seekers gain free training in Atyari, garotte and stealth skills, allowing most to achieve doomed status in a few years. Most opt for warrior rank, this being the better long term strategy. Many Doomed Priests dedicate themselves to study and decline interest in further advancement, though some few still attain high rank. This strategy appeals to cerebral types whose abitions are purely academic but can be dangerous in unstable Skulls where such priests lacking in physical abilities may be victimized by their more assertive brethren. Many Thanatari heads were once Thanatari Doomed Priests. Doomed Warriors are invariably aiming higher. In the absence of advancement ot Doom Master rank, many qualify as Doomed Priest to enhance their abilities but this does limit their advancement of DEX skills. Doomed Masters face similar strategic decisions to the Doomed Warriors but they have an advantage in declining Priesthood as their skills may increse without limit. Being free from definite sub-cult alliegance is also a great advantage. Among other things it allows Doom Masters to sacrifice for Rune Magic unavailable or expensive to their original sub-cult.