Tuesday, January 21, 2025

Evil on the Borderland: A Cult

 

(Image by Jeshields, used with permission)


The classic D&D adventure, B2 Keep on the Borderlands, is loved by many, but is sometimes described as a monster hotel. Why are all these different groups of intelligent monsters living so close together? For me, this was never a problem because I understood that the evil temple served as a common ground for all the chaos creatures. The book never said that, but it never said it didn't. 


Imagine that the temple at the end of the adventure (Area K), houses the Great Oracle who personifies all seven of the deadly sins. His followers are a ragtag collection of losers who simultaneously believe themselves to be the greatest people of all time and who are being corrupted to pure evil. Here is a cult that does just that. It is written for Mongoose Legend but it is easily dropped into Mythras or any other d100 system. This will also, coincidentally, work well with my Legends of the Citadel on the Wilderlands.

If adapting Keep on the Borderland to this setting, each of the leaders--the Goblin Leader, the Orc Leader--will be an initiate of the cult. There will also be a few other initiates mixed in with the groups. Further, the eight acolytes in the temple are acolytes of this cult while the Priest is the Great Oracle.


Trigger Warnings. These are the bad guys. They are into cannibalism and torture with other cruelties implied. There is also a fair amount of body horror and other bad things.


The Crimson Serpent

1. Mythos and History

The Forgotten Past. Eons ago a demonic, crimson ice-worm slithered from hell and into the roots of the world, far below what is now the Borderlands. For centuries it has slept and dreamt of power. When these dreams turn towards the living world and the surface, tendrils of magical energy weave their way to the surface. Through these magical tendrils, it reaches the dreams of mortals and through their fantasies it materializes in the physical world. Cults of evil and chaos come and go, their power ebbing and flowing with the ebb and flow of the dreams of the slumbering worm.

Now. Once more the worm dreams of the mortal world and once more its insatiable hunger for mortal power materializes in the actions of its followers.

Crimson Frost. Crimson frost forms in veins in any dark place where the invisible tendrils of the Worm reach air. Most often this is in the dark recesses of the caverns and mines or at night in the woods above. The frost appears as small red crystals, which melt into a crimson goo when held. This magical material is useful for alchemy, but it is also a powerful hallucinogen.

Physical transformation.The dreams of the Crimson Worm are powerful magic. They seep up to the world causing the physical world to change. Trees become twisted and dark. Animals transform into monsters. As do people. Cultists' bodies are transformed to match the Worm's greed. Some transform into orcs, others into goblins, hobgoblins, kobolds, and even bugbears.   

Life after death. The cultists dream of the fulfillment of all their worldly wants, desires, and darkest cravings. They are promised a continuation of these dreams after death, but the outside observer might suspect this is not true.


2. Nature of the Cult

Reason for continued existence. Any mortal sleeping on one of the serpent's invisible, magical, tendrils will experience dreams of the fulfillment of their darkest desires. A Persistence skill roll is required to avoid spending the next day obsessed over these dreams and fulfilling them. The first night, the roll is Easy, but it gains one level of difficulty each additional night the person returns to sleep on the tendril. After three days of obsessing over the dreams (three failed rolls), should a person sleep another night on the tendril, the serpent will send visions to the individual and teach them the ways of its cult. Needless to say, when the dream tendrils reach the surface of the world, eventually someone succumbs. 

Social / Political Position and Power. This cult can only exist in those few places where the dream tendrils of the serpent reach the surface of the Earth. Currently they are limited to a few locations in the Borderlands. The cult holds great power over its followers in these locations but is universally despised by all outsiders. The cult works to call new tendrils of the sleeping worm's dreams to the surface. This is done when a priest casts the Consecrate spell.

Peculiar Likes and Dislikes. The Crimson Worm dreams of its own dark fantasies. It dreams of changing the other gods and demons according to its will and its desires. These are dreams of greed and domination. Sleeping, it unconsciously feeds these dreams to its followers, and in turn, it gains energy from their greedy fantasies. The followers make great sacrifices to the worm and it rewards them with minor powers and delusions. And the more they live within the dreams of the worm, the more they are corrupted, both morally and physically.


