Current projects and musings related to D&D 3.x and the RPG hobby.
Cult Pacts
Posted 7th July 2008 at 05:00 PM by EricNoah
Ok, this blog stuff is a little more rambly than I intended, but when I see a good idea I just have to jot it down...
Paizo's recent module release, LB1: Tower of the Last Baron, features an openly known temple to Asmodeus in a small frontier town. "That's not a cult!" I hear you say -- well, stick with me a second.
The nifty bit I picked up here is the idea of "pacts." Basically, the leader (or "High Mediator") of the church makes deals with townspeople. In exchange for various favors (not really specified), townsfolk enter into agreements with the church. A suggestion spell is sort of "hung" over them, and then the High Mediator can later call on that suggestion spell as needed.
The seed of this idea works really well for a secret, lawful evil cult. There are a few different angles such a scheme could work from:
1) Enticing neutrals. Sure, most Good people would never knowingly enter into a pact with a devilish cult. But there are pleny of neutral (though possibly foolish) folk who might be willing to make such a deal.
2) Sleeper cells. Certain individuals under such a pact might be compeled to forget that they ever made the deal in the first place, or only have a vague, fuzzy notion of what it entails. If the suggestion can be triggered at a distance -- or by a set of specific circumstances -- cult leaders might very well end up with a little cell of adherents who don't even know they are ticking time bombs. Imagine some of the circumstances: "If anyone besides me asks about the cult, kill them." Or "On April 15th at midnight, put on this mask and kill so-and-so." (Oblivion players: you know those Mythic Dawn sleeper agents who live as normal folk in various towns and then suddenly morph and attack you once you've reached a certain stage of the main quest? I have that in my brain -- so maybe pacts involve not only a suggestion, but additional magical effects that could potentially disguise the cultist and maybe grant additional firepower?)
3) The source of this power could take the form of a magical book (the names and details of the pacts would be recorded here and make them magically binding), or maybe a font where the pact is spoken and the blood of those making the agreement is mingled. Perhaps the font or book also allows cult leaders to scry on their victims.
More later as I continue to muse...
Paizo's recent module release, LB1: Tower of the Last Baron, features an openly known temple to Asmodeus in a small frontier town. "That's not a cult!" I hear you say -- well, stick with me a second.
The nifty bit I picked up here is the idea of "pacts." Basically, the leader (or "High Mediator") of the church makes deals with townspeople. In exchange for various favors (not really specified), townsfolk enter into agreements with the church. A suggestion spell is sort of "hung" over them, and then the High Mediator can later call on that suggestion spell as needed.
The seed of this idea works really well for a secret, lawful evil cult. There are a few different angles such a scheme could work from:
1) Enticing neutrals. Sure, most Good people would never knowingly enter into a pact with a devilish cult. But there are pleny of neutral (though possibly foolish) folk who might be willing to make such a deal.
2) Sleeper cells. Certain individuals under such a pact might be compeled to forget that they ever made the deal in the first place, or only have a vague, fuzzy notion of what it entails. If the suggestion can be triggered at a distance -- or by a set of specific circumstances -- cult leaders might very well end up with a little cell of adherents who don't even know they are ticking time bombs. Imagine some of the circumstances: "If anyone besides me asks about the cult, kill them." Or "On April 15th at midnight, put on this mask and kill so-and-so." (Oblivion players: you know those Mythic Dawn sleeper agents who live as normal folk in various towns and then suddenly morph and attack you once you've reached a certain stage of the main quest? I have that in my brain -- so maybe pacts involve not only a suggestion, but additional magical effects that could potentially disguise the cultist and maybe grant additional firepower?)
3) The source of this power could take the form of a magical book (the names and details of the pacts would be recorded here and make them magically binding), or maybe a font where the pact is spoken and the blood of those making the agreement is mingled. Perhaps the font or book also allows cult leaders to scry on their victims.
More later as I continue to muse...
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Comments
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I have only one thing to say to this.....
OOOOOOOOOOOHHHHH!Posted 7th July 2008 at 07:11 PM by The_Warlock
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