Cults are human-founded groups seeking to contact higher powers, unlock the secrets of immortality, or expose the hidden forces ruling the world. Though they lack magic, their rituals, fervor, and sometimes ancient relics allow them to occasionally brush up against the Veil or be noticed by those beyond it.
While there's potential so sim story story-driven NPC cults, we are also allowing players to build cult groups, but under Storyteller guidance and observation.
It is key to understand that these cults are not supernatural and can only be created and joined by humans without any special abilities.
Players looking to introduce a cult must provide:
A detailed explanation of the cult,
The Cult's history and significance to the world-building of Savannah.
Any rituals or ceremonies they would introduce, and or any potential relics or items they might have or are looking to acquire.
The leadership structure and any key connections the cult might have to others in Savannah.
They appear magical but are mostly symbolic. Some mirror real rituals closely, unknowingly channeling or calling the attention of otherworldly entities..
Many cults guard old, misused magical objects or books of distorted lore. These might have been stolen or found.
The Items sometimes call unwanted attention from groups or individuals who would seek to obtain these items, to protect the public, keep them out of the “wrong hands,” or use them to gain more power or some other malicious purpose
Often charismatic or persuasive, they are considered “Prophets” or “Guides”
Desire to awaken powers within themselves or humanity.
Most cultists believe they are saving the world or bringing salvation.
Some are purely the creation of psychopaths or Sociopaths looking to manipulate people and gain some form of power
Rituals can occasionally cause:
Veil tears or gateways
Summon unintended spirits or draw supernatural predators to them.
They also might call the attention of the local and federal government, such as the FBI or BSU