Why do NPCs join cults?

1. Because Cult Leads have good PR. Theyre not telling the initiates they are going to destroy everything, instead Orcus wll 'purify the world' and reward his loyal followers (apparently).

2 and frankly actually studying to learn magic or doing work like peasants is hard. Better to do a bit of team chanting for a chance to throw a helish rebuke

3 and you know the status quo isnt fair. Why is it that with all the magical perks and boons society is still feudal. Dukes and Barons get to run things even though theyre only a level 3 Noble? And why was your village left to be raided by bandits while the Adventurers were off exploring Avernus?

4. also you were promised Virgins!
 
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Like a lot of DMs, I find that evil cultists are a pretty good intelligent villain to use in RPGs: "This guy is trying to summon Orcus to destroy your hometown! You are completely justified in stabbing him!"

For most cultists, it's a pretty miserable life, wearing hooded robes and hanging around in sewers and caves, neither of which are great robe-wearing places. Sure, you get access to those neat wavy-bladed daggers, but what's the appeal otherwise?

Without this getting too real-world (and therefore very depressing), what's in it for the cultists?

So, first of all, it's important to understand that a fantasy setting all celebrants of any divinity are "cultists". Each gathering of worshippers is a cult, whether of an approved religion or an unapproved one.

So you generally need to answer this question for any deity of your campaign world. Why bother? Why the commitment?

In the case of the evil deities, the answer in my campaign world is basically, "They are much easier to persuade to help you." Where the good deities demand you meet a rigorous standard of conduct for a lengthy period, the evil deities are much more straight forward. They are just asking, "What are you willing to sell me?" This is very appealing to the desperate, the despairing, the people who feel they've been wronged, or who feel they aren't being heard. Patience is a virtue. It's part of that whole rigorous demand on your conduct. What if you want something now? Well, you can sell something, your blood, your identity, your soul. And the payoff is immediate and visceral.

It's important to keep in mind that evil is often superficially attractive. The evil deities of my world tend not to look like those of say "The Forgotten Realms" or the Chaos Gods of Warhammer which are designed to be just obvious bad guys. They are obviously bad, but not offering portfolios of just "Sign here for death and suffering." They offer knowledge, wealth, power to overcome foes, pleasure and self-affirmation. Of course, in the fine print things might be just as bad as if you were signing up with Nurgle or something, but the point is that they are making sales of short term versus long term. You get what you want in the short term, and they get something in the long term. It's generally a bad deal, but people are bad long term planners.

One of the cults that showed up in my last campaign were Nuati the Storm Lord, who is worshipped in a propitiatory manner to avert his wrath, and who is also a fertility god, promising the sort of things you'd expect of a fertility deity - offspring, pleasure, and profit. But he's basically Cthulhu with better PR, or perhaps Poseidon Earthshaker with a bit worse PR.
 

But for most I'd go with "promises of power." Which also comes with the ability for revenge against "those who have wronged them."

Plenty of cultists in my games get more than just promises. They get actual powers. There's lots of culty clerics and plenty of culty warlocks. Beyond that, I just straight up give cultists special abilities, not to mention the extra HP/HD.

Joining a cult is effectively one of the fastest ways an NPC can level up. Whatever the in-universe equivalent of that looks like, it's a great recruiting tool.

FWIW, I've played a cultist as a PC before, too.
 




Without this getting too real world (and therefore very depressing), what's in it for the cultists?

We can get pretty real-world without getting too depressing...

Loads of people are missing connection, and a reason for being. They yearn to be part of something, to know the secrets that nobody else knows, to be on the winning team.

This is all the easier when the cult actually has supernatural power that the followers can have.
 

Why do NPCs join cults? Reminded of the LBJ quote...(about convincing). I don't see why it would be any different than why we see it now--lack of belonging combined with likely bullying in the person's past for one reason or another = recipe for ready to join a cult. As Umbran says, backing that up with actual power is pretty enticing as well. Gaining power over those who treated you badly and ostracized you is a pretty intoxicating elixir, I'd think.
 

As we are talking about fantasy settings that oftentimes get defined as "having magic in the air" (like leylines, the Weave, connections / bleeds to the Inner and Outer Planes etc.)... there's also the possibility (should the DM wish to think in this way) that having this magic inundate anything and everything across the world just "inspires" or "guides" all manner of creatures towards magical essence. And everyone is just predisposed to join or lean towards groups that have access to that magical essence. So groups (or "cults") that can connected to magic and are magical by nature are able to find peoples who feel like they need to be a part of that.

I'm not suggesting they are being "brainwashed"... merely that fantasy peoples who live in a world of magic might perhaps just move in magical directions of all types.
 

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