3. Organization

Inter-cult Organization. The Great Oracle (Room 59) was the first to be blessed with visions from the Crimson Worm and he has gained the most from them. He is the High Priest of the cult and all followers owe their allegiance to him. But his rule is less of a well-organized, iron fist kind of leadership and more random and brutal. His whims and desires change constantly depending on his mood. And his followers are all absorbed in fulfilling their own desires and are hard to motivate. Those who appease the Great Oracle rise in power and those who do not, suffer.


Mortals are a varied bunch and the worm dreams of many deadly sins. Within the cult there are a number of different fantasies which lead to the creation of a number of different sub-cults. Each subcult has its own priest who then answers to the Great Oracle.

Intra-cult organization. All other cults, both good and evil, despise the worm and its followers.

Centers of power, Holy places. Currently the tendrils of the worm's dreams only reach the surface at one location. Physically, the location can be based on the B2 map by Dyson Logos. The High Oracle plans on corrupting nearby human settlements and calling forth tendrils there, but he is too slothful to go himself and his followers are so absorbed in their own greed that the plan moves forward very slowly.

Holy days and high-holy days. Holy days and high-holy days occur at random according to the whim of the worm and its dreams. Only the Great Oracle knows when these days occur.


4. Lay Membership

Requirements to join: All a person needs to do to join the cult is sleep in an area affected by one of the tendrils of the worm's dreams. During the night the person and the worm will share dreams and in the morning the sleeper will have joined. Those fighting against joining the cult can make an Easy Persistence to remain free of the worm's corruption.

Requirements to belong: Anyone with Pride of Belonging (or who can fake having it) can stay at the valley and in the caves. Of course, there are no services--food, shelter, etc. except for what they bring, and there is no automatic protection from the wandering monsters. Most cultists quickly join one of the sub-cults. They may start as human, but after a few weeks belonging to a sub-cult, they slowly transform into the appropriate type of monster.

Mundane benefits. Upon joining, members automatically gain Pride of Belonging and Greed of the Worm.


Pride of Belonging. All members of the cult have an excessively high opinion of themselves. They automatically pass any resistance roll which would make them question their beliefs or the correctness of the Great Oracle or the Goodness of the Worm. Further, other cultists will not openly attack a member, as long as they do not visibly go against the cultist, the Great Oracle, or the Worm. That does not mean that they won't trick them into making sacrifices or accepting dangerous or debilitating offers.   


Greed of the Worm. Snaking its way into all the followers of the Worm is an insatiable desire for material and social gain. Members suffer a two-level increase in difficulty to resist any offer or compulsion that will increase their personal wealth or standing.

Skills and Common magic. There is a myriad of skills and common magic that can be learned from the cultists by lay members. They can spend time with the frostlicking goblins and learn illussions or learn the craft of torture from the skinwearers.


5. Initiate Membership

Requirements for Initiation. The Great Oracle initiates those who he chooses and sets out initiation tests and quests based on his whim. But the worm does require that initiates know all five cult skills. 

Requirements to remain initiated. The Initiate must stay in good standing with the worm. They must follow their own greed, and make monthly sacrifices to the worm. These are usually made to their priest and are either of their own MP, POW, wealth, or offer suitable substitutions. This requirement can also be met by recruiting new members.

Mundane benefits. Initiates can enter the temple and pray to the worm as desired. They can request audiences with the High Oracle. Initiates are offered housing within the adjoining caves and are allowed to build their own followers.

Cult Skills: Deception, Stealth, one combat style, Lore (Crimson Worm), and one additional skill based on their special dreams, but usually from Art (Illusion), Craft (Torture), Disguise, Gambling, Oratory, Seduction, or Streetwise.

Common Magic.  Chill, Fate, and Lucky.

Divine Spells: Initiates can form Pacts with the worm and learn the following spells. Level 1: Alter Target, Amplify, Behold, Blessing (Cult Skill), Curse of Greed, Heal Wound, Reward Greed, Shield, and Spirit Block.


