Faction

The Cult

An organised religious power that treats bloodshed as devotion. It does not fully understand what it is calling.

The Cult is not a rabble. It has settlements, hierarchy, a shaman, ritual specialists and a theology, and it has the patience of people who believe the end of the world is a promise.

Its practice is summoning. Cultists work blood and sacrifice through a ritual board, and the more powerful among them have learned to call demons of their own. Their understanding of what they command is partial and often wrong, and their rituals are dangerous even to their own.

Cultists carry Relief magic into combat, and they carry it as a congregation does. The player begins the game surrounded by the evidence of what they do.

Relations

  • The Hidden Village is the Cult’s oldest and most dangerous enemy. The hostility is old, and mutual.
  • The Kingdom tolerates the Cult only where it cannot stop it.
  • Your standing with the Cult is its own ledger. You can be hated by good people and welcomed by bad ones, and the world remembers.