Mórr Cult____________________________

Description:  Lesser God; Young Gods pantheon; Son of Taal and Rhya; Half-Brother of Kháine; Husband of Verena; Father of Myrmidia and Shallya.  Mórr is the god of death, protector of the deceased, and the ruler of the underworld.  He is normally depicted as a tall person of aristocratic bearing, with a detached, slightly brooding aspect.  All dead souls are protected by him, and he makes sure that they are guided safely to a small area of his Shadowrealm where the deceased is judged by Mórr.  If the deceased was a faithful cultist to another Young God cult, then the spirit is escorted to the respective Shadowrealm of their cult.  If the spirit did not faithfully follow his cult, then the spirit enters the larger portion of Mórr's Shadowrealm.  He is also the god of dreams, since the Land of Dreams is close to the Shadowrealms, and is capable of weaving great and terrible dreams and illusions.

Where Worshipped:  Mórr is worshipped throughout the Old World, and is most popular in the south.  He is not an everyday god, but is worshipped mainly by the bereaved, who offer up prayers and sacrifices in the hope that their departed will reach his kingdom, or those of the other Young Gods (depending upon the cult membership of the deceased) safely and prosper there.  In Norsca, Mórr is known as Helenar, the overlord of Töttenheim, the realm where the spirits of deceased Norse who did not meet a warrior's death come to rest.
   Few worship him in his aspect as the god of dreams, although those Illusionists who choose not to follow Ranald the Deceiver may take Mórr as their patron.  He is also worshipped as Forsagh, god of prophecy, by some seers and fortune tellers.  To the Elves, he is known as Sarriel, god of dreams.  Yet to the Dwarfs, he is Gazul, Lord of the Underearth.

Alignments:  Neutral preferred.  Good and Law are tolerated.  Evil and Chaos are prohibited.

Friends and Enemies:  Cordial respect towards the cults of the other Young Gods and the Earth Mother.  Neutral towards the cults of the Elder Races.  Enemies with the cults of the Dark Children, Humanoid Daemonic, and Chaos.  Unbridled hostility towards Necromancers, who despoil the Shadowrealms with their enchantments, and especially the murderous cult of Kháine.

Cult Symbols and Dress:  Initiates, Priests, and Witch Hunters identify themselves with the following symbols: the Raven and the Portal.  Priests wear plain black hooded robes without symbols or adornment.  Cult tokens are silver and usually represent raven wings over an open portal.  Witch Hunters also wear black clothing and black armor.  Their symbol is that of a raven in a posture of attack (wings out and head low).

Cult Careers Available:  Initiate, Priest, Witch Hunter (Order of the Brooding Ravens).

Distinguishing Principles and Doctrines:  All followers of Mórr must be abide by the following strictures:

-Always oppose Necromancers and followers of Kháine whenever and wherever they encounter them.

-Never refuse to conduct a funeral service if requested to do so (Initiates and Priests only).

-Never enter or disturb a place of burial which has been properly dedicated to the protection of Mórr.

-Never bring Undead into existence unless specifically authorized to do so by Mórr (by means of an omen, a divination, or a dream).

Afterworld:  The Shadowrealm of Mórr is the most extensive of all the Young Gods.  A small part of the Mórr's realm is set aside for the spirits of the newly deceased to be judged in accordance with their cult's strictures.  When living, if these spirits abided by the cult's strictures, then the Guides of Mórr will escort them to the Shadowrealm of their deity.  If the spirits are found wanting, or they have no cult affiliation, they are escorted to the lower portion of Mórr's realm where they "relive" their lives in a Shadow version of the Old World.  These spirits do not realize that they are in the Shadowrealm of Mórr, rather they believe that they are still living.  These spirits remain here until they have proven that they can meet their respective cult strictures ( and hence, move on to their appropriate destinations).  Until then, these spirits serve Mórr in whatever capacity he requires (usually as minor characters in the dreams he sends to mere mortals).
   The spirits of Mórr cultists who lived their lives in accordance to the strictures reach the highest level of Mórr's realm.  They are the Guides of Mórr, spirits whose task it is to escort the spirits of the newly deceased to Mórr's realm for judgment.  Most of Guides await summoning by Priests of Mórr to collect these spirits, but there are a few that roam the world searching for the spirits of the newly deceased to collect before Kháine can steal or Necromancers bind these spirits.  The Guides of Mórr also escort the spirits to other Shadowrealms as required and perform major roles in the dreams of Mórr.

