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Gamemaster's Guide

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100% found this document useful (10 votes)
3K views304 pages

Gamemaster's Guide

Uploaded by

Cédric Lecante
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Gamemaster’s Guide

Gamemaster’s Guide
  8  INTRODUCTION
 9  Foreword
10  Not an Instruction Manual
10  A Game for Adults
11  The Gamemaster’s Responsibilities
11  Establishing the Horror Contract
14  Safety Techniques
16 Mediography

20  1. THEATER OF   76  3. FLESH AND SOUL


THE  FEARFUL MIND  77  Overview
21 Overview
  77  A Pantheon of Mortals
21  Collaborative Storytelling
  82  Flesh and Soul
24  The Spiral of Horror
  86  Personality Types
24  The Conversation
 94  Relations
33  The GM Moves
  97  Legions of Darkness
35  Hierarchy of Horror
39  The Rhythm of Horror 106  4. P ILLARS OF THE  FALSE
HEAVEN
43  Running the Session
107 Overview
44  Advanced Storytelling
107  Environmental Storytelling
46  2. FOUNDATIONS OF DREAD 114  Putting It All Together
47 Overview 116  Location Archetypes
47  The Intrigue Map 125  In Metropolis’s Shadow
54 Events
132  5. ARCANA AND APPARITIONS
58 Bombs
133 Overview
60  Dramatic Hooks
133  Objects of Desire and Dread
62 Downtime
138 Artifacts
66 Themes
144  Our Fears Made Flesh
71  Writing Campaigns

4 Beyond Darkness and Madness


152  6. OF FEARS UNKNOWN 192  8. N EW FLESH, ANCIENT
153 Overview
DESIRES
193 Overview
153  Existential Dread
193  No Flesh Shall Be Spared
154  Lies upon Lies
195  Body and Mind
157 Loneliness
198 Psychoplasmics
158 Thanatos
200  We are the Gateway
161  In the Mind’s Eye
202  Our Traitorous Flesh
163  Glimpses of Truth
204  Tearing Down the False Temple
164  Glimpses of Other Worlds
205  More Human than Human
168  In Our Jailer’s Grip
207  Fate Worse Than Death
178  7. DISTURBING BEHAVIORS
179 Overview
208  9. EXQUISITE HORRORS
209 Overview
179  Transgressive Souls
209  The Sublime
183  A Litany of Violence
210  Aspects of the Sublime
184  The Center Cannot Hold
218  Alarming Sensory Perceptions
186  The Devil Beside Me
220  Morbid Attraction
187  Own Worst Enemy
189  The Reality of Pain 222  10. PRISONERS OF  THE SELF
223 Overview
223  Bound, Caged, and Abandoned

Contents 5
234  11. GODS AND MONSTERS 252  14. BLOOD AND GUTS
235 Overview 253 Overview
235 Agenda 253 Agenda
236 Principles 254 Principles
238  The Fiction 257  The Fiction

240  12. DARKNESS AND DECAY 258  15. WE UNLUCKY FEW


241 Overview 259 Overview
241 Agenda 259 Agenda
242 Principles 260 Principles
244  The Fiction 262  The Fiction

246  13. ILLUSIONS AND  SORROWS 264  16. AFTERNOON HORRORS


247 Overview 265 Overview
247 Agenda 265 Agenda
248 Principles 266 Principles
250  The Fiction 269  The Fiction

6 Beyond Darkness and Madness


272  USING THE KULT TAROT
272  Ways to use the Tarot as a Gamemaster
273  Basic Guidelines
273  The Ritual of the Tarot
274  Reading Templates
276  The Major Arcana
284  The Minor Arcana

Contents 7
Introduction

T
he spray paint felt tacky on Mack’s finger, thick as drying
blood. LOOK! The graffitied word glistened like an unanswered chal-
lenge. Whoever’d tagged the wall had skills to reach this secluded roof-
top. And they had some balls to mark her territory. But where were they?

Mack crossed the metal gangway between buildings, ignoring the winds
tugging at her jacket. Far beneath her feet, the city street churned; an
angry river of light, motion, and summer heat. Yet, on the other side,
the air grew colder, almost autumnal. The rooftop’s mechanical stink
surrendered to fragrances of spice and incense. An infinite silence coiled
around her. Another tag stained the high-rise’s wall in wet, ruddy colors.
LOOK!! A crude arrow pointed upwards. Instincts, old and primal, told
her to run.

But Mack found herself ascending. There, she discovered an impossibility;


an archway rising from the rooftop like an organic growth. Although framed by vibrant
skyline, its interior revealed nothingness – a starless void that rippled like oil. She
sensed something watching her from that impenetrable dark. “Look,” it said. She did.
And the darkness swallowed her whole.

8 Chapter 1 – Introduction
Foreword BOOK TWO
– Atmosphere
Welcome to Beyond Darkness and Madness – the game­ While characters, settings, and
master’s guide for KULT: Divinity Lost. This supplement outlines plot-lines are vital to telling
the gamemaster’s (GM’s) in-game obligations and responsibil­ successful stories, the GM must
ities, including upholding the Horror Contract. Furthermore, it infuse their narratives with atmo-
provides them with useful tools for managing the conversation sphere to push them to the next
and their Moves, and offers insights and inspiration for creating level. The world of KULT: Divinity
their own characters, stories, and settings. To this end, the sup­ Lost drifts between several types of
plement is divided into three books; Storytelling, Atmosphere, horror, ranging from the grotesque
and Reflections. to the sublime. The Atmosphere
chapters provide the GM insights into
each sub-genre, as well as the tools
BOOK ONE – Storytelling and techniques for incorporating
KULT: Divinity Lost stories can – and should – possess continu­ them into their stories.
ally evolving narrative levels, requiring the GM to be prepared
Chapter Six – Of Fears Unknown
before, during, and after each game session. Book One provides
explores the complex concepts of mod­
the tools and inspiration for upholding the GM’s Agendas, as
ern cosmic horror and existential dread
well as offers new Principles and Moves to achieve them. In
as well as their effect upon the PCs and
addition, tools for maintaining and expanding the game’s fiction
their perceptions. It provides tools and
will be provided, allowing the GM and players to personalize
inspiration for weaving these unsettling
their experience.
themes into compelling narratives. The
Chapter One – Theater of the Fearful Mind discusses how to chapter also includes an in-depth analysis
construct compelling stories, sustain an effective conversation, and of the Influences and how the Higher Pow­
uphold the Agenda. Tools for effectively using the Principles and ers and Realms affect Elysium and Humanity
fiction are discussed. These include effectively using soft and hard as a whole.
GM Moves, as well as generating Moves unique to each story. An
Chapter Seven – Disturbing Behaviors
in-depth discussion on establishing the Horror Contract is provided,
explores the concepts of extreme horror and
including specific techniques for invoking fear in the players.
graphic violence. The chapter provides the tools
Finally, suggestions for understanding the players’ motivations
and guidance for striking the proper balance
and weaving them into the story will be discussed throughout.
between disturbing and repulsing the characters
Chapter Two – Foundations of Dread further explores the (and players) with unsettling imagery and situa­
Intrigue Map and downtime, as well as techniques for generat­ tions. The chapter also explores various styles of
ing and sustaining both short- and long-term story arcs. Addi­ extreme horror and ways to portray the realism
tional tools for creating bombs, events, and Dramatic Hooks are of pain.
provided, including how they can enhance the conversation.
Chapter Eight – New Flesh, Ancient Desires
Finally, advanced GM techniques are discussed, such as new
explores the transgressive concepts of body
storytelling styles, running generational campaigns, and devel­
horror and eroticism, delving into the corrup­
oping alternative settings.
tion and transformation of body and self. The
Chapter Three – Flesh and Soul provides the tools for gener­ chapter discusses the various themes and nar­
ating dynamic non-player characters (NPCs), such as Contacts ratives involving the Flesh, and provides tools
and Leaders. This includes how to develop their narrative roles for introducing the transformative aspects of
throughout long-term campaigns. In addition, the chapter horror. Finally, it explores the issues of role­
provides additional tools for creating comprehensive Cults, playing sexuality and intimacy, while adhering
Groups, and Organizations, as well as how these hubs can be to the Horror Contract.
woven into the underlying narrative and Intrigue Map.
Chapter Nine – Exquisite Horrors explores
Chapter Four – Pillars of the False Heaven discusses how to the narrative concepts of the sublime, an
create believable and detailed places, i.e., locations. Addition­ aesthetic literary technique where beauty and
ally, this chapter outlines how to introduce the various Influ­ horror mesh together. Heavily rooted in gothic
ences and Higher Powers into these locations, as well as using horror, the sublime’s atmospheric and philo­
GM Moves to enhance the narrative. Finally, the chapter pro­ sophical ideals are naturally infused within the
vides the tools for combining places into dynamic campaign KULT mythos. The chapter provides tools for
settings, such as towns/cities – both real and imaginary. developing these ideas, and expressing them
throughout the game’s narratives.
Chapter Five – Arcana and Apparitions provides new
tools for developing new objects and monsters, as well as Chapter Ten – Prisons of the Self gives
using them as story-centric elements. In addition, the chap­ the gamemaster a guide on how to handle
ter discusses how these hubs can become integral to the trauma in play and explore the inner hor­
player characters (PCs) and how they can expand the overall rors of the player characters.
narrative.

Foreword 9
BOOK THREE
– Reflections Not an
Despite KULT: Divinity Lost’s diverse metanarrative,
the gamemaster and players may desire to augment
Instruction Manual
or redesign the game-world to better suit their per­
This supplement is not an instruction manual. Don’t feel pressured to use
sonal desires and tastes. By personalizing the Agenda,
and learn everything presented here. This book is a color palette that you
Principles, and fiction, gaming groups can explore
can use to accent your stories. Each chapter, each section offers different
new Reflections of the KULT mythos. Through these
nuances; you can dip your brush, mix the colors, and apply them to your
divergent frameworks, the GM can develop special­
game. You can try different techniques and combinations to enhance your
ized storylines and entire campaigns, ranging from
stories and inspire specific atmospheres.
quiet horrors to splatterpunk apocalypses. Book Three
provides various Reflections of the KULT universe, However, if you try using all these narrative techniques and accents at
incorporating themes and play styles associated with once, it would become overwhelming and your game could lose all
common horror sub-genres. These are by no means the nuance. As such, this information is offered as aids and suggestions,
only possible versions, and each can be used to create something you can draw upon and experiment with as you see fit. You
unique campaigns and one-shot stories. GMs are free to can tweak and twist and toss anything presented within this book, mold­
adapt and combine the following suggestions to create ing your game in whatever way best serves your individual stories. Mix
their own unique worlds. genres, alter rules, and create the world you desire.

Chapter Eleven – Gods and Monsters stories focus


heavily on supernatural elements, which frequently
intrude upon the characters’ lives. The Illusion has frac­
tured, allowing creatures to invade and populate Human­ A Game for Adults
ity’s prison. They fight hidden wars, trying to preserve
Elysium or tear down its walls forever. Indeed, the char­ If you open the KULT: Divinity Lost core rules, you will see the following
acters themselves may be these monsters, entangled in text: This game is for adults. So, what do we mean by adults? There are
the endless conflicts between Archons and Death Angels. several answers. The primary one refers to the player’s age and life
experience. In short, due to the game’s dark subject matter and intense
Chapter Twelve – Darkness and Decay stories empa­
setting, KULT is unsuitable for younger audiences. However, adult also
thize the Uncanny; focusing upon the subtle and strange
means that the authors expect the GM and players to have the maturity
rather than using the overt horrors inherent with the KULT
and willingness to participate and cooperate in telling an intriguing
mythos. Mystery and ambiguity infest the narrative, slowly
story together. That you don’t behave immaturely and try to sabotage
pulling the characters down into madness and mistrust,
and ruin the experience for others.
where reality itself comes into question.
We trust the gamemaster to be adult and not play KULT as some sort
Chapter Thirteen – Illusions and Sorrows stories focus
of power trip, ignore the players’ boundaries, and use the game as a
heavily on the precepts of Asian horror cinema and lit­
vehicle for self-fulfillment and/or bullying.
erature, infused with magical realism, urban terror, and
unrelenting dread. This style of narrative blurs the lines We trust the players to be adult, accepting and trusting enough to
between reality and the supernatural. place their characters in the GM’s hands, as well as in each other’s.
They should understand that the game’s ultimate goal is to create an
Chapter Fourteen – Blood and Guts stories focus on the
impactful story, and that it is not about winning/losing, but rather
frenetic pacing and high-octane sequences of action-horror.
about narrative exploration and experiences.
This reflection shifts away from character-heavy explora­
tions to focus on more plot-driven storylines. Be it splatter­ We trust the group – the GM and the players – to be adults, and create
punk nightmares or hordes of undead, these narratives grab a safe environment with an atmosphere of sharing and trust, where
the players by the throat and never let go. everyone feels safe enough to touch upon the sublime darkness and
explore beautiful, intimate, and grim stories together. The group
Chapter Fifteen – We Unlucky Few stories focus on char­
should respect the boundaries that have been established, and also
acters staying alive against insurmountable odds in horrific
maintain an open non-judgmental mind towards each other. Trust
situations. Characters are outmatched, outgunned, and lack
that you are in this together, trust that things will not go beyond the
vital resources, as traumatic and world-changing events
boundaries that are set, trust that you are not going to be shamed,
continually test their resolve and resourcefulness.
judged, ridiculed, or seen as an annoyance.
Chapter Sixteen – Afternoon Horrors stories focus on
We also trust the group of adults to handle communication in a
young adults stumbling into mysteries and nightmares;
mature manner. The GM and player must remember that if things
players portray children in the KULT universe. They learn their
feel wrong and uncomfortable that they should discuss their feelings
world isn’t as it seems, discovering secrets about their home­
rather than complain about it later or to others. We trust you to give
town and themselves as they hunt monsters.
each other honest feedback, verbal or written, between or after
sessions. Open conversation about what works and does not work
APPENDIX – The is – and should be – encouraged. This is particularly important if a
Kult Tarot boundary is broken, someone goes too far, mistakes are made, as
these are matters adults can handle and talk about rationally.
Tarot Rules, a guide on how to use the KULT tarot deck to cre­
ate stories, locations and scenarios. Gamemasters putting together a gaming group for the first time
must explain to potential players that KULT is an adult game and

10 Chapter 1 – Introduction
what that entails. To help with this there are tools provided,
Creator
such as the Horror Contract. Above all else, adult behaviour and
good, and open, communication is key. As the Creator, the GM is responsible for developing non-
player characters, monsters, and settings, and weaving these
KULT is a game about personal horror, but neither the players
aspects into the story. Unlike many traditional RPGs, she is not
nor the gamemaster should fear to play it.
responsible for creating every narrative element and plot-line.
KULT: Divinity Lost is a collaborative effort in which players
Not to Everybody's Taste help drive the story. As such, the GM needs to establish the
underlying narrative, so she can help guide the conversation
In KULT: Divinity Lost, the gamemaster and players are collabora­
toward its best, logical resolution. Part of this responsibility
tively telling the story. Throughout the game, the player charac­
includes outlining and maintaining the Intrigue Map, as well
ters remain the narrative’s primary focus, and the GM should be
as creating compelling hubs and links. Extended campaigns
their fan and stay on their side, even as she guide them into truly
require more hands-on preparations from the GM, as they
dark places.
develop intricate subplots and multilayered storylines.
However, games as dark and haunting as KULT inevitably feature
stories that some will find too unpleasant to partake in. It might
involve subject matters that are just too personal and/or unpleas­
Narrator
ant for them. And that is perfectly okay. Some subject matters are As the Narrator, the GM is responsible for maintaining the
simply too sensitive and horrifying, or they may trigger unpleasant conversation throughout the game session. Different from
experiences from the past. No one should force others to partake her Creator responsibilities, the GM describes the world
in something that is destructive; be they GM or player. and its various aspects as the narrative progresses. On one
hand, this responsibility requires properly using specific
That being said, there might be stories, quick play scenarios, or
game mechanics, such as GM Moves, to expand the sto­
campaigns that involve subjects the GM (or players) may want
ryline and reflect consequences of the PCs’ actions. On the
to explore that will clash with aspects of the Horror Contract. And
other hand, it also requires her to respond intuitively and
that is perfectly fine. Not everyone needs to be involved in every
fairly, as she maintain the story’s fiction. Above all else, as
game. So, if there are stories that you want to explore, be certain to
a Narrator, the GM must collaborate with the players to
involve the right gaming group and don’t feel bad when suggesting
create compelling narratives – rather than present stories
players sit this one out. By their nature, horror stories are not meant
specific to her own desires.
for everyone. However, do not use this as an excuse to bully or push
players out of the group, or force them into something they’d be
uncomfortable with.

Establishing
The Gamemaster’s the Horror
Responsibilities Contract
At its heart, KULT: Divinity Lost is a collaborative roleplaying expe­ KULT: Divinity Lost games should all respect the Hor-
rience shared between its participants – the GM and players. While ror Contract – the mutual agreement between the GM
the players are responsible for portraying their individual characters, and players to explore mature themes and terrifying
the GM must represent the game-world itself: characters and setting, concepts (KDL, p. 160). Being scared can be fun, thrill­
alike. However, the game’s collaborative nature alters the GM’s overall ing, and even cathartic for the players. However, as
role, as compared to more traditional RPGs. In short, successful games with carnival rides and horror movies, these fearful
require the GM to simultaneously serve as the game’s adjudicator, cre­ and unpleasant situations are best experienced in
ator, and narrator – prior to, during, and following each game session. a protected and controlled environment. Similarly,
Although undertaking these roles may initially appear challenging, with when running KULT, the GM has the dual responsibil­
patience and persistence, they can be infinitely rewarding. ity of scaring the players and providing them a safe
environment.

Adjudicator Although these responsibilities can be achieved


through common-sense practices, outlining the
As an Adjudicator, the GM is responsible for being familiar with the boundaries prior to gameplay and using various
game rules, as outlined in the KULT: Divinity Lost corebook and any mate­ safety techniques are also helpful. This is the very
rials/supplements used by the gaming group. This general knowledge essence of the Horror Contract, which provides the
allows her to ensure the rules are employed in a consistent and unbiased GM (and players) the proper framework for explor­
manner during each game session, as well as assist players in using them ing the nightmarish world of KULT: Divinity Lost,
properly. The interactive and interpretive nature of KULT allows individual while providing the players the safest roleplaying
groups to add, alter, and/or eliminate rules as best fits their play style. As environment possible. For this reason, the Horror
such, the GM must approve and adjudicate any rule changes specific to Contract is essential to all KULT games, be they
the group and introduce them to new players. Finally, she’s responsible one-shot or campaign.
for maintaining player involvement and safety, as outlined in the group’s
Horror Contract.

The Gamemaster’s Responsibilities 11


Outlining the What is Forbidden
Boundaries Although KULT: Divinity Lost explores many dark subjects, the GM
The Horror Contract should be established prior to or at the and players are not compelled to roleplay themes that offend or
beginning of the first session (KDL, p. 172). This helps the GM upset them. Both the GM and the players add things they don't
and players set the boundaries for their stories, and will provide want to see in the fiction. These themes are compiled together
insights into what narratives and themes they wish to explore and listed on the Horror Contract, so the group knows they are
– or avoid – early on. In addition, this collaborative agreement forbidden and not to be introduced under any circumstances,
allows the players an opportunity to request concepts and even off-screen. This will help the GM and players shape their
ideas that will challenge and frighten them throughout the role­ specific narratives, as well as initial character creation. Fur­
playing experience, intensifying their investment in the game thermore, if they are accidentally introduced by players during
itself. It also provides GMs with insight into what pre-generated gameplay, the GM simply states that the topic is “forbidden,” and
scenarios the players may wish to alter or avoid all-together. requests the player alter the scene appropriately. No explanation
is required.
Specifically, the GM and players should establish two key
elements of the Horror Contract: What They Fear and What Is What is Forbidden should not be used to eliminate integral
Forbidden. This allows the GM to Know Their Players by learn­ aspects of the KULT mythos; e.g., “I don’t want the Archons to be
ing what narrative elements will frighten them and which are a part of our game.” Instead, the actions/effects of these narra­
strictly forbidden. Although KULT stories Dare to be Unpleasant, tive aspects would be restricted. For example, forbidding "sexual
the GM must respect the players’ boundaries to establish the violence and/or the ramifications thereof,” might limit stories
safest and most enjoyable roleplaying experience. Nor are they involving the Death Angels Chagidiel and Gamaliel, but they'd
entitled to explanations, even if they seem odd. The player’s still remain in the general fiction. Similarly, characters with
word is final; the Horror Contract’s purpose is to create the saf­ Sexual Neurosis may be unsuitable for that particular game.
est ‘terrifying’ gaming experience possible for the players. The GM and players should simply proceed with respect and
understanding.

What They Fear


Evolution of Horror
Although they portray characters, each player possesses
their own fears. By recognizing and reflecting these personal As a general rule, the GM can introduce concepts/themes not yet
anxieties, the GM can increase the player’s tension and draw adressed as Feared or Forbidden into the narrative. However,
them deeper into the story. The players themselves can infuse she should still use common sense, drawing guidance from
these fears into their characters, exploring them through the group’s specific Horror Contract. Furthermore, as the game
Dark Secrets and Disadvantages during gameplay. Again, this progresses over the long term, the group may wish to amend
creates investment in the narrative, increasing their disquiet their specific Horror Contract, adding or subtracting themes from
and unease. the Fear/Forbidden lists.

In short, What They Fear is the players’ wishlist for their KULT Prior to each session, the GM can ask if the players wish to
experience. Each player notates what subjects they want amend the Horror Contract. If no amendments are required, the
to frighten them. They should try and write more than just session proceeds normally. If amendments are requested, The
one word. As an example, writing "Claustrophobia" can help Horror Contract is then adjusted accordingly. Note, unless every
the GM but if they try to describe why they fear it and what player consents, no Forbidden themes should be removed – only
emotions are connected to it, then they give the GM much added. The GM should remain cognizant of these changes, and
more to work with. With the player's consent, the GM can ask change the story appropriately.
additional questions to better Know the Player. Similarly, the GM may wish to provide content warnings for
To continue the example with claustrophobia: After elaborat­ each session, if she has specific themes she wish to introduce.
ing and having been asked some questions from the GM they This allows players the opportunity to request amendments,
establish that the sound of a door locking is enough to cause if necessary, without disrupting the story mid-game. She may
discomfort in the PC. Together they decide that this will be also wish to add Forbidden themes to the Horror Contract herself.
connected to the PC's Dark Secret and the player decides to As above, she does not need to explain this amendment; only
pick Phobia as one of their Disadvantages. inform the players of the required change.

Doing this has given the GM several tools to use in the game:
◊ The GM adds "Claustrophobia" to the PC's Dark Secret on
the Intrigue Map.
◊ “Claustrophobia” is added to the “What They Fear” part
of the Horror Contract.
◊ She makes a mental note to emphasize the sound of Author Note: The core rulebook for KULT: Divinity
locks whenever the PC's Stability has dropped a few Lost is cited throughout this supplement. For all page
steps. citations marked KDL
KDL,, please refer to material in the
◊ The Move "Separate Them" and "Capture Someone" can core rulebook (ex: KDL
KDL,, p. 160). All other page citations
now be made more impactful by connecting them to the reference material within this supplement.
PC's Phobia.

12 Chapter 1 – Introduction
Establishing the Horror Contract 13
Safety [A] Green – The player approves, and wish the scene to
become more intense;

Techniques [B] Yellow – The player approves, but wants the intensity to
stay the same;
[C] Red – The player disapproves, and needs the intensity to
Due to its horrific subject matter, roleplay­
decrease or stop entirely.
ing in KULT: Divinity Lost can be intense and
uncomfortable at times. As such, in addition Similarly, the GM can use the Stoplight System to silently ask the
to the Horror Contract, the GM and players players how they’re feeling about the scene. She simply taps
have several safety techniques available to each color in order – green, yellow, red – and the players can
them. The group may utilize one, some, or all respond in kind to indicate their current comfort level.
of these at your table. Simply discuss which
Note, this technique can result in conflicting opinions. No mat­
are best suited for your particular group,
ter the consensus, the GM must respect the player with the low­
and implement them as you see fit. However,
est intensity level. For example, if two players tap ‘yellow,’ but
whichever technique is decided upon becomes
another taps ‘red,’ the GM must decrease the scene’s intensity.
sacred – if someone uses it, everyone supports
their request without question. As always, each THE OK CHECK-IN
group is free to ignore these suggestions and
employ their own safety techniques. They may Similar to the Stoplight System, the OK Check-in employs quick
also wish to view online resources such as the hand signals to indicate the player’s current feelings. During
TTRPG Safety Toolkit. intense scenes, the GM and/or players can check in on each
other by flashing an ‘OK’ symbol with their fingers. In kind, the
Please note, it is important for these techniques to person being checked in on responses with either: ‘thumbs
be used in conjunction with Horror Contract. Many up’ – I’m fine, continue; the ‘thumbs down’ – I’m not okay, stop;
tools can only come into effect and/or be used after or a hand-wiggle – I’m so-so, unsure. Anything other than a
an issue has occurred, which may be too late. By ‘thumbs up’ temporarily stops play, allowing the responder the
adhering to the Horror Contact, the GM and players moment to calm themselves and the group reassess the scene’s
should be able to prevent most problems before they progression.
happen.

The Door Is
Fade to Black Always Open
As with cinema and literature, some subjects are best
More unspoken policy than safety technique, the GM and
left to the imagination and handled off-screen. Explicit
players should make sure the Door is Always Open. If anyone
sex and violence can be as equally effective, if not more
needs to stop playing for any reason, they are free to do so
so, when suggested rather than handled in explicit detail.
after indicating it to the group. The session remains on pause
This technique is known as Fade to Black, and can be
until the GM/player either returns or leaves the group. Typically,
used throughout the game’s narrative to alleviate unnec­
the Door is Always Open policy is used in conjunction with other
essary discomfort. Similarly, if the GM and players do not
safety techniques, or when the GM or players need to leave the
want to narrate every awkward or unpleasant scene, they
session for personal reasons.
can request a Fade to Black, and the narrative progresses to
the next part of the story. Stopping game-play and/or leaving the session can feel socially
awkward and potentially embarrassing. However, doing so is
One PC has been stabbed and is slowly bleeding out.
the individual’s right and completely appropriate. Nor does the
Another PC lends him medical aid. Rather than focus on the
individual need to explain their reasons; only indicate that they
gory details of the injury and pain, the players request the
are doing so to the group. As always, use common sense and
GM have the scene Fade to Black. The wounded PC simply
protect yourself.
passes out from the pain and the scene progresses after he
wakes up later on.
GM Safety
The Stoplight System While player safety is important, the GM is entitled to the same
rights as anyone else at the table. Unfortunately most gaming
The Stoplight System provides the players with an in-game
traditions dictate that the GM’s duty is to assure that only the
method to communicate their comfort levels without break­
players are always safe and having fun. This stems from the
ing narrative flow. Each participant is provided with a sheet,
unspoken social dynamics of traditional roleplaying games,
marked with three, colored circles (or panels): green, yellow,
where the GM is granted more power than the players. In turn,
and red. These colors demonstrate the player’s response to the
the GM may feel obligated to fulfill her role as arbiter and cre­
narrative’s varying levels of intensity, and how the GM should
ator, even to her own detriment.
proceed. The player taps (or says) the color according to their
feelings toward the current scene:

14 Chapter 1 – Introduction
In truth, being the GM can be an emotionally and mentally What did they think was the highlight of this session?
exhausting task, especially if players test the boundaries of Hor- What were their favorite character interactions? What
ror Contract and the game-environment. As mentioned above, surprised them and why? What storylines are they
they are entitled to utilizing the same safety measures as the excited about? Did they like how things resolved them-
players. Furthermore, they are under no obligation to continue selves? Could something be improved and/or make the
the session, nor do they need to continue running the group, if game more engaging? Do they have suggestions for the
the experience turns toxic for them. next session?
Due to the pressures and responsibilities inherent with their
ACCEPTABLE RESOLUTION
role, GMs may find it difficult to recognize issues and/or extri­
cate herself from potentially harmful situations. However, it is No matter the medium, all horror stories share one
well within her rights to end any game where the group does thing in common – they have resolution. For good or
the following: ill, the narrative ends at a recognizable and acceptable

◊ Actively ignores the GM’s comfort level, demanding they point. However, due to the time constraints of roleplay­
ing games, stories may need to end prematurely and/or
explore What is Forbidden and/or ignores the use of
may not resume for some time. The GM must resolve the
safety tools.
current story thread at an acceptable point prior to ending
◊ Does not respect the GM’s schedule, such as bullying the game session. While it may be tempting to end on a
them to run games and/or demanding private scenes cliffhanger, some unresolved issues can potentially upset
when inconvenient. the players.
◊ Judges the GM and makes the GM feel unsafe in such a KULT: Divinity Lost explores deeply troubling and traumatic
way that it feels like the GM hamper oneself and does themes. Although the players are not actually engaging in
not dare to create and explore. and enduring these horrors, their characters are – and that
◊ Insults, ridicules, and/or threats the GM out-of-game, as emotional connection can be just as real and difficult to
well as argues continually to get their way. turn off. As such, always ask if the players are comfortable
with the current state of the narrative when ending the
◊ Uses the game for therapeutic reasons and/or to game. If they are not, allow them some form of resolution
explore their fantasies/kinks without established
during the Debriefing. This narrative technique helps pre­
consent.
vent the GM/players from being left confused, frightened, or
emotionally vulnerable by ending the session on an abrupt
Debriefing and and unpleasant note.
Feedback
Debriefing is a post-game safety technique typically used
in conjunction with the suggestions above. Although
roleplaying can be easy, returning to reality may be more
difficult, especially during emotional sessions. Debriefing
allows the GM/players time to calm down and return to
their own lives. As such, when the session concludes, the
GM/players put the game materials and characters away,
disengaging themselves from the roleplaying space.
Removing any unnerving ‘ambience’ the group used such THE X CARD
as soft music and food/drink can help reestablish the The X card is another common safety technique in
sense of normalcy. roleplaying games. Briefly, a card or sheet of paper
Debriefings are freeform and do not have set time with an “X” drawn on it is placed in the middle of the
periods. However, following particularly intense ses­ table. At any point, a player or the GM may touch the
sions, the group may need additional time to relax and X card to call a halt to any action currently making
recover. From this point, the players should address them uncomfortable. If they would like to explain
themselves as their personal identities, referring to their themselves, they may, but it is absolutely not neces-
characters only in the third-person. Again, this helps sary and the GM should continue play once everyone
return the group to the real world. is settled back in.

The GM may also use this time to gather general feed­ However, the X Card’s binary nature effectively halts
back on the session. Feel free to use some, all, or none the conversation and directly alters the story. For
of the following questions. Make up some of your own some, this can be disruptive to the narrative, as it
and/or let the players ask you and themselves. Allow allows little room for nuances inherent to the horrors
for free discussion without argument or judgement; of KULT: Divinity Lost.
Lost. GMs using the X Card should
fair criticism should be welcome. Note, this is also the familiarize themselves with their group’s Horror Con-
GM’s moment to relax and unwind, to savor a job well tract and be prepared for any eventualities.
done. Don’t allow the feedback to ruin the experience.

Safety Techniques 15
Mediography
Here below is a reference list of books, games and movies for
each genre and chapter in this book. Use these to inspire your
conversation or as pure enjoyment.

Of Fears Unknown Exquisite


◊ Perfect Blue (1997) Horrors
◊ Prince of Darkness (1987) ◊ Bluebeard’s Bride (Magpie Games)
◊ The Endless (2018) ◊ Itras By (Vagrant Workshop)
◊ Silent Hill series ◊ Paranoia Agent (2004)
◊ The Cat Lady/Downfall/Lorelei ◊ Carnivale (2003-2005)
◊ Soma ◊ Hellbound: Hellraiser II (2008)
◊ The God-Machine Chronicle (Onyx Path) ◊ Twin Peaks: Fire Walk With Me (1992)
◊ Unknown Armies (Atlas Games) ◊ The Lighthouse (2019)
◊ The Hollower by Mary SanGiovanni (2013) ◊ Sauna (2008)
◊ House of Leaves by Mark Danielewski (2000) ◊ Imajica by Clive Barker (1991)
◊ Annihilation by Jeff VanderMeer (2014) ◊ Labyrinths by Jorge Luis Borges (1962)
◊ The Last Days of New Paris by China
Miéville (2016)
Disturbing Behavior
◊ Martyrs (2008) ◊ A Philosophical Enquiry into the Origin of
Our Ideas of the Sublime and Beautiful by
◊ Kill List (2011) Edmund Burke (1757)
◊ I Saw The Devil (2010)
◊ Hostel (2005) Prisons of
◊ Slasher (Onyx Path) the Self
◊ Outlast ◊ Trauma and Recovery by Judith Herman (1992)
◊ The Evil Within ◊ Trauma Magic by Clementine Morrigan (2020)
◊ The Hellbound Heart by Clive Barker (1986) ◊ The House of the Spirits by Isabel Allende (1982)
◊ American Psycho by Bret Easton Ellis (1991) ◊ Dirty River: A Queer Femme of Color Dreaming
Her Way Home by Leah Lakshmi Piepzna-Sama-
◊ The Scream by John Skipp & Craig Spector (1987) rasinha (2015)
◊ Sharp Objects by Gillian Flynn (2006)
New Flesh,
Ancient Desires
◊ Midsommar (2019)
◊ The Void (2016) ◊ The Babadook (2014)
◊ Spring (2014) ◊ Jacob’s Ladder (1990)
◊ Videodrome (1983) ◊ Relic (2020)
◊ The Thing (1982) ◊ Hereditary (2018)
◊ The Fly (1986) ◊ Hellblade: Senua’s Sacrifice
◊ The art of H.R. Giger ◊ Fran Bow
◊ Bloodborne
◊ Franken Fran (2006)
◊ Cthulhutech (Mongoose)
◊ The Troop by Nick Cutter (2014)
◊ The Books of Blood by Clive Barker (1984)
◊ Jackalope Wives by Ursula Vernon
◊ Body by Shelley Jackson

16 Chapter 1 – Introduction
Gods and Blood and Guts
Monsters ◊ The Descent (2005)
◊ American Gods by Neil Gaiman (2001) ◊ Aliens (1986)
◊ Weaveworld by Clive Barker (1987) ◊ Event Horizon (1997)
◊ Bloodchild by Octavia Butler (1995) ◊ Train to Busan (2016)
◊ The Sandman (Vertigo Comics) ◊ Dawn of the Dead (2004)
◊ Dresden Files by Jim Butcher (2000-2021) ◊ Monster of the Week (Evil Hat Productions)
◊ Hellboy series by Mike Mignola ◊ Delta Green (Pagan Publishing)
◊ Locke & Key by Joe Hill (2008-2013) ◊ Resident Evil series
◊ The Secret World ◊ Dead Space series
◊ Shin Megami Tensei: Persona series ◊ The Bridge by John Skipp and Craig Spector (1991)
◊ Bioshock series ◊ One Rainy Night by Richard Laymon (1991)
◊ Chronicles of Darkness (Onyx Path)
◊ Dreaming Cities (Guardians of Order) We Unlucky Few
◊ The Road by Cormac McCarthy (2006)
Darkness and Decay ◊ A Paradise Built In Hell by Rebecca Solnit (2010)
◊ Mulholland Drive (2001) ◊ The Girl with All the Gifts by M.R. Carey (2014)
◊ Twin Peaks (1990-91, 2017) ◊ The Fireman by Joe Hill (2016)
◊ Blue Velvet (1986) ◊ The Rising by Brian Keene (2003)
◊ Pi (1998) ◊ The Last of Us
◊ The Serpent and the Rainbow (1988) ◊ This War of Mine
◊ Naked Lunch by Williams S. Burroughs ◊ Death Stranding
◊ Rule of Rose ◊ 28 Days Later (2002)
◊ Condemned ◊ Metro 2033 (2002)
◊ Falling Angel by William Hjortsberg (1978) ◊ Threads (1984)
◊ Don’t Rest Your Head (Evil Hat Productions) ◊ It Comes at Night (2017)
Illusions and Sorrows Afternoon Horrors
◊ Uzumaki by Junji Ito (1998) ◊ Kids On Bikes (Renegade Game Studios)
◊ The Wailing (2016) ◊ Tales From The Loop (Free League Publishing)
◊ Kairo (2001) ◊ H. P. Lovecraft Preparatory Academy (Third Eye
◊ Ringu (1998) Games)

◊ Maribeto (2004) ◊ Stranger Things (2016-2021)


◊ Audition (1999) ◊ Coraline (2009)
◊ Higurashi When They Cry (2006-2021) ◊ The House with a Clock in Its Walls (2018)
◊ World of Horror ◊ Yomawari: Midnight Shadows
◊ Siren ◊ Something is Killing the Children by James Tynion
(2019-2021)
◊ Corpse Party
◊ The Goosebumps series by R.L. Stine
◊ Fatal Frame
◊ The Coldest Girl in Coldtown by Holly Black (2013)
◊ Kuro (Cubicle 7)
◊ Nightschool by Svetlana Chmakova (2008-2010)

Mediography 17
Chapter 1

T h e at e r o f t h e
Fearful Mind

T
abitha startled awake. Harsh lights flooded her eyes,
antiseptic stink stung her nose. Still at the hospital, then. Double
shift. She’d barely sat up before someone called her again, “Nurse!”
The new intern stood in the doorway, frantic. Izzy wasn’t it? “It can’t
be time yet,” Tabitha said, sliding off the staff room’s couch. Izzy’s
face was ashen, “Someone came in. It’s… they’re bad.”