Curse of Greed

Rank Initiate, Duration (Special), Touch, Resisted with SKILL.

The victim develops an uncontrollable longing for wealth or fame as determined by the caster. For the next 30 minutes the victim will do whatever they can to achieve their desire after which, their head will clear until the next day. At a random time, determined by the GM, on the next day they may choose to resist the curse. If they do not resist, once more, for the next half hour, they will do whatever they can to achieve their goal.  


Reward Greed

Instant, Duration (Special), Rank Initiate, Touch

Once cast, the subject is under the effect of a Fate spell (Common Magic) except that the benefit will be applied to the next roll they make that is personally greedy. In other words, when they try to do something that is good for themselves at the expense of others, they get the benefit. Cultists use this magic to make their community ever more greedy.


6. Priesthood

General statements. Cultists of the level of Acolyte or above are independent agents for the worm. They don't have to follow the will of the Great Oracle. The worm's dreams will still grant them power, but the Great Oracle will take issue with them. Thus, there is endless scheming and plotting both with and against the cult leadership.

Requirements for acceptance. The usual requirements hold based on cult skill level. Advancement can only occur when sleeping on the invisible tendrils, so most members of the priesthood live at or near the caves.

Restrictions. Clergy must continue to follow their greed and other wants. They must also offer two sacrifices per week and are expected to provide guidance to the initiates.

Benefits. They can live in Area K of the caves and can exercise their will on those below them with relative impunity. 

Divine Spells. Level 2: Disarm and Delude. 3: Consecrate and Excommunicate.


Delude

Rank Acolyte, Duration Special

For one deal, exchange, or swap, the victim will believe they have received more than they gave, even if it is clear they did not. This delusion will last unbreakably for one day. After this first day they can attempt to break the delusion, one try per day, only if someone points out to them how bad the deal was. Note that Pride of Belonging guarantees that cult members will remain deluded for as long as they are in the cult.


Diminish

Rank Priest, Duration Permanent, Casting two-hour ritual

Similar to the sorcerous spell Tap, this spell takes half of the victim's Size and Strength and grants the caster that number of single-use magic points. These points remain with the caster until spent and can be used on Pacts if desired. Once these points are used, they will not return. The victim must be either restrained or willing throughout the entire ritual. This ritual is used to turn dim witted lay members into kobolds while allowing the priests to gain large reserves of Magic Points.


Consecrate

Special Note: The Consecrate spell will cause a dream tendril of the worm to snake its way up to wherever the spell is cast. This can be used to allow the cult to spread.


7. Subservient cults


Envy of the Skinwearers

When a follower of the Crimson Worm begins dreaming of possessing what other people have, they start on the path of the skinwearer.  Only the smallest number of cultists know how to make a skinsuit. But these cultists work to groom the envious and to indoctrinate them to the point that they will murder a person and take over their identity.


The Great Oracle plans to send agents into the world to find the greedy and envious. They will be then recruited into the cult. Once they are ready, the Oracle's agents will kidnap a chosen victim, bring them back to the temple to be murdered, and the victim will be then replaced by a cultist wearing a skin suit. So far, the Oracle has only replaced one or two minor authorities in the nearby human settlements.

Special Skill: Craft (Torture)

Additional divine spells: Level 3: Peel Skin 


Peel Skin

Rank Priest, Casting Time, Special

This day-long ritual must be performed on the sacred ground of the cult and requires a large amount of grizzly implements of torture and alchemy. During the casting  8 POW, often Tapped from the victim is permanently given to the Crimson Worm, while the caster removes the victim's skin and creates a skinsuit. Obviously, this is lethal for the victim.

Skinsuit. This magic item is crafted from human remains. When worn, the wearer appears to be the person whose skin they are wearing. Further, lingering elements of the victim's spirit grant the wearer unique mannerisms and quirks of the victim as well as their voice and manner of speech--but not any of their knowledge.


