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Ideas for unusual or deadly cults wanted!
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<blockquote data-quote="Aberzanzorax" data-source="post: 4757548" data-attributes="member: 64209"><p>You'll need better names for these...I just named them based upon a focus, not givng them any particular clever name.</p><p> </p><p><em>Cult of the Rain-</em> Rain worshippers. They start at induction thinking that it is a group who sacrifices goats to keep the rain gods happy to keep their crops watered. The truth is much worse, rituals are conducted to "wash away the sin" and flood towns. Lots of room for water adventures in lakes, rivers, streams, and pools in their temples...but not an ocean cult (so good for low level without the waterbreathing spell).</p><p> </p><p><em>Cult of the Ape-</em> They want to "get back to their roots". Somehow, they got the "crazy" idea that man is descended from apes. They are a bunch of "Jane Goodall" druids who live with apes and dire apes. Their goal is the de-evoloution of mankind to the simpler hunter gatherer (and savage society) of the apes. They have a ritual that is essentially the opposite of the "awaken" spell, that they use on humanoids to help them return to their apelike state. It also tends to make them more feral/savage/strong, etc.</p><p> </p><p><em>The Dillitante Cult-</em> Not actually a cult per se. Think "Eyes Wide Shut"...a bunch of rich people who get together for anonymous sexual pleasures (I'll not go further than that, lest Grandma become upset). They also indulge in "sacrifices" and other cultish "wickedness" which is all illusion/fake to make them feel more "culty". Thing is, they've been infiltrated by at least one other cult (maybe several) and the other cults are attempting to redirect this group toward more "noble" purposes (or at minimum, steal away their members).</p><p> </p><p><em>The gnomish/dwarvish cult of echoes-</em> "When the world speaks back to you, it's best to listen."--Their mantra. This is a Charlie Manson style cult--a single deranged charismatic leader "speaks to the earth" (maybe has some way to commune with nature underground, maybe not). Ultimately, he has convinced the group that he receives answers (the equivalent of visions) that leads them to capture specific targets who they then bury alive or press to death with heavy stone.</p><p> </p><p><em>The Secret Takers-</em> A cult of bards, use detect thoughts and modify memory very regularly. All their members must learn these spells. They appear to be elite performers, but they also are scanning the crowd for their secrets, which they then "rewrite" or make them forget as it suits them.</p><p> </p><p><em>Cult of thirteen-</em> An assassin cult. There are only 13 members of this cult founded by a demon. Each is a trained killer from the shadows (not necessarily the assassin class). This is an experiment by the demon in natural selection. To join the cult, you must declare interest and then accept 12 assassination assignments. Your thirteenth assignment is to kill the cult member you wish to replace. The cult is well aware of your required action, but may not kill you until you've completed your twelveth assignment. It is forbidden for cult members to harm one another once inducted.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 4757548, member: 64209"] You'll need better names for these...I just named them based upon a focus, not givng them any particular clever name. [I]Cult of the Rain-[/I] Rain worshippers. They start at induction thinking that it is a group who sacrifices goats to keep the rain gods happy to keep their crops watered. The truth is much worse, rituals are conducted to "wash away the sin" and flood towns. Lots of room for water adventures in lakes, rivers, streams, and pools in their temples...but not an ocean cult (so good for low level without the waterbreathing spell). [I]Cult of the Ape-[/I] They want to "get back to their roots". Somehow, they got the "crazy" idea that man is descended from apes. They are a bunch of "Jane Goodall" druids who live with apes and dire apes. Their goal is the de-evoloution of mankind to the simpler hunter gatherer (and savage society) of the apes. They have a ritual that is essentially the opposite of the "awaken" spell, that they use on humanoids to help them return to their apelike state. It also tends to make them more feral/savage/strong, etc. [I]The Dillitante Cult-[/I] Not actually a cult per se. Think "Eyes Wide Shut"...a bunch of rich people who get together for anonymous sexual pleasures (I'll not go further than that, lest Grandma become upset). They also indulge in "sacrifices" and other cultish "wickedness" which is all illusion/fake to make them feel more "culty". Thing is, they've been infiltrated by at least one other cult (maybe several) and the other cults are attempting to redirect this group toward more "noble" purposes (or at minimum, steal away their members). [I]The gnomish/dwarvish cult of echoes-[/I] "When the world speaks back to you, it's best to listen."--Their mantra. This is a Charlie Manson style cult--a single deranged charismatic leader "speaks to the earth" (maybe has some way to commune with nature underground, maybe not). Ultimately, he has convinced the group that he receives answers (the equivalent of visions) that leads them to capture specific targets who they then bury alive or press to death with heavy stone. [I]The Secret Takers-[/I] A cult of bards, use detect thoughts and modify memory very regularly. All their members must learn these spells. They appear to be elite performers, but they also are scanning the crowd for their secrets, which they then "rewrite" or make them forget as it suits them. [I]Cult of thirteen-[/I] An assassin cult. There are only 13 members of this cult founded by a demon. Each is a trained killer from the shadows (not necessarily the assassin class). This is an experiment by the demon in natural selection. To join the cult, you must declare interest and then accept 12 assassination assignments. Your thirteenth assignment is to kill the cult member you wish to replace. The cult is well aware of your required action, but may not kill you until you've completed your twelveth assignment. It is forbidden for cult members to harm one another once inducted. [/QUOTE]
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