Tabitha sighed, following the shaken girl to the emergency room.


This late, most beds remained empty. People hovered nervously
near the end room. Why aren’t they with the patient? Angrily, she
brushed by them. Even in dim light, Tabitha knew the woman was
dead. Half her face was missing, little more than blood and broken
bone. Arms and legs lay at impossible angles.

Tabitha began retreating. Until the dead woman reached out for her.
One hideously aware eye stared out of that ruined face. Words bubbled up, wet
and whisper-soft, “Please, take this. Before it’s too late. You’ll know what to do.”
Something fell from her broken fingers, coming to rest on the scarlet bedsheet.
Tabitha meekly picked up the fallen object, examining it. And her stifled scream
finally clawed itself free.

20 Chapter 1 – Theater of the Fearful Mind


Overview Bring the Shared
World Alive
As discussed in the Introduction, the gamemaster (GM) is We are shaped by the people and world around us; our per-
responsible for acting as Adjudicator, Creator, and Narrator. sonalities are revealed through these interrelationships. Simi-
During each game session, much of the GM’s time is fulfilling larly, realistic characters and settings help create compelling
the latter role. This chapter discusses how to encourage col- stories, making their narrative more alive and memorable.
laborative storytelling, inspire and tell compelling narratives, When developing locations and non-player characters (NPCs),
and direct the conversation throughout each session. Tools for the GM should invite the players to contribute in the storytell-
upholding the Agendas and Principles are provided, as well as ing process.
suggestions for changing them to create new fictions. In addi- Ask questions about these plot elements and how they’re con-
tion, the GM Moves are discussed in better detail, including how nected to the player characters (PCs). What are the location’s
to generate unique Moves. An in-depth discussion on the con- memorable qualities? What personal aspects make an NPC
cepts of horror in roleplaying is provided to enhance the Horror unique? Does the character respond positively or negatively
Contract. Finally, advanced storytelling techniques are provided to them, and why? Even in pre-generated stories, invite the
to heighten the roleplaying experience. players to contribute their own perspectives and suggestions,
and thus personalize their roleplaying experience. Build upon
their input, making the world vibrant and real to the players,

Collaborative
and investing them more deeply in its continued portrayal.
Additional world-building techniques for NPCs and places

Storytelling are discussed extensively in subsequent chapters, Flesh and


Soul (p. 76) and Pillars of the False Heaven (p. 106).
The Fixer regularly frequents the local park. The GM asks
KULT: Divinity Lost is a collaborative storytelling experience,
the player, "What is your favorite feature there? Use a one-
where the GM and players work together to create unique –
word theme you associate with it?" They detail the gazebo
and terrifying – narratives. Presented as a conversation, each
off the main paths, where he watch the ducks. His theme
game session explores stories infused with personal horror and
is Innocence, as he came here before he began his unsa-
trauma, revealing the darkness within and without. However,
vory livelihood.
unlike more traditional roleplaying games, these stories are

1
developed and told mutually, even when based on pre-generated
scenarios. The conversation’s narrative freedom can be initially Establish Normalcy
strange for GMs and players accustomed to more structured From the first page, literary stories build upon well-devel-
formats. oped surroundings and character backgrounds that existed
Each session of KULT: Divinity Lost should strive to entertain and long before the instigating moment. This sense of normalcy
thrill, guided by the group’s shared desires, i.e., the Horror Con- helps root the reader in the setting by creating familiarity
tract. As such, the GM and players shouldn’t feel constrained to and investiture. Similarly, through collaborative storytell-
tell specific narratives, as this is her unique game. Their collabo- ing, the GM and players can establish the characters’ lives
rative story should feel genuine and meaningful to all involved, prior to the current narrative. What are their routines?
allowing them to become engaged in the experience. Further- Who are their friends and acquaintances? What are their
more, their personalized game is free to evolve over time; the homes and workplaces like? By exploring what is normal
GM and players are encouraged to discuss and reevaluate what for the PCs, they reveal personal connections and details,
themes they wish to introduce and/or remove. and add realism to the game world.

The GM can encourage collaborative storytelling by inspiring However, normalcy does not necessarily mean undra-
Strong Identification and introducing Compelling Conflicts. matic. Characters can have troubled pasts, personal
These methods also help invest the players in the game, maintain- difficulties, and fraught relationships. While these daily
ing their interest from story to story. In turn, this allows the GM to issues can stem from their Dark Secrets and Disadvan-
build further upon their ideas. tages, players are encouraged to develop more mundane
tribulations. Do they have an unpleasant boss? Is their
ex-partner causing them grief ? Do they have bills stack-
Strong Identification ing up? Did their car break down? Although minor in the
While good stories can entertain us momentarily, great stories grand scheme, these everyday problems enhance the
resonate with us long after they’re told. These stories possess character’s portrayal and player investiture.
true depth and profound meaning, touching us on a genuinely
An established normality reveals stronger contrasts,
emotional level. Usually, this intimate relationship stems from our
providing additional impact to the narrative’s horrific
strong identification with the characters and their experiences.
events, as well as enhance the tension/release cycle
In collaborative fiction, the players undertake the roles of these
(p. 39). In longer stories, these contrasts reveal the
characters, inhabit their skins, and experience their trials and tribu-
differences between the characters’ conventional
lations firsthand. By encouraging an empathic connection, the GM
lives and their altered reality, shattered by the horrors
invests the players more deeply with the narrative itself, making
they’ve experienced. They’ll never be fully comfortable,
the PCs and their world feel more real. In turn, this personalized
identification intensifies the horror, thus increasing their tension.

Overview 21
allowing the GM to more easily establish player ten- ◊ Maturation: The PC’s circumstances conflict with his
sion through subsequent threats to their existence. beliefs and self-perceptions. He may accept or deny this
new reality, struggling with his decision.
As the session begins, the GM prompts The Vet-
eran’s player, asking them to describe the PC’s ◊ Moment of Truth: The PC’s Disadvantage directly and
morning routine. They describe the cafe he fre- negatively affects his normal life, forcing him to either
quent, two blocks from his apartment. The owner confront it or succumb to it.
also served in the military, so she supports their
business, even though the coffee is awful. The GM
◊ Losing Control: The PC’s darker desires and impulses
threaten to overwhelm him. He must overcome these
notates this, fleshing out the NPC and some reg-
feelings or spiral into self-destruction – or harm those he
ulars The Veteran knows. Later in the game, the
care about.
player uses these connections to assist the PCs.
◊ True Nature Revealed: Circumstances threaten to reveal
the PC’s hidden self to the world. Will he accept the conse-
Compelling Conflicts quences or fight to maintain his secrecy?
In KULT: Divinity Lost, the GM and players collec- ◊ Self-Realization: The PC is confronted with the negative
tively explore disturbing and frightening narra- consequences of his actions. He's forced to reflect upon
tives. Many of these unnerving stories originate himself and his previous exploits.
from compelling conflicts between the PCs and an
opposing force that disrupts their lives, individually CONFLICTS WITH SOCIETY
or together. As the PCs seek to overcome these
In conflicts with society, the PC enters into an external conflict
conflicts, the narrative is driven forward, empow-
with an element of his community, such as personal relations,
ering the collaborative storytelling process. In this
individuals, and groups. These can also involve the cultural
process, the PCs’ desires and personalities are
and social traditions affecting and constraining the PC, includ-
revealed, exposing their inner natures and testing
ing political and government agencies, religious organiza-
their resolve. By exploring these conflicts, the GM
tions, and communal groups. Conflicts with society motivate
and players can expand the PC’s background, add-
the PC into action by testing his personal beliefs and morality
ing realism to their portrayal. This helps the group
and force him to reexamine his place in the world.
enhance their shared fiction, and inspire their
mutual participation in the conversation. These conflicts may originate from friends, family, and strang-
ers alike, imposing their will upon the PC. Societal concepts
In some cases, these conflicts can represent the
and values, which are at odds with the PC, also fall under this
story’s central motivation. In other instances, they
category. As they narratively progress, conflicts with society
accent the main plot-line, serving as Dramatic
can reveal the failures and flaws of humanity, and the PCs
Hooks and/or bombs (p. 60 and 58). This collabora-
themselves. In KULT: Divinity Lost, these stories may include
tive storytelling process can also inspire new hubs
conflicts with the supernatural, as the externalized Principles
and links on the Intrigue Map (p. 47), generating
corrupt and motivate society itself. By weaving these concepts
roleplaying opportunities and further expanding the
together, the GM can add new context and depth to normally
narrative. Finally, these personalized conflicts can
accepted viewpoints.
reflect the current narrative, acting as contrasts and
metaphors, adding nuance to the overall story. ◊ Fear Thy Neighbor: The PC is at odds with his com-
munity, due to differences in belief, culture, or lifestyle.
CONFLICTS OF SELF Does he succumb to peer pressure or fight for his rights,
In conflicts of self, the character struggles against risking reprisals?
his internal nature. These conflicts usually involve ◊ Fear of Intimacy: The PC’s romance slowly falls apart
incorporating his beliefs, perceptions, motivations, when his partner places restrictions on their relationship.
and internal weaknesses. These can be personal Which is more important, being loved or being true to
stories of self-discovery, transformation, and ascen- one’s self ?
sion. The conflicts can also include confronting the
PC's Dark Secrets and Disadvantages. By their very
◊ Growing Pains: Family members impose their beliefs
on the PC, which is antithetical to his own philosophies.
nature, conflicts of self are integral to most KULT
Does he risk his family’s disapproval and act in his own
stories, on one level or another.
interests?
Conflicts of self may be ingrained, representing the
PC’s past traumas and self-doubts. However, when
◊ Acts of Injustice: The PC witnesses an act of injustice,
inflicted by the local authorities and/or people in power.
the story begins, mitigating factors should push the
Interfering will surely cause negative consequences for
personal conflict to the forefront, forcing the PC to
him. Does he stand up against this tyranny or become
deal with it. Furthermore, as the conflict progresses,
complicit in the repressive society?
the PC’s responses may be externalized, creating
additional problems and tension to their existence. ◊ Trials of the Heart: The PC’s lover acts out against soci-
etal conventions, risking ridicule and retaliation. Does
he shun his partner or support their actions, even if it
means undermining his own social status?

22 Chapter 1 – Theater of the Fearful Mind


CONFLICTS WITH THE WORLD interactions with the Illusion. They may
endure mental and physical transforma-
In conflicts with the world, the character is confronted with
tions under supernatural influences. They
existential threats such as natural disasters, warfare, or socio-
may be unwilling to accept their destiny,
political and technological changes. Due to the far-reaching
denying who they are or who they could
nature of these external conflicts, the PCs typically play minor
become.
roles in the progression and resolution of events. However, the
conflict’s effect upon the PCs is no less profound. For example, External conflicts involve the supernatural
while PCs cannot personally overcome city-wide riots, they may world acting upon the PCs, such as mon-
involve themselves by confronting faction leaders or by rescu- sters, arcane objects and locations, and
ing someone caught in the fighting. the Higher Powers. Although the instigat-
ing forces may act directly or indirectly
The conflict’s grand scope serves as the backdrop to the PCs’
against the PCs, their actions must affect
personal experiences; its interrelated events shape their lives
the PCs’ lives in some profound way. For
directly and indirectly. Their true challenge lies in how they
this reason, the GM should notate the
overcome the times of tumult and deal with their changed
prevalent Principles driving the narrative,
world. As such, these events may also create conflicts of self,
as they’ll affect PCs’ interactions with
as the PCs’ beliefs are challenged and tested. In KULT:
the setting and NPCs.
Divinity Lost, these grand threats may also involve
conflicts with the supernatural, originating from the ◊ The Ascension: The PC’s fam-
realms and/or Higher Powers. ily strives to conjure an
avatar of Archon
◊ The Nul-Generation: A death Malkuth in
cult gains power through
Elysium. He can
social media, inspiring peo-
stop his family
ple to commit mass murder.
or join them
Random acts of violence and
in their apoca-
self-destruction spread, caus-
lyptic purpose.
ing mass panic and paranoia.
Soon, he realize
◊ The Storm: An unprecedented his flesh shall
storm descends on the city, become Mal-

1
shattering its infrastructure kuth’s vessel.
and overwhelming its emer-
gency resources. The PCs find
◊ Endless Hunt:
The PC has been
themselves trapped in the
marked. Now, he
chaos.
is hounded by
◊ The Losing Side: Radical an inexhaustible
forces overtake the govern- group of wolvens,
ment, imposing repressive and eager to capture
questionable restrictions on the and consume the
country. The PCs must decide to character. The PC must
resist this oppression or buckle under its cure his curse or appease the
weight, as they have little hope of winning. creatures.
◊ Futureshock: A computer virus spreads glob- ◊ The Wall-less Prison: The
ally, causing massive financial and logistical PC’s body has begun transforming
problems. Fortunes are erased and identities into something inhuman. Unless he
destroyed as it wipes entire data banks clean. discover the source of this metamor-
◊ The Lazarus Effect: A new medical technology offers phosis, he’ll soon be entrapped within his
prolonged life, but only for the ultra-wealthy. This inequal- traitorous body.
ity creates social unrest, only worsened when the dark ◊ Bad Dreams: The PC suffers from trou-
truth behind this advance is revealed. bling visions and ceaseless nightmares.
He discover these prophetic messages
CONFLICTS WITH THE originating from his splintered soul, locked
SUPERNATURAL away in Limbo, seeking release.
In conflicts with the supernatural, the characters struggle against ◊ The Splintered Path: Strange disappear-
entities and paranormal phenomena. In KULT: Divinity Lost, ances increase around an abandoned
these conflicts include confronting the Illusion and all aspects courtyard, tucked away behind the PCs’
thereof, such as the Higher Powers and their minions. These apartment building. Under the right condi-
conflicts can be external or internal in nature, or possibly a tions, people can fall through the cracked
combination of both. pavement and emerge in Metropolis.
Internal conflicts usually involve the PCs’ supernatural Someone close to the PC succumbs to this
Dark Secrets and Disadvantages, as well as their personal phenomena.

Collaborative Storytelling 23
The Spiral Example of an outside-in spiral:
In a story focused on Death Angel Golab’s attempt to incarnate itself

of Horror in Los Angeles, the GM introduces its influence – and its Principle Tor-
ment – on the World layer through news reports and Internet traffic.
They document an upsurge of crimes and domestic violence, fea-
The Spiral of Horror is a method where the GM takes turing incidents of such sadism and sensationalism that they shock
themes and story elements that have been established and the nation. Morning shows and YouTubers debate if is the political
incorporates them to generate momentum in the very fabric climate, video games, or society’s decline of faith that has led to
of horror. Where the GM manipulates the elements, expands these atrocities. As the campaign progresses, the GM pulls the Death
upon them, and allows their colors to slowly spread out Angel’s influence closer to the PCs’ Surroundings. Now, it is not just
like paint on wet paper, accenting more of the story and the the World that has gone crazy, it intrudes upon their personal lives.
characters within. A PC’s partner becomes abusive and sadistic, while another PC wit-
The method in itself is simple. There are three levels where the nesses gangers hold down and torture a homeless woman. Finally,
horror in any story may take place: World, Surrounding, and the GM moves the influence into their Internal level, so the PCs are
Internal. mentally and emotionally affected by the Death Angel’s Principle.

◊ World: Represents events within the global setting, rang- In Book Two: Atmosphere, we explore various genres of horror,
ing from the PC’s country to worldwide. discussing their different aspects and purposes in detail. Each

◊ Surrounding: Represents events within the PC’s proximity, of these concepts are accompanied by potential story threads,
presented on the three narrative levels: World, Surrounding,
including friends, family, and neighbors, as well as their
and Internal.
local area.
◊ Internal: Represents events within the PC themselves, such
as emotions, memories, and thoughts.
When combined, these three narrative levels represent the layers
of horror, reflecting how the concepts affect the PCs and the overall
The
setting. This allows the GM to guide the conversation from person-
alized horrors to far-reaching terrors – and then back again. The
Conversation
Spiral of Horror connects these three layers in a single, unbro-
The conversation serves as the game’s framework for the
ken, line. The elements of horror you introduce into the story are
group’s collaborative storytelling process. It provides the GM
defined by, among other things, the player character’s Disadvan-
and players with game guidelines for roleplaying, while still
tages, Dark Secrets and Enemies.
allowing the narrative to progress organically. Much like
These elements are placed in these three layers. And during play, cinematic and literary stories, the conversation revolves
between the sessions, you will start moving them to new layers. around the PCs’ interactions during interconnected scenes,
Creating a sensation of tension and dread as the players expe- which can take place over different time frames – be they
rience how the horrors are either creeping nearer or spreading moments, hours, or even days. As each scene concludes,
outwards. This can be done as the story progresses, or as the PC’s the conversation advances – scene by scene – until the
Stability dwindles and his insight into the Illusion increases. story reaches its appropriate narrative resolution. How-
ever, this does not mean that PCs’ actions are fully com-
The Spiral may move from inside to the outside, such as when
pleted or even successful, only that the narrative pro-
the PC’s mental and spiritual horrors spill out and distort the
gresses logically.
world around him. In contrast, they can move from the outside to
the inside, such as when something universal and timeless from Most importantly, successful conversations require the
beyond the veil seeps inside the PC’s personal existence, slowly full attention and participation of everyone at the game
reshaping his surroundings and self. table. To that end, the GM must offer ample opportunities
for each player to participate in the conversation and
Example of an inside-out spiral: provide details each can build upon. They can accom-
Arthur suffers from horrible nightmares. He dreams of a decaying and plish this by creating situations that inspire the players
rotting city with pale shapes staring at him from hollowed buildings. At to ask questions, engaging them in the narrative, and
the story’s beginning, this experience is purely Internal, i.e., nightmares providing them options. In turn, by asking the players
that offer him little rest. As the campaign progresses, the GM directs this questions, the GM gains additional information to
element of horror outward from him, so it becomes both Internal and in expand and hone the storyline. They can also employ
his Surroundings. Soon, the wallpapers in his home are stained by water the materials they’ve prepared for the scenario and
leaks, smells of decay linger, pale shapes lurk around him, and sometimes materials generated during downtime (p. 62).
he hears someone pulling at the front door handle in the middle of the Although the conversation’s freeform presentation
night. Towards the campaign’s resolution, the GM finally moves these can be liberating, it can also be intimidating for GMs
nightmares into the World as well. Arthur’s entire world becomes rotten, accustomed to more structured formats. By its nature,
decayed, and its inhabitants fade away, resembling pale, hollow shapes. the conversation places tremendous burden on the
The GM removes the nightmares as an Internal element of horror, and GM to be reactive and responsive to each player. Simi-
infuses them into the setting’s Surroundings and World. Arthur’s night- larly, the GM never rolls dice to determine how events
mares have become the setting’s reality. play out in-game. Instead, she interpret the results
of the players’ actions and Moves and relay those

24 Chapter 1 – Theater of the Fearful Mind


Internal

Surrounding

World
f
The Spiral o
Horror

consequences narratively – usually through GM Moves (p. 33). incompatible with others. Depending on the group’s desire and
1
For ease, when guiding the conversation, the GM should ask the needs, the GM may wish to focus on only specific Agendas and/
following four questions, listed in order of importance: or even create their own to better reflect the stories they want
◊ What best fulfills the Agendas? to tell (see p. 25).

◊ What best represents the Principles? TEAR BACK THE ILLUSION TO REVEAL
◊ What best defines the fiction? THE TRUE REALITY BEHIND IT

◊ What do the rules require? At its heart, KULT: Divinity Lost is a game about self-discovery, as
seen through the lens of horror. Denied their divinity, the PCs
In some instances, strictly adhering to this structure can remain imprisoned within the false world of Elysium, unaware
become confusing or make no logical sense. When this occurs, of the vast and terrible reality around them. Yet, through their
the GM can advance the narrative in any fashion that best personal traumas, they gain an uneasy awareness, instinctively
serves the story itself. The conversation’s ultimate purpose is recognizing the wrongness of their world. All PCs yearns for
to reveal the best story possible – one told by GM and players something they do not understand, seeking enlightenment in
alike. their own troubled way. However, their greatest obstacle to
achieving this true self-awareness is the Illusion.
The Agendas As each story progresses, the GM slowly peels the scales from
No structure works without strong foundations. For KULT: Divin- their eyes, revealing the terrible truths lurking beyond their
ity Lost, those foundations are built upon three Agendas (KDL, imposed blindness. This can be achieved through exploring
p. 145), which serve as the GM’s primary goals while guiding the characters’ personal torments, such as Dark Secrets and
the conversation. In turn, the GM draws upon these concepts as Disadvantages, and allowing them to learn more about them-
they adhere to the game’s Principles, construct their collabora- selves. They can also introduce more overt encounters with the
tive fiction, and adjudicate the rules, such as Moves. Whenever supernatural, shattering the Illusion to expose the nightmarish
the GM needs to fulfill one of their roles, she should initially wonders awaiting them on the other side. By the narrative’s
look to the Agendas for guidance. resolution, the PCs should question their world and perception
of Reality.
The Agendas can deeply affect the conversation of individual
games, altering the collaborative storytelling process. However, That said, the GM shouldn’t divulge the Illusion’s terrors too
the Agendas are more conducive to specific narratives and are readily or without purpose. Revealing too much information

The Conversation 25
– or revealing it too early – can be counterproductive ◊ A truck rumbles out of the alley, nearly plowing over you,
to the conversation. In doing so, the PCs’ journey belching acrid exhaust. You see malformed faces staring
of self-discovery loses importance and significance. out from behind the wooden slats of its bed. Helpless and
Furthermore, it deprives the narrative of mystery and terrified, they plea for your help, reaching out with blood-
diminishes the players’ feelings of disquiet and dread. ied hands.
This Agenda should help fulfill the Horror Contract, not
rob the story of its terrifying potential.
◊ Old hospital beds have been arranged in perfect rows
along the park’s pathway. Their soiled mattresses writhe
When revealing the True Reality, the GM should con- with vermin, the air around them musty and stale.
sider the Illusion’s pervasive influence over the world Although most are empty, one bed contains someone
and humanity. She must also consider how it simul- wrapped in discolored sheets. As you approach, the figure
taneously exists on two distinct, yet unified, levels begins squirming.
– the external and the internal. The best KULT stories
explore both of these metaphysical and spiritual The Internal Illusion
levels, which are discussed more in-depth in Of Fears The internal Illusion is far more personal and subtle. The PCs
Unknown (p. 152). were once part of the True Reality, divine entities with inglo-
rious pasts and horrific appetites. As reality is revealed, the
The External Illusion PCs must face the darkest truth: the most terrifying monsters
The external Illusion separates the PCs from the are who they once were. These malignant pasts defined them,
physical reality and defines how they experience soured their spirit with forgotten sins. Once removed, the
the world around them. Furthermore, it cloaks internal Illusion deprives them of their comforting denials and
them from those entities and forces unfettered by ignorance, exposing their hidden soul.
the Illusion. Thus, the jail serves as the PCs’ prison
When the GM Tears back the Illusion, she should consider each
and sanctuary, both binding and protecting them.
PC’s horrible histories and secrets. These may be intimately tied
When the GM Tears back the Illusion, she's return-
to their Dark Secrets and Disadvantages; psychic stains that have
ing the world – and everything within it – back
followed them through repeated incarnations. They can personal-
to its purest state. As such, when fulfilling this
ize these fearful revelations, connecting them to the current nar-
Agenda, she must consider the true nature of every
rative, as well as create entirely new stories. Due to the Illusion’s
element of reality, i.e., NPCs, locations, creatures,
distortion of Time and Space, these images and memories may
objects, etc. Also, for maximum effect, she should
also originate from the past, present, and future. The divine soul
employ every sense when describing the True
is eternal, its influence resonating beyond the corporeal, offering
Reality – sound, smell, taste, touch, and sight.
the GM endless opportunities.
Due to reality’s surreal nature, the GM need not
be constrained by normal logic or spatial physics,
◊ As you approach the broken tombstone, your guts tighten
and churn. You remember its shape; the angelic figure
allowing her to present entirely unique experi-
wears your face. Your old face. The face the Hollow One
ences in even mundane locations. Beyond the
stole from you. Pain, raw and wet, washes over you, feeling
Illusion, anywhere and anything could be part
the meat and muscle pulling away.
of the various Realms. A greasy diner could be
an arboretum in Metropolis. A skyscraper’s roof ◊ Your hand instinctively trails over the wall, finding the hid-
could be the depths of Inferno. The crouched den hole. With a gentle pull, the brick pulls away to reveal
beggar could be an imposing angel, while an darkness beyond. Something glints deep inside. You put it
abandoned car could be an undead abomina- there, yet you can’t remember what it is.
tion. The GM can reshape Reality into whatever ◊ The faces around you are unfamiliar – masks of false
she desire, plunging the PCs into impossible smiles and devious eyes. They claim they’re your family,
worlds and gruesome horrors. but you only remember another one. Your loving spouse,
◊ Dust motes swirl in the sunlight stream- your fair-haired child. Where have they gone?
ing through cracks in the wall. Yet, night fell ◊ The stink of smoke and horse shit flood your head. Your
hours ago, the sun long set. Thick, purple vines knees buckle, as the ground shifts into freshly churned
spread over the wallpaper and plaster, trying mud. The modern buildings regress and reform into an
to widen the hole from the other side. endless row of old tenements. You lived and died in this
◊ Stained posters cling to the brick walls, squalor, choking on your blood. A familiar, cruel voice
arranged in arcane patterns that hurt your calls your name.
head. Their propaganda images and mottos ◊ Your flesh aches with desire, every nerve aflame with need.
grow increasingly bizarre and offensive, hang- You remember the carpet of bodies beneath you, supple
ing from the public building like loose skin. and yielded, tamed by your cruel will. Gender and identity
◊ The humming street cleaner crawls toward meshed indivisibly; mouths, orifices, and limbs eager to
you on insectile limbs, his wiry frame an please. How could you have forsaken these pleasures for
unnatural meshing of metal and chitin. Ten- the banality of this world?
drils slather over the pavement, ceaselessly
feeding upon masses of clotted blood, bile,
and rotted meat.

26 Chapter 1 – Theater of the Fearful Mind


KEEP THE PCS ON EDGE, LET THE PCS’ ACTIONS
ONLY ALLOWING THEM MOMENTS MAKE AN IMPACT, REGARDLESS
OF RESPITE OF CONSEQUENCES
Tied to the Horror Contract, this Agenda inspires the GM to Although KULT: Divinity Lost explores transcendent
create unsettling encounters that test the PCs’ mental and terrors, the PCs and their experiences remain the
physical endurance. Throughout each narrative, they endure game’s narrative focus. As such, the PCs’ actions
personal hardships and horrors, both external and internal. must have some significant effect on their world,
These terrifying experiences can take numerous forms and even if only within their personal microcosm. For
work on different emotional levels, as discussed in Hierar- good or ill, their choices should resonate through-
chy of Horror (p. 35). As the story progresses, these brushes out the story, affecting its various elements and
with the horrific instill the PCs – and players – with fear and changing its narrative progression, accordingly. Even
mistrust. when the PCs fail at their actions, the consequences
thereof should have weight and importance, leading
However, the GM should not limit herself to introducing
to new storytelling opportunities. Depending on the
fearful elements into her stories. KULT: Divinity Lost narratives
situation, certain actions may resonate throughout the
also involve personal drama and explore the boundaries of
narrative; their implications manifesting long after the
morality. To this end, the GM should place the PCs in uncom-
initial event. And, ultimately, the consequences can be
fortable situations, forcing the players to make impossible
either positive or negative, as long as the resolution
choices for their characters. As their inner resolve and
makes sense to the story.
personal beliefs are tested, the PCs’ masks are stripped away,
revealing the true face beneath. The GM can ask the players Throughout each story, the GM acts as the PCs’ advo-
tough questions, allowing them to contribute to their PC’s cate and supporter. Even when running pregenerated
emotional journey. scenarios, she should never refuse the players’ requests
outright. Instead, she can find new ways of incorporat-
In contrast, the Agenda’s secondary aspect is to allow the
ing these suggestions into the current storyline, building
PCs moments of respite. As discussed in the Tension/Release
upon the consequences, rather creating narrative road-
Cycle (p. 39), the GM must maintain this narrative ebb and
blocks. Continually encourage player participation by
flow to avoid player anxiety transforming into frustration.
inspiring roleplaying opportunities unique to each PC. If
This becomes vital when introducing supernatural and
they wish to approach the story differently, the GM can
horrific elements into the story, as they can lose their effect
adapt by generating new hubs and links in the Intrigue
over time (see Hierarchy of Horror, p. 35).

1
Map. Again, do not focus on one PC, but include everyone
Most importantly, the GM needs to enact this Agenda while at the table in the conversation process. Directly engage
still Being a Fan of the PCs (KDL, p. 147). The Agenda must the quiet players and provide their PCs with opportuni-
not be presented in an adversarial manner, the antithe- ties to impact the story. In short, when their actions and
sis of collaborative storytelling. While the PCs should be choices actually matter, the players will care more about
tested to their limits, their stories must be handled with the game itself.
fairness and narrative logic.
◊ The Detective protects his romantic interest, even
◊ After being pursued by hooded figures, the PC hides when the authorities come looking for him. He gets
away in his apartment. As the night stretches toward beaten and dragged to the station, enduring hours of
dawn, he hear an incessant knocking – at an interior questioning. This loyalty wins over the interest’s family,
door. who lend the PC much-needed help later in the story.
◊ The PC meets with their contact in an old pub. How- ◊ The Occultist’s ritual doesn’t go according to plan, leav-
ever, the contact refuses to provide him information ing the portal to Limbo open too long. This allows an
unless they share a drink. A recovering alcoholic, the entity from beyond to possess someone close by. The
PC must weigh his Drug Addiction against gaining creature begins committing horrible acts, and flaunting
the needed information. them over the PC.
◊ The PC hears music playing somewhere in the park- ◊ The Seeker uncovers corporate secrets on the stolen lap-
ing garage; an old tune they vaguely recall from his top, and releases them to the public. The resulting media
troubled past. He soon discover the sound coming storm topples the company and hinders its financial aid
from an empty car, still running, and its windows to the cult the PCs are trying to stop.
rolled down. The trunk is lifted, but he can’t see its
contents without getting closer.
◊ The Agent breaks up an altercation, and accidentally kills
one of the perpetrators. Unfortunately, the gang member’s
◊ The lights go out in the room, plunging the PCs into sibling comes looking for revenge, turning the PC’s life
darkness. Although he was alone seconds before, upside down.
someone giggles nearby. “Are you ready to start?”
◊ The Cursed saves an abducted child from their literal
◊ Across the street, the homeless man is being pushed demons, even at the risk to his own life. Later, the child’s
into an unmarked van. His attackers wear uniforms social worker approaches the PC for help with similar
with odd markings, while their faces are cubist night- abduction cases. In exchange, the worker offers insight into
mares. Despite the crowded streets, no one appears their impending fate.
to notice or care.

The Conversation 27
REFRAMING THE AGENDAS THE TRINITY
The Agendas are meant to frame the conversation, serving Above all others, three Principles need the GM’s utmost atten-
as concrete goals for the GM. However, they may not fit into tion throughout each session, as they inherently connect the
more stylized games, becoming more hindrance rather than players to the conversation. These are:
help. A gaming group prefers quiet and psychological horror,
and do not wish to reveal Reality’s overt aspects. They may
◊ Address the Characters, Not the Players.
wish to keep tension to a minimum, instead focusing on the ◊ Ask Questions and Build on the Answers.
characters and communal roleplaying. Or, they may wish to ◊ Be a Fan of the Player Characters.
explore darker, nihilistic themes, where the characters’ actions
By Addressing the Characters, Not the Players, the GM invests the
have little or no meaning. Each of these stories would conflict
players in the game-space, allowing them to connect more
with the established Agendas, creating disharmony. In other
deeply with their PCs and the narrative. In turn, this personal-
instances, the group may wish to alter the thematically key
ized experience naturally encourages them to engage more
concepts of the KULT mythos, while drawing inspiration from
freely in the conversation. Encourage the players to speak
certain aspects they enjoy. These major tonal shifts would
in the first-person when their character takes an action or
require specific Agendas to guide the conversation and uphold
they interact with each other and the NPCs. This investiture is
the group’s Horror Contract.
important for KULT: Divinity Lost stories, which focus heavily on
In these cases, the GM can personalize their Agendas, altering, personalized horror. The more the player relates to these ter-
removing, and/or adding them to the overall meta-narrative. rifying experiences, the more impactful the narrative becomes
Through these divergent frameworks, known as Reflections, the and the less likely they’ll be distracted by outside influences.
GM can develop specialized storylines and entire campaigns,
Similarly, by Asking Questions and Building on the Answers, the
ranging from uncanny horrors to splatterpunk apocalypses.
GM connects the players to the conversation and encourages
Communally, the group draws thematic inspiration from their
collaborative storytelling. In most cases, the GM asks questions
Horror Contract and agrees upon Agendas that best reflect
spontaneously throughout each scene, usually as the result of
its core tenants. Once the GM and players consent to these
player Moves, encountering Threats, and general roleplaying.
changes, they are recorded on the Horror Contract.
These questions may be used to inspire new narratives or sim-
Note: As with standard Agendas, these revisions are not ply clarify specific situations. However, the GM can also prepare
immutable rules – only guidelines for the best game possible. her questions during downtime, using them to expand upon
Also, when designing new Reflections, the GM must consider established narratives and expand the fiction. This permits the
which – if any – Principles will be affected by these narrative GM to construct important story elements, as well as allow the
changes (p. 28). players to fill in narrative gaps with their own impressions. This
Book Three: Reflections (p. 232) provides different new feeds the conversation and sets up triggers for new bombs,
Agendas to incorporate into current campaigns and Dramatic Hooks, and Reactions (see Foundations of Dread,
scenarios. These Reflections represent common horror p. 46).
genres, as well as variations thereof. However, they Finally, above all else, the GM must Be a Fan of the PCs. Although
are in no way the only themes possible, serving only this Principle may appear self-evident, this may be an issue for
as inspiration. Gaming groups are free to adapt and GMs and players accustomed to some traditionalized RPGs. Due
combine these alternative Agendas to create their to their format and mechanics, these games can create uneven
perfect version of KULT: Divinity Lost. power-dynamics, and even adversarial relationships. Instead,
GMs should encourage collaborative storytelling and be open
The Principles to the players’ suggestions and ideas, rather than restricting
them to certain narrative paths. If the potential results benefit
While the Agendas represent the conversa- the story, allow them to work outside the system’s mechanical
tion’s ultimate goal, the Principles serve as confines. Even if the player fails at their rolls, do not punish
the pathways for reaching that narrative them and/or close off potential story paths completely. Instead,
conclusion. They serve as guidelines be their fan, and encourage new challenges and opportunities
for employing GM Moves and main- (see Failing Forward, p. 33). In KULT: Divinity Lost, the GM’s role
taining the conversation’s natural is not to torment the players, but allow their characters to expe-
progression from scene to scene. rience personal horrors in a logical, intriguing, and – ultimately
Most importantly, the Principles – enjoyable fashion.
help the GM develop narrative
elements within the story, thus ENCOURAGE FANTASTICAL
promoting the game’s overall REALISM
fiction. If the Agendas are
Outside the PCs, the GM represents everyone and everything
the conversation’s founda-
within the game world, from the mundane to the fantastical.
tion, the Principles are its
Although KULT: Divinity Lost contains arcane wonders and
framework, allowing the
nightmarish terrors, the world itself must be presented logically
GM to personalize each
and realistically. Otherwise, the conversation will weaken the
gaming experience.
impact of its narratives and diminishing its horrors to cheap
caricatures.

