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#marlos urnrayle is the best cult leader ever I will fight you on this
dungeoneering102 · 6 years
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Improving Cults
So recently I had a post about how cults should be designed (IMO). I mentioned the four cults present in the D&D module Princes of the Apocalypse and said how those were really bad examples. Due to some interest, I decided to make this post that elaborates on how I have altered those four cults to make them more realistic and interesting.
Why I Dislike the Original PoA Cults
In the original book, the Players are supposed to face off against 4 cults: the Black Earth, Howling Hatred, Crushing Wave, and Eternal Flame. Each of them have a leader (referred to as “prophet”) and work semi-together to summon super powerful creatures called “Princes.” The book also mentions that they all serve the “Elemental Eye.” Here are my problems with this set up:
We don’t ever get told what the Elemental Eye is. It seems to be just a pedestal or an unnamed entity. But it’s never explained.
The cults work together. This makes them all just fade into each other. There’s no drama because now the players are just fighting a large group that happens to have 4 leaders.
The cults all have the same goal but very little distinguishing elements in terms of their philosophy or approach to said goal.
So let’s try to fix this...
Elemental Eye
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I hate that this aspect is never explained. It was just so very vague and yet its what commands the four cults. Supposedly, the Eye has given the cults their power and influence. In turn, it will somehow eventually inform the cult leaders on what ritual to conduct to summon their respective Princes. The Eye does this only WHEN the Party kills the first two Prophets. So I changed it all around.
The Eye is a physical thing. It is a stone of great power, supposedly locked within the altar in Fane of the Eye dungeon. In my story, the Eye calls forth the four Prophets, but informs them that it will only choose the STRONGEST among them. This is important and I’ll discuss why below. But now it is a physical thing and once ONE of the Prophets proves themselves powerful enough, the Eye is gifted to this person. All others die upon touching the Eye.
Lastly, to get to the eye, each Prophet has to prove that THEIR cult is the strongest and has the most influence. They do this by getting the most recruits and building beacons across the valley. The beacons are something that you can see in the module’s artbook section, although they’ve been cut from the final game. I re-inserted them as buildings that would be a sign of the cults’ growing in power. Your PCs can stumble onto these as they explore the valley. The cult that proves to be most influential, gets to summon their Prince.
The Cults DO NOT Work Together
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Around the Renaissance Era, the Christian church had several divisions. New branches and sects appeared all over Europe, and started fighting over who is the TRUE CHRISTIAN church. They all believed in the same God and Jesus. What was different is how they worshiped these figures. The result was a complex political game fought between these powerful and rich churches over the souls of their followers and the influence over Europe. These conflicts ended with people fleeing Europe, the Catholic Church setting people on fire, and a very powerful shift in the politics of the time.
I think, that’s a pretty interesting story. So why are the cults of PoA just working together, with some minor issues between them? I say cut them the fuck apart. They are four individual cults. They believe in the same deity (the Eye) but go about worshiping it in different ways. They each have their own beliefs and philosophies that conflict with one another, and pit them against each other. Why do we do this? Because 4 DIFFERENT baddies is better than 1 four headed baddie. This conflict between the cults, allows the Players to play a large and complex game of politics, where they play off each of the cults against one another to get them to destroy each other. PCs might ally with one cult, only to get into a big mess and have ANOTHER cult offer them help in return for betraying their former allies. In the end, you get a Game of Thrones level game of politics and alliances.
Unique Cults
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Now all of the four cults want the same thing: summon forth their elemental daddy. The problem with this, they might just meld into each other and become very similar. So we have to differentiate them in three ways:
How they present themselves (identity).
What do they believe in (philosophy).
How they act during combat (gameplay).
If you distinguish EACH of these, you get distinctly diverse cults. Below is going to be MY breakdown of how I distinguish each of the Elemental Cults.
Howling Hatred Storm.
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Change that fuckin’ name. No one will wanna be a part of a group called “Howling Hatred.” Bad guy groups usually pick actually socially OKAY names, otherwise they won’t get any supporters. Let’s call them “Howling Storm” or “Howling Wind.” ANYTHING else but HATRED!
