Occultists of the Nerre in Skies of Himinil | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Occultists of the Nerre

Someone who knows of the existence of the Nerre, and occasionally make sacrifices to them. This is not an Occultist. An Occultist is someone who truly dedicates their lives to a Nerre. These Occultists constantly think of their Nerre. Every Occultist has a different relationship to their Nerre. Some view them as an employer, others see them as a master, others still see them as an undisputable god.   There are generally two types of Occultists. Those that worship them in private, living in secret among the rest of the populace commonly referred to as Cultists and those that dedicate their lives to their Nerre completely which have their own Title depending on the Nerre.  

Multiple Nerre Worshiping

  Very rarely an Occultist will worship more than one Nerre. Oftentimes, the other Cultists do not even know there are other Nerre that are as powerful as theirs. When an Occultist does worship multiple Nerre, they are almost always driven to madness. Being an Occultist means accepting the Nerre as a part of who you are, and accepting the core ideas and themes of multiple Nerre can tear a weak psyche apart. There are those who are stable enough to worship multiple Nerre without being conflicted, but these are incredibly rare and incredibly dangerous.  

Speaking to Their Nerre

  Each Nerre has a unique method of speaking to them. Every Occultist knows how to contact their Nerre, and rarely share that secret to others. Nerre almost never replies directly, but they do leave cryptic clues for the Occultist to follow. When they do speak to their Cultists, they have explicit instructions that usually result in a major event.  

Followers of Kinath

     
Knowledge is power, and I will use this power to obtain more knowledge.
  The followers of Kinath feel a need to gather knowledge for Kinath. They collect books, letters, stories, and other pieces of information which they share freely with Kinath and other Cultists that follow him, but covet it from others.  

Cultists

  A Kinath Cultist usually works as a school teacher, librarian, researcher, or other professions which work with the acquisition or care of knowledge. A Cultist of Kinath generally, though not always, are focused in a certain type of knowledge. History, technology, physics, biology, and even poetry are a few examples. This obsession is what lead the Cultist to discover Kinath. Throughout the world, Kinath has hidden knowledge in hard to find places. Places that can only be reached by obsessively researching a topic. Ancient tomes of knowledge of the past are hidden deep in ruins, cryptic poetry can be found within hidden libraries and even tattoos upon the organs of a rare creature reveal how to follow Kinath. Kinath offers further knowledge for the cost of current knowledge, which many of these scholars accept easily.   Every Cultist has a secret book they use to give Kinath knowledge and to communicate with them. Anything written in this book is learned by Kinath and he can often leave illustrations or script to communicate to the Cultist.  

Beliefs

  Cultists of Kinath believe that once you amass enough knowledge, you can rule the world. They know that knowledge is power in the literal sense. This power might come from blackmail, understanding physical laws, or understanding magic. At their core, Kinath followers lust for power through knowledge.  

Magus

  A Magus follows Kinaths ideals so deeply that they cannot stay among normal people. These cultists are truly obsessed with gathering knowledge. They have a deep need to surround themselves with knowledge. Because of this, Magi contain vast amounts of knowledge. A magus's lair is usually a hidden laboratory or library, and often multiple Magus works together.   A magus, like most Occultists, keeps their face obscured. This is usually done through a hood or a mask made of old books they have memorized or sacrificed to Kinath. With them, they always carry a large book that keeps their most secret pieces of information and it is how they communicate with Kinath. Every part of a Magus's outfit is inscribed with knowledge. Entire epics were written in the folds of clothing, mathematical formulas tattooed on their body, and bracelets with philosophy written upon them are common.   Magi are not afraid to get their hands dirty. They will kill and murder to get the knowledge they seek. More dangerously, if you learn something that a Magus is keeping hidden they will hunt you down until one of you dies. This is not to say they do not give away information. Often, Magi will trade knowledge for knowledge. Magi do not like to confront people directly, however. Instead, they use lesser Cultists, mercenaries, and blackmail to get what needs to be done. Because Magi are experts at learning information, there is nothing they cannot learn about their enemies.  