28 Chapter 1 – Theater of the Fearful Mind


As such, the GM must Assign Motivations to All Her NPCs and Give or cluster of leaves and twigs. Are those eyes or just a
Her Creatures Their Own Internal Logic to establish and maintain reflection?
a believable and compelling story. By providing them goals, ◊ Something thumps loudly behind you. You turn to find
personalities, faults, and uncertainties, the players become a book on the floor; apparently having fallen from its
more invested in them – as do the PCs. Furthermore, they fur- shelf. From its large size, it seems unlikely to have fallen
ther establish the setting itself, adding credence to its realism. on its own.
Through collaborative storytelling, the players can also con-
tribute to the process. When the NPCs and creatures feel real ◊ Even with the bright daylight streaming in behind you,
to them, their sense of connection and drama deepen. These the apartment remains eerily dark. You can make out
Principles are discussed at length in Flesh & Soul (p. 76) and the living room furniture. A door hangs open beyond;
Arcana & Apparitions (p. 132). the kitchen, perhaps? You feel an uneasy sensation that
someone is looking back at you from that room.
Although not an established Principle, the GM should also
Bring Important Locations to Life. As above, developed locations THE WORLD LENSES
play an important role in establishing believable settings and
stories. They are the stage upon which the narrative plays Although the GM normally reveal the game world through
out, accenting the story elements. Give the locations roleplaying, she can also use the Principles to create
something memorable and unique for the players to mind pictures for the players, effectively allowing
remember and build upon. Allow them to describe them to visualize the scene’s important ele-
important locations, asking questions, and ments. Much as a cinematographer might, she
expanding upon them. This process is compose the conversation through
explained fully in The Pillars of the artistic techniques such as color,
False Heaven (p. 106). filters, focus, and framing. In
effect, the Principles become
INSPIRE lenses with which to capture
UNCERTAINTIES IN this imagery and encourage
YOUR DESCRIPTIONS players to contribute to the
collaborative storytelling
By framing the scene properly, the
process.
GM can introduce uncertainties
and doubts in the players’ minds. The Establishing Shot

1
The GM can leave story elements
The GM should Think Beyond
ambiguous or cloaked, keeping
the Scene from Time to Time
the focus off them until the right
and establish narrative
moment to achieve the maximum,
elements before revealing
narrative effect. This is particularly
their true significance
useful in upholding the Principles
to the current storyline.
Insinuate the Supernatural and Make
Much like a camera track-
Your Moves, But Use the Fiction to Dis-
ing through the scene,
guise Why. Give the players fleeting
the GM briefly focuses on
glimpses of the world and its horrors,
background NPCs, locations,
effectively blurring the camera and keep-
and events, fleshing them out over
ing the truth just out of frame. Furthermore, by
time. This signifies their relevance to the
inspiring uncertainty, the GM allows the players
characters, as well as the players. Narra-
to fill in the gaps themselves, shaping their own
tive elements will provide more emotional
personal terrors. Play upon their personal fears and
impact when they reappear later in the
ideas, reshaping your Moves to meet their expecta-
story. Indeed, the players may begin mak-
tions – as usually, their ideas will be far, far worse. This
ing their own conclusions, thus heightening
creates the continual sensation of unease and distrust,
their involvement in the conversation. However, as
adding additional tension to the conversation (see Hierarchy of
with Chekhov’s Gun, narrative elements need to be
Horror, p. 35).
important to the story as a whole.
◊ The man you are trailing suddenly pauses in a doorway. Familiar objects also establish connections and
With their back to you, they examine something in their
history, which adds context and texture to the
coat. Is it their phone? Their wallet? Or, worse, maybe
game setting. When players feel invested in their
they’re armed.
surroundings, they’ll be inspired to share their
◊ Your virtual assistant chimes for no apparent reason. A sin- own narrative elements and create relationships.
ister static rises from its speaker, as if the audio connected This technique also plays heavily into environmen-
to an empty channel. You’d swear you can hear breathing tal storytelling (p. 107) by establishing the story’s
on the other end. Then it chimes again. The static is gone. theme and tone. In time, the GM and players may
◊ Something rests in the branches outside your window, develop these plot points into hubs and links on
vaguely outlined by the street lamp. The syrupy shad- the Intrigue Map. Even seemingly mundane plot
ows obscure its true form. It could be an old trash bag points may blossom into intricate narratives.

The Conversation 29
◊ The PC’s work colleague frequently talks about his affec- on their differences. Indeed, contrasts are particularly useful
tion for plants and reality television. In particular, he’s when they oppose the PCs’ personalities, as it automatically
excited about his budding online relationship with ‘The creates drama and tension. In turn, this reveals each of their
One.’ Later, he’s found to have committed suicide despite inner motivations, as the PCs innately respond. Contrasts
the PC knowing this is completely out of character. can also play an integral role in revealing the story’s themes,
◊ The PCs hear about a hate group committing random acts adding nuance to its narrative elements.
of vandalism and violence. They deal drugs out of their Finally, Extremes grab the player’s attention by sheer force,
biker bar on the city’s outskirts, but are tolerated by the assailing them with vibrant and violent imagery. These narra-
police for some reason. Later, one of the PC’s Relations is tive elements assault the PCs’ senses and test their beliefs and
targeted by their abuse. morality by exposing the world’s indifferent nature. Extremes
◊ The PC’s favorite coffee shop is an old hole-in-the-wall can be particularly useful in creating revulsion, as discussed in
Hierarchy of Horror (p. 35). Although shocking and effective for
owned by an eclectic woman who is knowledgeable in art
gaining attention, extremes should be used in moderation, as
history and science. The shop is rumored to be haunted,
they can quickly lose their effect.
due to the ‘portal’ in the basement. One night, an arsonist
destroy the building and the owner goes missing. ◊ [Contradiction] The toothless woman shivers in her
◊ A homeless person regularly sleeps in the PC’s parking cardboard hovel, swaddled in rags and newspaper. Yet,
despite the layers of filth and grime over her ancient
garage. They are peaceful, polite, and frequently draw
body, you notice her immaculate hands. They’re clean
complex chalk paintings. Later, when the PC is attacked by
and well-groomed; her glossy fingernails are painted in
an entity, they save him using some bizarre magic.
the current fashion.
The Close-Up Shots ◊ [Contradiction] Sunlight pours into the house, gleaming
In cinematography, the close-up shot focuses on one aspect of off every polished surface. Its furnishings and decor are
the narrative, drawing the audience’s attention to it. Similarly, arranged in perfect order, stylized to reveal the owner’s
the GM can focus the conversation by accentuating important importance. Yet, shadows coagulate in every sharp cor-
story elements. These close-up shots also encourage the play- ner, robbing the rooms of any warmth.
ers to introduce details, allowing the GM to Ask Questions and ◊ [Contrast] Despite his gallows humor and relentless
Build on the Answers. This technique is particularly helpful when pessimism, the police contact maintains an overly pos-
Insinuating the Supernatural, so the horrific elements are used itive attitude, seeking to improve himself and the world
to their best effect. An effective way for emphasizing specific around him. Nothing phases him, even when he wades
details is by presenting them through contradictions, contrasts, through humanity’s filth.
and extremes.
◊ [Contrast] Your contact, a fastidious researcher, sits at the
Through Contradictions, the GM creates compelling dynam- back of a raucous bar. Despite days of quiet solitude at
ics between the narrative element’s exterior appearance and the university’s library, she seems more at peace with the
internal nature; i.e., what it appears to be and what it truly is. pounding psytrance beat and human noise.
This technique benefits the Principles Assign Motivations to All
Your NPCs and Give Your Creatures Their Own Internal Logic by ◊ [Extreme] Blood splatters the woman’s mask, heighten-
inspiring complex and memorable personalities. When the GM ing its absurd colorations. A milky eye stares out from the
Insinuates the Supernatural, they can further reveal the Illusion’s ragged hole, framed by crisped skin. She lurches forward
power and importance, as it creates contradictions by its very in jerky motions, waving the rusted hook back and forth.
essence, masking the horrible truth beneath. ◊ [Extreme] You smell the kitchen before reaching it. The
Similarly, Contrasting qualities draw attention to two or more humid air reeks of fermentation and rotted meat. The
narrative elements by juxtaposing them against one another. stink becomes a choking wall, filling your mouth with
They reveal each element’s inner nature, focusing the players its foulness. Your friend leans against the door, over-
whelmed by an attack of dry heaves.

CREATING NEW PATHWAYS


Horror stories are divergent in themes and tone, offering
TOOLS OF THE TRADE numerous approaches to telling their terrifying narratives. As
When creating the ‘establishing shots,’ the GM may with Agendas, the GM can add and alter Principles to best fit
wish to utilize player handouts. These props can their vision of KULT: Divinity Lost and unique Horror Contract.
consist of photographs of the setting and import- This can also be done by eliminating incompatible Principles,
ant NPCs, as well as mundane items such as although, the GM should be careful if/when these changes
adverts, city maps, newspaper clips, blog/emails, affect the game’s established mythos.
etc. These tactile elements help connect the play- When developing new Principles, the GM must consider its
ers to their world, inspiring them to build upon ultimate purpose and effect on the conversation. As always,
and become part of it. The GM can also weave this must be a collaborative effort with the players, usually
significant plot points into the handout materials, revolving around the established Horror Contract. Ask the
such as hiding clues in plain sight, aiding the play- players questions about what tones and themes they wish to
ers’ direct involvement in the story’s progression. explore, and what inspirations they wish to draw from. Do
they want quiet horror, action horror, eroticism and sexual

30 Chapter 1 – Theater of the Fearful Mind


themes, extreme horror, etc.? Do they want the supernat- EMPOWERING THE
ural aspects more pronounced or subtle? What Princi- CONVERSATION
ples might affect and/or inspire the style of roleplay they
The fiction empowers the conversation by narratively describ-
desire? Take this information and develop Principles to
ing game mechanics, such as Advantages, Attributes, Disad-
encourage and frame the game toward these narrative
vantages, and unique Moves. As per the Principles discussed
desires.
above, whenever possible, the GM (and/or players) should find
New, genre-specific Principles are featured throughout some narrative explanation to weave the mechanics into the
Book Three: Reflections (p. 232). The GM is free to incor- overall story. This technique can become particularly import-
porate these revised Principles into her personalized ant during rule-heavy moments, such as combat resolution,
conversation, or use them for inspiration. which inherently disrupt the game’s progression. Instead, the
group frames these moments within the conversation, resolv-
Example: Inspired by paranormal romance and urban
ing their roles based on what’s best for the story, not the rules.
fantasy, the game group wants to explore more relation-
This allows the fiction to strip away and minimize the game’s
ship-focused stories. Together, the GM and players add two
mechanical distractions, and maintain its atmosphere and
Principles, Connect the characters to the supernatural world
sense of realism.
and Relationships drive the narrative. The first Principle
requires the PCs and major NPCs to all have personal con- While Engaging in Combat, the player rolls a success with
nections to the supernatural world, such as through cults, complications. Rather than focus on the back-and-forth
organizations, etc. These connections constantly pressure of combat resolution, the GM Offers Them an Opportu-
them, adding additional conflicts and tension. The second nity With a Cost. Together, they describe how the PC is
Principle places the narrative focus on intimate relation- thrown into a window, smashing it. Being throttled, the PC
ships, where the characters’ interactions have major con- desperately grabs a shard of glass and thrusts it into his
sequences to their personal lives. Because of this narrative assailant’s throat. Mortally wounded, the attacker releases
shift, the standard Principle, Insinuate the Supernatural, their grip, collapsing. The PC recovers, but his hand is now
becomes counterproductive and is removed, as the super- slashed to bloody ribbons by the improvised weapon. He
natural is always present in the character’s lives. quickly wrap it up and down some pain killers, controlling
the bleeding… for now [successful Endure Injury].

The Fiction The fiction’s influence can – and should – resonate well
beyond any specific encounter, scene, or scenario. In this
In collaborative storytelling, the shared narratives
way, game mechanics and Moves evolve from simple reso-

1
aren’t expressed through bland game-terms, such as
lutions into becoming narrative elements. The game group
attributes and mechanics. Nor are the stories limited
further develops their conversation’s canon and its underly-
to a singular person’s framework and perceptions.
ing storylines, personalizing the game world. When prop-
Instead, each narrator weaves their personal vision
erly emphasized, the fiction makes the story more realistic
into the story, describing its characters and setting
and emotional, thus encouraging collaborative storytelling
through their shared language. In turn, the storytellers’
on all levels. As such, the GM and players should continu-
combined creativity and imagination create something
ally record any additions to the overall fiction, as this will
truly unique.
allow them to maintain continuity.
Similarly, in KULT: Divinity Lost, the fiction serves as the
Due to their cult’s nature, the GM and player agree the
game’s language, helping the GM and players narra-
visions provided by the PC’s Cult Leader Advantage
tively define and describe the conversation. Unlike
reveal themselves as intricate tattoos on the PC’s flesh.
more traditional games, the game mechanics should
Mechanically, nothing changes when the player rolls the
act as the unseen foundation for building story struc-
Advantage. Fictionally, this creates an intricate relation-
tures, rather than defining them through terminology.
ship with the cult members, who must read and inter-
In this fashion, concepts such as Attributes, Moves,
pret the divine messages. This also opens new narrative
Rolls, and resolutions become part of the shared story,
threads for later in the game, especially on failed rolls.
rather than separate – and sterile – definitions.
The first session (KDL, p. 172) is an excellent opportunity
In particular, two Principles inspire this collaborative
for establishing the fiction. The GM should encourage the
process in establishing the fiction. Firstly, Make Your
players to narratively explain their characters’ Attributes
Moves, But Use the Fiction to Disguise Why requires the
and qualities, drawing from the answers they provide.
GM to narratively justify the game’s mechanical aspects
This provides opportunities for the players to explore the
and empathize plot progression over rules. Secondly,
PCs’ lives, both on the physical and emotional level, and
by Making Your Moves, But Describe Them in the Fiction,
better establishes their connections to the game world.
the GM presents their Moves as story elements, organi-
The fiction can also introduce narrative elements outside
cally weaving them into the scene. In this manner, the
the mechanic’s confines, adding background and story
GM narratively empowers the conversation, transforms
details.
game mechanics into plot elements, and promotes
player investment by personalizing the story to the
group.

The Conversation 31
◊ Attribute [Violence]: Having grown up on the announces this to the group, and together they decide to head
streets, The Descendant quickly learned how toward the hidden exit.
to fight dirty and use improvised weapons. He
The GM also has latitude on their Moves’ severity and how they’re
also suffered for this rough upbringing, and are
reflected in game. Normally, soft Moves reveal impending con-
missing part of his left ear. This injury brings
sequences and threats to the characters. However, the GM can
him respect and fear in certain circles.
always use these Moves to empower the conversation, invoking
◊ Advantage [Hacker]: The Seeker’s computer atmosphere and mood, as well as providing additional informa-
skills are only matched by his obsession for tion to the players. The GM can draw inspiration from Book Two:
technology. He continually collect old hard- Atmosphere when establishing her fiction.
ware, outdated software, bits of junk, and tech
The PCs explore a structure designed with non-Euclidean
manuals from stores and garage sales. At any
geometry. There’s no specific GM Move that represents this, as
given moment, his pockets are lined with cords,
there are no true consequences or threats, nor does walking
wires, small peripherals, and disks.
down the hallway require the standard question, “What Do
◊ Disadvantage [Owned]: The Doll may have You Do?” Instead, the GM places story over rules and focuses
escaped his former life, but traumas from that on the fiction: The hallway’s perspectives are all wrong. Impos-
existence still remain. He flinch instinctively at sible angles cut the air, blending into one another until you
loud noises, and wear frumpy clothing when- can’t tell what is ceiling or floor or wall.
ever possible. He's constantly on guard, as if his
Hard Moves can also be handled in this fashion. Typically,
former lover may intrude upon his life at any
hard Moves result in dire consequences, such as Injury or
moment.
Stability loss. However, they can be taken even further,
◊ Dark Secret [Visitation]: The Ronin is continu- enhancing the conversation and overall story. For example,
ally harassed by an inhuman creature. It wears the PCs may be forced to make impossible choices or watch
the face of his former victims, whispering accu- their loved ones turn against them. While these events do
sations and hatred, and pushing the character to not mechanically adhere to standard GM Moves, they fiction-
kill himself to repent. Before it appears, there is ally represent consequences of the PC’s actions or failures,
the smell of cinnamon. making the story more interesting.
◊ Move [Avoid Harm]: The Agent excelled in his The PCs’ low Stability and exhaustion have opened
personal defense training, and even participated them to outside influences. An entity begins intruding
in martial arts tournaments. This hardened his onto their consciousness, altering their perceptions.
body and heightened his reflexes. He still main- Although, mechanically nothing changes, fictionally the
tain contact with his former dojo. PCs’ begins questioning their own actions and sanity.
Soon, they discover presents from their invader, such
MOVING BEYOND as bloodied clothing stuffed in the hamper and unnat-
THE RULES ural foods in the freezer.
Mechanically, the GM Moves are designed to help On the other hand, if the group prefers a more tradi-
frame the conversation and accent the fiction in each tional, structured format, the GM may introduce addi-
scene. As discussed above, the Principle Make Your tional Moves and/or alter existing ones to enhance
Moves, But Use the Fiction to Disguise Them frees the their game-play. The conversation should always
GM from openly declaring the soft/hard Moves being take precedence, but rules aren’t set in stone, able to
used. This philosophy can be extended to other game change as the campaign progresses. However, rule
mechanics, such as the player Moves, expressing alterations must be declared and mutually agreed
them through the fiction; i.e., not everything needs to prior to play. To avoid confusion, this discussion
to be rolled for. Indeed, employing mechanics for typically occurs during pregame (p. 43).
more common-sense Moves may detract for the story,
diminishing player immersion. By deemphasizing the
rules, the more naturalistic and engaging the story-
telling experience can become.
The PCs pursue the vagrant into an old car park, EMOTIONAL ISOLATION
temporarily losing sight of them. Mechani-
When utilizing Moves, such as Separate Them,
Them,
cally, the players should each roll Observe
the GM isn’t limited to physicality, but may also
a Situation, and then ask questions
employ emotional separation as well. The PCs
accordingly. However, this would
may find their relationships disintegrating or
break immersion and slow the scene
radically transforming, leaving them isolated and
down. Instead, the GM focuses on
helpless. Their diminished mental state may also
the fiction, revealing that one PC
(Decrease Stability
disconnect them from others (Decrease Stability),
),
used to hide here, and knows
driving them into existential crisis. In extreme
the squatters have an escape
cases, the PC may even be obscured by the Illu-
route on the lower level.
sion, fading from conscious perception until he
In character, the player
cease to exist in Elysium.

32 Chapter 1 – Theater of the Fearful Mind


The GM Moves Also known as failing forward, the GM Moves generate
minor complications and major setbacks that benefit the
conversation. Although these new opportunities rep-
Unlike more traditional RPGs, KULT GMs do not roll dice when resent additional challenges, the players gain different
resolving conflicts and other game mechanics. Instead, they avenues to advance the story. This effectively eliminates
communicate these resolutions through the conversation, spe- negative-feedback loops that can undermine the game.
cifically in the form of GM Moves. These represent the narrative Furthermore, these new challenges allow the players to
effects of the PCs’ successes and failures, affecting the overall approach situations differently, adding tension and push-
story and pushing it in interesting directions. Ultimately, their ing the PCs out of their comfort zone.
responses affect the players’ goals, characterization, and nar-
rative understanding. As such, successfully managing conver-
◊ While handling a locked door, the player fails their
Act Under Pressure roll. The GM declares the PC
sations require the GM to remain highly reactive, intuitive, and
cannot open the lock, and they’ve alerted something
knowledgeable throughout the game session.
inside (Put Someone in a Bad Spot). A creature
The two types of GM Moves – soft and hard – also represent emerges to investigate, creating a new threat for PCs
narrative obstacles for the PCs to overcome (KDL, p. 150). In to overcome. However, the door is now unlocked,
short, soft Moves reveal potential threats and conse- allowing them to proceed afterwards.
quences, whereas hard Moves represent the threats and
consequences themselves. However, as with other
◊ While coercing an NPC to acquire an illegal
item, the players fail their Influence Other roll.
rules, GM Moves offer far more interesting oppor-
The NPC refuses and throws them out
tunities for developing the fiction and
of the night club. However, an
expanding the conversation. Nor are
unscrupulous lackey offers to sell
GMs limited to using the Moves as
the item anyway, but there are
written, being free to change them
questionable strings attached
to accommodate different perspec-
(Give the Possible Consequences
tives, situations, and themes. Even
and Ask). The characters acquire
the slightest alteration can greatly
what they need, but must face
enhance the story’s emotional reso-
unpleasant consequences later in
nance and intensity.
the story.
◊ At the beginning of the

1
Failing story, the player rolls –9 on the
Forward Harassed Disadvantage, which
Intense roleplaying rarely involves provides the GM with 3 Hold.
continually making perfect rolls Rather than inflict random acts of
and accomplishing every goal. It intimidation and violence, the GM
is about telling compelling stories weaves the Moves into the narra-
and portraying realistic characters. tive (Use Disadvantages/Hold). The
In literature and cinema, the most harasser assists the story’s antag-
interesting narratives stem not from onist, as they share common goals.
the character’s successes, but their failures Although this adds additional challenges
and tribulations. As they strive to overcome for the PC, they’re more invested in the story.
their troubles, their inner nature is revealed, add- The GM can also adjust this failure spectrum to
ing drama and tension. better reflect their Horror Contract. For example,
Unfortunately, in more traditional RPGs, failed dice in more intense or realistic stories, the GM Moves
rolls result in negative consequences for the PCs. In can have severe and long-lasting (possibly tragic)
effect, these binary mechanics punish the player for repercussions. In quiet horror or uncanny stories, the
making mistakes, taking creative risks, or simply having GM Moves can impose less dire consequences, focusing
bad luck. Furthermore, repeated ‘fail’ states can completely instead on strange and unnerving challenges. However, the
derail the story, creating a negative-feedback loop, sometimes GM must still adhere to the Principle, Be a Fan of the PCs. Never
to the point where the PCs are unable to effectively continue impose grave consequences, unless doing so would advance
the story. This inherently undermines narrative-based games the narrative.
by creating mechanical roadblocks the characters cannot ◊ The group’s Horror Contract promotes psychological horror
overcome. over extreme violence. While struggling against a vengeful
However, in KULT: Divinity Lost, the failure state (a roll of –9) is Jackal, the player fails several Avoid Harm rolls. Suffer-
not absolute. While the PC’s actions result in negative conse- ing additional Harm would realistically kill the character.
quences, they do not need to be unsuccessful. Instead, the GM Instead, the GM has the character thrown backwards, tum-
acquires different Moves to represent these outcomes, which bling helplessly down a hillside. He later wake up, ankle
can occur immediately or later in the story. As such, the game twisted and bleeding heavily. He's survived, but are now
mechanics promote a failure spectrum, which allows the GM trapped and need to treat his injuries. Worse, the Jackal
to introduce new narrative possibilities, rather than punishing will likely target his loved ones next.
players for unlucky die rolls.

The GM Moves 33
Promoting the Upon reaching the other side, the Artifact reveals the Sleep-
ing God’s true form, but its hypnotic presence lulls the PCs’
Try/Fail Cycle minds. When the Divine PC successfully controls it, the Sleep-
The most intriguing stories feature protagonists fail- ing God mistakes them for its mate and tries dragging them
ing at their goals, dealing with the consequences, and back into the Dreaming to be reunited. With each successful
trying again. This narrative concept is prevalent in the roll, the PCs’ circumstances become worse, but each setback
horror genre, where the characters continually face adds to the tension, making for a better story.
insurmountable threats and suffer traumatic setbacks.
Their successes reveal deeper complications, while their
failures unleash dire consequences. Yet, despite all this,
Reframing the
the characters persevere, striving ever forward, until they Conversation
finally achieve their ultimate goal. This victory tastes Once the GM feels comfortable using her hard and soft Moves
far sweeter, and the characters have grown personally, in the conversation, she shouldn’t restrict herself to asking
shaped by their personal struggles. the standardized question, “What do you do?” As useful as
This is the essence of the try/fail cycle – a literary tool this mechanic is, it ultimately limits the players’ responses,
that prompts narrative tension through escalating chal- and thus, reduces the opportunities for developing new and
lenges and fail-states. Player investment and anxiety compelling narratives. This standard inquiry can also inhibit
stems from their PCs continually riding the razor’s chances for roleplaying and self-reflection by trapping the GM
edge of success and complete failure. The GM Moves and players inside an action/reaction cycle.
naturally encourage the try/fail cycle by introducing Instead, the GM can alternate her line of inquiry, asking ques-
setbacks and complications into the narrative when tions such as Who, Where, When, Why, How, and variants of
players roll partial success (10 – 14) and failures (–9). What? These are focused on different aspects of the ongoing
The GM can also temper successful rolls with compro- scene, such as the NPCs, locations, and plot elements. Depend-
mises and unforeseen consequences, allowing them ing on the scene, the GM can also make inquiries of the PCs
to reveal new threats and advance milestones. When themselves, requiring players to think beyond simple actions.
successes are bittersweet and hard won, the players’ This personalized approach encourages the conversation,
tension is heightened and the overall story becomes enhancing the PCs’ background, and deepens the players’
more cinematic and intense. investment in the story. In turn, each answer can be woven
However, the GM must utilize the try/fail cycle only to into the narrative, potentially creating new hubs and links for
enhance the narrative, rather than to directly under- the Intrigue Map (p. 47).
mine the players’ successful rolls and chosen actions. ◊ You catch a familiar face in the window. Someone who
Otherwise, this storytelling technique may be mis- cannot be there, yet they are. How did they die?
taken as adversarial and will violate Be a Fan of the
Characters. Again, ask questions and let the players
◊ There’s a memento from your past lying in the blood.
What is it?
inspire the story’s progression, rather than establish-
ing predetermined outcomes. ◊ As you enter the room, they narrow their eyes, frowning.
You parted under poor circumstances. What ended your
In the Antarctica scenario (KDL, p. 200), Lictor de
relationship?
Arnán plans to awaken the Sleeping God. To pre-
vent this, the players need to prevent several mile- ◊ You’ve collected arcane tomes and bizarre artifacts over
stones from being achieved. In short order, the PCs the years. Where do you hide them?
succeed at their Occult Studies and Prepared rolls
◊ Your contact feeds you reliable information whenever
to learn about the threat’s nature, as well as the
you need it. Where did you first meet them?
Sleeping God’s location. Following their acquired
map, they enter the tomb and avoid de Arnán ◊ Someone has protected you for years, maybe since
and his minions through successful Coolness childhood. When did you become aware of them?
rolls. Finally, they utilize their Artifact and Divine ◊ The City whispers to you, guiding you between shad-
Advantages to control and lull the entity back into ows and light to wherever you need to be. When did the
eternal slumber. They thwarted de Arnán’s plans City start talking to you?
and ended the scenario. Technically, this adheres
to the game mechanics, but the story itself – to
◊ You bolt upright in bed, chest pounding, woken by the
nightmare. Why did it frighten you so badly?
put it mildly – lacks any true depth or tension.
In contrast, the GM approaches the same scenario
◊ The door opens onto silence, revealing your empty
apartment. Why do you live alone?
by empathizing the try/fail cycle for each suc-
cessful roll. Through the Occult Studies roll, the ◊ Your phone rings, startling you. The voice is a pained
PCs learn the required binding spells are located whisper. Who is it?
inside the cult’s stronghold. They discover the ◊ Your street-fighting skills have served you well over the
map provided by their Prepared roll is flawed, as years. Who taught them to you?
sections of the tomb have collapsed over time.
This forces them into the tomb’s dream version
to bypass the rubble and de Arnán’s minions.

34 Chapter 1 – Theater of the Fearful Mind


Hierarchy killers, and shattered perceptions. In KULT: Divinity Lost, many
of these fears originate from the Realms of Dreams, Madness,

of Horror
and Passion.
Scientific fears originate from our innate distrust of technology
and those who wield it. These threats are both existential and
KULT: Divinity Lost is an intense roleplaying game that explores physical, including biological weapons, illegal medical experi-
personal fears. However, horror is not a distinct literary genre, ments, and sentient computers and machinery. We’re fearful of
nor is it defined by specific literary styles. At its heart, horror is the universe and what lies beyond our limited perceptions and
humanity’s most primal and intimate emotion, revealing our understanding. In KULT: Divinity Lost, many of these fears origi-
contemporary anxieties. Depending on its inspiration, horror nate from Metropolis, the Machine City, and the Higher Powers.
communally invokes three intensifying manifestations of fear –
However, no matter what inspires our fear, horror itself oper-
Revulsion, Terror, and Dread. Ultimately, the GM wishes to invoke
ates on two levels – the external and the internal. The GM can
each of these reactions in their players throughout their stories.
use either or both of these levels when reflecting the three
This is the core tenant of the Horror Contract.
manifestations of fear; i.e., revulsion, terror, and dread. Indeed,
Horror reflects the world we live in, exposing our fears on the most effective stories explore our fears on both the external
cultural, existential, and personal levels. Indeed, what defines and internal level, blurring the distinctions between the two.
horror itself remains continuously debated, portrayed in In turn, these horrors should elicit one of the three manifesta-
countless ways through media and literature; or must horror be tions of fear, if not all. Book Two: Atmosphere discusses how to
inherently scary and shocking to unnerve and terrify us. In our expand upon these concepts, reflecting external and internal
modern world, existential and metaphorical concepts inspire fears on societal levels: Personal, Surroundings, and World.
terror within us as easily as ghosts and zombies – perhaps,
more so. Horror can make us scream or laugh hysterically, EXTERNAL HORRORS
flinch away or stare in awe, and chill our hearts or engage our
External horrors act upon the characters overtly, threatening
minds. But, above all else, horror makes us feel.
their physical well-being and robbing them of their agency.
As horror remains forever amorphous and continually evolving, These may be anything that invokes fear by acting upon the
evoking this primal emotion in roleplaying games can prove character, such as people, entities, locations, and natural
challenging, even for experienced GMs. This section discusses events. Even external concepts and beliefs may fall under this
the various aspects of communal fear, understanding the emo- category, as they inspire individuals into committing its great-
tion, and how to effectively fulfill the Horror Contract. est atrocities. The threats may be mundane or supernatural,

The Roots of Fear


Fear has been humanity’s constant companion throughout the
millennia, continually maturing and reinventing itself. More
ambiguous or obvious, and incidental or purposeful. No matter
how they manifest, the characters must overcome these horrors
or be consumed by them. In most cases, fear originates from
the sheer randomness and overwhelming nature of these hor-
1
rors, i.e., the characters becoming hapless victims of something
importantly, fear has shaped and defined us sociologically, beyond their ken.
influencing our cultures, religions, and mythologies. It rules us
like a tyrant, communal and inescapable. Currently, our most In KULT: Divinity Lost, the Illusion also serves as an ever-present
prevalent fears originate from four sources: the naturalistic, external horror, as it directly acts upon the PCs, altering the
paranormal, psychological, and scientific. world around them, and twisting their minds and flesh alike.
Even when its true nature remains invisible to them, the Illu-
Naturalistic fears originate from the natural world, including sion continually assails the characters, separating them from
animals and insects, extreme environments, and violent natu- the True Reality and their divinity. Once revealed, this existential
ral events, such as earthquakes, extreme weather, floods, and threat infects all aspects of their lives, perpetually gnawing
wildfires. These threats are forever beyond humanity’s control, away at their souls.
reminding us of our insignificance in the natural order. We
dread nature’s merciless power, yet marvel at its grandeur. In ◊ You notice the profound silence in the coffeeshop. Around
KULT: Divinity Lost, many of these fears originate from Gaia and you, the patrons have frozen in place, as if trapped in
the Borderlands. amber. Their eyes turn hemorrhage black, crimson tears
staining their cheeks. As one, they each raise an accusing
Paranormal fears originate from the supernatural world, finger and point at you.
including angels, demons, spectral entities, and forgotten gods.
These threats are beyond our abilities and understanding, ◊ Sewer water continues rising, filling the cramped tunnel. In
striking without mercy or warning. They’ve lived with us since moments, it reaches your waist, inching higher. The grate
our imprisonment, dwelling at the edge of campfires and in our above is rusted shut, unmoved by your efforts. Stinking
shattered memories. We’ve formed mythologies and religions water swells and rises as the current dramatically shifts.
around them: hollow visions of the True Reality. In KULT: Divin- There’s something ascending from below.
ity Lost, many of these fears originate from beyond the Illusion ◊ A hulking figure crashes through trees, abandoning any
and Time and Space. pretense of stealth. As he advances, his suit strains under
Psychological fears originate from within and without, reflect- his muscular weight, splitting at the tailored seams. A
ing our fractured psyches, guilt and insecurities, and mental leathery pig’s head raggedly sewn onto his flesh hides his
traumas. We question our sanity and shun those who have lost human features.
their minds. This is the domain of demented desires, psychotic

Hierarchy of Horror 35
◊ Something scuttles behind the thin walls, surrep- adrenaline turning toxic in your veins. You wanted to kill
titious and alien. A picture drops, knocked loosed by them. To smash their goddamned faces into bloody paste.
its movements, shattering loudly. At the noise, more But you can’t even remember why.
scuttling things join its furtive cousin.
◊ Their gaze touches your wrist, narrowing with concern.
◊ A living carpet of mold coats the floors and furni- You tug the sleeve down over the scars, curling into your-
ture. You can almost taste its spores in the air, filling self. Their simpleton smiles and platitudes cut you, offering
your nose and mouth with corruption. In an encrusted no solace from the pain. They can never know about the
chair, the fuzzy, grey mass you thought was cushion- hole rotting inside you.
ing emits an all-too-human moan.
◊ You plead through bloody lips, begging them to stay. They
◊ The stairwell extends beyond the house’s confines, can’t leave you. Not like this. You promise to forgive them
ascending into darkness. Oily steam rises through again. Just like you always have. You fear being alone
its grated stairs, condensing on the rusted walls. A more than the way they hurt you.
tinkling of bells drifts down, as if summoning you.
◊ You lay in bed, unable to move. Your limbs remain leaden
◊ Winds lash the windows, rain and clouds turning as an invisible weight presses down on your chest. The
the day into midnight beyond them. You can hear the sheets cling to you, rank with sweat and fear. But better to
roof protesting as the storm threatens to tear it away. stay in this self-made tomb than face the world beyond its
Lights flicker frantically, fighting against the inevita- protective walls.
ble. Then they surrender, plunging you into roaring
darkness.
◊ Scrub the sins away. The scent of cum and spit mark your
skin, reminders of your depravity. Scrub, scrub, scrub. Pun-
ish yourself. Dull the ache already rising inside you. Kill the
INTERNAL HORRORS
shameful yearning that drives you to defile yourself. Your
Internal horrors originate from humanity’s funda- weakness must be purified.
mental nature, bubbling up from depths of our trou-
bled psyches. These implicit fears expose our per-
◊ Why can’t they see the Truth? The evidence is every-
where, screaming it right in their goddamned faces. The
sonal and societal anxieties, delving into existential
murdered kids. The hidden temples. The things wearing
concepts such as, cultural norms, human nature,
human faces. Wait. Maybe they do know. Maybe they’re
and free will. They disorient us, tear at our beliefs
lying to you. Trying to make you forget what you’ve seen.
and values, and undermine our feelings of security
and self. We’re consumed by our guilt and desires,
driven to betray our morality and conscience. The Revulsion
most vile horrors lurk in our fractured souls. Revulsion is fear’s most common and basest manifestation.
In KULT: Divinity Lost, the internal horrors are com- Also known as the ‘gross-out,’ revulsion strikes at humanity’s
pounded by the High Powers’ Principles, as their primal emotions, invoking our natural instinct to recoil from
invasive influence controls and torments us. In the impure, unfamiliar, and violent. For this reason, revulsion
many ways, these horrors are more insidious and, is one of the easiest types of fear to evoke, as it typically
ultimately, more tragic as they can be potentially relies on gut-reactions, usually created through jump-scares,
resisted and overcome. Humanity’s worst enemy taboo subjects, or by inciting disgust. For this reason, revul-
is itself, creating demons where none existed. We sion frequently falls under the domains of extreme horror and
shape our own prisons and infect reality with body horror (see Disturbing Behaviors and New Flesh, Ancient
our traumas. The monsters we fear the most are Desires, p. 178 & 192). This sordid imagery assaults our senses
ourselves. and thoughts, as each new grotesquerie strains our hearts
and churns our stomachs. It plunges our faces in the viscera
While abstract, internal horrors worm their way
and filth, making us flinch and recoil from the anguish and
into each of us. Players can more easily identify
ugliness.
with these manifestations of dread, as they are
intensely personal. Through this identification, Despite revulsion’s simplicity, when used deftly, this mani-
internal horrors gain more credibility and festation of fear can create profound juxtapositions in the
realism within the narrative. Players naturally conversation. It forces the players outside their comfort zone,
project themselves onto their PCs, following plunging them into the depraved depths. As discussed in Dis-
their descent into anguish and insanity. As such, turbing Behaviors, revulsion can provide the perfect medium
they’ll willingly step into the shadows, invested for examining taboo subject matter, such as sexuality and
to see what lays beyond the darkness. sociopolitical issues. It also provides stark contrasts, turning
mundane subjects on their head, revealing their seedy under-
◊ A barking cough erupts nearby. These belly. The GM can weave these unexpected intense threads
people are too close, forced onto the bus like
into her stories, throwing the players off-guard and allowing
human cattle. You can feel their infections
them to explore new levels of fear.
upon your skin. Their sicknesses invade your
throat and lungs. You’ve got to get out before Due to our primal fear, instilling horror through revulsion can
their diseases infect you. Get out now! be seductively undemanding, which may explain its growing
prevalence in horror cinema, especially slashers and the new
◊ You rub the sores on your knuckles, pluck- extreme. Unfortunately, revulsion can quickly lose its shock
ing at the torn skin. Your heart pounds, the

36 Chapter 1 – Theater of the Fearful Mind


value and rapidly become uninspiring and trite; all fearful Terror
anticipation buried under senseless gore. Indeed, it can often
offend rather than scare, turning stories into pointless streams Terror represents our psychological reac-
of depravity. From Inferno’s charnel houses to Passion’s sen- tion to experiencing an unsettling event
sual horrors, the KULT mythos contains countless opportunities or transcendent encounter – be it natural
to disgust and disturb. Yet, the GM needs to resist the urge to or paranormal in origin. Terror is the razor
overwhelm her player’s senses with a cornucopia of cruelties. blade in your apple, the rotted hand clawing
The urge to descend into these bloody nightmares may be out through the wall, the impossible shape
tempting, but it is ultimately counterproductive. All things must standing at your window, the malformed beast
be used in moderation, even fear. walking into your headlights. It hurls us into
confusion, doubt, and ultimately fear, violating
◊ The tiny hand thrusts up through the fresh, loose dirt. An our conceptions of normalcy. Our conscious
animal or bird has been at its chubby, digits, peeling strips minds cannot process or understand its mani-
away to get to softer morsels. Someone has stuck a make- festation, as we lack any frame of reference. We
shift grave marker above the small mound. It reads, #8. simply recognize the tangible threat, despite its
◊ The hamster-cage stink overwhelms you. Squat forms surreal nature. Yet, unable to assess the terror’s
huddle together in a nest of soiled newspapers true nature, we are shocked into fear and
and moldy leaves. Filth cakes their naked bodies, helplessness. We are no longer safe,
matting their downy fur. Restlessly, they squirm and never will be again.
and writhe, be it for warmth or gratifi- Terror resonates through-
cation, you cannot tell. out KULT: Divinity
◊ She calmly heats the plier’s Lost narratives, as it
jaws with the butane torch. represents the nor-
The metal tips turn an angry mal human response
orange. Satisfied, she turns to to the Illusion crum-
you, tool in hand. “Hold him bling. In addition to
down,” she tells your friends. the immediate threat,
When the pliers enter the the existential impli-
wound, pain rips through your cations of the True
entire essence. As the world Reality inflicts deep
fades, you strangely recall
barbecuing with your family
last summer.
◊ He goes down harder than
psychological scars.
Otherworldly monsters,
such as Children of
the Night, living dead,
1
nepharites, and wol-
you expected. His face catches
vens, are perfect rep-
the table’s edge, sending
resentations of terror.
broken teeth cascading across
Indeed, this manifesta-
its surface. Blood soon follows,
tion of fear plays an inte-
pumping out of the gagged hole
gral part of KULT narratives, as
where his smirking grin once was. It
the Illusion reveals the supernatural
forms around his ruined head like a crim-
whenever it tears. Due to its transcen-
son halo.
dent nature, terror is intimately tied to
◊ His head bobs rhythmically over the thing’s the sublime, which is discussed in Exqui-
pendulous sex. A low growl echoes in its site Horrors (p. 208).
doughy chest, causing organs and muscles to
Despite its prevalence in the game, terror
strain beneath the translucent skin. Its death-pale
possesses the same inherent weakness as
lips curl back, releasing the sluggish tongue from
revulsion, i.e., the shock fades over time. We become
within.
acclimatized to its fearful effects, mentally accepting
◊ The body’s gas-bloated belly deflates, rumbling like a its unnatural origins. As stated by the Principle, Insin-
cancerous breath. Puke chokes you, flooding your sinuses, uate the Supernatural, the GM should keep the terrors
as your hands slip inside the rotted guts. You’re forced to in the shadows, never fully revealing them, lest they
push deeper, up to your wrists, and then forearms, franti- lose their shock value. Even when fully revealed, the
cally searching for the plastic bag hidden inside. encounter should be short and brutal, allowing the
◊ He puts the shooter glass in front of you, swirling the players little time to fully process what they’ve experi-
musky cream inside. His cracked lips curl into a cruel enced. Maintain an aura of mystery and wonder to the
smile, mimicking the faces around him. You idly wonder nightmarish worlds and monsters, so the players never
how many contributed to this drink. “Drink up, pup,” he feel truly safe.
sneers. “Let’s see if you have what it takes.”