Gluttony of the Frostlickers

Frostlickers hunt down the crimson frost, licking it until they fall into a catatonic stupor. In this state, they experience the magnificent dreams of the Crimson Worm. They know glory and power beyond normal mortal comprehension. This is an ecstatic and highly addictive experience and it also slowly transforms the frostlickers into goblins.

Some frostlickers take the time to learn the lore of the Crimson Worm and they make a special pack which allows them to draw others into their terrible dreams. 

Special Skill: Art (Illusion)

Additional divine spells: Level 1: Fear, Illusion, Laughter, and Madness 

Common Magic taught by the subcult: Babel, Befuddle, Darkwall, Demoralize, and Fanaticism.

Subcult Notes: After Frostlicking, a cultist must make a Resilience roll, or the next day they will do everything in their power to go frostlicking again. This means that the goblins are always a disorganized group with half their number out frostlicking and the other half weaving powerful illusions to further the will of the Great Oracle. Unfortunately, frostlicking also slowly transforms both their personality and their body. Over time frostlickers transform into goblins. 


Wrath of the Bonesuckers.

Some come to the cult full of hate and loving violence. Strong fighters whose tool of choice for solving a problem is the sword. These people find their home with the bonesuckers.

Most become dog-headed gnolls or hobgoblins.

Additional divine spells: Level 1: Berserk, Fear, and True (Weapon). Level 2: Heal Body and Regenerate Limb. 

Common Magic taught by the subcult: Bladesharp, Bludgeon, Dullblade, Endurance, Fanaticism, Firearrow, Fireblade, Heal, Multimissile, Pierce, Speeddart, and Strength.

Subcult Notes: In order to work their magic, these cultists must suck the marrow from a bone. The healing spells are only cast immediately after battle while sucking the marrow of their victims.


Lust of the Unfulfilled

Some who are drawn to the cult come with an intense desire for something: libido, money, or power. These cultists can be found amongst all the differing subgroups and the Great Oracle encourages and nurtures them, for they are his agents. Their lust for power allows him to control them while they in turn control the other cultists--either directly as the leaders, or indirectly with subterfuge.

Special Skill: It is amongst the unfulfilled that one finds teachers for Gambling, Oratory, Seduction, and Streetwise.

Additional divine spells: Level 1: Aphrodisiac, Berserk, and Laughter.

Common Magic taught by the subcult: Babel,Bandit's Cloak,Befuddled, Darkwall,Detect Enemy, Entertainer's Smile, Fanaticism, and Glamour.

Subcult Notes: Unfulfilled initiates are often found as advisors when they are not the actual leaders, but there will be at least one in every group.


Sloth of the Diminished

Many people joining the cult are not bright, hard-working, strong, or good in a fight. They appear to have nothing going for them, yet they are welcomed into the cult and promised a life where they will always have enough. And they do. Eventually these cultists will be tricked by the priests into agreeing to be diminished. This ritual gives the priest a large number of Magic Points which can be used for making skinsuits, sacrifice permanently to the worm, or used for other even darker magics not detailed here.


Some of the Diminished go out into the world as halfling farmers. The GM should add one or more overlooked halfling farming villages. These are darker places full of happy-go-lucky halflings who seem to have well supplied farms with plenty of oxen and other necessities, but who are never bothered by any of the monsters in the neighborhood. And they don't seem as nice as most halfling settlements.


Other Diminished, those who are mean but not very bright, stay at the caves and join the kobolds. Eventually, the dreams of the worm will misshape them, and they will physically be kobolds--and they will love it. Remember, everyone thinks what is happening to themselves is great.

Subcult Notes: There are likely all sorts of mundane benefits to being diminished, like being a halfling farmer in a fascist state or not having to value your own or anyone else's life as a kobold, but outsiders won't really understand.


8. Miscellaneous Notes

Lay members form little groups under the initiates who align the most with their desires. These groups offer mutual protection from the other groups and are the units of social organization. As initiates get larger groups, they become more powerful, but also get involved in more complex inter-group rivalries. For most, life amongst the cultists is brutish and short.



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