Dark Gift of Kinath

  Those who sacrifice their knowledge to Kinath are rewarded with the ability to learn anything. The first sacrifice must be made before the first gift is given. The first sacrifice is the knowledge of yourself. When you accept Kinaths dark gifts you will forget everything about who you were. You remember events which happened to you, but all faces are blurred, all names are forgotten, and any emotional significance is lost. The benefit of this sacrifice is perfect memory. A worshiper of Kinath remembers everything with perfect clarity.   Further sacrifices are made of individual knowledge. When this sacrifice is made the cultist forgets one thing. Not only do they forget, but everywhere that the information is written that the cultist knows about has the information scrubbed out. A Cultist must be careful about doing this because if the information is not significant than Kinath takes important information from the cultist. Also, a book found with missing text is the lead cause of a Cultist of Kinath being found. When sufficient knowledge is sacrificed, the Cultist gains the ability to learn at an immense rate. They can read an entire book in an instant, hear clearly what someone is saying a mile away, and can translate any language to their own.  

Effect on the World

  Like all Cultists, Cultists of Kinath are hunted by the church. This means it is generally illegal to deal with them or to hide them. However, there are many who do not care about such laws and many who are desperate enough to ignore them. These people will track down a Magus in order to learn something important. Dealing with Cultists is always dangerous, but the benefits can be great. Some questions that Magi have traded for in the past would be "Why is the world as it is?", "What route will this ship likely take?", and "How can I bring back my loved one from death?".   Most people view Magi as holders of all knowledge. This is not true, but there are very few questions a Magus cannot answer after some research. If the information offered is interesting or unique enough, then they will be willing to go to great lengths to find the information. Non-Magus cultists of Kinath are used to find information as well, but the questions they can answer are not as profound or grand.

Followers of Kargran

     
The purpose of life is to gain. Wealth, power, land. All of it will belong to me.
  The followers of Karagran are as greedy as Karagran himself. They lust after gold and wealth and little stands in their way, or can stand in their way, to get it. These cultists are the most common Cultists in the world, as their obsession is easier to hide than most. The greed of a Cultist of Karagran is not the same as standard greed. They feel an urge to collect. They are addicted to wealth, money, and luxury.  

Cultists

  Cultists of Kargran are usually nobles, business owners, merchants, or mercenaries. They are also almost all incredibly wealthy. This wealth comes from a desire of theirs to collect wealth. Every Cultist of Kargran sees wealth a bit differently. Some find gold and money to be sufficient, others solely collect priceless relics of art, and others view wealth as land owned and power held. Cultists of Karagran find the Nerre when they betray a friend or family member for the sake of personal gain. To follow Karagran is not a choice. It is a result of intense greed. After this initial display of greed they are then given a test. Karagran sends a cultist to tempt them into further foul deeds for the sake of personal wealth. If successful, then the Cultist teaches them to contact Karagran.   To contact Karagran, one must surround themselves with wealth and luxury. A small party of other Karagran worshipers will form around these events. After one day's worth of partying, the Cultist dreams of the Karagran or of the message he has for them. Oftentimes a Cultist of Karagran will find themselves drawn to these parties without realizing it. Strange, evil things can happen at these parties. Murders, cannibalism or torture are some of the more evil events that these parties hold. Other events might be bird hunts, mass dining, orgies, and dances are a few tamer examples.  

Beliefs

  Cultists of Kargrans beliefs are purely selfish. They simply want and need. Their gluttony and greed is the source of their faith in their Nerre.  

Coveter

  A Coveter is so obsessed with wealth it is unhealthy. They will trade anything for more wealth. Selling family into slavery, pawning off their own organs, or forgoing food so they do not have to spend more. The only way a Coveter will give their wealth willingly is when it is a sacrifice to Karagran. Coveters usually live in abandoned mansions, jewel filled caves, or hidden among the rich.   Coveters wear masks of gold, gems, or other precious materials and adorn themselves with the most luxurious clothing and jewelry they can manage. Most Coveters are deathly skinny and wear oversized clothing. This gives them a feeling of being a moving pile of wealth rather than a singular person.   One of the most dangerous things a thief can do is to steal from a Coveter. Every Coveter knows exactly what treasure they have and should they find something missing they will track it down to the ends of the world. Coveters are willing and able to take matters into their own hands and will be willing to give away some of their wealth if it means gaining what was stolen.  