Hierarchy of Horror 37
◊ The murmur comes again, drawing you closer to the cis- importantly, inevitability. We recognize our impending destruction
tern. You glance over its crumbling edge and the shape and can do nothing to avoid it.
below smiles up at you. Its face is an infected wound,
Dread is also an existential fear, feeding off our sense of helplessness
wreathed in grimy hair. But its grin remains untouched
and inevitable destruction. As our world turns alien and hostile, we
by decay, all pearly teeth glistening in the dark.
no longer recognize what is truly safe, dissolving our sense of self
◊ A woman stands beneath the underpass, barely visible in and security. Facing the vast unknown, we recognize our fearful
her white gown. As you watch, canid creatures emerge insignificance, crying out as we are deprived of control of our bodies,
from the deep shadows, blunt heads nuzzling at her legs minds, and, ultimately, our fates. This denial of agency terrifies us to
and crotch, purple tongues licking at her delicate fingers. very core.
She caresses their mottled fur, as if in reward for their
As such, dread is an intensely personal fear, as we instinctively fill
attention.
the void with our anxieties, giving them horrible shape. Yet, what-
◊ With a reluctant sigh, the bartender pushes back from ever awaits us in the shadows can never match the nightmares
the counter. He grabs his upper and lower jaw, yanking we envision in our heads beforehand. The players are no differ-
violently. Bones crack and meat tears, as he hinges his ent, which can work to the GM’s advantage, as she already know
skull backward. Long fingers emerge from his torn neck, what frightens them from the Horror Contract. The GM must allow
curling and tightening, as something begins freeing itself the players to scare themselves by feeding their doubts and fears.
from the bloody stump. This dreadful anticipation will far outweigh any horror they can
◊ The crash’s impact has ground her body into little more produce.
than fractured limbs, moist gristle, and bloody shards. As ◊ Street sounds fade beneath an organic silence, all noise
you lean closer, her ruined eyes flutter open. Painted lips consumed by the heavy foliage. Mossy steps lead toward the
stretch back, “You didn’t think you’d get rid of me that forgotten shrine, littered with decaying blossoms and leaves.
easy, did you baby?” A decrepit villa slumps over on its side. Pregnant shadows
◊ A soft breeze rustles the trees, disturbing the leaves lurk beyond its ruined doorway, swelling with malice as
daylight retreats.
enough to let the moonlight through. It splashes across
a cherub face, nestled amongst the benches above you. ◊ Someone has hung plastic sheeting throughout the unfin-
Tittering laughter erupts from all directions, as infantile ished house. It crumples softly, moved by the weak breeze.
bodies with swollen bellies and hooked claws rouse Light filters through the opaque sheeting, outlining the
themselves from slumber. house’s skeletal walls. Up ahead, something indistinct and
◊ Sulfurous air exhales from the tunnel, as the train humanoid stands there, perfectly still, but definitely alive.
slides into the subway station. A meshing of abortive ◊ Following the screams, you force your way into the bath-
flesh and writhing metal, its bulk shutters, slows, and room only to find it impossibly empty. Its antiseptic intensity
halts. Cavities open along its length, revealing yellowed pains your senses. Someone has written on the mirror, Here
molars and undulating tongues. Your fellow commuters is not Here. The shower drips, nearly deafening in the sub-
remain ignorant of the monstrosity, dumbly herding lime quiet.
into the eager maws.
◊ A solitary chair sits in the middle of the hotel’s long cor-
◊ The cab reeks of stale perfume and smoke. When ridor. Someone has propped a mascot’s costume up in it;
you close the door, the driver flips the meter. Maggots a comical wolf with bluish fur. Its large head lopes to one
rain down from his skeletal hand. In the mirror, you see side, offering an idiot’s grin of sharp teeth. You feel some-
his milky eyes looking back at you. “You going all the thing gazing out of its empty eye sockets.
way to the end?” he gurgles up through the wet hole in
his throat.
◊ As your foot touches the first step down, something
beneath the slatted stairs snuffles. The raspy pig-noise ends
as quickly as it came. You may not have heard anything to
Dread begin with. Below, a single lightbulb swings back and forth
on its frayed cord. It illuminates nothing by an old washer/
The ultimate level of horror is dread, which represents
dryer set and a pile of wet clothes.
our primal fear of the unknown. While revulsion and
terror rely on the scare itself, dread derives from ◊ The elevator comes to an unexpected halt. After a moment,
suspense and the anticipation of an impending shock. the doors shutter open, allowing light to bleed in empti-
Dread is standing in the dark and realizing you’re not ness. Beyond, you see an unfinished floor; little more than
alone. Dread is knowing something is behind your stuccoed pillars and bare wiring. A solitary exit sign glows
bedroom door. Dread is the lump under your skin, in the distance.
the grey shape in the fog, the living silence at the ◊ You return to the kitchen, only to feel an unexpected draft.
other end of the phone. It is formless, nameless, and The rear door rests half-open, allowing whispers of rain to
beyond comprehension. As such, dread relies heavily come through. Otherwise, the room seems just as you left
on ambiguity, foreshadowing, and, perhaps most it moments ago. The fridge noisily kicks in, as if to hide
any sounds in the house.

38 Chapter 1 – Theater of the Fearful Mind


MIXING IT UP
When running KULT: Divinity Lost, the GM should employ all
The Rhythm
three types of fear, continually drifting between revulsion,
terror, and dread. These manifestations of horror are intri- of Horror
cately connected, complimenting one another. Revulsion can
incite disquiet and disgust, feeding the aura of gnawing dread. No matter what narratives the GM explores, she must temper
Displays of terror hitting in quick succession can inspire panic the fearful materials she present. Horror is a tricky emotion;
and revulsion. Dread slowly, exquisitely drags the players its power over us is intensely profound and invasive. Yet, in
toward the terrifying reveal. Furthermore, as with cinematic time, we become desensitized to its stifling effects. A continual
storytelling, by striking the proper balance of fear, the GM onslaught of travesty and terror dulls the players’ anxiety, forcing
effectively maintains the narrative’s Rhythm of Horror: player the GM to reach for greater extremes to elicit the same emotional
anxiety and fear rising and falling in consuming waves. response. Fear loses its meaning, and the narrative devolves into
an endless stream of toothless scares. True dread comes from the
◊ An elegant machine dominates the stark room, thrum- anticipation of the impending scare, not the scare itself. As such,
ming rhythmically. A naked male torso rests amidst its the most affecting narratives utilize this rise and fall of anxiety,
polished chrome and steel. Pistons rise and fall in his also known as the tension/release cycle.
chest cavity, powered by gears and greasy hoses. His
mouth droops open in ecstasy, while his pained erec- In its simplest terms, the tension/release cycle steadily intensifies
tion jerks, feeding the clear pump encasing it. the players’ anxiety, pushing it toward its crescendo, and then
releasing it in a moment of crisis. After this fearful moment, the
◊ The wooden floor quivers beneath your feet. Dozens players are briefly granted an opportunity to recover and reassess
of eyes snap open, watching you from its gnarled their situation. However, this false sense of security soon fades and
surface. Your heel sinks into one’s soft membrane, the cycle begins again – player anxiety returning as they anticipate
causing it to pop loudly. Fetid blood and humor the next scare. This cycle of fear continues throughout the story,
splash over your skin, tacky and hot. The eyes flutter, dragging the players ever deeper into the horror. They instinctively
as if sharing this pain. Around you, the house heaves, know things can only get worse, and the GM need only turn the
awakened by your transgression. screws tighter to make them suffer. This is also why the tension/
◊ Vagrants amble into the backstreet, closing off your release cycle plays so heavily into the Agenda, Keep the PCs on edge,
only exit. Lamp light illuminates their faces – lumpen only allowing them moments of respite.
masks of scar tissue. They stop several yards away, However, by its nature, KULT: Divinity Lost lacks many of the cine-

1
forming a living wall of bodies and makeshift weap- matic techniques normally used to create the tension/release cycle,
ons. Beyond them, something vast and dark fills the such as different camera angles, overexposures, sound effects, and
narrow alley, drawing nearer. the (infamous) Lewton Bus. Even so, the GM can duplicate similar
◊ A wet clunking erupts on the darkened stairwell effects through the conversation, adjusting them to fit the collabo-
above, descending with hideous sloth. At first, rative storytelling experience. Common horror techniques include
you think the lumpen shape is a child’s toy, but creating player anticipation, instilling uncertainty, and defying player
that fantasy is quickly dispelled. The human head expectations.
bounces to an uneasy stop at your feet, its features
impossibly familiar. Your frightened face stares up
Dreadful Anticipation
at you, mouthing soundless words. Behind you.
Producing genuine scares during the conversation can be achieved
◊ Beyond the elegant arch, blue moonlight pools by eliciting true anticipation in the players. Also known as anticipa-
on the ballroom floor. Someone has arranged
tory reactive sequences, the GM narratively frames scenes to suggest
mannequins around the chamber, locked in silent
impending scares by revealing possible threats to the players. In effect,
dances. Strands of music reach you, beckoning
the GM baits her dreadful trap with implied horrors, inspiring anxiety
your body to join in this dance macabre. Dozens
and doubt in the players’ minds. The players know there is a scare
of plastic heads turn as one, revealing faces
coming soon – and that’s entirely the point. They contribute to their
draped in flayed skin.
own tension, shaping the unseen horror in their minds, while being
◊ Her hands crawl up her chest, painfully digging drawn deeper into the story. This is the essence of dread. Only when
into the meat of her breasts and throat. “Please,” the GM deems it, the threat is revealed – be it through revulsion and/
she pleads, “Stop them.” Metallic spurs and or terror. The trap closes and the tension/release cycle concludes. The
cables split free from her palms and fingers, players are rewarded with the scare and have directly participated in its
splattering her dress in oily blood. ultimate fulfillment.
◊ You dimly wake. Velvet fingers stroke your sex, For example, if two PCs are casually talking when a creature crashes
as warm lips trace along your neck. Fleshy through the nearby window, the GM has achieved terror – that momen-
curves press into your back, yearning with tary fear from shock and confusion. But with no build up, the scare
desire. But in the vanity mirror you see only fades quickly, lost in the resolution. However, if only the creature’s pres-
yourself on the bed. Then, the fingers tighten. ence is revealed, player anxiety grows as they focus on the impending
threat. Slowly, the GM hints at its existence through various Moves and
narrative clues. Even if the PCs remain ignorant, the players will be
unable to dispel this foreknowledge, intensifying their personal fear. As
the scene progresses, they will jump at every shadow, cringe at every

The Rhythm of Horror 39


sound, fully expecting the beast to strike. INSPIRE FOCUSED PARTICIPATION
Rather than achieving an instantaneous
Due to its interactive nature, KULT: Divinity Lost requires more inten-
burst of fear, tension intensifies over
sive player participation than some other roleplaying games. Even
several minutes, fed by their dreadful
when not involved in the current scene, they should remain attentive
anticipation.
and be prepared to invest themselves in the conversation. Use com-
mon sense rules, such as no cellphones, no unrelated joking and/or
KEEP IT
fooling around, and allowing breaks after intense scenes. This helps
PERSONAL
everyone remain immersed in the horrifying atmosphere.
When the players are invested in the narra-
tive, their anticipation of impending horrors
becomes more intense. The GM should Fearful Uncertainty
frame threats for the PCs and the players. Although players have agreed to be scared, the nature of role-
Get under the player’s skin by challenging playing creates meta-barriers between them and the story. Even
their PC with personal horrors, drawing on with appropriate atmosphere and setting, players are continually
the Horror Contract. Depending on the themes aware that it is only a game, and they are safe. This awareness
and narrative being explored, each PC’s inti- unconsciously filters down into their PCs, stripping away some
mate fear may manifest in reality, investing of the narrative’s impact and diminishing their fear. However,
the players even further. the GM can subvert this preconception, undermining the players’
sense of security. She can utilize the conversation to instill fear
INCREASE THE STAKES AND and uncertainty into the players, turning their expectations
MAKE THEM HURT against them. As always, use the techniques below in modera-
Deepen player investiture by making the stakes tion; otherwise, they’ll become expected and lose their effect.
matter, and that consequences to the PCs are Also, this does not mean to go against the Horror Contract’s
severe. Horror narratives constantly feature promise – player safety must be maintained.
characters making poor choices, deepening our
anxiety for them. Similarly, players knowingly ADDRESS THE CHARACTERS,
place their PCs in harm’s way, stepping into the NOT THE PLAYERS
darkness, despite the terrifying risks. They weave This Principle’s psychological power to instill fear and uncer-
Dark Secrets and Disadvantages into the PCs’ tainty cannot be understated. It invests the players more
lives, aware that these setbacks will eventually deeply in their PCs and the terrible events unfolding around
rear their ugly heads. The GM should reward the them. Furthermore, by addressing the PCs, the GM blurs the
players’ trust by fulfilling their fears with some- lines between story reality and game reality, adding sus-
thing far worse than they imagine. pense and tension for the players themselves. In addition,
the Principle helps establish focus on the story, pushing
EVERYTHING COMES out mundane distractions.
AT A PRICE
More importantly, by Addressing the PCs, the GM person-
Everything the PCs gain should come with a price; alizes the conversation for the players. Indeed, with
even their relationships. What are the consequences practice, the GM can establish the horror atmosphere
of the PCs’ action and how far will they resonate through her voice alone. Altering her inflection pro-
through the story? Everyone has distinct needs and motes tension by emphasizing specific events, much
wants, imposing them upon the PCs, for good or like changes in music volume do cinematically. By
ill. Relations and important NPCs can be threatened, softening her voice, the GM draws the players closer,
turned against them, or much worse. When the PCs as they must focus on every word – adding suspense
make a deal, what strings are attached to the agree- and mystery to the scene.
ment – what aren’t they seeing? Twist the players
around with these worrisome thoughts and added ARE YOU SURE?
pressures.
Normally, when players make their Moves, they do
so with confidence and conviction – even during
TIME IS PRECIOUS
tense moments. However, the GM can instill uncer-
Time is the hunter that stalks us all. When the clock is tainty and fear by questioning the player’s choice;
ticking, the players are placed under additional pres- i.e., “Are you sure you want to do that?” She can
sure, adding to their tension. When the stakes are high, accent this by acting nervous and worried, such as
this time crunch is even worse, as every moment is taking a sharp breath or frowning. In effect, their
the difference between life and death. This also forces ‘reaction’ breaks the game’s fourth wall, inspir-
players to take additional risks, moving into the darkness ing doubt and fear in the players. Instinctively,
ignorant to what’s waiting there. The GM can make the they’ll begin questioning their decisions, fearing
players feel this strain by including actual time-limits, for their PC’s well-being. This technique can be
reflecting the scenario’s milestones. During combat and/ highly effective when used at unexpected times
or frantic situations, limit their time to declare Moves. If and during moments of respite, creating ambi-
the player doesn’t make a decision in time, their character guity in the narrative.
freezes in the story, suffering the consequences thereof.

40 Chapter 1 – Theater of the Fearful Mind


CONDITIONING THE Learning player expectations comes naturally through the
PLAYERS collaborative storytelling process and the Horror Contract. As the
game progresses, the GM draws upon these resources, guiding
Dread comes from anticipation of terror, provoking
the conversation accordingly and allowing the players to relax
primal fears through known, yet hidden, horrors. By
into the narrative’s ebb and flow. Then, the GM subverts their
entering into the Horror Contract, players understand that
preconceptions, purposefully feeding player expectations of
their fears will manifest somehow, but can never be sure
one fearful outcome, only to pull the rug out from under them.
of when. The GM can utilize this anticipation to condi-
Soon enough, the players will never know what to expect, feel-
tion her players, purposefully provoking their anxieties.
ing continually off-balance, adding to their personal fear.
During the conversation, the GM establishes narrative
conditions that reveal impending threats. For example,
ALWAYS DESCRIBE,
the sky turns cerulean blue and gold prior to the Illusion
NEVER DEFINE
collapsing, or the air smells of cinnamon and mold when
an entity approaches. As these warnings become estab- Always narratively describe the world and its creatures; never
lished in the fiction, they’ll continually trigger the players’ simply state, “It’s a zeloth…” Not only does this encourage and
fear, as they recognize the inevitable horrors to come. expand the fiction, descriptions intensify the players’ unease, as
their minds naturally try to process what their characters
The GM may also condition the players by using
are witnessing. This technique works well with Defy
techniques that break the fourth wall. For exam-
Expectations, as the players do not immediately know
ple, the GM can announce the Illusion tearing
what they’re dealing with, which adds to their fear.
by lightly rapping her fingers on the
Furthermore, as the GM controls the
table, gathering in intensity. She
world itself, she can subvert player
can whisper to herself, counting
preconceptions by personalizing
down to the threat’s appear-
their creatures (see below).
ance. As the game progresses,
the players will focus on the The GM can also use her descrip-
GM, anxiously looking for new tions to accent the pace, slowing
warnings and clues. down time, and focusing the narra-
tive on intense moments. When she
RELY ON wish to build suspense or explore
NOTHING AND NO ONE specific horrors, the GM maintains

1
the conversation in that scene.
In horror stories, protagonists
Explain how they’re digging the
frequently face challenges
bullet from the wound, describe the
beyond their abilities and must
subtle details of the creature’s nest,
use their ingenuity to survive.
or outline the nightmarish land-
KULT: Divinity Lost provides the
scape the PCs have stumbled upon.
GM with numerous Moves, such
Then let the players contribute to
as Take Their Stuff and Turn
the description, helping to bring the
Their Move Against Them, that are
scene to horrid life.
specifically designed to place PCs at
a disadvantage. The GM should create
BEYOND GOOD
situations where the players are forced to use
AND EVIL
their wits, rather than simply rely on their PCs’
Advantages. Steal their resources and separate KULT: Divinity Lost is a world of grays, where con-
them from each other and their Relations, forcing cepts like good and evil and right and wrong blur
them to work toward solutions other than rolling frequently. This plays heavily into the game’s under-
dice. In addition to heightening their tension, achiev- lying horror, where societal boundaries lack true
ing their goals through resourcefulness and persever- meaning and reality itself is tenuous. The Higher Pow-
ance is more meaningful and rewarding. ers and their Principles do not fit into simplistic definitions,
transcending standard morality and philosophical structures.
The PCs and characters around them indulge their personal
Defy Expectations desires and succumb to fervent beliefs, blindly following them
We instinctively fear the unknown, filling the shadows with to devastating consequences. The GM should continually test
our personal fears and nightmares. Virtually nothing the GM the players’ views, redefining their understanding of good and
can describe will match the terrors dwelling within her players’ evil. Soon, they cannot even trust themselves, as their own
imaginations. Furthermore, most KULT: Divinity Lost players are angels and demons will be indivisible.
aficionados of horror, instinctively recognizing its common
tropes and meta-narratives, as well as the game’s mechanics FEAR IN BROAD DAYLIGHT
and mythos. Because of this, players can form conscious expec- Humanity feels safe in the light and fears the dark. Our antic-
tations, inadvertently undermining their gaming experience. As ipation deepens as day surrenders to the night. We fear the
such, the GM must defy these expectations and reinforce their darkened cellar, the deep underground, the unlit rooms. Our
fear of the unknown. nightmares’ monsters lurk beyond the firelight, fleeing with
the approaching dawn. This ingrained belief perpetuates our

The Rhythm of Horror 41


42 Chapter 1 – Theater of the Fearful Mind
communal psyches, shaping our expectations in horror stories. something in-game specific, make note of this as well. In this
Normally, when we experience fearful narratives, our anxieties way, you’ll have a general idea of how to properly pace the
intensify in the dark and lessen in the light. As such, by defying session, and not be caught off-guard by needing to suddenly
this expectation the GM can heighten their terrors significantly. wrap up because the group runs out of time. Also agree to spe-
Indeed, when handled well, brightly lit horrors can inspire far cific times for your intermissions, if required. This will help you
deeper fears. shape the narrative flow to avoid disruptions and even increase
tension, e.g., “The bloodied handle begins turning by itself and…
Witnessing sunlit grotesqueries creates an unfamiliar sense
We’ll find out after our break.”
of dread. Nightmares bathed in fluorescent light can maintain
their ambiguity and fear. Violence and monstrosities can dwell Roll for Disadvantages: Have the players roll for appropriate
in the daylight, yet lose none of their blood-chilling menace. Disadvantages, and record any Hold you acquire on the Session
Existential horrors are more pronounced when outlined in the sheet (see Appendix). If inspiration strikes you, note down any
harsh sun or the hazy fog of day. Make the players fear the light possible Moves you think would be appropriate to the story.
and rob them of their false securities. Nowhere is safe.
Plant the Bombs: Prepare your bombs as necessary (p. 58),
and make note of the ‘unexploded’ bombs left over from previ-
SUBVERT PRECONCEPTIONS
ous sessions. If they won’t fit into the session’s narrative flow,
Inevitably, players may become familiar with the hidden adjust them accordingly and/or develop new ones.
aspects of the KULT mythos, knowing that they’re dealing with
Bait the Dramatic Hooks: Review what Dramatic Hooks are
a nepharite or lictor, as well as how to overcome these threats.
still outstanding, adding or revising them with the players
Not only does this interfere with the game, it detracts from the
(p. 60). Determine any potential links they might have with
personal horror. As such, the GM should feel free to alter the
upcoming threats.
fiction, add unexpected twists, and describe the Illusion in new
ways. By defying the players’ expectations, they’ll never know
exactly what they’re facing. Opening Game
If this is your group’s first session, follow the format outlined in
KULT: Divinity Lost (p. 172). Otherwise, roughly the first half-hour

Running should be spent with everyone getting in-character and review-


ing what transpired during the previous session. From this

the Session
point forward, the GM should remember to Address the Char-
acters, Not the Players, thus establishing the game space and

Due to KULT: Divinity Lost’s highly improvisational nature, the


GM should remain consciously aware of the game’s rhythm
and flow. This allows her to maintain narrative structure during
atmosphere. Depending on how the last session ended, the GM
should ask the players questions, such as:
◊ Where are you now?
◊ How have you been spending your time?
1
each session, while preventing the conversation from becom-
ing derailed by various distractions. This also allows the GM to ◊ Which Relations have you dealt with recently?
maintain proper pacing throughout the game and encourage ◊ What are your current goals?
the conversation to continually inspire player tension. The
following techniques are only suggestions and can be adjusted ◊ How are you feeling?
according to the group’s experience and needs. The GM can use their answers to shape the current session, lay-
ing the groundwork for potential threats and character interac-
tions. However, much like serialized storytelling, if the previous
Pregame
session ended on a cliffhanger, the unresolved actions/con-
Prior to each session, the GM should conduct some minor flicts should be dealt with. Jump right into the action, forcing
pregame preparations to avoid delays. This process may be hard choices and establishing the stakes involved in your story.
woven into the downtime process (p. 62, allowing the GM to This shock to the system helps focus the players and get them
develop the Intrigue Map and introduce new story threads. invested back into the game world. Once the threat is resolved,
While over-preparation can be detrimental to KULT’s collabora- the PCs can spend time recovering or moving onto the next
tive format, any game can still benefit from using some of the scene in the story.
following common-sense tips prior to beginning the session.
Prepare your materials: Make sure to have all your gaming Midgame
materials prepared and in order. This includes things like index
cards or computer files detailing your threats, storylines, and Once the scenario’s exposition and inciting incident are
NPCs, as well as the PCs themselves. If you’re using specific complete, it moves into midgame. This is the true meat of the
sections of the rulebook and/or supplements, the GM should tag session, where the story’s core milestones and turning points
them for easy reference. Any handouts, props, or music should transpire. Threats are introduced and resolved, adding to the
be prepared and accessible. These preparations help avoid stop- rising tension – moving ever closer to the narrative climax.
ping the game to find specific rules/notes that would disrupt the Most, if not all, of the PCs’ dramatic moments and bombs
atmosphere you’ve all worked so hard to create. should be resolved during this time, so they do not conflict
with or overshadow the endgame. Any threads not resolved by
Set limits and expectations: Establish the amount of time the endgame can be held over until the next session.
group intends to play. Also, if the players wish to accomplish

Running the Session 43
Reserve most of your allowable time for midgame,
and allow it to flow and progress organically. Allow Advanced
Storytelling
the collaborative storytelling process to play out, and
encourage the players’ ideas and suggestions. Follow
narrative threads and role-play intimate scenes to their
fullest, even if they draw away from the main storyline. Due to the conversation’s flexible nature, the GM can present her nar-
However, be mindful of the time and take any required ratives through cinematic and literary techniques, making them more
breaks prior to the endgame. This will help the story akin to movies, television, and novels. As the GM grows more comfort-
transition smoothly and without interruptions. Few able with her role, she may wish to incorporate advanced techniques
things disrupt intriguing stories more than being forced into her sessions. With the players’ consent, the GM can introduce
to suddenly rush everything. storytelling concepts such as flashbacks, In Media Res, parallel stories,
and prologues to heighten the group’s roleplaying experience. Some
Endgame of these techniques are discussed below. All, some, or none of these
can be incorporated into games, as long as they create an effective
Endgame focuses on the story’s climax: where the rising narrative.
tension finally breaks and the narrative is resolved. This
is also the black moment of the story, when everything
turns against the PCs and the stakes cannot get higher Handouts/Props
for them. All their fears come true and they are tested Although they require additional preparation and time, the GM may
beyond their limits. As stated before, the group should wish to provide the players with various handouts and props during
devote adequate time to this section, so the ultimate the session. These roleplaying tools are wide and varied, including
resolution won’t feel rushed or unrealistic. notes and letters written by the NPCs, locational maps, vital clues,
However, if you’re running out of time or major story arcs and reference images. Tactile props help maintain player engage-
remain unresolved, it is always best to end the session ment and investment, and can potentially become part of the
on a cliffhanger or moment of crisis. As with any good book conversation. Upcoming supplemental materials, such as Labyrinths
or movie, this narrative hook makes the players want to and Secret Chambers, Tarot Cards, The Deck of Traits, and The Weapon
return for more, investing them further in the story. In Deck, can provide the group with new props and tools to enhance
this case, the GM can skip the epilogue entirely and move their game.
directly to postgame. Props do not need to represent ‘physical’ items within the story.
Once narrative concludes, the GM should provide the Instead, they can reflect metaphorical and symbolic concepts
players an epilogue – the in-character summary of the within the current narrative, providing the players with a frame of
story’s events. In addition to releasing tension, this allows reference for esoteric ideas.
the players to properly resolve any loose threads they have. At the beginning of the session, the GM arranges a chessboard
If adequate time remains, the players may wish to have a and set up the pieces, representing the PCs and the significant
Denouement. Like downtime, this in-character roleplaying NPCs. However, she do not inform the players of its purpose or
revolves around the PC’s normal lives after the main sto- meaning, adding to the mystique. As the session progresses,
ryline. They can interact with Relations, go about their daily she move the pieces to represent changes in power structures
routine, conduct research, wrap up minor plot points, and between the opposing groups – again, with no explanation. The
generally flesh out their PC’s world. In effect, the denouement players will likely begin working to decipher these movements,
allows the group time to examine how the story changed the slowly translating how events in-game affect the board, thus,
PCs and their lives. increasing their investment in the game itself.

Postgame Prologues
Postgame is the out-of-character wrap up and discussion of Prologues are introductory stories that reveal events prior to the
the session. This includes completing any final paperwork, actual narrative – much like the opening chapter of a novel or
such as recording Experience. Indeed, most game groups movie. Although the prologue revolves around different char-
need time to talk about the game story and their charac- acters, the events must be directly tied to core narrative, repre-
ters, exchanging ideas and thoughts about where things are senting the narrative’s backstory and/or underlying plot points.
progressing. Perhaps most importantly, postgame allows In horror fiction, prologues can foreshadow the threats the PCs
everyone an opportunity to decompress and return to the real- will eventually face. While the PCs may remain ignorant of these
world. As with other horror games, KULT: Divinity Lost deals events, the players will have this out-of-character foreknowledge
with unpleasant themes, potentially leaving the GM and players and become increasingly tense as the story incorporates them.
feeling anxious and upset at the end of an intense session.
Unfortunately, prologues require additional preparation prior to
DO NOT allow your players to leave disturbed or scared. Use
running them, as they’re effectively full-fledged scenarios with
the postgame to reestablish their sense of security and discuss
detailed histories, NPCs, and locations. The GM should have at
anything that troubled them during the session. Unresolved
least rudimentary notes prepared before introducing any pro-
issues can easily produce negative feelings about the game and
logue. She should also refrain from it overshadowing the main
the roleplaying experience.
story, as KULT is ultimately about the PCs and their involvement
in the narrative. Due to their complexity, prologues are best
reserved for long-lasting campaigns.

44 Chapter 1 – Theater of the Fearful Mind


In the published scenario, Taroticum, the players take on the role During the conversation, The Prophet enters an old
of characters vital to the entire narrative. These preceding events church, searching for their his. As the scene progresses,
are not only connected to the PCs themselves, but also provide the GM begins introducing familiar sights and smells,
the players insight into the vast horrors awaiting them in the near creating a sense of déjà vu. When the PC opens the
future. These implications create uncertainty in the players – and door to the vestry, he find himself standing in the
with uncertainty comes fear. village they did missionary work in. The animated
corpses of his parishioners are waiting for him, guid-
ing him forward. Soon enough, he wake up scream-
Flashbacks ing in his bed, and only then the player realizes this
Similar to prologues, flashbacks are scenes that portray events prior was a dream.
to the current narrative. However, flashbacks can be introduced at any
point during the main storyline, temporarily breaking up the narrative
thread. Usually, these are events from one (or more) of the PC’s lives.
Parallel Threads
Thus, flashbacks provide additional context to the current storyline, as Due to plot circumstances, the PCs may become sepa-
well as allow the GM and players to flesh out the PCs’ backstory. The rated, yet simultaneously strive to resolve the overall
scene may explain why they’ve developed their Dark Secrets or Disad- plotline. In this case, the GM needs to provide both
vantages, as well as provide further insight into their relationship with groups of players equal play time to avoid boredom
specific NPCs. and distraction. These parallel threads progress with
the divergent groups working toward shared, com-
However, as effective as they are for conveying additional information,
mon goals. As their PCs succeed/fail at their goal on
the GM should keep flashbacks to a minimum. They break up the narra-
one side, tension rises for the other group, who are
tive flow and can become a distraction. Furthermore, they can disrupt the
effectively dependent on the first. Furthermore, while
tension/release cycle, as they allow the players a respite from the ongoing
the information acquired is technically out-of-char-
horrors. When implying the flashback, the GM should also keep its pro-
acter knowledge, the players’ tension naturally
gression short – or include the other players as participants. Otherwise,
increases, as they know what is transpiring in the
they will feel left out, as emphasis is placed on the associated PC.
other location.
The group arrives at the asylum, seeking to close a portal to Inferno. This
A more complicated, yet intriguing, version of this
psychic rift occurred due to The Scientist’s past experiment. To flesh out
technique is to have wholly separate groups, com-
these important past events, the GM begins a flashback of that moment.
pletely unaware of one another, yet working toward
The Scientist’s player portrays the younger version of the PC, while the
the same goal. If possible, separate the players and

1
other players take the roles of lab assistants and patients. This provides
move between the groups. This type of parallel
insight into the PC, as well as sets up the impending conflict with the entity
thread can be effectively used in convention set-
they summoned.
tings, where two (or more groups) work toward
MEMORIES the same goal – either as allies or enemies. The GM
tracks each group’s progress through separate mile-
Memories are tricky, filled with inaccuracies and falsehoods. This is particu- stones. An auxiliary GM can be helpful, in this case;
larly true for PC’s memories connected to their Dark Secrets and Disadvan- each GM simultaneously running the divergent
tages. Many deny, obscure, or completely wipe these memories from exis- groups and consulting at set time-stamps.
tence, due to the guilt and trauma. When presenting flashbacks, the GM (and
player) can introduce new events that challenge or contradict these original
memories. The new roleplay reveals how the PC’s perception of his backstory You are the
has been mentally skewed or repressed. These revelations can uncover hid- Monster
den secrets and present new opportunities for roleplay. More narrative twist than technique, the GM can
Continuing the example above, The Scientist’s memories of the night he have the PCs become the monsters. Perhaps the
Returned from the Other Side are foggy. As the Flashback plays out, the GM PCs are possessed by nepharites, influenced by
introduces new aspects to the PC’s version of these events, revealing that the a Dream Prince while they’re asleep, or suffer
PC wasn’t as innocent as he made himself out to be. The player encourages this periodic blackouts with no recollection of their
horrific revelation, as it adds new context to their PC. actions. Perhaps their perceptions become men-
tally skewed until they don’t realize their ‘moral’
DREAM SEQUENCES actions they’ve taken are actually horrific – such
as killing a dangerous cultist, only to realize they
Another common trope in horror is the dream sequence, usually involving
were blameless. What will the PC do when they
characters unaware that they’re actually asleep until things begin to unravel. In
discover they murdered an innocent, begging
KULT: Divinity Lost, dreams are very real and potentially deadly. Through Moves
for their life? Maybe in doing the ‘right thing,’ the
such as Caught in the Dream, the GM can introduce Limbo without the players
PCs’ actions result in an abomination – spawn-
even realizing that the PCs are dreaming. As the sequence progresses, the nor-
ing new and even worse horrors. Will they feel
mal world becomes increasingly surreal and unnerving until the true horrors are
guilt and remorse? Or will they continue to feed
revealed. Clues and information can be provided through various encounters,
their heart of darkness? As effective as this nar-
allowing the GM to reveal aspects of the story the players may have missed. How-
rative technique can be, however, the GM must
ever, as with cinema, the “It was all a dream” trope can quickly become tiresome
remain cautious in employing it as it effectively
– so use sparingly.
robs the players of agency.