Temples and Shrines:  There is very little contact between the temples, but the High Priest of Luccini is recognize as the titular head of the cult.  Every ten years a general convocation of the priesthood of Mórr is held at Luccini in Tilea, at which theological problems and matters of doctrine are debated and decided upon.  These convocations are chaired by the highest ranked priests from the largest temples in the Old World: Luccini, Remas, Marienburg, Gisoreux, Nuln, and Magritta.
   Temples to Mórr are always situated in or near places of burial, and are normally only used for funeral services.  Temples are normally solidly-built, brooding structures, distinguished by a broad doorway with a heavy lintel-stone-- one of the symbols of the god.  Despite the fact that they are not frequently used by the mass of the population, the doors to the temples of Mórr are always open, like the doors to his kingdom.  The temples are bare inside; any furnishings and accouterments are provided by those using the temples.  The largest of the Temples (and greatest of mausoleums) of Mórr is located in the Tilean city-state of Luccini.
   Shrines to Mórr almost always take the form of a gateway, consisting of two plain pillars and a lintel; in some cases, one pillar is of marble and the other of basalt.  Followers of Mórr do not usually maintain shrines to him in their homes, since his symbols are generally thought to invite bad luck when displayed outside the context of burial.

Saints and Heroes:   Saints and heroes of Mórr are usually priests who have protected the dead and their resting place.  These people are hardly adventurous.  The sole exceptions are the Witch Hunters who root out Necromancers and find nests of Undead.

Cult Requirements:  Requirements for Laymen Status:  Automatic for children of cultist and any who petition to join.
Requirements for Initiate Status:  Granting of Shadeward is commonly acknowledge as a sign of a Calling.  Must be sponsored by a Priest.
Requirements for Priest Status:  Approval by a Priest of a least second rank.
Requirements for Witch Hunter Status:  Selection by Mórr (revealed through dreams or visions) or by a Priest of third rank.

Trials:  Trials set by Mórr generally involve punishing those who trespass in the Shadowrealms.  An individual may be sent to foil the workings of a Necromancer or destroy a nest of Undead.  These trials will be fitted to the individual such that a Priest-Rank 1 will not be required to remove a Liche King on his own nor will a Priest-Rank 3 be asked to lay to rest a couple of skeletons.

Blessings:  A one-time bonus or automatic success on fear, terror, poison, disease and other tests made to counter the special attack forms of any Undead.  Or perhaps, a one-time bonus or automatic success with identify undead, night vision, or sense magic skills.  In very rare circumstances, Mórr may send a dream to an individual, giving advice or information, or may allow a dead friend or relative of an individual to appear to them in a dream.

Penances:  Fasting, tending cemeteries, digging graves, preparing and cleaning bodies for burial.

Holy Days:  There are no specific holy days to Mórr.  He is only worshipped at funerals and on similar occasions.

Gifts:
Rank 1:  Granting of Mórr's Peace prayer twice per day at no MP cost.  May use divining or identify undead with a +20 modifier.
Rank 2: Granting of Great Warding prayer once per day at no MP cost.  May use resistance to illusionist magick skill with a +10 modifier.
Rank 3:  Granting of Mórr's Peace prayer four times per day or Riddling the Signs prayer once per day at no MP cost.
Rank 4:  Granting of Mórr's Peace prayer ten times per day or Banish Undead prayer once per day at no MP cost.
	Witch Hunter: Mórr's Peace and Ward Undead prayers granted once per day.

Cult Prayer Lists

Initiate
Required:  Bless Token, Blessed Sacraments, Detect Magic, Gift of Tongues, Heal Cultist, Seek Shrine, Shadeward
Honors:  Exalted Shield, Heal Petitioner, Know Follower, Light the Path, Vigilance
Rank 1
Required:  Bless Shrine, Cure Poison, Dispel Sorcery, Leap of Faith, Mórr's Peace, Remove Minor Curse, Sacred Circle, Sacred Warding, Soullink, Strike Dumb, Ward Undead
Honors:  Bless Weapon, Identify Divine Instrument, Learn God's Will, Sanctuary, Spread the Word, Summon Divine Counselor, Valor
Rank 2
Required: Bless Thy Servant, Grant Greater Prayer, Great Soullink, Great Warding, Make Thy Servant Whole, Nullify Prayer, Sense Hidden Danger
Honors:  Banish Lesser Numina, Faith Provides, Hand of God, Know Enemy, Smite Thy Enemy, Summon Guardian
Rank 3
Required:  Banish Ensorcelment, Contact Soul of Faithful, Heal Injury, Heal the Faithful, Riddling the Signs, Shelter Against Undead, Smite the Abomination, Speak with the Departed Faithful, Ward and Seal
Honors:   Banish Divine Servant, Consecrate Lesser Instrument, Know Alignment, Nullify Lesser Instrument, Self-Defense, Shelter Against Daemons, Summon Divine Servant
Rank 4
Required:  Banish Profane Enchantment, Banish Undead, Consecrate Altar, Divine Vision, Godsfire, Great Sacrament of Prayer, Scourge the Abomination, Summon Undead of Mórr, Sunbeam
Honors:  Banish Daemons, Banish Divine Avatar, Consecrate Greater Instrument, Nullify Greater Instrument, Remove Great Curse, Summon Divine Avatar