Dark Gift of Karagran

  When a Cultist wishes to gain the favor of Karagran, they must sacrifice to him all of their material wealth. This means all clothing, money, land, or anything else that can be considered to be owned by the Cultist. Once this is done, the Cultist gains a new sense. They can hear the singing of wealth. Using this ability, they can track down treasure, follow the best path to receive wealth, and instinctually know how wealthy a person is. This sense is the main tool Karagran Cultists use to hunt down wealth.   After the initial sacrifice, a Cultist of Karagran can sacrifice more wealth to Karagran. Karagran rewards the Cultist with raw strength. They can lift boulders, cleave a man in two, and resist powerful blows. However, if a cultist does not sacrifice enough wealth, then Karagran takes more wealth than necessary. Gold and treasure will simply disappear. This sacrifice of wealth to Karagran is not seen as a loss to a Cultist. This wealth is for Karagran and the Cultists know that.  

Effect on the World

  Those who are willing to deal with Cultists will find the Cultists of Karagran to make excellent mercenaries or thugs. Their sheer strength makes them formidable in battle and their loyalty stays with you as long as you are paying them the most. They can be easily paid off, which can be tiresome but predictable enough to prepare for. Coveters are a different story. They are difficult to track down, and they do not spend their time acting as mercenaries. Instead, Coveters are sought out as niche merchants. Most Coveters collect many strange and rare things purely to trade them for wealth. If a Coveter finds a potion of immortality, they will likely hold onto it rather than drink it so they can sell it to the highest bidder. Coveters will often hold secret auctions frequented by nobles who are curious about the wyrd.  

Followers of Istran

     
Nothing in this world is more beautiful than the self.
  Istran loves the concept of beauty. She sees herself as the most beautiful creature in existence. This is a bit of a debate, as Istran is hideous. Her cultists have a similar mindset. They are vain and egocentric. They are the epitome of their own version of beauty.  

Cultists

  There are not very many professions that Cultists of Istran gravitate to. Anyone who is too in love by their own looks can fall into her clutches. Generally, the rich and noble are the most common of her cultists but nearly anyone has the capacity to fall in love with themselves the way Istans cultists do. Istran Cultists first find her after an emotional breakdown over their own image. For example, a young maiden might become enraged over one error in a dress or a young lord would be deeply depressed because he has a grey hair. When this happens, Istran sends them a message through a mirror. This is how Cultist of Istran communicate with her. They gaze into their own reflection, marveling at their own looks for sometimes hours, then the mirror reveals an image of what Istran wants.   Standard Cultists of Istran are a horror to deal with. Because of the way that Istran finds her cultists, they tend to be prone to outrage or depression. There are a few that are more pleasant to be around, but they are the minority. Cultists of Istran are often popular, controlling people who travel around with a small group of underlings. Similar to the "queen bee" stereotype.  

Beliefs

  Cultists of Istran love themselves over anything else. Istran allows them to celebrate themselves and be untethered. They truly believe that everyone should follow her. Once that is achieved, everyone will be set free and can act as only themselves. A world where no one hides who they are is a paradise for Istran followers.  

Esthetics

  Istran is not human. She is a Nerre, a being who predates humanity and cannot think the same way as a human. This mindset will eventually rub off on her followers, giving some of her more dedicated cultists a twisted and strange view of beauty. These people are called Esthetics. They mutilate their body, wear strange clothing, and decorate themselves with odd jewelry. Most Esthetics either wear an elaborate mask or mutilate their face. Each Esthetic has their own syle. Where one would wear living fish earrings and a dress made of reeds, another might decorate themselves with the organs of those they murder.   Not every Esthetic is obsessed with their own physical beauty. Sometimes they focus on art, music, dance, or even writing and performing plays. A play created by an Esthetic is a strange, hauntingly beautiful, and surreal experience with very little actual story or characters. Their art is intense and full of emotion, and those that sing have perfected their voice.  