Advanced Storytelling 45
Chapter 2

Foundations
of dread

V
ertigo clutched Miles’s chest, squeezing tighter. Neon blood
splashed over the roof, accenting the rain-slicked mortar. Prismatic phan-
toms danced only steps away, beckoning. Yet, he refused the seductive
lure of light and gravity, unwilling to approach the indistinct edge. Talia
crouched there, as if hovering upon air and shadows. “Is this where Ken-
zie jumped?” he managed.

Talia snorted, “Where she fell. The police lied. I told you that.” The words
pained him. I can’t be here, he thought. But he needed to know why his
wife died. Talia suddenly tensed, pointing at the building across from
them. “Don’t move.” Miles went to speak, but the question died in his
throat. He saw it. There, as dark as calligraphy ink, spidery limbs like
brushstrokes. An inelegant yawn revealed its bleached teeth. Then it grew
still again, disappearing against the darkened background. But it was still
there. Miles could feel its ancient hunger. 

Talia slowly backed away from the edge, “Do you believe me now?” Miles nodded
numbly. Talia smiled, “Good. Because you’re going to help me kill that thing. For Kenzie.”

46 Chapter 2 – Foundations of Dread


Overview down the conversation as a whole. The more authentic and
developed the hubs are, the more compelling and realistic the
conversation becomes.
Foundations of Dread further explores the Intrigue Map, While hubs are highly diverse, they can usually be defined
examining the relationships between the player characters under one of three categories; Complication, Connection, and
(PCs) and other narrative elements: hubs, links, Dark Secrets, Contrast. These represent the hub’s relationship with the over-
and threats. This chapter also expands upon downtime and arching narrative and how the GM should manage its purpose
how to link together seemingly disparate arcs and stories. This within the Intrigue Map.
chapter also introduces bombs and dramatic hooks, as well
as ways to use them. The gamemaster (GM) should feel free to COMPLICATION
use one, some, or all of the tools provided here to create and
Complication hubs represent obstacles in the PCs’ lives, most
maintain both short- and long-term campaigns.
commonly reflecting external and internal threats tied to the
PC’s Dark Secret and Disadvantages. These aren’t just groups,
leaders, and monsters; potentially, any hub type could fall

The Intrigue under this category with some imagination. Complications


can be as subtle or overt as the conversation warrants, but

Map should hold significance for the involved PC, thus pushing the
player to eventually resolve these story arcs.

By design, KULT: Divinity Lost inspires collaborative storytelling


◊ Contact: The PC’s brother is extremely financially
successful, which triggers their Jealousy. Although he
through the conversation, that is the game’s freeform roleplay-
remains helpful and loyal to them, their relationship
ing experience. However, the most compelling conversations
frequently sours due to the PC’s insecurities.
incorporate the connections between the PCs and significant
plot elements. This narrative framework is represented by ◊ Event: The PC Returned from the Other Side following
the Intrigue Map (KDL, p. 167). Through its hubs and links, an unusual building collapse. They must deal with the
the Intrigue Map provides the GM with a structure to main- personal trauma caused by this event, as well as suspi-
tain the conversation’s overall progression, as well as allow cious investigators and curious gawkers. Then, one rainy
established plot-threads to evolve during each session. This night, the twisted dead return to claim the survivors.
structural reference may become increasingly important for ◊ Group: A hacking collective discovers the PC is Respon-

2
running long-term scenarios and campaigns, which fre- sible for Medical Experiments. Unless the PC meets the
quently contain stories within stories, each narratively affect- group’s demands, they will release all documentation
ing the other. of the experiments, ruining the PC and putting them at
The Intrigue Map also influences the conversation itself, risk of prosecution, imprisonment, and possibly even
revealing potential story arcs and subplots for the PCs. Its vigilantism.
natural evolution also helps shape the group’s ideas into one ◊ Place: The PC is tasked with being the Guardian of an
cohesive form, especially during downtime. Over time, the ancient dolmen. They must appease the thing on the
Intrigue Map will expand far beyond its original incarnation other side with tributes. The requests become more
into the tangled web of a campaign (see Writing Campaigns, upsetting with every passing month, testing their moral-
p. 71). ity and sanity.
◊ Object: The PC is the Heir of the Salome Cube – a living,
Hubs severed head encased in lucite. Its unearthly presence
Representing plot points on the Intrigue Map, hubs narra- drives those within a mile to violence within a lunar
tively connect the PCs to one another and significant story month. No matter how the PC tries to rid themselves of
elements. Be it directly or indirectly, they supplement and it, it always returns, smiling placidly at them.
strengthen the overarching story, as well as outline its nat-
ural progression. In the first session, most hubs tie into the CONNECTION
PCs’ Dark Secrets and backgrounds. However, as the conver- Connection hubs represent the PC’s significant NPC relation-
sation progresses, certain hubs become more deeply woven ships, usually with individuals or groups, including the PC’s
into this web of connections and conspiracies, while others Relations (KDL, p. 170). If a PC has a deep emotional tie to
are ultimately resolved. In addition to the PCs, the standard an object or a place, then it may also be the subject of a
hubs include important contacts, events, groups, leaders, connection hub. Story arcs for connection hubs can vary
monsters, places, objects, and organizations. Individual hub tremendously. However, unlike complication hubs, the main
types are discussed more in-depth throughout this book. focus of connections are emotional intimacy and personal
As with a novel’s subplots, the GM should treat hubs as interaction.
wholly discrete narratives, which form the basis of important ◊ Contact: The ex-military doctor, and one of the PC’s
story arcs. They can serve as assets or obstacles for the PCs, old flings, now runs her own private clinic across
helping or hindering their personal growth. These narratives town. She stays in touch and fixes up the PC from time
also enhance the PCs’ character development, allowing to time. Of course, she’ll only do it if the injuries are
the GM to provide additional context and drama to events, interesting and the money is right.
introduce important story elements, and speed up or slow

Overview 47
◊ Group: A group of misfits and misanthropes, the Spir- Links
it-Talkers have effectively taken over the local pub, meet-
ing there every night. Like the PC, most of them are victims On the Intrigue Map, links represent the narrative threads
of Visitations, and believe the pub’s cellar sometimes connecting the various story hubs together. The GM should
opens into another reality (it does). provide each link with brief descriptive tags, representing some
story element, such as background information, character traits,
◊ Leader: One of the PC’s Street Contacts, the ageless motivations, Reactions, symbols, themes, etc. These descriptors
woman, lives in the city park. She offers sage advice to depend on the link’s purpose within the Intrigue Map, used to
those who bring her fresh honeycomb and milk. She rules better define the relation between hubs. Furthermore, although
over the vagrants and runaways like a queen, holding the descriptor on the Intrigue Map may be brief, the GM and
court every solstice. players are free to develop them, adding more complexity. In
◊ Monster: The PC is a Survivor of childhood violence, and most cases, links fall under one of three definitions: narrative,
their imaginary friend murdered their abuser. The ancient plot, and relationship.
entity has returned from Limbo, and wishes to resume
protecting them from any threats. NARRATIVE LINKS
◊ Player Character: The PCs worked together. While on Narrative links bind two hubs together, possibly without the PC’s
a corporate trip, they witnessed the ritual murder of knowledge. On the Intrigue Map, these are marked as narrative
their colleague. This unsettling encounter has forever elements, such as past actions, experiences, and influences. How-
entangled their lives, as they deal with the consequences ever, narrative links cannot be further resolved, as they’ve already
thereof, as Victims of Crime. occurred. Be they emotional, mental, or physical, these plot ele-
ments create the narrative foundation upon which the story arc
CONTRAST rests, influencing and shaping the PC and their world.

Contrast hubs represent plot points paralleling the main nar- Depending on their defining statement, narrative links may act
rative and/or PC story arcs. These offer the players another more like hubs, creating additional story arcs and indirectly affect-
perspective on the events their PCs experience, possibly ing other connections and aspects in the PC’s life.
even offering new opportunities. Contrast hubs provide the The Seeker watched his lover horribly killed by some mon-
GM more narrative freedom to allude to vital plot informa- strous entity during their Occult Experience. On the Intrigue
tion and foreshadow possible events to come, thus adding Map, this narrative link would appear, as follows:
to player tension.
◊ Event: A dozen people disappear from the local trailer
park, leaving only one comatose survivor behind. The
mass Strange Disappearance mimics the PC’s child-
WATCHED LOVER DIE OCCULT
hood trauma in disturbing ways. It triggers buried THE SEEKER EXPERIE NCE
PC EVENT
memories, driving him to dig deeper. Later in the con-
versation, the GM incorporates the survivor as another
hub.
◊ Leader: The PC and his former classmate encountered This traumatic experience prevents the PC from making intimate
something inhuman beneath the city, mentally scarring
connections with other people, including his closest Relation.
them with Forbidden Knowledge. Recently, the room-
His continued secrecy about this incident has created additional
mate has had a meteoric rise in political power, after
stress on his relationship. As such, this narrative link could spawn
several competitors mysteriously quit or died.
a relationship link; connecting the PC, his Relation, and the
◊ Monster: The PC encountered his doppelgänger, living Occult Experience on the Intrigue map. The GM may develop this
the life he’d always dreamt of. He murdered it, but it connection further, be it through bombs, Moves, or Reactions.
didn’t stay dead. Now, Guilty of a Crime, the PC must What happens if the relation begins digging into the PC’s mysterious
deal with its machinations and watch it live his life past? What if he discover the horrible truth? What if something finds
from the outside. him first?
◊ Organization: After his Occult Experience, the PC Although the players contribute to developing narrative links, the
recognizes the supernatural threats posed by his GM ultimately controls and defines the link’s true nature. The players
particle research. However, his previous funder, the may be unaware of how these links are actually connected to and
Mayweather Foundation, has taken his findings and define their PCs’ lives. The GM should create story elements directly
continued pushing the boundaries. associated with the conjoined hubs, fleshing them out, as well as
◊ Player Character: The PCs are both Chosen by the providing the context shared between them. In turn, these connected
Daughter of Knives. One PC completely denies his hubs offer perfect opportunities when developing new bombs,
destiny, resisting his cult's influence and refusing Moves, and Reactions, and even additional hubs/links.
her gifts. The other plays the dangerous game of
accepting her gifts, hoping to use them to eventually
destroy the Forgotten God.

48 Chapter 2 – Foundations of Dread


The Drifter describes his Curse simply as, “Been cursed with a
death note.” The GM secretly develops this into a narrative link,
fleshing out its background influences. She decide the death note
originated from the PC's former suitor, driven mad by their unre-
quited affections. As the story begins, the PC – and player – remains
completely unaware of the Curse’s true origins.

GIVEN DEATH NOTE


BY JEALOUS SUITOR CURSE
THE DRIFTER EVENT
PC

Later in the story, the GM reintroduces the suitor into the character’s
life, adding them to the Intrigue Map as a new contact hub with links
to the character and their Dark Secret. As the suitor becomes more
integral to the conversation, the GM and player can further develop
these new narrative links to define the previous relationship and the
curse itself.

JEALOUS
SUITOR

GIVEN DEATH NOTE


BY JEALOUS SUITOR CURSE
THE DRIFTER EVENT
PC

PLOT LINKS
Plot links represent significant narrative elements that directly affect the
Intrigue Map’s hubs and its story arcs. By their nature, they are compelling
2
forces within the conversation, motivating the connected hubs toward some
form of narrative resolution. In most cases, they are directly tied to the PCs
and story elements associated with their various backstories. Plot links con-
tinuously progress and evolve, creating potential challenges and worldly
changes for the PCs. Supplementing the main storyline, these story arcs
promote narrative depth and nuance.
Many plot links are also tied directly to the characters’ Advantages, Dark
Secrets, and Disadvantages. As such, these qualities can simply be added to
the Intrigue Map, in conjunction with the link’s descriptor. Combined, these
represent the story arc and its background.
The PC’s Repressed Memories are directly linked to
the circumstances around the Strange Disappear- JEALOUS
ance of his nephew. The player defines this link as, SUITOR
“Can’t recall what happened in the woods.” On the
Intrigue Map, the GM represents this as: GIVEN DEATH NOTE
BY JEALOUS SUITOR CURSE
THE DRIFTER EVENT
PC

CAN’T RECALL WHAT


HAPPENED IN THE WOODS
(REPRESSED MEMORIES)
DISADVANTAGE

STRANGE DISAPPEARANCE
DARK SECRET

The Intrigue Map 49


Important plot links can become heavily intertwined
throughout the Intrigue Map, looping back to the MENTOR
original hubs or connecting to new ones, as well as CONTACT
spawn additional narrative and relationship links.
VITAL (+2) JEALOUS
In this fashion, creative GMs and players can create
entire narratives to produce complex and compel- SUITOR
RELIES ON ADVICE AND GUIDANCE
ling stories.
GIVEN DEATH NOTE
BY JEALOUS SUITOR
RELATIONSHIP LINKS THE DRIFTER CURSE
PC EVENT
Relationship links define the connections between
the PCs and each other, as well as major NPCs.
CAN’T RECALL WHAT GAINS COMFORT AND SOLACE
These links also represent aspects of this emo- HAPPENED IN THE WOODS
tional connection. As such, the links can also (REPRESSED MEMORIES)
represent the PCs’ more conceptual relationships, DISADVANTAGE
such as those with places and objects.
FAMILY CABIN
LOCATION
The PC’s family’s cabin provides him with STRANGE DISAPPEARANCE
comfort and solace, representing his intimate DARK SECRET
connection with the building and the land
around it. He deeply cherish the location, and
his emotional bond with it motivates his daily
Additionally, relationship links can be
life. If threatened, this would have significant
unequal or change over time, depending
importance to the PC.
on the associated character arcs. As with
plot links, the GM does not need to reveal
all aspects of each relationship link to the
JEALOUS player immediately. She simply record
SUITOR the dual links and assign descriptors to
both on the Intrigue Map.
GIVEN DEATH NOTE
BY JEALOUS SUITOR The PC with Repressed Memories
THE DRIFTER CURSE
PC EVENT yearns for his sister’s forgiveness,
struggling to discover what actually
CAN’T RECALL WHAT GAINS COMFORT AND SOLACE happened during the Strange Disap-
HAPPENED IN THE WOODS pearance of his nephew. However, his
(REPRESSED MEMORIES)
DISADVANTAGE sister (Meaningful +1) is consumed with
FAMILY CABIN hatred and mistrust, and believes the PC
LOCATION
is responsible for the Strange Disap-
STRANGE DISAPPEARANCE
pearance. She’s secretly plotting to
DARK SECRET
avenge her son’s death and developing
into an adversary, without the player’s
knowledge.

Relationship links can also help the


GM keep track of the PCs’ Relations on MENTOR
CONTACT
the Intrigue Map (p. 47). In addition to
recording the link’s descriptor, the GM VITAL (+2) JEALOUS
also includes the relationship’s social SUITOR
RELIES ON ADVICE AND GUIDANCE
strength (neutral, meaningful, or vital).
YEARNS FOR THEIR
Similarly, as the story progresses SISTER’S FORGIVENESS GIVEN DEATH NOTE
BY JEALOUS SUITOR
and the PCs’ relationship hubs/links THE DRIFTER CURSE
PC EVENT
intensify, the GM can modify the links MEANINGFULL (+1)
to signify their evolution into true CAN’T RECALL WHAT
HAPPENED IN THE WOODS GAINS COMFORT AND SOLACE
Relations. SISTER (REPRESSED MEMORIES)
CONTACT
DISADVANTAGE
Over the years, The Drifter has main- FAMILY CABIN
tained an intimate relationship with LOCATION
CONSUMED WITH STRANGE DISAPPEARANCE
his mentor (Vital +2). Whenever HATRED AND MISTRUST
DARK SECRET
he need advice, he go to her, as
she is the only person he trust.
Indeed, without her council, the PC
would fully succumb to his worst
impulses.

50 Chapter 2 – Foundations of Dread


Keeping It All Together Artist and The Prophet, creating unique rela-
tionships with both. In turn, these further
When managing the Intrigue Map, the GM must remember its strengthen the group’s character bonds
fundamental structure relies upon story arcs, represented by and interactions.
the hubs and links. As with episodic storytelling, these story
arcs progress along with the main conversation, adding depth This interconnectivity promotes balanced
and nuance to the campaign. More importantly, they help and dynamic character development and
define and expand the PCs’ narratives, deepening player invest- encourages new story threads. Although the
ment, as they directly contribute to these story arcs through the GM does not need to detail every potential
conversation. connection, this lays the narrative ground-
work for their potential incorporation into
PROMOTE NARRATIVE later stories.
CONNECTIVITY
MAINTAINING
From the first session, the Intrigue Map develops alongside NARRATIVE CONTROL
the PCs and their Dark Secrets (KDL, p. 167). As the shared story
evolves, the players and the GM add new hubs and links, In contrast, while the Intrigue Map promotes
representing newly established connections, events, character and narrative development,
and threats. Whenever possible, the GM and players it can potentially weaken the story
should interlink these narrative arcs between sev- structure holding the conversation
eral PCs, providing additional plot points together. Left unchecked,
and opportunities to interact. This the Intrigue Map
helps enrich the conversation and can devolve into a
allow everyone to participate in the convoluted web
collaborative process. of meandering
threads and dead
For example, The Artist (Pact with ends, creating
Dark Forces) and The Prophet confusion and frus-
(Guardian) are linked together tration for the GM
via their mutual connection to and the players.
Rebecca – an aspiring philosophy
student. This singular connection Although the GM
potentially provides numerous
character interactions:
◊ Rebecca’s affections for The
Artist are intensifying, and
may be tempted to
weave several hubs
into the Intrigue Map,
she must remember
2
these additional
she wants their relationship to layers of complexity
become more than platonic. may inadvertently
◊ The Artist also wants a rela- detract from the
tionship with Rebecca, but story she want to tell.
remains standoffish, afraid that their In short, the Intrigue Map
supernatural tormentor (Pact with Dark must complement the conversa-
Forces) wants to possess her. tion, not compete with it for center

◊ Rebecca considers The Prophet to be her men- stage. Generally speaking, the GM
should only allow two to three per-
tor, but feels nothing beyond this.
sonal arcs per PC at any one time; even
◊ The Prophet is secretly protecting Rebecca less in larger gaming groups. Introducing
(Guardian) and falling in love with him. more may detract in several different ways,
◊ The Artist knows The Prophet is hunting his demonic including:
tormentor, but he's too afraid to reveal the truth. ◊ The Intrigue Map becomes increasingly con-
◊ The Prophet wants to help The Artist rediscover his faith, voluted and difficult to maintain.
but his jealousy over Rebecca clouds his judgement. ◊ The story arcs lose importance, obscuring one
Each of these relationships can be expanded into a story arc, another until they fade into the background.
supplementing the conversation. They can also tie the PCs ◊ Time constraints ultimately deny players equal
together via additional hubs and links, such as The Artist’s time in the spotlight.
demon [Hub: Monster], which The Prophet seeks to destroy
As discussed above, the GM and players should
[Link: Must stop demon].
frame the Intrigue Map’s story arcs so they turn
With each additional character involved, the potential num- back in on one another, rather than away. Not only
ber of connections expands, as each engenders new dynamic does this create narrative connectivity, but helps
relationships. Continuing the previous example, The Veteran is maintain control and coherency.
connected to Rebecca as she oversees his rehabilitation [Link:
Nightmares]. As such, this potentially connects them with The

The Intrigue Map 51


PLOT-BASED STRUCTURE
A plot-based structure makes the story itself the Intrigue Map’s
Using narrative focus. In many ways, this style parallels more tradi-
Alternative Structures tional roleplaying games, where the Map’s structure revolves
Depending on the stories the group wishes to tell, the GM and around its central plot. Each outward link is connected to
players can adopt alternative structures for their Intrigue Map. important story elements, such as events, places, and NPCs. In
The standard KULT: Divinity Lost design is character-centric, turn, the PCs are connected to one or more of these plot hubs,
where the hubs and links develop out of the character’s per- as well as to each other. As the conversation progresses, the
sonal stories. This makes for an intimate and personal roleplay- PCs work toward resolving the central hub’s story arcs. How-
ing experience. However, the GM may adopt more traditional ever, their personal character arcs remain supplemental to this
plot-centric formats, where the Intrigue Map expands from narrative progression.
key story elements, while the PCs remain on the exterior. This While vital to the narrative, the PCs effectively become story
approach may be more conducive with previous incarnations elements within the Intrigue Map, rather than its prime motiva-
of KULT and larger campaigns, such as Taroticum and The Black tors. This format makes plot-based Intrigue Maps well-suited to
Madonna. However, as this approach shifts narrative focus one-shot scenarios and shorter campaigns.
toward the GM, she must be prepared to adjust the conversa-
tion accordingly.

THE CRIMINAL
FORMER MEM
(P
C)
THE 5TH ST BER OF
REET GANG
)
MORE–> THE 5TH STREET GALS (GROUP
FIND OUT CHRISTINE’S OLD GANG AND CURRENT
USING TSOISTER’S MURDER TRY TO
) ABOU T TARGET OF THE SQUAD. THEY
ELIZABETH (LEADER T ON
PROTECT THEIR WAR DS, BUT THEY’RE
JOURNALIST, WHDES
KS O SEE GET WORD OUIMES OUTMATCHED
TO EXPOSE AND MURDE TROY <– USING TO D AND THEIR CR
UA
;

SQ
EM OT G AR

RED TH E
THE SQUAD - WHO , CHRISTINE <–
TH PR YIN -W

HER HOMELESS SISTER WAT


AL UN T ND NG
TO TR OUT

LVE T
S
SE EC

CH
E G TO FO S A SI

SHEMURDEING; R
WS OC EIR
-

TH UAL ESS TER R; U

WA
ALL

THE CAREERIS
+2 –>

E
LO L H

N G TS TR HER ADY TO
–> K

T E
A

VEN S T T(
PC)
<–

RI MEL NGS T-W

GE O E OO IF GRANDDAU
CLO CITY FATHERGHTER OF
HO GA U

AN XP
ATION

CE OS SE IN
L-

IN THE TRIBUN VOLV


AT E, S AL OF NINEEDRI
AL

AN EE
THE SQUAD (ORGANIZATION)
Y C KIN TUAL
L

T
S, RE

OS G
T –> OFFICERS
SECRETICE CULT OF POLICEEL MIEL.
) TO THE DEATH ANG THAUAND
LOVE

(P C DEVO TED ANTS


E BELIE VE ALL HOMELESS, VAGRIFICE
IV CRIMINALS SHOULD BE SACR
D TO
T ECT P WITHORY THEIR DEITY WISH )
E
D R CO IST UPON ES T
VENT
THEFORMEERED H KNOWLEDGE;
FORBIDDEN E AFTER LEARNIN–G
THEO FREE
CITY – N I N E (E SHES
C K ED FO D AND ITS WAYS >
RC > OF NLEA
CHE ABANDONTH UTE AL THAT NU FROM
ABOUT E
SQUA TRIB RITUD WARDERISON
THE RED WARDEN (MONSTER) THE O D P
AN INCARNATION OF DEATH ANGEL O A BLO THE RERITUAL
THAUMIEL, RITUALLY IMPRISONED WITHIN ST ITS
THE GALLOWS H ER RDEN
T
FA W A
ITY ED O
B Y CTHE RRS AG
T A
CAS ON YE
<– PRIS 100
IM
THE GALLOWS (PLACE)
AN ABANDONED PRISON DEEP BENEATH
THE ORIGINAL CITY HALL. FILLED WITH
TORTURED SOULS AND NEPHARITES

52 Chapter 2 – Foundations of Dread


INFLUENCE-BASED STRUCTURE
An influenced-based structure places the Higher Powers at the Effectively, the PCs are partici-
heart of the Intrigue Map, while the PCs remain on the periph- pants within a grander story, rather
ery. The main hubs and links extend from each Higher Power, than being the prime motivators. While
defining their conspiracies and machinations throughout their actions may have profound conse-
the game world. Their conflicts and interactions shape the quences, they remain peripheral to the Higher
ever-evolving Intrigue Map, including plot elements under their Powers’ desires and goals. This makes influ-
control, such as leaders, organizations, and place. During the ence-based Intrigue Maps conducive to large cam-
conversation, these plot threads touch upon the PCs’ personal paigns with extensive plot threads and story arcs.
narratives, be it directly or indirectly. As the game progresses,
the characters are drawn deeper into the main story, where
their personal experiences are explored and accentuate the
overall plot line.

THE PROPHET (PC) SAT YESOD (MONSTER)


THRHOE DEAT HARIEL
T
STREET PROPHET TRYING LY
TO SERVE GOD AND THEIR SLOW GH U H ANGE (MON
U
– C U R RENTOF THE ARCHON SEEKS TO MAINTAIN ITS
LY RBAN L IS M STER < AWARE CONTROL OVER THE CITY. IT DRIVES
COMMUNITY OF HOMELESS PEOP SUBSUM SQ AN ) UN CIVIC LEADERS AND ORGANIZATIONS
WI O LE W
I T ING UALOR AIFESTIN TO STAMP OUT ALL POVERTY THROUGH
TN CC H T H N
THEI E CIT D DEC G TO
UNESS ULT
R IN Y AN AY,
FLUE D ITS SEEKRSOY –> GENTRIFICATION.
HO ED NCE DE S T
LY TH ECP
S
RE S

–>

2
AM
H D TE

S
RIT E C ER
ERATE
HIPS
UG ULA

UA HUR IE CO A CIV T
ON R
–>

H
ATI HE

LS CH NC M
AG MU IL LA E A
RO IP

WORS

– E
TH MAN

CHUR
ARN HIPS

> ’S AIN NIT YE CA


<– TOL

OUT H OF C ST Y T R H DE
INC RS
<–

ANDWARD, T HER D UN O D IRE MI


SA EF D B C (
WO

DEST HIS C I V I N E A D E R )
N C IL . VO EN Y T PC
TE. I CH H E MER IR (L SPERITY COUSPIRE
TO P ITU HUR A RY D HE )
U L L
OFFE THE N TR ELPS C S I N C L E E LAN ITS LO
RING OLD C UTH THE Y (GRO F P R O
O RUCTIN TO AN G T H IM A G
ASS S T CE
C E O D G RIG CAL
SATH SACRI ITY INT, THE C HOME UP) A N D CONST ITY IN
KIL SUSP EAR E
R
LED ECT AN
LICTOOTED TO ING THE C’S CITADEL OCI HEY RA HT
<– APP ANG

ARIE FICES O IN ULT S LESS


O L ’S IN AND ERN EKS F E V
DE FASHIO ARCHO N N ATE BS S
S TPT CARN WOR O BY R E IT S
DIS STR

K A SHIP A N D O F
DIRECTROLS

E U T I O
SE RR N
TLY

<– CO
<– CON

<– WANT
OLD TOWN (PLACE) AREA FOS TO GENTRIF
R THEIR Y
AN OLD COMMUNITY OF ARTISTS, MUSICIANS
AND OTHER CREATIVES. DEVOTED TO MAIN- PURPOTSHIS THE PROSPERITY COUNCIL (ORGANIZATION)
ES
TAINING THEIR NEIGHBORHOODS, DESPITE T AN ORGANISATION OF ELITES AND BUSINESS TYCOONS
HARD TIMES. R Y SEEKING TO TRANSFORM THE OLD CITY INTO A CENTER
DE ING FOR COMMERCE AND PROSPERITY AT ANY COST
S
CO TROTO K
LL N
ED S CT

MM YI EE
S A IO
ITE –>

UNNG P F
SACRT PROTE

ITY THE RO ND UCT


MUS EIR

U
F R
–> IR M <– NST
H

CO
GUILTY OF CRIME THE FIXER (PC)
THE SPIRE (PLACE) <– WORKING FOR STREET DEALER AND
THE ARTIST (PC) AN EXPANDING, GATED COMMUNITY DEVOTED ENTREPRENEUR CURRENTLY
ONE OF OLD TOWN’S RESIDENTS TO BUSINESS AND ELITES. IT IS CONSUMING EXTORTING BUSINESS AND
AND COMMUNITY LEADERS OLD NEIGHBORHOODS WITH HELP OF LOCAL OFFICIALS RESIDENTS

The Intrigue Map 53


Events THE ARTIST PEER
PC
OV GO
ER ES
Events are one of the most versatile hubs on DO IN
SE SANE
the Intrigue Map, usually representing significant DRUG ADDICTION DO
EVENT N E AND
moments in the PCs’ lives (KDL, p. 167), such as PO D
CH IES –>

WAS ADDICTED BY/


their Dark Secrets and Disadvantages. More indi- –>

DEPENDS ON–>
FOR DRUGS
vidualized events can also be tied to personal EPOCH
drives, shaping how they progress over time, as OBJECT
Y
well as alter the PCs themselves. They can also
E DB
represent threats and plot points that influence the
IBUT
overall story, either in the past, present, or future. As TR
such, events are vital narrative components in long- MEANINGFUL (+1) D IS
<–
term campaigns (see Writing Campaigns, p. 71).
As the main story progresses, events may create links
DEALER
CONTACT
between important hubs, representing how these
interactions occurred. Much like subplots, events can
Due to their varied and ever-changing nature, events can
involve completely separate storylines, NPCs, and other
be complicated for the GM to employ without prior plan-
narrative elements, each connected to various aspects
ning. As such, the GM is encouraged to outline significant
of the Intrigue Map. Typically, they're associated with the
events in advance. Typically, this is done during downtime,
PCs and their Dark Secrets and Disadvantages.
as the GM expands and develops the progressing narra-
The Artist is connected to an NPC drug dealer, who tive. In turn, these event hubs can inspire future bombs
supplies their Drug Addiction. The PC is unaware that the and Dramatic Hooks, providing the GM ample opportuni-
dealer purposefully got him hooked on heroin, in order to ties to enhance the conversation.
control him. Narratively, this event hub ties his character
threads together. On the Intrigue Map, it appears as:
Event Types
Event hubs are varied and unique, each representing
THE ARTIST multifaceted character and story arcs within the con-
PC versation. However, most event hubs can be defined
under a specific event type, which reflect common
DRUG ADDICTION themes and tropes in cinema and literature. In essence,
EVENT each type represents the event hub's plot, outlining its
WAS ADDICTED BY/

story elements and narrative progression. Each event


DEPENDS ON–>
FOR DRUGS

type is also defined by common qualities, reflected by


three characteristics: Connection, Resolution, and Unique
Moves. Optionally, the GM may also wish to incorpo-
rate event themes, providing each event hub with
additional nuance (see insert on p. 57).
MEANINGFUL (+1)
Connections represent common qualities that tie the
event hub into the Intrigue Map and directly/indirectly
DEALER affect the PCs’ lives. These are typically represented by
CONTACT
Advantages, Disadvantages, and Dark Secrets. How-
ever, the GM is free to utilize defining plots, instead,
such as Yearns for an Impossible Love.
Events can transpire over one scene or require entire sessions to
ultimately resolve, which, in turn, may spawn additional narrative Resolutions are the narrative pathways for an event
hubs and links. As such, when developing events, the GM should to be overcome and/or resolved on the Intrigue
look beyond the superficial and expand the underlying facets of Map. However, resolution does not mean con-
each one, individually. While it’s not necessary to completely flesh cluded. The resolution may even branch off addi-
out event hubs prior to play, the GM should develop basic details to tional story threads.
progress from. As discussed above, narratively linking event hubs Unique Moves are suggested GM Moves to be used
back to existing story elements further strengthens the Intrigue Map when PCs address these events during game-play.
and maintains coherence. While these Moves are characteristic of each event
During the campaign, The Artist’s dealer becomes involved with the type, they are by no means the only possibilities
new drug, Epoch. Refined from angelic seminal fluids, the drug drives available to the GM.
people into lustful trances. One of The Artist’s peers overdoses and goes Finally, the GM is free to use these archetypal
violently insane, masturbating himself bloody before dying. Horrified, event types as inspiration when designing sce-
the player decides to stop this drug, creating another story arc for the PC. narios. Each classification offers plenty of oppor-
On the Intrigue Map, this new thread appears as: tunities for development into intricate, full-length
storylines and branching narratives.

54 Chapter 2 – Foundations of Dread


HUNTED/LIBERATE Connection: Curse, Family Secret, Forbidden Knowledge,
Occult Experience, Repressed Memories, Returned from the
In Hunted events, the PCs find themselves chased by an antago-
Other Side, Strange Disappearances, Visitations.
nist or antagonistic force, and the plot focuses on their escape.
Being caught holds extreme consequences for the PCs, and Resolution: The mystery’s main solution is revealed. Res-
the pursuers are relentless, creating rising tension as the hunt olutions can tie up the mystery in a neat little bow, or can
progresses. Reasons for the pursuit should be tied to the PCs, instead kick off another event.
but can also be personal to the pursuers, or indiscriminate in Unique Moves: Reveal exposition, Offer guidance, Unveil a
nature. Resolving the hunt requires various resolutions, such as secret, Disclose facts about reality, Rend the Illusion, Show
proving one’s innocence or killing the pursuers. another dimension, Send a vision.
In Liberate events, the PCs must either rescue someone or ◊ After drifting away emotionally, the PC’s closest confi-
escape from confinement, incarceration, or persecution. dante goes missing (Strange Disappearance). Shortly
Typically, an outside force imposes this captivity, such as an thereafter, the PC receives their friend's journal via
antagonist, setting, or situation. In KULT: Divinity Lost, this event courier. The book reveals an underworld of dark
could also involve different forms of imprisonment, such as passions, illicit drugs, and unnatural rituals involving
physical, mental, and/or spiritual. Such stories could include the prominent academics. The final entry simply says:
victim being trapped by self-imposed circumstances, such as "I Am Afraid."
their desires or madness. Once the PCs escape, the event may
transform into the Hunt event, as the captors seek to reimpose REVELATION
their will.
In Revelation events, the character strives to discover
Connection: Chosen One, Curse, Guilty of Crime, Occult Experi- something important, such as vital information or
ence, Responsible for Medical Experiments, Nemesis, Returned answers. However, unlike the Mystery event, the narra-
from the Other Side, Rootless, Stalker, Victim of Crime/Medical tive focuses on the PC’s self-discovery, and the personal
Experiments. consequences thereof. In essence, the event isn’t about
Resolution: Both Hunt/Liberate events are resolved once the the outcome of the search, but what they learn about
PCs escape their situation or succumb to it. Depending on the themselves in the process.
consequences of this resolution, the event can evolve into Typically, revelation events begin with a moment of
another story/character arc. crisis, which shocks the PC out of his status quo. As he
Unique Moves: Block a path, Open a door, Rob someone, Rend resolve this crisis, the person he were beforehand is
the Illusion, Influence creature/person, Manipulate the sur-
rounding environment, Incite hatred in someone, Harm some-
one, Demand sacrifice, Ruin something by defiling it, Drive
someone insane
altered – for better or worse. Once the revelation is
achieved, he is left to examine who he were, who he
is now, and his new perception of the world. In turn,
this self-discovery can create additional hubs and/or
2
links on the Intrigue Map. The GM can continue the
◊ Upon Returning from the Other Side, the PC is hunted by revelation event throughout the campaign, as the PC
an unknown force. It haunts their dreams and eventually
discovers new aspects of himself and the world he
bleeds into the physical world, slowly driving them insane.
thought he knew. For this reason, revelation events
As the event progresses, they discover the pursuing entity
are intimately tied to Dark Secrets.
laid claim to them, and intends to drag them back into the
Mirror Halls for some terrible purpose. Connection: Curse, Family Secret, Forbidden Knowl-
edge, Repressed Memories, Mental Compulsion,
◊ A Victim of Medical Experiments discovers those respon- Nightmares.
sible have resumed human testing. Innocent people are
enduring hideous torments. The PC can liberate these Resolution: Revelation events are resolved once the
victims from the medical facility, but only at great risk to PC achieves a form of enlightenment, and is inher-
themselves. Can they live with knowing and not acting? ently changed by this discovery.
Unique Moves: Defile a memory, Disclose facts
MYSTERY about character, Expose uncomfortable truth, Hide
A Mystery event requires the PCs to solve an enigma, puzzle, or character’s past, Offer guidance, Reveal prophecy or
mystery. This usually requires them to collect clues and infor- exposition, Send a dream/vision, Unveil a secret
mation to unlock the truth. Most mysteries start with a hook – a ◊ A PC with Repressed Memories discovers
smaller event that draws the PC’s attention. As the event pro- faded photographs of the childhood he don’t
gresses, more threads come to light, drawing the PC invariably remember (moment of crisis). Digging deeper
deeper into the mystery itself. into his past, he discover he killed his older
Because players are frequently attracted to problem-solving, the sister to protect his mother. Upon this revela-
mystery event’s solution should promote their cleverness and tion, he realize his inherent mistrust of peo-
curiosity, but without them becoming frustrated. If the players ple stems from this incident. He begin reeval-
run into problems, the GM can reveal the solution through her uating his standoffish nature. The GM links
PCs, allowing Investigate, Crime Scene Investigator, or similar the older sister to this event, deciding she'll
rolls to advance the plot. return later in the campaign as a Purgatide.