Identity/Philosophy. The wind is fickle and full of lies. The leader of the cult, one Aerisi Kalinoth, pretends to be a winged elf by creating fake wings using illusions. Their main outpost is filled with cultists who PRETEND to be knights. The whole thing reeks of deception and illusion. So I made that their selling point. Make your dreams a reality is the tag line for this cult. They convince people to join, so that when THEIR Prince is summoned he can blanket the world in an illusive state, where everyone’s best dream will come true. Of course, they will all live in a constant dream state, but it doesn’t matter. People who are depressed enough would be willing to fall into eternal sleep if it is guaranteed to make them and their friends forever happy. This is what Aerisi offers. She appeals to the desperate, the depressed, the lonely. She offers them to live out their dreams in an eternal sleep. Kind of like a suicide cult.
Gameplay. This is very simple. The cultists stay airborne as MUCH as possible. Forcing PCs to fight vertically, instead of horizontally, find cover, find ways to fly up as well, climb high structures, etc.
Black Earth
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Personally, the Prophet of this cult is my favorite. So to be fair, I don’t much to change about this cult.
Identity/Philosophy. For this cult I ran with the theme of burial. Marlos Urnrayle, the prophet of Black Earth, sells the burying of your past. Made bad choices in life? Did thing you regret? Forget about it. Bury that past, and on the dirt build your life anew. Atop the ruins of old, rise your new home. This would totally get the attention of past criminals and bandits, whose lives have been ruined by their own crimes. Now they can start anew, in an organization that accepts EVERYONE.
Gameplay. Another easy one. You should describe your cultists as being extra tough and hard to break. Maybe give some of them some earth powers, ripped out of Avatar: the Last Airbender. I let my cultists just call forth pillars and stone walls, while others would swim through earth as if it were water.
Eternal Flame
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Identity/Philosophy. Compared to the other cults, this one seemed more combative and militaristic. So I ran with that. Vanifer, the cult’s leader, runs a militia. Again, remember that the valley is without any leadership. She offers leadership. Her message is that she is building the army this valley desperately needs and she intends to bring peace and order to this valley, by force if need be. Her selling point is that she promotes discipline and order. People who lack any purpose, live messy lives, or need some kind of a leader-figure to tell them what to do, would fall into this easily. Think of veterans or troops, who after wartime cannot fall back into normal life as they need someone to order them around.
Gameplay. These guys are on FIYAAAA. Make their armor too hot to touch, make being around them uncomfortable. Allow them to be strategically more intelligent, using maneuvers to flank, surprise, and stun their opponents. This is a military organization, after all.
Crushing Wave
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Identity/Philosophy. This cult consists of smugglers and pirates. What do pirates stand for? That’s right, an anti-establishment way of life. So the cult preaches FREEDOM. But absolute freedom. In fact, anarchy. Gar seeks a world that he can drown, where only those deemed strong enough can survive and are thus freed from the shackles of social restrictions. This idea of absolute freedom without authority, of being able to live off your own merit and not having to answer to anyone, is something many would like. People who have been duped by corrupt officials, people who dislike the restrictions of society, or dislike social norms. The Wave offers them all a chance to be free of this.
Gameplay. I got Lovecraft vibes from the cult. his cult is led by Gar Shatterkeel, who almost drowned but heard a voice in the oceans that led him to safety. Borderline Cthulhu-esque. SO, I made them all weird and creepy. They talk strange, they walk strange, they tend to stare. Ultimately, while they all fight for absolute freedom, the irony is that they are being manipulated by a primordial entity that is slowly brainwashing them.
Last Point - Diversity
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In the book, all cultists (except the prophets) are human. That’s all fine and dandy but I don’t see why it needs to be so. I recommend you make the cults more diverse in their composition. Elves, dwarves, orcs, dragonborn, whatever you got. Not because YAY DIVERSITY or anything. Just because, I think it makes most sense that cults that fight for influence and power, wouldn’t discriminate based on race or gender. This, in fact, could be a selling point for them. Especially if you have racial tensions in your Fantasy setting.
I hope you all find this breakdown of how I modified the cults helpful. Please remember, that these are not “THE BEST WAY TO PLAY.” These are only the best way I found to play. You might find something that fits your campaigns and players better. Special shoutout to @ravenbane13​ (and everyone else who reblogged my last post) for encouraging this piece. I did go a bit longer than I wish, but hey, I hope you find some use in that wall of text.
The Unfair DM
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