Dark Gift of Istran

  Istran Grants her favor to those willing to remove ugliness from the world. To gain her favor, a Cultist must sacrifice something ugly about themselves. They may have a scar on their hand, which results in the hand being removed. Their voice could be unappealing so the vocal cords are removed. They may have terrible handwriting and they lose their ability to write. When a Cultist makes this sacrifice, they are given the benefit of minor illusions. They can change their physical appearance, voice, and manner of speech easily. This allows them to hide in plain sight should they need to, but they always make sure they are beautiful in their own standards.   A Cultist of Istran can prove their dedication to Istran by sacrificing "Ugly" things to her. Pieces of expensive art that is not to the cultist's taste, killing an ugly person, or burning down an old building would work as sacrifices to Istran. These sacrifices allow the Cultist to create permanent illusions. They use these illusions for many uses but usually use these to accentuate their homes.  

Effect on the World

  Standard Cultists are not very useful to others and are generally ignored by anyone but inquisitors. Esthetics, however, hold balls and parties every now and again. These balls are excellent places to find wyrd contacts and information, so that is why someone would seek out these parties.  

Followers of Geldah

     
At the core of everything is magic. Magic is change and even mountains loose their shape.
  Cultists of Geldah are the most obvious of cultist. They are also the most hidden and least common. This is because Geldah is a Nerre whose domain is magic, witchcraft, and change.  

Cultists

  The sort of people who follow Geldah are already suffering, or benefiting, from her touch. Witches, Fae without a master, Gnarled, Alchemists, and anyone else who uses magic hears her call. Those who do not fall into this category are rare worshipers of Geldah. They seek the power of magic rather through Geldah. One can find Geldah through change, mimicry, and a warp pearl. Crafting a creature from the corpses, or likenesses, of other animals and placing a warp pearl in its heart is an easy way. But some have used statues, paintings, and machines. As long as the creation is new, unique, or an altered form of a creature and a warp pearl is where its heart is, then the ritual should work. If the Cultist is patient, the creation will change and warp into a new form that eludes to what Geldah wants. Rarely, Geldah will instead speak directly through it.  

Belief

  Cultists of Geldah want to change the world into a magical and wild place. They believe that the world is supposed to be full of magic and charm. To do this, they collect and distribute Warp Pearls. Often. they will trick children into eating Warp Pearls in the hope to create a new witch. This is almost always fatal for the child.  

Sorcerers

  A Sorcerer is a follower of Geldah that has accepted her dark gift and has completely accepted their life as an agent of magic. They do not have a single form. A shifting body is the cost of her power, but they have access to powerful magic. Sorcerers have the unique ability to see magic's changes. Most of the time, a magical change can only occur when no-one is looking. Sorcerers long to be witches, but they will not eat a Warp Pearl unless given to them by Geldah. They know the dangers of a Warp Pearl, and they will not want to risk themselves   Sorcerers form is always shifting, so it is impossible to know if you are talking to the same Sorcerer you did before. They do not wear fancy clothing most of the time. However, they often adorn themselves with trinkets. Charms, bones of sprites, magical objects, and warp pearls are common to hang around themselves.   Sorcerers minds change the same as their bodies. This leaves them with a strange view of the world. Most Sorcerers view themselves as kind, but this kindness can be force-ably and surgically rearranging someones body, force feeding them a Warp Pearl, or rearranging their home in an unconventional way. Though, there is are some evil Sorcerers. They will cause destruction for the sake of causing chaos or forcing the world to change.  

Dark Gift of Geldah

  Accepting Geldah's gift is easy. When someone begins to worship here, after a while they will feel this pressure or tension deep within themselves. Commonly described as the feeling of keeping a muscles tense for long periods of time. When they relax this feeling, accept Geldahs craft, they undergo a change. Every night their form changes a small amount. Their eye color changes, their hair grows or shrinks, they gain strange tattoos, or any number of minor effects. After this, the Cultist can change their form more drastically. Gain random magical abilities, physical alterations, or new senses. However, this comes with a risk as oftentimes a negative mutation will be gained along with the beneficial one.  