Events 55
RIVALRY Connection: Family Secret, Forbidden Knowledge, Heir, Object
of Desire, Occult Experience, Strange Disappearance, Victim of
Rivalry events involve the conflict between two characters,
Crime.
Influences, or organizations – even the Higher Powers. This high-
stakes competition should be relatively balanced, even if the Resolution: After prolonged struggle, the PCs obtain the item
competitors’ Advantages and resources are completely different. – or lose it forever. They must choose how to utilize the item;
The rivalry may involve the PC directly or indirectly, depending perhaps producing another hub/link.
on the nature of the conflict. Unique Moves: Reveal knowledge, Hide something, Block
If the rivalry directly involves the PC, the opposing threat should a path, Open a door, Offer guidance, Steal an item, Unveil a
continually hold the high ground, as this promotes continuous secret, Incite Desire, Defile an item, Send a vision.
tension in the story. If the rivalry indirectly involves the PC, he is ◊ A character’s Family Secret revolves around paperwork,
affected by the actions of the opposing threat, usually through photographs, and recordings from an formerly unas-
his Relations. Another form of rivalry event involves the PC suming and uninteresting family member. They reveal
trapped between the competing forces, simply trying not to die surgical experiments to unlock a patient's subconscious
in the crossfire. – most resulting in traumatic brain injuries and death.
Connection: Competitor, Guardian, Harassed, Jealousy, However, many of the actual documented results remain
Marked, Nemesis, Oath of Revenge, Victim of Crime. missing and someone is convinced the character has
them. This Stalker is willing to maim or kill the char-
Resolution: Rivalry events progress through several
acter to get at the knowledge.
stages of conflict, adding tension with every
step. Finally, the event climaxes in a
TEMPTATION/
final conflict, determining which side
WRETCHED
wins. EXCESS
Unique Moves: Block a path, Steal In Temptation events, the PC is lured
something important, Destroy by something that tests his ethics
something/someone, Harm some- and morality. The narrative explores

one important, Incite violence, Vio- the PC’s dilemma and how this
late something/someone, Demand temptation affects his life. Temp-
sacrifice. tations can be internal or external
◊ A Guardian character protects in nature, as well as mundane
his troubled loved one, who and/or supernatural in origin. In
can See Through the Illusion. KULT: Divinity Lost, many temptation
The loved one’s brother accuses events originate from the various
the PC of failing at his duties Principles, as the Higher Powers
and being unable to protect twist and reshape the person.
his sister. He begins attacking In Wretched Excess events, the PC
the PC, tearing down the PCs has already succumbed to the temp-
livelihood, and trying to win his tation and is now suffering repercus-
sister back. As the event pro- sions. These negative effects resonate
gresses, the PC recognizes the brother’s throughout his personal life and the world
true – and nefarious – intentions toward around him, destroying who he were. As such,
her. the GM and player should develop the PC’s life
prior to this event, preferably through play. In KULT:
SEARCH Divinity Lost, this tragedy is a special kind of hell as
Search events require the PCs locate some item, such psychological and physical damage thins the Illusion
as an object, location, and/or person to fulfill their and attracts the forces beyond.
ultimate goal. However, unlike revelation events, the item Connection: Chosen One, Forbidden Knowledge, Guilty
remains the narrative’s focus rather than the PCs’ emotional growth. of Crime, Heir, Responsible for Medical Experiments, Drug
Whenever possible, the item should have some parallel to the PCs’ Addict, Greedy, Jealousy, Liar, Mental Compulsion, Object
life, creating additional investment and tension. In KULT: Divinity of Desire, Obsession, Sexual Neurosis, Victim of Passion.
Lost, search events typically involve the characters’ Dark Secrets or
aspects of the True Reality, such as artifacts, creatures, Metropolis, or Resolution: Temptation events resolve when the PC
the Higher Powers. resists the temptation or succumbs to it. Wretched Excess
events resolve when the PC either overcomes his fall
Typically, search events follow the same narrative progression: 1) the from grace or is ultimately destroyed by it.
character learns of the item’s existence/importance, 2) they follow
clues pointing toward the item, and 3) they overcome various obsta- Unique Moves: Reveal exposition, Block a path, Open
cles and threats until finally finding the item – usually encountering a door, Rob someone of something, Incite desire, Defile
some final opposition. A common threat involves the PCs preventing something, Change a state of being, Show another
other Influences from obtaining the item first, adding additional pres- dimension, Rend the Illusion, Drive someone insane
sure to their search.

56 Chapter 2 – Foundations of Dread


◊ An Heir discovers his family’s influence Event Themes
stems from its intimate connection to a In addition to assigning them types, the GM can make their
death cult. This legacy offers him power event hubs more distinctive and nuanced by also incorporat-
and wealth, but he must engage in ing narrative themes
themes.. To do so, they assign an Influence to the
cannibalistic rituals and black magic. Can event type, reflecting how one of the main Principles affects
he resist the temptation of continuing the its story arc (KDL
(KDL,, p. 178). Note, although Influences are associ-
family traditions? Or will he succumb to ated with specific Higher Powers, they do not need to appear
the seductive whispers of Inferno? in the story. The GM simply reflects the Principle’s associated
◊ The PC is Responsible for Medical Exper- themes, which can dramatically alter how each event type is
iments, pushing the boundaries of ethical narratively presented and resolved.
behavior to cure Parkinson's Disease. In his In the examples below, note how the Wretched Excess event
wretched excess, he's inflicted grotesque type changes, simply by adding different themes.
mutations and massive emotional trauma
on patients. While he's made important The Downward Spiral [Wretched Excess/Exclusion]:
Excess/Exclusion]: The
advances in his research, how far is he will- Addict’s pursuit of their high has pushed everyone away.
ing to go? What price is he willing to pay? They’re no longer trusted, even by their Relations
Relations.. Shunned
and alone, they feed their addiction to ease the pain,cutting
TRANSMUTATION/ themselves off even more. It’s only then the thing behind the
TRANSFIGURATION mirror starts whispering to them, offering to ease their pain.

In the Transmutation event, the PC undergoes some The Long Road [Wretched Excess/Honor]:
Excess/Honor]: While indulging
type of physical transformation and is forced to deal (Guilty
in their excess, the PC previously harmed an innocent (Guilty
with becoming something else. In KULT: Divinity Lost, of Crime).
Crime). This tragedy led to their moment of clarity. They
this warping and destruction of self may stem from swore they’d make things right, no matter the consequences.
numerous sources, including the PC’s own fractured However, their grave misdeeds and constant desires are not
mind. The event itself focuses on how the character so easily remedied.
deals with the transmutation and its resulting diffi- Forsaking Grace [Wretched Excess/Community]:
Excess/Community]: For years,
culties. Transformation is discussed at length in New the PC lived as the Chosen One of a Passion cult. They indulged
Flesh, Ancient Desires (p. 192. in unspeakable acts, pushing the limits of sensuality. Although
In contrast, Transfiguration events focus on the PC’s the PC recognizes the cult’s dark purpose, the sense of family

2
mental transformation, usually ascending to a higher and security the sect offers is highly addictive.
state. By suffering and overcoming obstacles, he For further inspiration on combining event types/themes,
become enlightened and recovered part of his divinity. refer to the Threat Charts listed in Book Three: Broken Reflec-
In KULT: Divinity Lost, transfigurations are associated tions. Each chapter provides event hubs archetypal of their
with Disadvantages or Dark Secrets, showing how the PC thematic genre.
matures and overcomes his personal issues. The event
follows the PC’s spiritual journey from who he was into
someone new, as well as how that transfiguration affects
him and those around him.
Connection: Chosen One, Curse, Forbidden Knowledge, Mental
Illness, Occult Experience, Returned from the Other Side, Victim
of Medical Experiments, Visitations, Experiment Gone Wrong, Guilt,
Haunted, Marked, Oath of Revenge, Phobia, Sexual Neurosis.
Resolution: Transformation events are resolved when the PC’s physical
metamorphosis consumes him, evolves him, or is cured. Transfiguration
events are resolved when the PC faces his enlightenment, either embracing it or
rejecting it. In both events, the resolution can lead to additional hubs/links, as the
PC is no longer the person he once were – and will never be again.
Unique Moves: Reveal prophecy, Block a path, Open a door, Change their Flesh,
Change their Mind, Offer guidance, Defile their Flesh, Destroy their Self-Image, Reveal
reality, Tear the Illusion, Incite new desires, Drive the character insane, Send a vision.
◊ A Chosen One’s destiny is to become the vessel for a Forgotten God. His transmutation
begins, slowly mutating his body into the god’s horrific image and overwhelming him with
alien desires. He must deal with his stolen flesh, as well as the God’s minions who want to
assure the divinity’s return.
◊ A PC suffering from Guilt is provided the opportunity for redemption. Through this transfiguration,
he must acknowledge the terrible truth of who he are and the pain his actions have caused. This reve-
lation progresses beyond his guilt, as he must mature, lest he repeat his crimes.

Events 57
◊ Others: The PC’s Relation seeks vengeance
Bombs against their questionable contact. Does the PC
allow them to carry through with their plan or
Bombs are unexpected moments of crisis that test the PCs, protect the contact’s life, knowing they’d destroy
open new hubs and links, and increase player tension (KDL, the Relation’s last chance for justice?
p. 174). Unlike GM Moves, bombs are usually pre-planned,
usually with an individual PC (or PCs) in mind. There are no
◊ Society: The PC knows that assisting the radical
Guardians of the Earth will likely result in acts of
‘wrong’ resolutions, but the bomb’s consequences can be
ecoterrorism, but they desperately need access to
far-reaching, depending on how the character responds to it.
portals the group created, leading into Gaia.
Bombs also differ from Dramatic Hooks (see below), as their
introduction into the story remains outside the player’s agency. ◊ Supernatural: A Dream Prince offers the PC an
escape from Limbo, but in turn he must condemn
It should be noted that bombs are meant to enhance the nar-
someone else to sate its cruel desires. Can he sacri-
rative, not to derail or constrain it. Nor should the GM present
fice an innocent to save himself ?
them in an adversarial manner; otherwise, the players may
consider them to be unfair punishments. Bombs aren’t random
DISADVANTAGE BOMB
bad luck and misfortunes. They’re narrative opportunities for
the player to truly see what their PC is made of, testing their Certain Disadvantages, such as Nightmare, Hauntings,
resolve and resources. and Curses, offer perfect opportunities for creating
bombs. The GM can activate their saved Holds or simply
introduce the bomb separately, as part of the fiction.
Building the Disadvantage bombs can be more elaborate, as they are
Better Bomb intimately tied to the Intrigue Map and the campaign.
When building bombs, remember they never have predeter- ◊ Self: A PC with a Nemesis wakes up to a late night
mined conclusions, as their outcomes are dependent on how phone call. When he answer, there is no one on the
the players react to them. As such, the GM may also wish to pre- other end of the line. Suddenly, every noise in the
pare some questions to ask when the bomb is triggered during house seems sinister, menacing. But is the threat real
the conversation. or imagined?
Depending on the story’s themes, the best bombs stem from ◊ Others: The character is an Object of Desire. People
one of the following narrative conflicts: he's associated with begin showing up horribly mur-
◊ Conflict with Self – the PC struggles against his own ethics dered – victims of their jealous ‘suitor,’ who believes
and nature; they are protecting the PC.

◊ Conflict with Others – the PC struggles against another ◊ Society: Exposed for his Sexual Neurosis, the PC
character; becomes targeted by the city’s new Purity and Order
program. Anyone taken in by the authorities is shipping
◊ Conflict with Society – the PC struggles against societal off to an institutional facility for “treatment” – all their
rules and customs; rights effectively revoked.
◊ Conflict with Supernatural – the PC struggles against the ◊ Supernatural: After a PC’s Experiment Gone Wrong,
Illusion. the PC’s Relation becomes targeted by the creature he
Conflicts should be tied to the PC’s Dark Secret or Disadvantages. created. It intends to continue the PC’s experiment and
They don’t have to be, but the best bombs test what a PC is made transform the Relation into their perfect ‘twin.’
of. The GM can take her time adjusting the bombs accordingly,
perfecting them so they carry maximum emotional resonance. MOOD BOMB
However, more experienced GMs are free to improvise and Mood bombs help set the story’s prevailing tone. They frame
include bombs according to the scenario’s progression. Effective the world’s aesthetic nature, revealing the type of story the GM
bombs usually complement the targeted PC, as well as the narra- wishes to tell, such as dark humor, nihilistic despair, or eerie
tive’s themes and atmosphere. Bombs associated with the Broken mystery. Mood bombs are also helpful in creating narrative
Reflections (p. 232) are also included for inspiration. contrasts, accenting important themes.

DILEMMA BOMB ◊ Self: The GM wishes to set an uncanny atmosphere. The PC


begins receiving live photo messages, showing pictures of
This is the archetypical bomb, which narratively places the PC his back. The pictures become more details, as though the
‘between a rock and a hard place,’ forcing him to make an sender is getting closer. If the PC turns around, he is alone.
impossible choice. This is the ultimate test of his convictions
and personality, conflicting with his faith, morals, and obli- ◊ Others: The GM wishes to invoke themes of isolation and
gations. The dilemma can also be used to further reveal the claustrophobia. The PC becomes trapped in an elevator
story’s theme, the antagonist’s nature, and, of course, the PCs with an unsettled person. As time goes on, he realize no
themselves. one is coming, and the person with him has gone from
anxious to panicked, insisting that they see things that
◊ Self: The PC gains an opportunity to complete his goal, aren’t there. Can the PC help? How do they get out?
but must sacrifice his worldview to do so. Which is more
important to him? ◊ Society: The GM wishes to explore themes of unrestrained
passion and sexual mores. The PC’s neighborhood

58 Chapter 2 – Foundations of Dread


becomes inundated by lurid pamphlets announcing the open. Lungs bulge from the bloodied apertures, still inflat-
opening of an exclusive nightclub. Locals – including ing with each pained breath. Nearby, someone is whistling.
those close to the PC – begin obsessing about its private
lounge, talking openly about the disturbing things they
◊ Society: The masked partygoers file into the ballroom,
dragging the PCs with them. Upon entering, they collect
hope to find inside.
knives, axes, and other sharp instruments from the recep-
◊ Supernatural: The GM wishes to invoke childhood tion desk. They head toward the immaculate dinner tables,
fears. At first, the PC hears whispers at the foot of his each decorated with a naked, prone body.
bed. Then, he find old, broken toys at the foot of his
bed. Soon, he find himself surrounded by tall, lanky
◊ Supernatural: The sensual monstrosity slithers forward,
an erotic construction of genders and forbidden passions.
shadows, towering over him, as if they’d become child-
“Hurt me,” it begs, parting its smooth legs. “I’ll give you
like in stature.
everything I am.” They reach out, desperate to be used
and defiled.
EXISTENTIAL BOMBS
These atmospheric bombs introduce thematic ele- GROTESQUE BOMBS
ments that incorporate existential dread into the narra-
These atmospheric bombs introduce thematic elements that
tive, encouraging uncanny and supernatural content
incorporate body horror into the narrative, encouraging trans-
(see Of Fears Unknown, p. 152). They evoke the esoteric
formative content (see New Flesh, Ancient Desires, p. 192). They
and unknowable, focusing on societal and philosoph-
accentuate these monstrous themes to evoke our primal fear
ical fears.
of the grotesque and corrupted, as well as natural repulsion of
◊ Self: The PC begins noticing silhouettes painted assaults upon and within the human body.
on the walls, vague at first, but more realistic as time
progresses. These odd shadows become increasingly
◊ Self: The PC discover that the wine-dark patch on his
thigh he’s ignored has spread overnight, growing fever-
familiar; resembling dead people the PC once knew.
ishly hot to the touch. When he press on it, something
◊ Others: The PC’s Relation clutches an old phone, pushes back.
the snapped cord wrapped around their arm like a
bracelet. Impossibly, the phone rings. They answer it,
◊ Others: The PC’s contact takes a chisel to their own teeth,
prying them free. Yet, even as they lay bleeding, pointy
only to frown in obvious distress. As the PC watches,
white fangs erupt from the gums to replace them. When
his Relation pleads into the phone, “You need to
the contact’s eyes open, they burn with primal hunger.

2
come back. I’m alone here.”
◊ Society: Random people begin clawing holes ◊ Society: “You’ll feel such joy, if you only let us help you.”
The group speaks as one, their bodies and faces identical
into the nearest surface, be it dirt or concrete. The
in every way. One of them holds a mask of flesh, its pink
PC witnesses one such person, their fingers bloody
surface quivering with anticipation. “It only hurts if you
stumps from scratching at clay and concrete, nearly
hold onto your false dreams.”
completing their hole. As the PC watches, the per-
son begins pushing themselves into it, even though ◊ Supernatural: The model’s delicate body tears apart.
the space would be an impossible fit. Glistening wings and black metal replace her nubile
limbs and blonde curls, as the thing inside unfurls to her
◊ Supernatural: The PC notices the hunched fig- true height.
ure with impossibly long fingers and ragged teeth,
skulking amongst the waiting subway patrons. SUBLIME BOMBS
Occasionally, it pauses to pluck glowing filaments
from their hearts, gobbling the threads down like a These atmospheric bombs introduce thematic elements that
bird. No one seems to notice its presence. incorporate the sublime into the narrative, exploring the
narrative space between the supernatural and hyperrealism
DISTURBING BOMBS (see Exquisite Horrors, p. 208). They reveal lofty concepts and
ideals to invoke exquisite emotions, assailing the mind and
These atmospheric bombs introduce thematic
senses with their grandeur and terrible beauty.
elements that incorporate extreme horror into
the narrative, encouraging hyper-violent content ◊ Self: The PC slips beneath the cascading water that
(see Disturbing Behaviors, p. 178). They accentuate blocks the tunnel’s mouth. The crystalline torrent floods
these transgressive themes to reveal the world’s over him, stealing his breath with its frigid touch. He
brutal and disturbing nature, testing the PCs’ emerge onto a glacial plane that stretches in every
morality and nerve. direction. Already his body begins dying from the cold,
but his mind is clearer than it’s ever been.
◊ Self: The PC hears the rhythmic thump and
crunch of bones as the pedestrian goes under ◊ Others: The PC’s Relation stands on the ledge overlook-
his wheels. As the ruined body appears in his ing the city. A thousand colors dance over her naked
rearview mirror, the PC realizes he have no idea flesh. Neon and flashing lights sparkle against the night.
how he came to be behind the wheel. She smiles, and then steps out upon this carpet of stars.

◊ Others: The PC wakes up in an unknown ◊ Society: The night market hums with humanity, count-
hotel room, strapped face down. A body lies in less voices merging into a chiming, deafening music.
the bed beside him; its back has been flayed Bodies press tightly together, ceaselessly feeding,

Bombs 59
buying, selling, assessing. This collection of people beck-
ons, allowing anyone into its ranks, inviting the PCs to Dramatic Hooks
become one with the many.
Dramatic Hooks are player-initiated subplots which allow the
◊ Supernatural: At first, one might believe the vast reser- group to set character goals for themselves and each other
voir contained inky water; its polished surface perfectly
(see KDL, p. 136). These spotlight moments encourage charac-
reflects the thunderheads above. Then its surface shimmers
ter-driven roleplaying and expand each PC’s personal narrative
and undulates, the membranous mass terribly alive and
or backstory. In effect, a Dramatic Hook temporarily shifts the
restless. Ragged whirlpools open along its endless body,
conversation away from the main, communal storyline for a
waiting to expel something from deep within.
scene or two, and provides a single PC an opportunity to shine.

TRAUMA BOMBS On a group level, Dramatic Hooks encourage a collaborative


storytelling experience, furthering player investment in the con-
These atmospheric bombs introduce thematic elements that
versation, as they directly contribute to each other’s enjoyment
incorporate trauma and suffering into the narrative, exploring
and purpose. Over time, this process adds meaning and variety
the physical and psychic wounds that bind and shape humanity
to their mutually-designed gaming experience.
(see Prisons of the Self, p. 222). These bombs, in particular,
build upon the Dark Secrets and Disadvantages that Using it is ultimately optional, however. In some parts of
restrain us, as well as expose the unsavory truths that the story the GM may decide to remove or pause the
brought them into being. Dramatic Hooks, such as to focus on the conclusion
of a chapter or the entire tale, and in some
◊ Self: The PC stands on the corner, shorter scenarios or campaigns they
waiting for the others to arrive.
may not occur at all.
Behind him is a playground
filled with children. An angry
parent approaches him, accus- Process
ing him of aberrant behavior, At the start of the first session,
the same alleged offenses that each player designates two Dra-
sent the PC into a horrific juve- matic Hooks they’d like their own
nile detention facility, even PC to pursue or address during
though he were innocent of all the session. Every time one of
accusations. these Hooks is resolved, the player
◊ Others: The PC accidentally finds receives an additional Experi-
his partner’s drug-kit, hidden ence – i.e., a maximum of two extra
together with old love letters Experience per session.
from their abusive ex. Before After the first session, whenever a
he can put it back, his partner player has less than two Dramatic
discovers him in the act. Hooks unresolved, they request
◊ Society: The crowd chants new Dramatic Hooks for their
obscenities at the same-sex cou- character. This is best handled during
ple, pursuing them down the street. downtime, i.e. either after the end of
More people join in, as if swept up in a session or before the start of the next one.
some frenzy, adding their voices to the accu- Since Dramatic Hooks are tightly tied to the char-
sations and insults. The couple tries to retreat, acters’ Experience gain, it is suitable and practical
crying out as people start throwing things at to have the discussion about them in close tempo-
them. ral proximity to each other. Requesting, suggesting,

◊ Supernatural: At the rehab center, several youths and assigning new Hooks to each other’s PCs right
after the group has asked themselves the experience
sit in a circle, recounting their physical and sexual
questions may be the most intuitive way to do this.
abuse. The PC sees his reflections in the glass of nearby
framed pictures. His body appear broken and blood-
ied, violated in heartbreaking ways. An inhuman shape
looms over each of the reflections, greedily licking at their
infected wounds.

60 Chapter 2 – Foundations of Dread


Format Handling a
Generally, hooks take the form of a request that Dramatic Scene
adheres to the following format: Once the Dramatic Hooks are all assigned, the players will start
[Character name] should [verb] + signifier, looking for opportunities to pursue them during the next ses-
sion. The GM may have prepared something for when they do,
e.g. Alice should Confront her phobia of water.
guiding their pursuits into a preconceived scene, or she may let
Player consent is key, here. The group may sug- herself get surprised by what the players will come up with and
gest any Dramatic Hook they think would be where it may lead them.
interesting, but the character’s player decides
When a Dramatic Scene ensues, the GM should push hard
whether it seems to suit their PC. If not, the player
towards addressing the respective Hook’s central issue, framing
can request another Dramatic Hook instead. It’s
choices firmly and driving the scene towards a decisive reso-
encouraged to discuss this, kicking ideas back
lution. The GM can – and is encouraged to – use their Holds to
and forth as the group finetunes the Hook to
make the scene even more intense.
be just right for everyone’s liking, rather than
accepting Hooks unquestioningly or rejecting Upon the scene's resolution, the PC receives an additional
them completely. Experience, no matter the outcome.

For groups who have already become more Example:


comfortable with their conversation, there is an
In the above example, the GM and Alice’s player arrange
advanced improvisational technique available:
for the PC to save one of her NPC Relations from the river,
The Dramatic Hook’s signifier can have addi-
forcing her to Confront her fears. This Dramatic Scene can end
tional qualities and requirements, possibly even
in several ways, as the PC’s actions indicate – and the dice
multiple ones. This allows the GM to test the PC
permit.
even farther. In this variant, the Hook pro-
gresses beyond its initial moment of crisis and Perhaps Alice overcomes her dread and dives into the water,
singular resolution – turning it into a whole saving their friend. This may strengthen their Relation’s loy-
story arc of its own. Players can request such alty and trust in her, and might increase her self-confidence
prolonged narratively focused Hooks to better in the wake of her own courage.
showcase the character’s personal develop- Perhaps Alice struggles with her phobia, stalling her rescue

2
ment. These Dramatic Hooks can also be used attempts, and her hesitation forces another PC to act on her
to reflect specific setting details, character behalf. This may have negative consequences on the rela-
quirks, themes, or Principles. tionship and Alice’s psyche. In either case, the scene – and
the Hook – is considered resolved, and the player receives
Example:
their Experience reward.
The Academic’s player is offered the Dramatic
Such a resolution should be cathartic, i.e. the scene’s tension
Hook, Gregory should become embroiled in
and intensity resolves, and attention is directed elsewhere
a political intrigue. The player would like a
once more.
bit more than that though, and after some
discussion, the group makes it into Greg- As a general rule of thumb, as with any good story, individual
ory should become embroiled in a political PCs’ Dramatic Hooks shouldn’t overshadow the main narra-
intrigue that tests his loyalties. They agree to tive, or the other characters. While everyone deserves their
make it a prolonged series of Hooks, going moment in the spotlight, the conversation – the group’s collec-
on for as long as the player engages with the tive storytelling – always comes first.
intrigue.
Thus, throughout the story, the GM will have Calls to Action
The Academic find himself stuck between
Dramatic hooks are effective calls to action. They generate
supporting his supervisor or defending his
narrative tension by tempting the PCs out of their comfort
mentor, both of whom are vying for ten-
zone. As such, when developing them, the GM and players
ure at the university. This political conflict
needn’t limit themselves to the standard eight verbs: Com-
places their standing – and his Relations to
plete, Confront, Develop, Finish, Investigate, Reveal, Tell, and Visit.
both of them – at risk, potentially altering
Hooks can be based around any verb or idea, as long as it
Gregory’s career forever.
helps reveal the PCs personality and expands their story arc.
For prolonged, multi-parted Hooks, it is
recommended to divide them into inter- Example:
mittent milestone events or crossroad The Avenger, David, discovers he inadvertently killed his
choices, and grant the player their Experi- ward’s mother, thus becoming what he despises most. The
ence reward after each one of these. group provides the player with the Dramatic Hook, David
should Confess his crime. Doing so will likely alter his rela-
tionship as a Guardian forever, as well as make it more
difficult to fulfill their duty in the future.

Dramatic Hooks 61
Some Suggested Verbs
Acquire Master
Downtime
Build Negotiate By its nature, KULT: Divinity Lost embraces
emergent storytelling through the conversa-
Change Obtain
tion. As discussed previously, this collaborative
Control Overcome approach creates unique stories, based on player
Defeat Perform choice and narrative causality. However, this
form of emergent storytelling does not mean the
Defend Protect
GM needs solely respond to the game session’s
Endure Question moment-by-moment plot development. Indeed,
Experience Research the conversation can produce dynamic narrative
elements that extend well beyond singular ses-
Experiment Restore
sions, especially in long-term games.
Explore Save
As such, downtime allows the GM to gather these
Forgive Shape divergent plot threads together and weave them
Gather Solve into cohesive character and story arcs (KDL, p. 192).
Typically occurring between game sessions, down-
Guide Study
time represents two different narrative stages:
Help Test Transitional and Interval. By combining both of these
Influence Train forms of downtime, the GM can continually evolve
the Intrigue Map’s plot structure, and develop new,
Join Use
narrative opportunities for the next session.

Alternative Dramatic
Transitional
Rewards
Transitional downtime occurs between sessions,
Instead of 1 Experience, you may also decide to award players
where the scenario/chapter ended without reso-
a regain of 1 Stability for each Dramatic Hook they resolve. In
lution, such as on a cliffhanger. Typically, the next
this variant – first seen used in the scenario Gallery of Souls –
session begins in media res, where no in-game time
Hooks should be focused on addressing and confronting issues
has passed, and the story progresses without narra-
that are weighing on the characters’ consciousness, troubling
tive disruptions. Therefore, the GM’s sole focus is the
them emotionally, or otherwise mentally burdening them.
immediate and/or short-term consequences stem-
Resolving such Hooks will ease their minds a precious little
ming from the PCs’ prior actions. These take the form
bit, soothe their frayed nerves, and allow them to sleep a little
of held-over GM Moves, as well as triggered bombs
easier once again.
and Reactions, which are discussed more below.
As usual, the reward should be granted regardless of the Using these narrative elements allows the GM to
scene’s outcome, as long as the issue was confronted in some ground and reinvest the players in the story as quickly
meaningful way. as possible when the new session begins.
This variant is ideal for campaigns or scenarios in which the Due to its narrative immediacy, developing transi-
PCs will predictably have little time or opportunity to inter- tional downtime should be pretty straightforward. The
act with their NPC Relations (e.g. because they have all been GM simply asks, ‘What just happened to the PCs?' Had
abducted to Metropolis in the beginning), do not have very they escaped the monster’s lair? Did the Illusion shatter?
many Relations with each other (e.g. because they are strang- Had their friend just betrayed them? Had they uncov-
ers in the beginning of thee narration), and for games in which ered some vital, yet horrible, truth? The GM builds from
the GM doesn’t mind the speed of Experience accumulation to these answers, developing appropriate threats to be
be slowed down a bit (since the bonus Experience from the introduced next session. She may incorporate unused
Hooks falls away, advancement will be noticably slower than in hubs/links from the Intrigue Map, or create new ones
a standard campaign). to expand the current story. Again, any consequences
An ambitious GM might even combine the default method with should have the greatest impact on the PCs and be
this alternative variant. Whenever the group suggests a new appropriate to the story.
Dramatic Hook for one of the PCs, and that character’s player ◊ The PCs eluded capture by the police and hid in
agrees to it, the GM determines whether resolving this Hook an abandoned subway. As the game starts, they’re
will more likely have an instructive, enlightening, or otherwise discovered by the ruler of this section of the under-
developmental effect on the character (award Experience), or ground. How do the PCs respond to the NPC’s bizarre
whether it is more apt to restore a margin of their sanity and and mercurial personality?
composure (grant Stability regain).
◊ The PCs escaped the burning library, only to be con-
This decision may either be announced by the GM right away fronted by an NPC offering them a quick getaway. As
when the Dramatic Hook is chosen, or it may be reserved until the session begins, they must immediately decide:
after it has been addressed and resolved. do they go with the person or continue fleeing on their
own?

62 Chapter 2 – Foundations of Dread


◊ The PCs are left shaken after their colleague reveals Interval
themselves to be a nepharite, stealing their hard-won
prize; a collection of ancient tomes. They’ve lost the Interval downtime occurs between sessions, where the pre-
materials to stop the upcoming ritual, have few clues, vious scenario/chapter resolved itself and in-game time
and are now friendless. What do they do? transpired. In effect, this interlude portrays the PCs’ daily lives
between major story developments, as well as reveals potential
◊ The PCs wake up after being overcome by the factory’s consequences to their actions. Interval downtime allows the GM
intense heat and gas fumes. Little do they know, they’ve to further develop the game world, as well as modify significant
been transported to Machine City and are sinking narrative elements. In particular, they should look for opportu-
slowly into the garbage pile of some biomechanical nities to spotlight PCs and their narrative threads, promoting the
structure. They have little time to get their bearings, as conversation’s natural progression.
something tries to recycle them into building materials.
Players should be directly involved during Interval downtime,
◊ After their Relation is kidnapped, the PCs have been describing their character’s actions, desires, and motivations
thrown into disarray. The following night, a box with during the narrative interlude. Firstly, they should outline what
the Relation’s finger arrives. Bring the item to the bus effects (if any) the previous story had on their PC. For ease, this
station at 8PM tonight, or I’ll send more pieces. discussion can be combined with standard Character Develop-
In addition, the GM can use transitional downtime to lay ment (KDL, p. 136) process, supplementing the PC’s continuing
the groundwork for the story’s ultimate conclusion by advancement. Together, the GM and players assign and spend
introducing new plot twists. ‘Possible’ conclusions should character Experience (KDL, p. 136), explaining these advances
be tied to one or more of the PCs, as well as whatever through the fiction. Similarly, they can add narrative context to
best reflects the story’s narrative themes. This is particu- Experience acquired through Advantages and Dramatic Hooks
larly effective in one-shot stories, which are designed to (p. 60). The GM and players can use this opportunity to assign
have concrete resolutions. For campaigns, preplanned new Dramatic Hooks for the next session.
endings can help establish future aspects of the overall The Criminal has enough Experience to select a new Advantage
story. This approach to transitional downtime can be from their Archetype. The player choses Burglar to increase
especially helpful when the previous session ended in a the PC’s breaking and entering skills. They explain that the PC
major setback and/or unresolved obstacle. The GM can spends their downtime learning alarms and locks with the local
provide new clues and opportunities to immediately cat burglar. The GM decides to add this NPC to the Intrigue Map
move the conversation forward. [Hub: Contact].
◊ The PCs uncovered an artifact connected to Limbo,
2
Each player can also set short-term goals for their PCs, which are
but never used it. The GM adds this object to the resolved during downtime – rolling for Interval Moves, if necessary.
Intrigue Map and links it to The Nightingale of the With the GM’s consent, narrative successes and setbacks from the
City. When triggered, the artifact summons the previous session may develop into new character Advantages and
entity, who can provide the PCs information to Disadvantages. The GM should also determine what Reactions
resolve the scenario – for a terrible price. occur, as a result of the PCs’ actions (p. 64). In turn, these various
◊ After being thoroughly defeated, the PCs regroup at changes and developments can evolve into new hubs/links on the
their hideout to discuss how to proceed. As they’re Intrigue Map.
talking, the computer turns on, revealing a twisted ◊ The Occultist contacted an Elysium goddess, Persephone, to
face. Its inhuman voice drips from the speakers, dispel the nest of phantoms plaguing the shopping center. The
“Is the enemy of my enemy my friend? Shall we GM adds the goddess to the Intrigue Map (Hub: Monster), as well
find out?” as the link, Must aid her whenever summoned. The GM also lists
◊ The PCs visited their contact’s cabin, only to find this entity as a potential bomb for the next session.
him lying in the middle of the floor; drowned, yet ◊ The Careerist suffered tremendously at the hands of Section 11,
his body was completely dry. His dead fingers tortured mentally and physically until his Stability was reduced
clench around a photograph of another lake to Broken. He spend the Interval downtime recovering, but
house, probably taken from the nearby dock. the GM inflicts the PC with Nightmares. He is also now known
◊ After their arrest, the PCs are waiting in the by Section 11 [Hub: Organization], with the group becoming a
county jail cell. The door softly clicks, and then recurring threat.
swings wide open. A rank smell fills their noses, ◊ The Fixer and fellow PCs saved an influential member of the
death and old blood. As they watch, the walls local crime syndicate. In reward, this new source [Hub: Contact]
begin to peel like moldering flesh. Somewhere provides them information on their Competitor. However, the
in the building, a lilting voice calls to them. source isn’t above feeding information in the other direction, as
◊ Having taken the train, the PCs’ arrive in the well.
small town on their sketchy map. As they ◊ The Deceiver inadvertently caused his contact to be killed, elim-
disembark, they see a well-dressed chauffeur, inating that hub/link on the Intrigue Map. However, the contact’s
holding an introduction sign with their names. friends belong to The Sirens [Hub: Group], who mark the PC for
She smiles politely, “My employer wished to revenge. They begin stalking the character, leaving threatening
speak with you.” messages in his voicemail and email, and posting shocking photos
of the character on social media.