Numina Forms
Counselor:  Spirit of departed priest or witch hunter.
Guardian:  Guardians may be summoned in the form of a large raven.  Profiles follow that of normal animals, but with an Int of 20 and 10 MP.  Spirit Guardians take the form of ghostly deceased priests.
Servant:  Spirit of a departed high rank cleric.
Avatar:  Lesser aspect of Mórr in the form of a large dark brooding man or raven.

Special Careers

 Witch Hunter:  Order of the Brooding Ravens
   The Order of the Brooding Ravens are the cult's clandestine agents devoted to the task of hunting down and destroying Necromancers and nests of Undead throughout the Old World.  
   For career advance scheme, career exits, and trappings see the Witch Hunter Advance Career, WFRP, page 106.  Additional skills are listed below.

Favored Cult Skills
Layman:  Heal Wounds*, Herb Lore, Identify Plant
Initiate:  Cure Disease*, Divining*, Etiquette, Identify Undead*
Rank 1:  Drive Cart, Immunity to Disease*, Night Vision*, Speak Additional Language
Rank 2:  Astronomy, Manufacture Drugs, Orientation, Resistance to Illusion Magick
Rank 3:  Immunity to Poison, Surgery
Rank 4:
Witch Hunter:  Cure Disease*, Heal Wounds*, Identify Undead*, Immunity to Disease*, Night Vision*

Sub-Cults and Honorary Orders:  None

Cult Skills

Resistance to Illusion Magick  This skill enables the Priest of Mórr to add a +10% modifier to all magic tests against Illusion Magick only.

Cult Prayers

Mórr's Peace
Prayer Rank: First
Magic Points: 1
Range: Touch
Duration: Instantaneous
Area of Effect: One creature (deceased)
Resistance: None
   The prayer grants the cleric the ability to protect the spirit of the newly deceased by summoning a Guide of Mórr to escort that spirit to the Shadowrealm of Mórr.  In areas where Mórr has sacred ground (e.g., cemeteries, shrines) within 25 miles, the Guide collects the spirit immediately.  Outside that radius, there is a very small chance (2%) that a spirit minion of Kháine arrives to capture the spirit before the Guide of Mórr can arrive.  Without this prayer, Guides of Mórr have only 75% chance of finding the spirit of the newly deceased.  Those spirits not found may wander the land as restless spirits.  These spirits tend to be those located by Necromancers and used for their nefarious purposes.
   This prayer also provides some protection for the decease's body from Necromancers.  To use a body protected by this prayer, the Necromancer must test with a -30 penalty to their WP.  Failure brings additional risks to the Necromancer as Mórr alerts his Witch Hunters to their presence.  Should the Necromancer "fumble" (roll doubles) his failure, Mórr may send a Divine Servant in place of a Witch Hunter to deal with the troublesome Necromancer.

Summon Undead of Mórr
Prayer Rank: Fourth
Magic Points: 25
Range: 10 yards of cleric
Duration: Until next dawn
Area of Effect: NA
Resistance: None
   The cleric is granted the power to summon the deceased spirit of a Mórr cultist in whatever form Mórr decided will fit the purposes of the cleric.  The Undead of Mórr must be summoned within 10 yards of the invoking cleric.  Unlike other undead, the Undead of Mórr do not require controllers.  In fact, they can think and act independent without penalty.  Undead of Mórr understand their task as well as their current state of existence.  Once their task is completed, the spirit returns to Mórr's realm.
 
Undead of Mórr
M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel	
4	55	55*	4	4	24	65	3	50*	60	60	75	80	45	
    * assumes form is physical

Magic Points: 35

Undead of Mórr are immune to psychological rules, cannot be forced to leave combat and, if they choose, cause terror in all living creatures.  Undead of Mórr can even cause fear in all undead creatures (divine or sorcerous) except liches, vampires, and wraiths.  Undead of Mórr are not subject to instability unless they are on sacred ground of Dark Children, Humanoid Daemonic, or Chaos cults.