Effects on the World

  A Cultist of Geldah usually brings with them some sort of disaster. Or at least something interesting. They are common guests to illegal parties and are a favorite addition to an illegal party run by those who enjoy a bit of chaos. Sorcerers also make excellent mercenaries and assassins for those willing to seek them out. The most profound effect on the world is their habit of changing it where they can. They rearrange things, alter signs, cause mutations in the environment, and generally act as a pest for a civilization. Left to their own devices, a group of Sorcerers will change a landscape into a strange, dreamlike world.  

Followers of Thiothi

     
You call us primitive. I call you weak.
  Where Geldah is the Nerre of magic, Thiothi is the opposite. Thiothis represents all things natural, and his followers represent this. Thiothis Cultists are the most common to find in a group, and they are the least likely to be seen. They live in the forests and mountains, away from civilization. They do not sail, do not use magic, and do not read or write. So it is very difficult to find one without endangering yourself.  

Cultists

  Those who follow Thiothi are at one with nature. They have no jobs in society and rarely interact with others. They are best described as animals than people. They do not build anything, prefer to hunt with their bare hands (though simple tools are used), and do not seek out others. Groups of Thiothi followers come together like a pack of wolves. The finding of Thiothi is somewhat difficult to do, but it happens often enough to spread rumor and to cause issues. To find Thiothi, you must become lost, hungry, and desperate. When Thiothi notices, he sends a test. A freshly killed prey guarded by a predator. If the person decided to give in to their hunger and instincts to fight for the food, they become a Cultist of Thiothi. The first bite of the raw flesh is euphoric and empowering. Images of hunts, cannibalism, and wild freedom flash through their mind. This is Thiothi showing the gifts he offers. Most accept. To communicate with Thiothi the cultist must run alone in a natural place and hunt some prey. This is a ritualistic hunt where the Cultist must kill the quary with their bare hands. After they devour the flesh of their memory, they are given an instinctual sense of what Thiothi wants the Cultist to do.  

Belief

  The followers of Thiothi believe wholeheartedly that the proper way to live is to live as an animal. Follow no-one but your instinct and your will to survive. They believe might makes right and the strongest should lead. They view Thiothi as a physical personification of pure instinct, and most do not even know its name.  

Druids

  If a group of Thiothi Cultists can be described as a pack of wild animals, Druids are the alphas. They are the most animalistic, the strongest, the fiercest, and the most dangerous. Often a Druid leads a pack of cultists or wanders alone. They can control vast amounts of territory and even dominate the animals of the forest. Should you face a deadly beast and it flees for no reason, there is likely a druid in the area. Druids wear the hides and bones of their prey as well as plant matter in order to hide better.   Druids are experts of their land and will fight tooth and nail to keep outsiders out. There are stories of a single druid slaughtering and eating an entire camp of lumberers. Often, they will kidnap mates and take them to reclusive dens. Druids do not speak, instead, they use body language and grunts to communicate. No two druids are exactly the same. Some connect more with birds and craft nests while others hunt like a bear. There are even many who are lost in vast sewers of cities and connect to rats.  

Dark Gift of Thiothi

  The followers of Thiothi that truly accept the animalistic nature of his faith are given his dark gift. They must hunt and slay another human. Upon devouring their preys heart, they are given their dark gift. From that point on, they can understand the "speach" of nature. This is not a true language. More of an instinctual knowledge of what is happening in the land around them. They can learn who traveled through the land, different events, and learn of food and water in new areas. This is not the only gift of Thiothi. If you grant him your prey by burning something you have hunted then Thiothi will allow you to become a part of the natural land. They can traverse an entire forest in a single step, summon predators, and cause the plantlife to move or grow. Though, with each use of this, the Cultist becomes even more animalistic as they leave their humanity behind.  

Effect on the World

  Cultists of Thiothi are treated as dangers of traveling. They are hazards treated the same as rabid wolves. However, there is a famous tale of a Vadathan chief tricking his enemies to march into a forest full of druids. They never made it through.  