Downtime 63
a portal opening to Metropolis, somewhere in the city’s
◊ The Detective declares he's spending his downtime industrial sector. This represents the antagonist’s arrival in
looking through closed-case files, which document killings
the next scenario.
similar to those discovered in the last session. His success-
ful Crime Scene Investigator reveals several records mis- ◊ After passing out, The Avenger has an unspent Voice of
filed, manipulated, or completely missing. Clues provide Pain option against his rival [Hub: Leader]. As this option
common links to the PC’s Stalker [Hub: Leader]. is permanent, the GM allows the player to expend it
during the next fight. In turn, the GM expends The Aveng-
◊ The Drifter spends his downtime outside the city, trav- er's unspent Nightmares Hold; the PC continually dreams
eling. The player describes the PC settling temporarily in
of their agonizing defeat, starting the next session at -1
another town, establishing his contacts and relationships.
ongoing.
The GM provides the player with a free Wanderer option,
if he should return here. Secretly, the GM decides this ◊ The GM has two Involuntary Medium Hold remaining over
town [Hub: Place] will feature in the next story and adds The Broken. She expend both Moves to take over the PC’s
it to the Intrigue Map. body during downtime. When the session begins, the PC
awakes in the steam tunnels, covered in blood. Now, the
INTERVAL MOVES player must discover what happened during the PC's mem-
ory lapse.
Following each game session, there may be several unre-
solved ‘mechanical’ items, such as unspent options and Hold. ◊ The Cursed died at the conclusion of the previous story, his
The PCs may also have suffered serious physical injuries and body washed away. During downtime, he activate Sealed
mental traumas. Realistically, these would not simply dis- Fate, marking 2 Time. The PC wakes up miles down river,
appear into the ether, but continue to affect the PCs during resurrected and unharmed. The GM and player discuss the
downtime. Indeed, these outstanding plot points could have circumstances of the PCs returning home.
lasting narrative significance. As such, the game group have At the session’s conclusion, the PCs may be suffering from phys-
the option to resolve these through Interval Moves, which ical and mental damage, such as Severe Wounds and Stability
exist solely during downtime. loss. Mechanically, these have little or no effect in the next ses-
Players may have unspent options remaining from success- sion. However, realistically, dramatic injuries and traumas should
ful Advantage rolls. Normally, these opportunities disappear have long-lasting, narrative consequences. During Interval down-
when the session/story concludes. At the GM’s discretion, the time, the GM may require that the PCs seek appropriate treatment
player may utilize these unspent options during downtime, for their injuries, such as bedrest/hospitalization and/or therapy/
reflecting the PC’s continual progress toward their goals. institutionalization. Otherwise, the negative effects and penalties
These Interval Moves allow the players to resolve loose plot from failed Endure Injury and Keep It Together rolls may per-
threads and objectives prior to the next game session, usu- sist into the next story. Prolonged effects from injuries are dis-
ally through brief overviews or short scenes. cussed in The Reality of Pain (p. 189). Of course, this is completely
optional, and requires consent from both the GM and players.
Similarly, the GM can also use Interval downtime to utilize
any unspent Hold. These Interval Moves – soft or hard –
emerge during downtime and/or set-up new influences and Reactions
threats for the next story. Indeed, the players may not be Although story outlines are helpful, collaborative narratives are not
aware of their existence until much later in the story. When- scripted affairs springing fully formed from a GM’s skull. Instead,
ever possible, the GM should weave their Interval Moves and stories in KULT: Divinity Lost continually and naturally evolve
the player’s together, developing more concise and coher- through the shared conversation. The PCs do not exist in a static
ent narratives. universe; their actions have narrative consequences, also known
◊ The Academic uses an unspent Authority option to as Reactions (KDL, p. 194). During downtime, the GM determines
access the university’s archives to research the death how the story’s main Influences respond to the PCs’ actions. Under
magician’s notebook. In turn, the GM expends unspent certain circumstances, Influences may also have Reactions to each
Hold from the PC’s Stalker roll; the NPC spreads scath- other, responding to narrative changes and opportunities. From
ing rumors around the PC’s university. In the next story, these Reactions, the GM can expand and transform the Intrigue
The Academic gains vital information, but is shunned Map, potentially resulting in far-reaching repercussions – even
by his peers. without the players’ knowledge.

◊ The Hacker has two Prepared options, which remain In one-to-three session stories, Reactions are not as vital, as the
unspent as the group didn’t go to the organization’s conversation will be resolved before any Inciting Actions can truly
medical offices. The player expends the options during resonate. However, in long-term games, Reactions become vitally
downtime, learning that the organization has an off- important to the overall narrative, as they inherently alter how the
site facility, which has unusually high security. The GM story progresses. Indeed, they can spawn additional plots, events,
adds this to the Intrigue Map [Hub: Place], altering the and threats later in the campaign. More importantly, perhaps, Reac-
story so Malkuth’s dream experiments are conducted tions push the PCs into better understanding their Dark Secrets and
there instead. the world beyond the Illusion.

◊ The Prophet has an unspent Cult Leader option. When developing Reactions, the GM should consider three factors:
Although the ritual concluded in the previous session, the Inciting Action, Processing/Decision, and the Resulting Reaction.
the GM allows the player to expend it during down- These three concepts will help guide the GM toward creating com-
time. While recuperating, the PC receives visions of pelling and realistic Reactions.

64 Chapter 2 – Foundations of Dread


INCITING ACTION PROCESSING/DECISION
An Inciting Action is any PC action that directly or indi- In the Processing/Decision phase, the GM determines how the Influ-
rectly affects the goals of another Influence. Like ripples ence deals with the Inciting Action, as well as how it might affect
on a pond, Inciting Actions can spread outwards, affect- the overall goals. This may be an emotional and/or logical process,
ing several Influences in various ways and to differing depending on the Influence’s nature. The GM may wish to consider
degrees. In most cases, the action negatively affects how the Influence’s main Principle also affects this analysis. For
the Influence’s goals, creating a fail-state. However, example, someone following the Vengeance Principle will respond
the Inciting Action may provide Influences the oppor- far differently than someone adhering to Submission. In addition, the
tunity to advance their goals, as well. As such, several GM determines how much information the Influence has regarding the
Reactions may stem from the singular Inciting Action, Inciting Action. They may be unaware of mitigating factors and misin-
effectively altering the entire Intrigue Map. terpret information, thus tainting their decision-making process.
◊ The PCs burn the White Dragon gang’s warehouse, Then, the GM determines how the Influence decides to deal with the
destroying its stockpile of illegal weapons. As Inciting Action, usually realigning their goals. Do they resolve to over-
such, the White Dragon’s leader – a devotee of come this new problem? Can they take advantage of the situation? Do they
Kether – is unable to arm his men for their attack ignore or completely retreat from the issue? This new strategy
on the Tokyo underworld. The local Yakuza, devo- affects the influence’s ultimate Reaction.
tees of Hod, learn of this opportunity.
◊ The White Dragon Leader can no longer move
◊ The Ronin completes his latest assignment forward with his plans, and his assets have become
and assassinates an abusive playboy. vulnerable. However, driven by his Prin-
Unfortunately, he was the only son ciple (Hierarchy), the leader becomes
of the Etir Group’s CEO – and fearful of his superiors’ reprisal,
she is an obsessively protective knowing he must act to reassert
mother. The Ronin’s unnamed his power. Meanwhile, the Yakuza
client knows her dangerous realize they have the upper hand,
nature, and hid this information and cannot afford to miss using
to sweeten the deal. this opportunity to their advantage.
◊ By utilizing the Black Roads ◊ Driven by Vengeance, the CEO
between cities, the PCs swears to avenge her son’s death.

2
unknowingly unleash an ava- Anyone even remotely involved in
tar of She Who Waits Below. his death becomes her target. This
This monster begins hunting the is exactly what The Ronin’s client
Children of the Underworld, anticipated, hoping her son’s death
feeding off their mental ener- would drive the CEO into hasty
gies and leaving empty husks actions.
behind.
◊ The Children of the Underworld
◊ The Agent uncovers corrup- realize that the threat is the rogue
tion amongst the Border Patrol, avatar. However, due to its over-
and provides indisputable evidence whelming power, they are unable to drive
to the media. In doing so, he expose it back. They trace its escape from the Black
the agency’s human trafficking operation, Roads to the PCs. The Children decide to use the
overseen by devotees of the Death Angel PCs to solve the problem for them.
Gamichicoth. The resulting public outcry
attracts the attention of a lictor serving
◊ Gamichicoth’s devotees realize the blow dealt
by The Agent. The Agent’s superiors know public
Archon Geburah.
unrest could lead to the defunding, or even the delegit-
◊ The PCs save a vagrant from being ritually imization, of their entire branch of law enforcement. The
murdered. However, they don’t realize lictor cannot abide this corruption and needs to root it out completely.
they’ve prevented an offering to the Glass
God, an entity slumbering beneath the
◊ The Glass God’s priests are panicked, knowing the forgotten deity will
soon wake up from its magical sleep. However, they believe the pre-
financial district.
vious ritual is no longer enough – their failure is an insult to the god.
◊ The Doll ends an affair with his lover They decide they need to perform a new ritual, and use the PCs as an
as the relationship is exposed in the appeasement.
tabloids. The ex-lover is a prominent
businessman, and his husband is deeply
◊ The lover’s husband reveals that he knows about the affair. In turn, the
lover decides he’s no longer interested in maintaining this charade. He
afraid of scandal. The jilted lover does
also wants The Doll back, at any cost. If the lover gets rid of his hus-
not want his relationship with the PC
band, he kills two birds with one stone.
to end, rocking the sordid connection
between the three people involved and RESULTING REACTION
delighting the junk news circuit.
Once the decision is made, the Influence instigates their Resulting Reaction.
As discussed above, this Reaction may not immediately affect the narrative

Downtime 65
or directly involve the PCs. The GM alters the Intrigue Map helping to shift the session along the Spiral of Horror
appropriately and develops new threads, if required. In (p. 24).
turn, these Reactions may produce additional Inciting
The campaign’s main themes are cosmic horror, sensu-
Actions, starting the cycle over again with other Influ-
ality, and societal fears. The GM focuses their Reactions
ences. However, the GM should temper this with what
on these three concepts. The Higher Power plays a
works best for the narrative, lest the resulting Reactions
significant role in the game, as well as the Realm of Pas-
overwhelm the story itself. As always, Reactions should
sion. Influences also revolve around the corporate and
supplement the main story, adding realism and compel-
political worlds, interwoven with forbidden desires and
ling narrative arcs to the conversation, and not dominate
existential dread.
its natural progression.
The GM can also use escalated Reactions to juxtapose her
◊ The White Dragon’s leader publicly blames his under- current themes, shaking things up narratively. For exam-
lings and demands they regain their honor by killing the
ple, introducing hyper-violence into a dramatic story feels
PCs. He tries allying himself with local gangs, regaining
shocking and tense, unsettling the players. This departure
power and resources, while continually hiding his fail-
from the norm resonates through the story, so the PCs never
ure. Meanwhile, the Yakuza launch assaults on the White
feel entirely safe.
Dragon’s assets, taking advantage of the chaos, expanding
Hod’s influence.
◊ The CEO begins her campaign of vengeance, lashing out
indiscriminately. The Ronin’s former client leaks informa-
tion about them, hoping to endear themselves to the CEO
Themes
and shift blame. As predicted, she turns her full attention
While the plot-line represents the story’s body, the theme
to the PC.
reflects the story’s heart. In essence, the theme answers
◊ The Children of the Underworld confront the PCs, the question, What is this story actually about? The theme
demanding that they find the avatar and return it to the is an integral aspect of the narrative, as it reveals why the
Black Roads. If they do not, the Children will seek ven- story is being told and why it matters. Indeed, themes are
geance. The avatar itself has begun hunting humans, vital to KULT: Divinity Lost, as they can expose the human
attracting the attention of other Influences in the city. condition, allowing for more personalized – and impact-
◊ The devotees begin systematically destroying any evi- ful – stories. For this reason, the Higher Power’s Principles
are excellent themes to introduce into the narratives, as
dence, including killing their human captives. With the
they reflect the essence of the game’s underlying mythos.
agency’s help, they blame the local criminal gangs for this
When presented effectively, the story’s themes can reso-
violence. Meanwhile, the lictor contacts The Agent and
nate with the players long after the session ends.
tries to enlist them, showing them how deep the corrup-
tion goes. Furthermore, establishing strong themes allows the GM
◊ The Glass God’s worshipers use their considerable finan- to maintain story alignment. They can accentuate and
flavor narrative elements, creating foundations upon
cial resources to isolate and capture the PCs and the
which to build the conversation. Thematic leanings help
vagrant. They need to have them all together to perform
guide the GM as they guide the story. Much like narrative
the revised ritual, and so grow increasingly brazen as time
filters, themes allow stories to be told through different
counts down to the Awakening.
lenses, revealing meaningful concepts and emotions.
◊ The lover takes his husband to a secluded location to They add new interpretations and perspectives, trans-
“work things out.” Instead, the lover murders his spouse, forming the mundane into something memorable.
and hides the body. He also plants personal items he’s
However, the theme should not be mistaken for mood
acquired from The Doll. He contacts the PC, demanding
and/or tone. These are separate concepts, meant to
that he be taken back, or he’ll blame the spouse’s disap-
create an emotional response from the player, usu-
pearance on them.
ally through atmosphere and setting (see Book Two:
CONSISTENT ESCALATION Atmosphere). Instead, mood and tone allow the GM to
explore thematic concepts by creating an ambience
Through Reactions, the GM creates narrative conflicts that that reflects them in different lights. For example, the
reveal the PCs’ personalities and define their roles in the story. theme of Power has very different connotations when
As such, when developing their Reactions, the GM’s escala- presented in Los Cabos’ violent criminal underworld,
tions should remain consistent with their narrative’s style and as opposed to the flashy extravagance of Monte
themes, as well as adhere to the Horror Contract. Much like Carlo’s aristocrats. The GM can produce compelling
literature and movies, conflict resolutions help establish the stories by atmospherically accenting themes in this
story’s atmosphere and tones. In more action-oriented narra- manner.
tives, conflicts escalate quickly and violently, exploring tense
and hectic situations. In quiet horror, the conflicts are ambig-
uous and low-key, dominated by an oppressive, sinister atmo- Introducing Themes
sphere. Striking the right balance between conflicts and themes Themes need not be glaringly obvious to the play-
helps reveal the story’s meaning and importance, investing the ers, but portrayed through character interaction
players more deeply in it. Reactions can add tension and dread, and woven into the background. Much like the

66 Chapter 2 – Foundations of Dread


atmosphere, themes create feelings of connection to the watching blurry images of physical and sexual
narrative. For this reason, they’re vitally important to the violence. There is no power source for the TV.
conversation and Environmental Storytelling (p. 107). Intro-
ducing themes into the storytelling process helps define
◊ A person desperately seeks to regain their child-
hood, partaking in drugs that mentally, and some-
the story’s purpose, supporting its foundational concepts,
times even physically, regress users.
rather than forcing their way to the forefront. As such, the
GM may wish to introduce their themes during character ◊ A deceitful dream creature offers children an
creation, as these can help lay early groundwork, such escape from their pain into an innocent, fairytale
as the players defining their PCs’ Dark Secrets, narratively existence.
binding them together.
CULTURAL THEMES
During the first session, the GM should try to weave the
underlying themes already into the story’s initial scenes. As Horror is an emotion derived from cultural perceptions
the conversation continues, these thematic elements can and fears. Accordingly, beyond the universal human
inspire the GM to open additional character and story arcs, condition, the themes of one culture may have little to
changing the narrative in new ways. Themes can also be con- no relevance in another. In KULT: Divinity Lost, the Higher
veyed via bombs and Dramatic Hooks, as well as GM Moves, Powers and their Principles may have different meanings
used throughout the conversation. By the story's end, the within each culture. As such, when introducing thematic
players can make their own conclusions on how the narrative elements into their narratives, the GM should consider the
affected them and what it revealed about their PCs. Many of setting’s cultural beliefs and perspectives. For example,
the best themes ask questions that are controversial and highly themes of Community in Asian countries can differ vastly
debatable. Yet, there is no ‘right-or-wrong’ answer; themes are from those in European nations. They have conflicting
matters of perspective and affect people differently. In many perceptions on uniqueness and privacy, due to the very
ways, themes are personally experienced rather than verbally nature of their cities, lifestyles, mentalities... all the things
expressed. that make up their cultures. These perceptions resonate
throughout each society, both binding and liberating the
Set in Detroit, the quickplay scenario Oakwood Heights, individual in divergent ways. Differing anxieties and fears
revolves around divergent PCs engaged in crime-scene reen- emerge from these constraints and freedoms, shaping
actments – each for their own purpose. Narratively, they must what makes for a horrifying narrative in various ways.
escort the criminal, Franklin Mills, to two murder scenes, hop- Encouraging this cultural resonance makes for more com-
ing to unlock his memories and solve the mystery surrounding

2
pelling and believable narratives, and engages the players
his terrible crimes. Thematically, the scenario explores the more deeply into the story’s subtext.
concepts of Parent/Child Relationships and the Need for Affirma-
tion from others. These themes resonate throughout the story, The GM should also take the players’ own cultural perspec-
affecting both PCs and NPCs in various ways. tives into consideration, being both respectful and under-
standing. Indeed, this may affect the Horror Contract itself, as
Themes can serve as the story’s main inspiration, where the GM certain subjects may be considered uncomfortable or even
takes basic thematic concepts and expands them into complex forbidden.
narratives. Never limited to just a singular interpretation, any
theme can be presented through numerous expositions, all of
which are equally valid and significant. Indeed, the GM may Contrasting Themes
wish to approach the themes from various viewpoints, height- The world of KULT: Divinity Lost resonates with contrasts,
ening their emotional resonance in the main story. which are conspicuous and subtle, concrete and blurred.
An example campaign’s main theme is Loss of Innocence. The GM Even recognizable concepts, such as Heaven and Hell, can
can incorporate this theme into any of the following story arcs: be simultaneously beautiful and horrific. By employing
contrasting themes, the GM introduces narrative tension to
◊ Once gentle and optimistic, an NPC becomes a broken, dis- their stories, and inspires thematic conflicts throughout. This
illusioned shell of their former self. They refuse to discuss
technique also exposes the dichotomies within the PCs them-
their recent relationship.
selves, as it forces their players to view different moral per-
◊ Packs of latchkey children start roaming the streets, caus- spectives and make difficult choices.
ing trouble. Their antics become increasingly sinister and
During the story's conception, the GM selects two narrative ele-
violent.
ments – usually threats – that represent diametrically opposed
◊ The PC must either reveal the horrid truth to his friend viewpoints for the story’s theme. They also include narrative
or allow them to live in false innocence, likely to their triggers and situations that may reveal these contrasts during
detriment. the conversation. In this fashion, as the scenario progresses, the
◊ A character encounters someone from his past, reminding PCs are exposed to both viewpoints, learning the pros and cons
of each, until they can develop their own conclusions. However,
him of more innocent times. Can they recapture that purity
this thematic arc does not need to be resolved to complete
again?
the main storyline. Indeed, both contrasting elements may
◊ The toy store owner is found mutilated and dressed like a ultimately triumph or fail, or become established aspects of the
doll. Dozens of toys lay around them, destroyed in a rage. Intrigue Map. Their main purpose is to address the story’s theme
◊ Neighborhood kids gather at an abandoned house after from different perspectives.
school, where they sit around the broken television,

Themes 67
Another example campaign revolves But when we witness the impossible, the supernatural, the traces of our
around how Control defines our role in former divinity, our imaginations are reignited with wonder and hope.
society, specifically our beliefs, culture, Those possibilities reawaken the child inside and we dare to dream once
and tradition. The GM chooses the con- more.
trasting Influences: Chokmah (Submission)
Embracing Our Pain: We are broken, brittle things, who refuse to
versus Sathariel (Exclusion). During the
accept cruel realities. These denials restrain our souls with comforting
story, they represent the viewpoints of sub-
ignorance. But once we truly accept our foibles and weaknesses, we
mitting to societal control and being accepted
can remove our self-inflicted shackles and step into our uncertain
against denying societal norms and suffering
futures.
scorn and ostracism.
Sins of the Father: Are we doomed to repeat the mistakes of our
During the story, the PCs encounter careerists
ancestors? Are we our parents’ child or our own person? How deeply
who are powerful and wealthy, yet buckling
do their beliefs and teachings define us? Do we accept our parent’s
under the strain of corporate culture and
false wisdom or deny their ugly truths? From this unbalanced rela-
policy, forever fearful of being cast out (Submis-
tionship grow our most cherished and painful memories.
sion). They’re opposed by ex-corporates turned
anarchists, living freely as they wish, but socially Rebirth into a New Life: The moment comes when we must be
shunned and obsessed with tearing down the reborn as our own person. In this new identity, our decisions are
system (Exclusion). Both groups seek to harness unfettered and true, defining our souls and place in society. Do we
Limbo to control and influence society, pushing it do so with courage or caution? Will we settle in calm sovereignty
toward their beliefs. If either succeeds, the results or humble submission? Can we accept our responsibilities and the
could be catastrophic. consequences that come with them?
The Bonds of Regret: Time moves ever forward, ticking away our
Common Themes lives with merciless precision. We can never go back and fix those
moments of regret – the would-haves, should-haves, and could-
Stories in KULT: Divinity Lost best explore themes haves. Once we recognize that our actions have eternal conse-
that reflect aspects of personal horror and dialec- quences, we are bound by chains of melancholy and regret, our
tically opposing concepts. In fact, the horror genre souls scoured by broken dreams.
makes a perfect medium for revealing the unspoken
truths of human nature. It tests us, strips away our THE OTHER
defenses, and makes us feel uncomfortable. Effective
Another consistent theme in horror is The Other. Perhaps human-
stories make us examine our reality’s dark undercur-
ity’s oldest fear, we abhor the unknown and unfamiliar, con-
rents, exploring questions most prefer left unasked.
tinually excluding those unlike ourselves. Worse, we dread the
Incorporating the following themes can help GMs
isolation of existing outside communal norms. This fear forces us
infuse their narratives with relevance and meaning,
to cling to outdated concepts of community and safety, and why
making campaigns truly memorable.
The Other features heavily throughout body horror and existen-
MATURATION tial dread, as they thematically reveal our desperate need to be
accepted.
Thematically, Maturation dwells at the heart of most
KULT: Divinity Lost stories. As campaigns progress, the PCs Pre-Judged by Society: Society clings to the familiar and
struggle against their Dark Secrets and Disadvantages, as condemns otherness. People judge us on our beliefs, natures,
well as the various terrors assailing them. In short, to fight and thoughts, justifying their responses to themselves. We push
the monsters without, they must overcome the monsters them down, hiding our true selves, lest we be ostracized. But
lurking within. Effective narrative resolutions hinge on the we cannot hide our gender and ethnicity, which mark us as
PCs’ evolution, even if they fail to achieve personal enlight- different – and thus potentially dangerous. We must contend
enment. By story’s end, they have been tested physically, with invisible boundaries and tangible threats, simply because
mentally, and emotionally, and emerge as different people we are who we are.
than before. This frightful journey of the soul is the essence Alienated from Society: Communities and cultures define
of the Maturation theme. their membership, only accepting those they deem worthy.
Coming of Age: As we transition from childhood to adulthood, Many are forever denied basic human dignities and respect.
we leave our innocence and dreams behind, awakening to They remain unwelcome, even by their own families, due to
another world and new responsibilities. We recognize our their religion, politics, sexuality, or social status. Their mere
frailties and strengths, accepting challenges and realizations that presence can create suspicion and tension, tearing whole
force us to abandon our youthful ways. In accepting our new communities apart.
reality and place in the adult world, we’re forever changed. No One Can be Trusted: In this harsh world, betrayal comes
Loss and/or Rediscovery of Innocence: We embrace our naturally to us all. Our personal needs outweigh honor and
innocence, clinging to it desperately. But ultimately, upon reach- trust. Even our most cherished friends are mere pawns in
ing maturity, we must bury our childhood dreams and wistful the great game. You cannot trust anyone, as their open arms
fantasies deep inside. Once they are destroyed, they can never be may conceal the blade, ready to slip into your back. Cyni-
totally rebuilt. Perhaps we need this process of letting go forced cism rules us, as we watch and worry that those closest to
upon us to mature. Perhaps we are unable – or unwilling – to us are merely play actors; our love and trust are signs of
accept the truth and are destroyed by it. weakness rather than strength.

68 Chapter 2 – Foundations of Dread


Homogeny Reigns: We’re told everyone is a unique and cher- use their power to inflict pain. If no soul is innocent, where
ished individual. But this is a lie, obscuring the social and eco- can we find the strength to overcome wickedness – or the
nomic truth that individual expression is a threat. We must obey callousness to ignore the suffering around us? Is humanity
the status quo, succumbing to societal conformism and capitalist even worth saving?
homogeny, until we become another faceless cog in the machin- Sworn by Honor: A person is only as good as their word.
ery. Otherness is frowned up, as it is a threat to order and normal- Honor defines who we are, and if we are worthy of trust. The
ity. Those who ascend beyond the mundane must be removed, as oaths we make each day have meaning and importance. But
they are thorns in society’s flesh. what if we break that trust? If we draw our line, can circum-
Traditions are Challenged: Once again, the established order has stances free us to step over it? Does keeping one’s promises
been challenged by new beliefs, social changes, or technological redeem their deplorable acts? In the end, how much is one’s
developments. Many embrace this new world, while others fight to honor worth?
retain their traditions. Which side triumphs in this cultural conflict, In Search of Redemption: Our pasts are rife with sins and
and how are they ultimately changed? Which side of this divide regrets. Guilt dwells in us all, inescapable and poisonous.
will be considered the Other? Although time cannot heal these wounds, our future actions
Safety in the Familiar: Humanity finds safety in our com- can. We can consciously decide to make what’s wrong right
munities and their familiar ways. We can identify again. But does accepting our past free us from our mis-
threats by their differences to those with whom we deeds? Are there things beyond forgiveness? How far
share kinship. What steps will we take to retain can one go to redeem themselves, without commit-
this comfort and safety? Are we willing to ting new transgressions?
accept others into it, allowing them to Morality of Shadows: Our civilization
become one with the whole? And is held together by morals and philos-
where will they go, if this founda- ophies, which seek to restrain our
tion is denied them? impulses. Yet, our world is one of
One With Your Heritage: When endless cruelties and deceits. Many
our heritage defines us as the Other, of these terrible acts are justified
do we embrace or deny it? Our through our principles and righteous-
communities judge and define us ness. Yet, the truth lies somewhere
by our inherent nature and social between darkness and light. Do we
upbringing. If we can strip that have the conviction to look in those
from ourselves, do we seek comfort
in lies and self-deception? How much
of our heritage is worth sacrificing
for cherished acceptance?
shadowy places? Are we strong
enough to accept it when we are
wrong? 2
THE HUMAN
TESTS OF THE SOUL CONDITION
In KULT: Divinity Lost, the concepts While desires, needs, and wants
of good and evil are inherently drive us, we are defined by our con-
flawed, as they are judgement based. scious actions. In turn, our behaviors
Thematically exploring the philosophical affect those around us, shaping human
differences between light and darkness provides existence as a whole. Within the conflicted realm
an intriguing, narrative foundation for any story. where our ego and shadow dwell, we can narra-
Who has the right to determine what is right and tively explore the human condition. This powerful
wrong? When does justice become tyranny? Can the theme resonates throughout KULT: Divinity Lost, as
light destroy us and the darkness protect us? When the PCs seek self-enlightenment and understanding,
does the ‘greater good' outweigh the rights of the indi- forced to ask questions best left unanswered. Even
vidual? What lines can we cross before we become what when not the narrative focus, the human condition is
we fight against? This classical theme has resonated through intrinsic to most of the PCs’ personal experiences.
human history, as it probes deeply at who we truly are. Addiction and Compulsion: We are ruled by our desires and
Allure of Power: Those with power have blessed the greatest impulses, succumbing to our desperate urge for self-gratifica-
goods and inflicted the vilest evils upon humanity. Power can tion. When these needs aren’t filled emotionally or mentally,
corrupt or elevate those who seek it, empowering their selfless we seek them out elsewhere, indulging in illicit acts and exqui-
responsibility or shameful avarice. Those without power remain site luxuries. Drugs, gambling, sex, and violence fill the void
indebted to those who possess it. Be they victims of circum- inside, but only temporarily. We must seek them out again and
stance or design, the powerful become covetous and resentful. again, falling deeper into their embrace.
What will they sacrifice to ascend? What will they become Fear of Death/Damnation: Upon recognizing our own mortal-
when they obtain it? ity, we are forever haunted by its inevitable arrival. While many
Unspeakable Darkness: Every day brings us fresh horrors. ignore its presence, others seek to dull their fears through faith
Human depravity dominates our media, while tragedies assail or extravagance. Others seek to escape it at any cost, extending
our daily lives. Unimaginable evils mock us, testing our souls their lives through exercise, medicine, and surgeries. Some even
with their imagery and truths. Even those who would protect us

Themes 69
explore darker paths, seeking to regain some semblance of their to fight. Sometimes, be it by choice or circumstance, we toss
immortality. aside diplomacy and restraint. Tensions rise, hostilities escalate,
and negotiations fail. Some people simply cannot be reasoned
Lashing Out: Everybody is constantly victimized. We're all
with. What a shame.
being oppressed and abused on a daily basis – many without
even consciously realizing it, but many more who are very Vengeance is Mine: Some deeds can never be forgiven and
acutely aware of it happening. We become angry and paranoid, must be avenged, no matter the personal cost. Our insuffi-
feeling every interaction as a fresh wound on top of deep-seated cient laws fail us, leaving the guilty to go unpunished. We’re
hurts. We lash out, seemingly irrationally, our anger justified, betrayed and wronged, left to suffer injustices without resolu-
but in our blindness misdirected. Our aggression becomes like tion. Only when we take retribution into our own hands can
a drug that shields us from uncertainty, submission, and abject we find the closure we seek. Yet, violence begets violence,
terror – even though it can also harm those we love. perpetuating the vicious cycle. And do we truly have the right
to become judge, jury, and executioner?
Society Slowly Kills Us: Our modern lives are like a disease. All
our obligations, the constant stress, the omnipresent technology Lingering Wounds: Violence scars our minds and souls,
slowly kills us. It is like small doses of rat poison being fed to us wounding us beyond recognition. Though our bodies may be
daily, and we are getting sicker and sicker. To escape it, we try healed, our minds remain tattered and bleeding. We perpetu-
to consume more rat poison since we are told that it is the cure, ate the violence inflicted upon us, harming others and our-
and further down we go. selves. Soldiers are transformed into weapons, traumatized by
unspeakable acts, only to be thrust back into normal society
Flames in the Darkness: Although the world appears dark and
with minimal support. Those subjected to intense cruelties
cruel, fragments of hope remain, illuminating the eternal night.
are forever changed. Our invisible wounds fester and rot,
Sporadic acts of generosity and kindness reawaken our souls,
killing us silently.
allowing us to believe in a better future. We may even push back
against the darkness ourselves, giving comfort and solace to those Fighting Destiny: Fate defines and constraints us. We’re
who need it most. These acts may be in vain, but they define who taught that we cannot escape our destinies, and must surren-
we are. der to the inevitable. Yet we fight against these forces daily,
striving to reshape our set future. In this world, where every-
Misdirected Goodness: The road to hell is paved with good
thing is connected, is our struggle in vain? Deprived of our
intentions. What we deem as goodness may unleash unforeseen
divinity, we are removed from our true destinies. Even if we
consequences for others – and ourselves. Forgiveness can be met
break free and chase our own true visions, we all too often
with betrayal, kindness with maliciousness. We may save someone
do so under false beliefs and fractured hopes. Still we insist
from cruelty only to condemn them to catastrophe. And once we’ve
that the future is not yet written…
acted, even in the moment, they become our responsibility. Once
saved, we cannot leave them to a worse fate.
RELATIONSHIPS
CONFLICT The individual is nothing without the whole. Humans are
invariably social creatures, yearning to be accepted, under-
Since its earliest inceptions, humanity has never known peace.
stood, and loved. As such, relationships are thematically prev-
Humans are perpetually in a state of conflict, be it with each other,
alent in horror, pushing characters to their greatest achieve-
themselves, society, or their environment. These battles define
ments and darkest crimes. Love can heal and wound with
us, revealing our triumphs and tragedies, honing our spirits and
equal measure, inspiring our souls or poisoning our hearts.
scouring our souls. Thematically, conflicts lie at the heart of every
We may torture ourselves for impossible loves or sacrifice
narrative, inspiring characters to overcome and persevere. How-
everything for friendship and communion. Few things
ever, they also reveal our inhumanity and willingness to sacrifice
define our true humanity more than those we hold dear.
everything to succeed – even in a pyrrhic victory, just so we could
say we won. From boardroom to blasted wasteland, the true bat- Hellbound Hearts: Love and passion take many forms.
tlefield lies within ourselves. They’re defined by our needs and shaped (both fostered
and restrained) by our society. How far can one go to
Inglorious Crusades: Few things drive us into conflict more than
obtain their desires? What pleasures are forbidden and
righteous belief. We sacrifice ourselves to fight for something
urges suppressed? When does love become destructive,
greater than us. The enemy is clear in our minds and hearts. They
and anguish liberating? Is there a balance between pain
must be crushed without hesitation or mercy, as they threaten our
and pleasure? And who can we trust enough to share in
very way of life. Yet, what makes our beliefs more important than
these experiences?
others? What are we truly fighting for and what really differs us
from those who oppose us? Destructive Passions: Desire, love, and passion are dan-
gerous and all-consuming, driving us into obsession and
Ultimate Survival: We must overcome and survive at any cost.
madness. When denied our affections, we are distraught
No matter the threat or the lack of resources we have, surrender is
and wounded, crippled by feelings of loneliness and inad-
not an option. Every moment, every breath must be cherished and
equacy. We fill the emptiness inside through destructive
fought for. Our right to live isn’t given to us, it must be earned with
relationships and meaningless sex. When the heart rules
strength and suffering. Yet, when conflict sweeps us up, what are
the soul, we spiral down into pain and torment.
we willing to do to prevail? In the face of annihilation, can there be
hope? Love and Sacrifice: Love fills us with meaning, erases
our psychic defenses, and allows us to be more than
Inescapable Violence: No matter how we deny it, humanity thrives
ourselves. Whether in the form of romantic love or true
on conflict. Beneath our cultured veneers, we’re still animals eager

70 Chapter 2 – Foundations of Dread


friendships, it creates the deepest bonds in our lives. It has no and momentum over several sessions. Preparation also
boundaries or judgment. It protects and empowers us. But this allows GMs to develop and formulate the story’s central
blessed connection also places tremendous burdens upon us. plot elements, as well as figuring out where to take the
We lose our individuality, binding our souls with another per- story. Using the following list, the GM can begin fleshing out
son. To lose them is to lose part of ourselves. What sacrifices specific details prior to running the game's first session (see
do we make to maintain this bond? What costs are we willing Prologue, p. 44). In turn, the players can use this information
to pay? to better develop their PCs, so they fit more naturally into
the overall campaign.
Broken Bonds: Relationships and family bonds are continually
tested and strained. Even the greatest loves know dissent and [1] Develop the campaign’s High Concept.
strife. Can we endure their hurtful words, even when spoken
[2] Outline the campaign’s Atmosphere.
in loving truth? At what point do our faults outweigh their
affections for us? How long do abuses go unanswered? What [3] Outline the campaign’s primary Setting.
horrors lurk behind the picture-perfect facades of familial [4] Outline the campaign’s Backstory.
bliss? What prices do we pay to maintain that delusion?
[5] Develop the campaign’s Low Concept.
Desperate Search for Affirmation: People need to feel loved
[6] Outline the campaign’s Story Milestones.
and needed, to be accepted and acknowledged by others.
Unable to believe in our own self-worth, we seek outside [7] Consider possible Resolutions for the campaign.
affirmation from family, friends, coworkers, social media, or [8] Prepare and run the Prologue.
even complete strangers. This desperate search can quickly
become self-destructive, as we obliterate our own identity, [9] Utilizing notes from the prologue, sketch out the
acquiescing to other people’s demands. We endure degra- Intrigue Map.
dation and perform humiliating acts, solely to keep feeling As the GM grows more comfortable with this process, she
desired and wanted. should feel free to complete the sections as she see fit,
Silently Reaching Out: In this quickened world, humanity as these steps are narratively intertwined and meant to
has become faceless and impersonal. We’re continually inspire one another. This prevents the GM’s progress from
ignored, dismissed as another face in the crowd of thou- losing the creative momentum by specifically focusing on
sands. Yet, even in this imposed seclusion, we silently scream any one section.
to be released from the hollow lives, desperate for our suffer- In the examples below, the GM wants her campaign to
ing to be recognized. We gesture and plead to those around explore the concepts and themes of cyberpunk horror. As
us, hoping they see our desperation to connect on a human
level. Yet we still fear rejection and judgement, and willingly
retreat back into the crowd where we cannot be hurt.
such, she begin developing its atmosphere first, drawing
upon various inspirations from literature and movies.

