Oh cool. I've been wondering what the secrets were meant to be.
Fantastic guide.Yeah, so the Cult Secrets are cult-specific, thematically appropriate special abilities gained by the Cultist at level 6, 14, and 18. I try to design these so they are distinct from just bonus spells (which the cultist gains via Cult Spells), but sometimes the cult secret duplicates a spell effect but with some added condition or duration.
Fantastic guide.
Any plans to flesh out the other cults? 5 down, 17 more to go (actually 16 if Aklathu doesn't have any priests)!
I do, but although none of these cults are exactly Sunday School, I guess the details and secrets of a few of the more villainous cults should go in a yet-to-be-released "Game Master's Guide to the World of Xoth" rather than the Player's Guide... !
Also note that when Mongoose Publishing did their conversion of "The Spider-God's Bride" to the Legend RPG some years ago, they added some details of the cults to one of the introductory chapters.
Do you have any plans to complement the artwork as to not have to repeat images in a relatively short book such as yours (pages 34 and 35 for example; and 47)?
"The artworks deserve special mention: I have RARELY seen a book with this many amazing original b/w-pieces. Big kudos! The pdf has no bookmarks, which constitutes a comfort-detriment... but then again... IT’S FREE. It's the single most lavishly-illustrated free file I have seen in YEARS. I mean it."
The "albeit villainous" part here is important.There are lots of physically powerful, albeit villainous, casters in S&S, so I'm not sure about this Real Men Don't Use Magic trope.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.