Followers of Huxarc

     
Time is a curse. One that we will escape.
Huxarc is timeless. However, his cultists must bow down before the ravages of time. They are connected to Huxarc and know what it is to be free from the shackles of time. This infuriates them. They must grow old and must wait for things. However, worshiping Huxarc could unlock the secrets of time, and save their mortal bodies.  

Cultists

  Followers of Huxarc generally have a reason to follow him. More often than not, they are elderly men or women seeking a way to reverse or nullify their mortality. In society, they can be found in any profession or in any creed. However, gentleman clubs filled with decrepit, old, rich men are one of the easiest places to find the followers of Huxarc. Most Cultists of Huxarc find their calling after years, or even decades, of searching for immortality. Eventually, their search leads them to Huxarc. Soon afterward, Huxarc takes notice. The Cultist will find themselves unable to leave a room. Any room they happen to be alone in. The time in this room stands still. They do not age, feel hunger, nor thirst. After what seems like an eternity, the Cultist is released with the knowledge how to contact Huxarc. This process drives many insane and leaves a lasting psychological mark on the Cultist. To contact Huxarc, one must sit in a room, by themselves, with a clock or other timekeeping device and do nothing but wait. Hunger must be ignored, as will thirst and fatigue. After waiting a random amount of time, could be seconds or weeks, without being disturbed, they suddenly know what Huxarc wishes for them to know. Then, they are sent back to the time they began waiting.  

Belief

  The followers of Huxarc believe that time is an unnecessary crutch for mortals. They wish to exist beyond time, becoming truly eternal and immortal. However, none have achieved this yet. But, Huxarc continues to promise.  

Timeworn

  The Timeworn are the Cultists who have succeeded in becoming immortal. Their service to Huxarc has rewarded them. Most of the time, a Timeworn is given immortality in the ancient body they had before, but rarely Huxarc will also grant the gift of youth alongside immortality. With their goal completed, they do nothing but serve Huxarc further in order to transcend time as he has. They usually wear simple clothing, it wears out faster than they do and wish not to spend too many resources on it, and cover their face with a long-lasting mask. Usually made of metal. Most Timeworn are over a century old. Some even predate some civilizations. Their minds are still mortal, however, and this time warps and erodes their psyche. Timeworn are out of touch with reality completely. When they socialize, it is difficult to follow their train of thought.   Timeworn are, if nothing else, patient. They have time to waste. When they plan or plot, they think years or decades ahead. Sometimes, this is a double-edged sword. If their plans are able to be put into action, they usually succeed. However, Timeworn often miss their chance to enact their plan because they are too busy planning ahead. The Timeworn tend to live in places that have a sense of age to them. Ancient ruins, caves untouched by man, and old keeps.  

Dark Gift of Huxarc

  When a Cultist of Huxarc seeks greater control over time, they may go through a trial. They must find a place more ancient than the oldest mind and spend one year undisturbed within. When they complete this simple task, they are rewarded with some control over time. First of all, they become immune to the ravages of time. They no longer age, but still must eat. Second, they may speed and slow their own personal time. They may also enter a form of time stasis. Choosing an amount of time and "skipping" all the time in between. This is difficult to be useful, but some Timeworn have used this power to escape from enemies.  

Effect on the World

  Brave historians will seek out Cultists of Huxarc to hear their stories. The Timeworn also appear in almost every significant event in one way or another. Not many know why, but some believe Huxarc collects historical moments.  

Followers of Gugge

     
Death is nothing to fear. It is the base state of all things. Live with death, and life won't be a problem any longer.
  The second least common and most dangerous Cultists. Followers of Gugge are obsessed with death. Not necessarily murder, but they are not above mass murder.  

Cultists

  Gugges followers can be found anywhere there is death. Graveyards, hospitals, retirement homes, and even in the middle of a battlefield. It is rare for a Cultist of Gugge to naturally occur. It requires someone to commit suicide and live, or to wish for death and have it denied to them. An example would be someone whose heart stopped, giving them relief from life, only for someone to bring them back. In this state of between life and death, the Cultist receives a vision of Gugge. Gugge explains to them the necessities of life and death, converts them to his following, and teaches them how to contact him. Contacting Gugge is simple. You must simply kill yourself with the intent to contact him. Gugge will bring you back, as long as you are respectful to death and do not contact him too often.  

Belief

  The followers of Gugge believe that the default state of everything is dead. Afterall, everything is dead longer than it is alive, whether it is a plant, an animal, or even a god. They simply wish to understand death in an intimate way. Why they want to understand death is different for every Cultist, but most believe that with a perfect understanding of death, they will have more control over it.  

Necromancers

  When someone accepts the dark gifts of Gugge, they become a necromancer. Their bodies die, but they live on. Forced to stay in a rotting corpse. This grants them some benefits, but they are not immortal. Gugge has too much respect for his brother to intrude on his territory. They usually cover their features, easier to remain undetected, and favor burial garments. Necromancers would tell you they are researches. They study death, life, and everything in between. However, if you ask anyone else they would be crazy murderers.   Puppetry is a natural hobby for Necromancers. They make as many puppets as they can, and befriend or enslave the stringless. A puppet made by a necromancer becomes stringless more often than anyone else. Their lairs are usually filled with the dead. Corpses everywhere, some moving, and are decorated with symbols of the dead. Coffin furniture, funeral pyres warming their home, and death certificates framed are a few examples. The nature of these corpses is up to each individual necromance. Some are left to rot to skeletons, some are kept pristine, and a few necromancers even decorate their dead.   Necromancer are among the most deadly Cultists because of their habit of collecting the dead. The easiest way to do this is to kill their guests and anyone they come across. However, some clever Necromancers pay for corpses. A simple way to dispose of bodies while making a profit.  

Dark Gift of Huxarc

  Spending a full day with among the dead, and then committing suicide at midnight, will grant a follower of Gugge his dark gift. Their body becomes corpselike, which frees them from the need to eat and drink. They also are immune to disease, though their body will still be eaten away by necrosis, should it occur. Furthermore, they gain the ability to bring the dead back to life. This is identical to creating puppets, except the pearl is no needed. Once in every 10 dead brought back like this become stringless, who must listen to their creator's wishes.  

Effect on the World

  Few people want or need to interact with Necromancers. Though, puppeteers do often work closely with them, trading and selling puppets.  

Followers of Ungollo

     
When you become fear, fear has no effect.
  The followers of Ungollo are not as dangerous as some of the others. However, they do instill the most terror. Ungollo was born from the nightmares of mortals, and his followers witness these intense nightmares every night.  

Cultists

  No one chooses to be a cultist of Ungollo. But anyone can become one. The weak and fearful and prone to panic. To become a cultist of Ungollo, you must experience terror with such intensity to drive you to madness, or close to it. In this extreme terror, Ungollo can strike. After this, the cultist experience intense night terrors which, over time, will draw out a special type of maddness. An acceptance of fear, and even an embrace to it for some. At this point, they are Cultists of Ungollo. Ungollo gives them messages through night terrors.  

Beliefs

The Cultists of Ungollo are not ones who follow a particular belief. They are simply insane. However, they do wish for everyone to join them in their madness.  

Ghouls

  Ghouls are viewed as monsters by public view. Some do not even realize that they were once human. They are followers of Ungollo who absolutely revel in terror. They seek to terrify others in a deep, personal way. A ghoul will stalk someone for months in order to learn what would scare someone the most. Though, a Ghoul is uninterested in simply scaring someone. They wish to break them. To take them on a journey of terror and fear that will leave them mad. Ghouls are almost always dressed to be as fearsome as possible and carry with them brutal tools of torture. They will try not to kill but will tear apart loved ones in front of a victim in order to bring out their greatest fear.  

Dark Gift of Ungollo

  When a follower of Ungollo gives up on their past life, and accepts a transformation into a ghoul, they gain a handful of dark powers. Firstly, any costume they wear becomes more terrifying. A mask will meld into their skin, makeup will make their body appear rotten, and a simple sack over the head will ooze blood. They also gain the ability to turn invisible. This is used to stalk and to sneak up on prey.  

Effect on the World

  Many Ghouls have become famous as monsters that stalk the nights. They are often used as stories to frighten children. Something the Cultists apreciate.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!