HIGH CONCEPT
2
The high concept establishes the overall concept and pur-

Writing pose for the campaign’s narrative. Much like an elevator


pitch, this premise should be easily explained in one to

Campaigns
three sentences, yet be unique and compelling enough to
inspire the audience. The GM may initially consider strong
character Archetypes and narrative themes to accent
In KULT: Divinity Lost, full-length campaigns involve intri- the high concept. She may also wish to create tentative
cate storylines, composed of linked scenarios and subplots names for the campaign, which can help solidify the idea.
spanning over many sessions. The campaign’s conversation A common technique for developing the high concept is
features recurring characters, themes, and plot-lines, all asking the question, What If ? The GM develops the story
developing toward an ultimate resolution. Typically, KULT from their answer, expanding the concept into a coher-
campaigns are divided into specific chapters (i.e., scenarios) ent narrative structure. For example, the iconic campaign
presented through an episodic format. The GM may structure The Black Madonna essentially asks the question: What
the episodes according to the narrative’s specific needs, if the Death Angel Chagidiel manifested in the crumbling
allowing them to evolve organically during the conver- Soviet Union? The complex narrative evolves from this
sation. Furthermore, due to KULT’s personalized nature, basic question, providing the overall setting and tone,
ongoing PC-specific character arcs are vital to campaigns, as well as establishing various plot elements and story
as they encourage player agency and investment. For this arcs. GMs can develop their campaign in a similar fash-
reason, the Intrigue Map is vital to maintaining any suc- ion, expanding simple questions far beyond the initial
cessful and unified campaign. concept.
Once the GM has her initial high concept, she can begin
Preparation discussing the idea with their players, asking for input
Campaigns are involved affairs, usually requiring the and insight. She should not be afraid of ‘spoiling’ her
GM’s devoted time and effort prior to undertaking them. idea, as this exchange is to promote player excitement
However, these initial preparations help the GM develop and involvement. The GM may request players’ wishlists
coherent stories and cohesive narratives. This also helps of what they’d like to experience, adding these details
develop the foundations upon which the conversation to the Horror Contract. If the players do not express
rests, allowing the GM to effectively maintain its direction

Writing Campaigns 71
genuine interest, then the GM may wish to reassess the overall fiction. Perhaps more importantly, atmosphere estab-
campaign’s high concept and adjust accordingly. This helps lishes the campaign’s uniqueness.
her structure the campaign to maximize player investment.
Atmosphere, and how to effectively employ it in-game, is
Fleshing It Out discussed in greater detail in Pillars of the False Heaven (p. 106).
Book Two: Atmosphere (p. 150) provides inspiration for introduc-
The GM incorporates her basic premise and player’s input ing atmospheric themes in five specific genres: existential horror,
to begin personalizing the campaign. This is also the per- body horror, extreme horror, surreal horror, and psychological
fect time for collecting inspirational material from movies, horror. Finally, Book Three: Reflections (p. 232) outlines how these
books, games, and the internet. Building upon the initial different milieus can be used in alternative settings.
concept, the GM begins jotting down keywords, ideas, and
plot elements. Although these notes may never be used, Theme
they’ll serve as fuel for the GM’s creativity and lay the devel-
Every campaign should explore at least one major overarching
opmental groundwork. In particular, they should answer
theme, as well as introduce several minor ones throughout its
some of the following questions:
divergent narratives. The major theme should be directly associ-
◊ What aspects of the high concept compels them the ated with the high concept, helping to accentuate its core ideas.
most? This theme should be interesting and engaging, as it will guide
◊ What do they want the campaign to look and feel like? how the campaign narratively progresses, as well as inspire its
significant plot elements, such as NPCs, creatures, and Influences,
◊ What sort of stories do they want to tell? and setting.
◊ What themes do they wish to explore? During the campaign, the GM should introduce at least two
◊ What are the main conflicts driving the story? to five additional minor themes, which can be woven into the
different scenarios and/or character arcs. These can be presented
◊ Who are the antagonists and major NPCs? individually or used to accent and/or contrast the campaign’s
◊ What aspects of KULT: Divinity Lost intrigue them most? minor themes. For example, the campaign’s main theme is Fam-
Most importantly, the GM must sell herself on the high ily versus Society, exploring how familial bonds can conflict with
concept! If she aren’t invested in the campaign’s ideas and societal norms. The GM also includes the theme of Honor Above
narratives, her dissatisfaction will translate to the players All Else, detailing how an NPC’s personal honor affects his familial
as well. Campaigns are extended affairs, so generating responsibilities.
excitement now will help maintain their energy later. This In The Phantasos Project, the GM and players want to explore the
enthusiasm will resonate throughout the creation process, existential theme of Illusion versus reality, and more specifically,
as well as over numerous sessions to come. In short, they how the Internet and social media blur one's beliefs and percep-
should be able to explain, Why would someone want to tions of reality. They briefly make notes on additional themes,
invest their time and effort into playing this campaign? such as Addiction, Beliefs, Community, Conformity, and Self-image.
Interested in Limbo, the GM decides to explore the Each of these will accent the main theme, exploring its concepts
Realm of Dreams; specifically, the Greek Myth of the from different perspectives.
Oneiroi. Older than the Olympians and Titans, these
Mood/Tone
deities were born from the primordial darkness and
shaped humanity’s dreams. She wants the campaign In addition to theme, mood and tone help define the campaign’s gen-
to have surreal qualities, where reality and dreams eral atmosphere. Mood reflects the overall ambience of the setting
merge regularly. This concept works well with her and its characters, seeking to invoke an emotional response from
players’ current interest in web-related creepy-pastas the players. As such, mood can be very genre-specific, representing
and the Dark Net. From these ideas, they establish the various milieus of horror, such as extreme, quiet, and uncanny. From
high concept, What if the Oneiroi returned to our world this aesthetic foundation, the GM can begin framing the campaign’s
through the Internet? She tentatively name the cam- narrative elements and story arcs. As the setting’s appearance and
paign, The Phantasos Project. backstory develop from the campaign’s mood, this also plays heavily
into Environmental Storytelling (p. 107).
ATMOSPHERE Similarly, tone reflects how the campaign is presented during the
In addition to their high concept, campaigns are best conversation, most usually by the GM. This can be far more subjective
defined by their atmosphere. This stylistic framework and even conflict with the established mood. For example, although
reflects the narrative’s mood, themes, and tone, and the campaign’s mood focuses on crime noir, the GM presents its tone
helps establish the game’s overall appearance. From as comical – so the gritty nature is played lighthearted and for laughs,
these details, the GM can develop the campaign’s rather than being somber and serious. This juxtaposition can create
aesthetics and emotional resonance, establishing the stark contrasts in the campaign’s ambience and how the game is
foundations for Environmental Storytelling and char- played.
acter development. In turn, these atmospheric details The GM wants The Phantasos Project to have an uncanny, phantas-
feed directly into developing the campaign’s setting magorical mood to it. This feeds into the theme, Illusion versus reality,
and low concept, which also help shape its where the lines between perception and dream are never certain.
She also decides upon a darker, realistic tone, reflecting the story’s
horrific and unforgiving nature. The interaction between mood and

72 Chapter 2 – Foundations of Dread


tone helps ground the campaign’s surrealistic mood, add- Regional settings expand the narrative’s scale
ing narrative weight to its more fantastical moments. beyond the singular location to include several
geographical areas, such as counties, prov-
SETTING inces, and even countrywide. Although the PCs
Drawing from the high concept and atmosphere, the GM now likely congregate around one shared location,
develops the campaign’s overall setting. This establishes the they frequently travel elsewhere to address
campaign’s initial locations, as well as outlines the main NPCs the campaign’s various story arcs. Further-
and threats that exist in that narrative space. She can involve more, campaign events should have regional
the players in this development process, asking for their pref- consequences, affect larger populations, and
erences and suggestions. Together, they determine to develop hold greater stakes than those in localized
their own setting or use one from the real world – or uniquely campaigns.
combining the two. In either case, the setting must be narra- The GM’s campaign revolves around the
tively significant to the campaign. Free State of Bavaria in southern Germany.
For example, a campaign where PCs seek out Gaia’s horrors Its regional stories revolve around Bavaria’s
and secrets could be set in Norway’s Rollagsfjell, the Austra- political and national identity, playing heavily
lian Outback, or the Hawaiian Islands. Each of these dis- into the historical events surrounding its
tinct locations would have their own atmosphere and existence as the Kingdom of Bavaria.
unique stories, reflecting the high concept in vastly The PCs will continually travel
different ways. Setting is discussed further throughout the countryside and var-
in Pillars of the False Heaven (p. 106). ious cities, dealing with
different governmental
Scope and supernatural
organizations.
As campaigns offer tremendous
narrative freedom, the GM should Global settings
first establish the setting’s scope. expand the narra-
This helps determine the cam- tive even farther,
paign’s most prominent locations incorporating much
and places, as well as its cultural of – if not all – the
milieu. No matter how large or world itself. The PCs

2
small the setting’s scope, the cam- will rarely remain
paign's heart must revolve around in one location for
the PCs and their stories. As such, very long, continually
grander settings may present some traveling between
difficulties for maintaining KULT: countries to deal with
Divinity Lost’s more personalized various threats and
narratives. Campaigns generally challenges. On this
focus on one of three scopes – scale, the adversaries
Local, Regional, and Global – or a possess wide-ranging
combination thereof. powers and resources, and
the campaign’s backstory will be
Local settings focus around specific or
complex, possibly stretching back
restricted locations, ranging from singular struc-
decades, maybe even centuries. More
tures to small cities. These campaigns are highly
importantly, the characters’ successes
PC-centric, involving limited casts of NPCs, mon-
and failures can have worldwide ramifica-
sters, and organizations. Although the setting may
tions, where actions resonate throughout
appear constrained, roleplaying opportunities are
Elysium.
more focused, allowing for greater intimacy and player
investment. In turn, this creates more tension, as the stakes The GM’s campaign revolves around an interna-
become increasingly real and closer to home. Familiarity tional network of arms dealers, who seek to sum-
accentuates the importance of the PCs’ every action and rela- mon the Death Angel Hareb-Serap into our world.
tionship, resonating throughout their immediate surroundings. The PCs must travel to several key regions on
This narrative feedback further accentuates the setting’s sense different continents to prevent various schemes,
of realism, drawing the players deeper into the roleplaying as well as seal the portals to the Death Angel’s
experience. Citadel. Although they share the same narrative
thread, the campaign’s different stories reflect
The GM sets the campaign in Whitehorse, Yukon, located in
their particular region.
northern Canada. Its localized stories revolve around the
city’s secluded nature and tight-knit community, surrounded As the scope increases, GMs will need to invest
on all sides by pristine wilderness. She also wishes to additional time and effort for pregame develop-
explore the city’s cultural, social, and environmental dynam- ment. She must also be ready to cope with pro-
ics, as well as incorporating local legends. longed periods of game-play and potential player
burnout. As such, it’s perhaps best to break larger
campaigns into digestible chunks, focusing on

Writing Campaigns 73
specific areas and threats, interwoven with an underlying narrative’s natural progression. Once the first session begins,
narrative arc. Also, due to their broad strokes and grand the GM can incorporate some (or all) of these threats into the
storylines, regional and global campaigns may lose aspects PCs’ backgrounds.
of personal horror, which diminishes the essence of KULT:
In The Phantasos Project, the Oneiroi are the main threats,
Divinity Lost. The GM must still focus on the PCS’ character
as well as their individual cults and manipulated organiza-
arcs, and make sure they aren’t overshadowed by the cam-
tions. The GM develops this intricate network of hackers,
paign’s far-reaching events.
researchers, and zealots. She also outlines an Interpol
The GM decides to present The Phantasos Project on the cybercrime unit, which specifically answers to lictors of the
global scope, as the characters travel across the world and Archon Tipareth. Finally, the GM notes down an indepen-
fall deeper into the murky world of the Dark Net, dangerous dent group of white hat hackers who have stumbled upon
hackers, and augmented realities. Beginning in Hong Kong, these terrifying implications.
the campaign expands across Asia, Africa, and Europe,
where the Oneiroi are expanding their influence amongst LOW CONCEPT
different groups and organizations. The low concept deals directly with the campaign’s mechan-
ical aspects, including any changes to its Agendas and
Otherworldly Elements
Principles. In addition, this incorporates narrative details
The GM should also take the campaign’s otherworldly aspects related to the campaign’s fiction and the atmosphere and
into consideration. If Metropolis, Inferno, and Limbo are intro- setting. This process also helps differentiate the group’s
duced, their plot implications can be both vast and personal, campaign by defining the genres, story concepts, and
featuring far-reaching consequences with the characters in the themes they wish to explore. Inspirations for fully devel-
eye of the storm. The PCs may be forced to venture between oped low concepts can be found in Reflections (p. 232).
realms, where their actions may directly affect reality itself,
Firstly, the GM needs to determine which character Arche-
as they’ll be dealing with the fundamental framework of the
types best reflect the campaign’s narrative. In short, some
Illusion and beyond. This includes rediscovering their own
Archetypes will not logically fit and/or be disruptive to
divinity and their place in the cosmic scheme of things. The GM
the overall premise. For example, more combat-ori-
should list the Moves associated with these realms, as well as
ented characters may find their role diminished in quiet,
their inhabitants.
sedate stories, while academic characters may have
In The Phantasos Project, the GM knows that Limbo plays an difficulty keeping up in fast-paced, violent stories. If the
integral part of the campaign’s setting. As such, the PCs will campaign focuses on mundane horrors, where super-
frequently travel between dreams and reality, traversing natural aspects are extremely rare, then Archetypes
abandoned and renewed dream-worlds. Additionally, the GM like The Cursed, The Descendant, and The Occultist may
wants to introduce aspects of Inferno, which are invading not fit. The GM should also consider what Advantages,
the Dark Net, as well as the Archon Tipareth’s Citadel. These Disadvantages, and Dark Secrets don’t fit into the cam-
different areas will introduce intriguing opportunities for paign’s conversation. Everyone at the table should
exploration and role-play. discuss these restrictions, and the GM should help
players adjust their character concepts accordingly.
BACKSTORY
Secondly, the GM needs to determine which – if any –
The campaign’s backstory outlines the background information Agendas and Principles need to be added, adjusted,
relevant to the current storyline. Initially, these details may be or removed to best reflect the narrative atmosphere
sparse, as the GM begins fleshing out the relevant events, NPCs, and setting. As above, these should be framed to
and Influences involved. She may also wish to incorporate the properly reflect and inspire the campaign’s fiction.
PCs’ histories into this backstory; preferably tying them to differ- For example, the Agenda, Tear Back the Illusion to
ent plot points. As the campaign develops, the GM can return to Reveal the True Reality Behind It, does not fit into
the backstory and flesh out its narrative aspects. However, she campaigns that specifically shy away from super-
should establish the general timeline to some degree before mov- natural horrors. Instead, the GM amends this to
ing forward, as this serves as the story’s historical foundation. Maintain the Illusion, Yet Allude To Its Existence.
In The Phantasos Project, the Oneiroi were inadvertently sum- Conversely, campaigns that involve daily intrusions
moned onto the Dark Net by users sharing pornography and from the Higher Powers may add the Principle
other illicit material. Feeding off this Passion energy, the for- No One is Free from Corruption, reflecting the
gotten deities begin reaching out, incorporating their dream ever-present Influences.
realms into various websites and shared data. The three most In The Phantasos Project, the GM wants the
powerful – Morpheus, Phobetor, and Phantasos – formed campaign to focus on low-level conspiracies,
anonymous cults across the internet. These international cyber- combat-light encounters, and tech-savvy role-
groups began sharing their information and resources, jointly playing. As such, she request the player group
seeking to shatter the Illusion. Although the Archon Tipareth was include at least one Seeker Archetype – or to
alerted to these efforts, the Oneriroi continued to expand their have the Access the Dark Net and/or Hack-
global influence. ing Advantages. Because of the campaign’s
The GM should also establish the campaign’s major threats, listing uncanny nature, the GM decides to incor-
them as hubs on the Intrigue Map. In particular, the most import- porate the Agenda and Principles from the
ant NPCs and Influences should be detailed, as they’ll drive the reflection, Darkness and Decay (p. 240).

74 Chapter 2 – Foundations of Dread


STORY MILESTONES determine the campaign’s approximate real-time length and
adjust accordingly, as to avoid overly long stories and prevent
Due to their narrative complexity and length, most
loss of player interest.
campaigns cannot be sustained without some
initial structure. This roadmap becomes increas- For The Phantasos Project, the GM notes that the campaign
ingly important in KULT: Divinity Lost, which heavily will conclude with either a) Limbo and Elysium permanently
relies on collaborative storytelling and encourages merging or b) the PCs closing the Dream Portals. This will
organic story progression. Over extended periods, involve overcoming the Dream Princes and their minions
this style of roleplaying can potentially meander or at five locations world-wide; each with different story
lose narrative focus, leading to confusion and burn- arcs. They estimate this will involve roughly seven to eight
out – both for the GM and the players. ‘chapters,’ each one to two sessions long – possibly more,
depending on player character arcs.
As such, the GM needs to know the campaign’s
general direction ahead of time, so she can plan and
PROLOGUE AND FINALIZING
direct its progress toward an inevitable – and logical
THE CAMPAIGN
– resolution. As with scenarios, the GM can establish
story milestones to promote dynamic plot structure The GM and players now play their first session, as outlined
in the campaign. Much like chapters/episodes, these in the core rules (KDL, p. 172). As the general setting should
milestones provide narrative waypoints for the GM to be established, the group can utilize this session to fully
channel the story and character arcs. This plot struc- develop the PCs and expand the campaign’s important plot
ture also helps the GM roughly gauge where the group elements, such as locations and NPCs. They may wish to
is in the overarching campaign; adjusting the story and role-play prologue scenes together, which can better explain
downtime accordingly. their personal connections with one another and important
NPCs. Players roll for Dark Secrets and Disadvantages; the
For The Phantasos Project, the GM incorporates the
GM adds the results to their notes. The GM then uses this
dynamic plot structure. For the Hook, the PCs learn that
information to complete the campaign’s Intrigue Map. This
one of their Relations is found dead of fright, after
may require her to make adjustments to one or more of
receiving online videos of themselves asleep. At the
the previous steps, fleshing them out to best fit the group’s
First Crisis, the PCs begin receiving the same videos and
collective vision of the game and Horror Contract.
suffering nightmares. By Midpoint, the PCs realize they’re
marked for death; part of an ever-expanding curse For The Phantasos Project’s prologue, the GM and players
spreading through the Internet. They must travel across spend their time creating the PCs and roleplaying small
the globe to close the Dream Portals before they die or
go insane. At the Second Crisis, Limbo and reality begin
merging. The Dream Princes manifest and surreality
spreads through major cities. Having reached the Black
scenes to establish their rapport. Together, they decide
the PCs are all connected at their favorite Internet cafe,
developing the shop, surrounding neighborhood, and
several key NPCs associated with them. The GM decides
2
Moment, the PCs are physically pulled into Limbo, seem- one of these NPCs will be the unfortunate victim of the
ingly outwitted by the antagonists. Dream Plague. The story starts with their plea for help
to the PCs.
RESOLUTIONS
Although some traditional RPGs feature potentially unend-
ing stories, KULT: Divinity Lost campaigns are best served
by culminating with some distinct narrative resolution.
As such, the GM should consider possible outcomes for
the campaign, establishing an end-point to work towards.
This process provides direction for establishing the cam-
paign’s story milestones, as the GM can roughly see where
the underlying narrative should head. Finally, this also helps

Writing Campaigns 75
Chapter 3

Flesh and Soul

H
arris stirred his spicy noodles, struggling to rediscover
his appetite. After the funeral, the paltry collection of mourners
had retreated here. Carol’s favorite haunt, the pho shop seemed an
appropriate place to honor her memory. He glanced around the
table at his so-called friends. Divergent lives, conflicting person-
alities. All brought together by Carol’s magnetic presence. Distant
planets orbiting their shared sun. With that sun gone, they were cast
adrift.

Now, they seemed like complete strangers. Yammering on about


ghosts and demons. And how they’d taken Carol. Harris knew her
interest in the Otherworld. Her strange obsessions and stories, chas-
ing urban legends beneath the streets. But his friends too? They car-
ried on as if they truly believed what they were saying. It bordered
on insanity. He’d humor them today and then never look back. His connection to
them had died with her.

Harris's gaze drifted out the shop window, scanning the mulling masses beyond.
He flinched, nearly upending his food. Across the street, Carol stared back at him.
Naked, pale. Autopsy marks bisecting her delicate body. Hollow holes where blue
eyes once resided. She raised a long finger to crimson lips. Shhhhhhhhh…

76 Chapter 3 – Flesh and Soul


CONTACTS & LEADERS
Overview Although portrayed through specific narrative roles,
contacts and leaders also represent significant nar-
Flesh and Soul provides the gamemaster (GM) inspiration rative elements within the overall story. As such, the
for developing believable non-player characters (NPCs), and GM needs to be aware of this distinction when estab-
weaving them into their narratives. This includes incorporating lishing her position and links on the Intrigue Map.
contact and leader Hubs into the Intrigue Map. In addition, the Indeed, they may be directly tied to the PCs’ Advan-
chapter discusses Relations and how these important relation- tages,, Disadvantages
tages Disadvantages,, or Dark Secrets
Secrets,, influencing
ships can be woven into character and story arcs. Finally, group the story in several ways.
and organization Hubs are further explained, including sugges-
Contacts represent important relationships in the
tions for developing intriguing cults. Inhuman NPCs, such as
PCs’ lives, such as allies, friends, and family, and
supernatural entities and monsters, are detailed in Chapter Five,
Relations.. Within the Intrigue Map, this association/
Relations
Arcana and Apparitions (p. 132).
relationship directly connects the PC to other nar-
rative hubs. While most of these interactions are
positive, the contact’s motivations may be at odds

A Pantheon with the PC and evolve over time.


Leaders are NPCs that actively affect the plot in

of Mortals their own way, working to fulfill their personal


goals and expand their influences. While they may
or may not interact directly with the PCs, each lead-
At its heart, KULT: Divinity Lost is a human experience, where er’s actions and motivations continually affect the
the player characters (PCs) explore their personal horrors and narrative’s progression. This usually requires the
traumas. While the GM can create intricate plots and detailed PCs to respond in some fashion, altering their per-
settings, any narrative framework remains hollow and unrealistic sonal actions and beliefs. Leader also may request
without compelling NPCs for the players to encounter. Character personal favors and/or make demands of the PCs,
interactions drive the conversation, revealing as much about thus furthering the plot.
the PCs as it does about their world. These personal connections
and relationships bind the PCs to others, as well as investing the No matter their narrative role, the easiest dif-
players more deeply in the narrative. As such, the GM continually ferentiation between the two hub types is that

3
needs to develop and portray realistic NPCs, many times creating contacts influence the characters
characters,, whereas leaders
them from scratch. This can be accomplished by establishing two influence the story
story.. This is also reflected in their
important qualities – the NPC’s narrative role and their character potential threats, such as GM Moves and Bombs.
complexity. From these narrative foundations, the GM can further Depending on the PCs’ actions and/or narrative
develop the NPC’s overall physical and personal qualities, known events, these NPCs may make distinct Reactions
as their Flesh and Soul (see p. 76). (see p. 64).

Narrative Role
From the lowliest contact to the deadliest adversary, every NPC
possesses their own desires, hopes, and dreams. It is the GM’s
duty to bring these characters to life, Assigning motivations to
each, and portraying them as unique individuals. In doing so, their
personal interactions and relationships with the PCs become more
THE ANTAGONIST
interesting and realistic, enhancing the conversation and overall Antagonists oppose the PCs’ goals throughout the
campaign. story, be it directly or indirectly. In either case, their
narrative actions always have substantial conse-
Most NPCs encountered throughout the game will be considered
quences for the PCs. Their purpose within the story
Tertiary Characters (p. 80), acting as story elements to accent and/
can be multifaceted, forcing the PCs into various
or advance the conversation. Beyond this, they do not require fully
dilemmas. Indeed, antagonists should help reveal
formed qualities, as they’ll contribute little beyond this simplistic
the PCs’ weaknesses, causing them physical, mental,
role. In essence, they serve as narrative supports to hold up the
and emotional harm. Most stories are only as inter-
story and make the setting more authentic.
esting as their antagonist, so the GM should make
However, some NPCs represent vital relationships in the PCs’ lives, them as captivating, compelling, and dangerous as
known as contacts and leaders. Due to their narrative signifi- possible. However, do not mistakenly overshadow
cance, each important contact and leader should be incorporated the PCs – this is their story, not the antagonist’s.
through specific character roles: Antagonist, Confidante, Foil,
Although dangerous, the antagonist’s actions
Mentor, Romantic Interest, or Symbol. These help establish the NPC’s
should not be purely malicious, ruthless, and/or
goals and motivations throughout the story. Although they may
without purpose. Otherwise, the NPC will come
not directly interact with the PCs, their actions affect the PCs and
across as unrealistic and one-dimensional. Fur-
their lives. Over time, Tertiary characters may also evolve into one
thermore, do not rely on binary concepts like
of these narrative roles, as well as establishing themselves on the
good versus evil. Antagonists have compelling
Intrigue Map.

Overview 77
motivations and backgrounds, which directly influence their deci- The Detective befriended the trumpet player
sions. Ultimately, if the players can feel empathy and understand during an old case. He takes her in whenever she
for the antagonist, the NPC will become more terrifying. Indeed, succumbs to her alcoholism, maintaining his spare
the antagonist/PC relationship should remain narratively complex, room above the jazz club for her. She considers him
rather than them simply serving as obstacles. ‘safe,’ due to his lack of romantic interest.
The Doll’s Stalker strives to destroy his life, spreading gossip to The Avenger continually goes to the old priest, who
unscrupulous tabloid magazines, and undermining important still maintains a mostly abandoned church in the
relationships. They’ve stolen The Doll’s personal items, taped dying neighborhood. Be it seeking acknowledgement
and manipulated conversations, photographed him at his worst or redemption, The Avenger pours out his anger and
moments, and hacked his social media to impersonate him. doubt to the old man.
When these emotional landmines blow up, the Stalker is close by
The Cursed met the witch while buying ritualistic
to record them.
herbs and items. Now, he works at the woman’s
The Artist was rejected by her muse – a handsome, manipula- occult store, doing readings for clients. They fre-
tive man that twisted her heart (Victim of Passion). He knows quently talk late into the night, sharing their hopes
this, playing upon her emotions, savoring the anguish his refus- and fears.
als and insults have on her. He critically shreds her art, saying
that she’ll never be good enough to capture his beauty. THE FOIL
The Ronin’s former boss raised him from the streets, acting as Whereas the antagonist’s actions drive story arcs, the
his mother figure. The boss continually pressures him into per- foil’s actions compel character arcs. In many ways,
forming questionable hits; compensation for all her previous this NPC is the PC’s antithesis, mirroring his positive
assistance. When guilt and manipulation don’t work, the boss and negative qualities, and representing what he could
sends a new protégée to cause The Ronin trouble. ascend or devolve into. As such, the GM should examine
the PC’s Advantages and Disadvantages when developing
The Academic’s research has attracted unwanted attention. A
the foil. They may be the PC’s friendliest competitor or
narcissistic rival seeks to discredit his work, believing only their
his deadliest rival, contrasting the PC’s personal story by
theories are correct. Indeed, the rival recognizes The Academic’s
challenging his personal beliefs. Indeed, the foil/PC rela-
superior knowledge, and is driven mad by this. They publicly
tionship typically evolves over time, as they test and push
attack the PC’s work, undermine professional relationships,
one another – possibly even becoming intimates.
and even steal his research.
As they’re intrinsically bound to the PC’s development,
The Agent gained Forbidden Knowledge of his superior’s cor-
foils are well-rounded and highly dynamic NPCs. The GM
ruption during an assignment. The power-hungry officer seeks
can create an intriguing juxtaposition by having the foil
to destroy him and his reputation, desperate to cover up his
progress positively, while the PC regresses negatively, suc-
involvement with unnatural forces.
cumbing to their flaws.
THE CONFIDANTE The Fixer is Greedy and frequently takes unnecessary
risks to achieve his goals. In contrast, his Competi-
Confidante NPCs are the PC’s intimates and devotees. They
tor possesses far more restraint, allowing them to
reward and strengthen the PC’s personal virtues, as well as
expand their influence and wealth with fewer overt
reveal and address their frailties. They serve to comfort and con-
complications.
front the PC. They consistently serve as the PC’s emotional sanc-
tuary – through good or ill – allowing him to evolve into some- The Doll, an Object of Desire, gains the attention of
thing better. During game and downtime, the GM may allow the powerful people with little effort. A bitter rival who lacks
PC to regain Stability after interacting with his Confidante. his natural beauty and grace has an uncanny ability to
manipulate situations to their advantage. Once The Doll
However, this devotion doesn’t come without its limits and
is undermined, the rival struggles to perform in The Doll’s
costs. Confidantes will not sacrifice who they are for the PC, and
stead.
even the deepest friendship can be tested over time. Indeed,
perpetually betrayed confidantes can eventually become the The Veteran refused to follow out their orders and execute
PC’s foil, as the relationship devolves into antagonism. Simi- civilian leaders. A former squad member, his Stalker, not
larly, the NPC may expect some emotional support in return, as only carried out the order, but hates The Veteran for being
no one is without their limits. cowardly and disloyal.
The Scientist, once Responsible for Medical Experiments, The Descendant turned his back on his familial legacy,
created an intelligent and loyal creature. This entity has unwilling to sell his soul to unholy powers. A jealous cousin
become their closest confidante, bridging the emotional gap embraced the Chosen PC’s mantle, paving the way for
they suffer with normal humans. Inferno’s legions.
The Drifter, despite his wayward nature, remained friends The Broken, a Drug Addict, continually succumbs to
with the truck stop’s owner. In many ways, the timeless despair, unable to pull himself from the darkness. Strict,
woman has become his anchor to society, offering him regimented, and arrogant, his former councillor has chosen
advice and solace whenever he travels through – adding +1 to punish him for this weakness.
to Wanderer rolls.

78 Chapter 3 – Flesh and Soul


THE MENTOR The Agent saved the romantic interest from
an abusive situation. Despite their continued
The mentor represents the PC’s potential – an NPC who has
affections for one another, this shared history
undergone trials and tribulations and now shares those
actually keeps them apart. The interest remains
experiences with them. Their breadth of knowledge and
broken from their experience, and The Agent
insight also helps serve the narrative; they provide the PCs
fears their overly protective feelings.
with information and resources they might not otherwise
have. Unlike the confidante, the mentor operates from the The Deceiver has met someone he doesn’t
position of power, rather than as an equal. Despite the want to manipulate or swindle. He want that
mentor’s apparent benevolence, the GM should always ask, person to believe in him and truly win their
“Why are they helping the PCs?” Indeed, the mentor’s moti- heart, but his checkered history and old habits
vation may be using the PCs to achieve their own nefarious stand in their way to finding happiness.
goals, such as obtaining power or revenge. The Seeker begins an online relationship,
The Occultist talks with the thing on the other side of the pouring his life and love into the ether. In time,
deep crack in the wall beneath the library, and has done he notice unusual things regarding his romantic
so since childhood. Feeding his Thirst for Knowledge, it interest. They never want to physically meet or
tells him many secret things: some wondrous, some communicate, preferring to remain solely
terrible. in the digital world.

The Ronin learned his skills from their Weapon The Criminal’s interest for his confi-
Master, who served several govern- dante evolves into romantic
ment agencies over the years. The feelings. Unfortunately,
retired assassin now runs The he still doesn’t entirely
Ronin, providing him with work, trust her, as she con-
as well as continuing his relent- tinues to her nefar-
less training. ious ways. As their
affections deepen,
The Artist, a nature photogra-
this issue has become
pher, constantly explores the
increasingly divisive.
wilderness where he’s con-
nected with a survivalist. She The Cursed became

3
teaches him the Old Ways, as Bound to an ethereal
well as exposing him to Gaia’s entity, while trapped
borderlands. on the Other Side. Their
strange relationship has
The Academic still consults
deepened profoundly.
with his former professor, who
Now, passions and
went on permanent sabbatical,
yearning have strained
following their psychotic break.
the confines of their
He takes them food and necessi-
otherworldly connection.
ties, in exchange for access to their
Its alien nature makes other
library and notes (Academic Network).
relationships difficult, as it subtly
The Careerist entered into a Pact with Dark sequesters him from ‘lesser’ beings.
Powers with The Thing in the Corner Office. In
exchange for their services, it instructs him how THE SYMBOL
to move up the corporate ladder. Occasionally, he
An ‘advanced’ role, the symbol character
must endure humiliating ‘tests of loyalty.’
specifically embodies the story’s themes
and underlying message. In KULT: Divinity Lost,
THE ROMANTIC INTEREST
they may directly reflect one of the Principles, such
No matter its form, love is a powerful thing. The romantic as Allure or Torment, or the various realms, such as
interest can have the most profound effect on the PCs, chang- Death or Passion. Their presence within the narra-
ing them in numerous ways. From unrequited affections to tive reveals these viewpoints to the players, even if
grotesque obsessions, from fiery passions to somber devo- they may not make the connection until afterwards.
tions, the romantic interest’s love should bring out the best Although they may also fall under another NPC role,
and worst in the PC. They can break their romantic partner their core purpose remains thematic throughout the
apart or put them back together, inspire them to greatness or narrative. As such, GMs should use these NPCs cau-
condemn them to infinite sorrow. tiously, as they may be trite, if handled poorly.
Because of this NPC’s importance, the GM should make them The Awakened – Having cut off his eyelids and
as real as possible – they’ll have foibles, conflicting motiva- ingested arcane drugs, The Awakened now suffers
tions, and personal desires. Love is complicated, and passions profound insomnia. His aberrant condition causes
are rife with dangers. Indeed, love and desires feature heavily him to perpetually drift between Elysium and
in horror narratives, exposing our vulnerable souls and tearing Limbo. He represents Malkuth’s Principle, Awakening,
them apart. as he can never sleep again.

A Pantheon of Mortals 79
The Dutiful – Despite his torments, the Dutiful persists in his Character Complexity
abusive relationship without complaint. He expects similar
compliance from his children, forcing them to adhere to anti- Once an NPC’s role is established, the GM should consider their
quated concepts, while shunning those who do not comply. character complexity, i.e., how multifaceted their personality is.
He represents the story’s theme of Duty Above Self. Regardless of their Archetype, most NPCs possess either Dis-
tinct and Dynamic personalities. Generally, the greater narra-
The Fallen – The once-revered and respected scientist now tive importance NPC holds, the more complex their personality
lives on the streets, shunned and lost to his obsessions. He should be. This narrative framework helps the GM portray the
spends each day writing quantum formulas, trying to reopen NPC in-game, as well as provides the foundation for develop-
the pathway to the Beyond. He represents the Daedalus/Icarus ing the NPC. Typically, the more dynamic the NPC is, the more
allegory; his research resulted in his son’s seeming oblitera- detailed the NPC’s Flesh and Soul should become.
tion by heavenly light.
The Ignored – An orphan and foster child, the Ignored drifts DISTINCT PERSONAS
through life like human flotsam. Now he lives on the streets, Distinct NPCs are two-dimensional and exhibit the most basic
overlooked and disregarded, desperate to survive. The Illu- qualities of their personality type (p. 86 Indeed, they may act
sion weaves itself through his flesh, slowly erasing him from in stereotypical fashions and have one character motivation
human consciousness, piece by piece. He reflects the theme throughout the story. In many ways, they are the spear-car-
of Abandonment. riers, the stock characters, and the window-dressing that
The Echo – The sole survivor of a terrorist attack, the Echo’s complements the setting. As such, their Flesh and Soul does not
survivor’s guilt has driven them into madness. Believing they need to be fully developed. However, this doesn’t detract from
carry the souls of the fallen with them, they began imperson- their importance to the narrative, as their character role may
ating the dead people. Their body frequently transforms to directly benefit or hinder the PCs. Indeed, their personalities
match the ‘fallen’ person’s appearance. They represent the may accent the PCs and main NPCs, as well as reveal import-
theme of Memory. ant story elements. As such, when developing distinct NPCs,
the GM should specifically focus on how their character traits
THE TERTIARY CHARACTER reflect the fiction.

The most prevalent NPC Archetype, tertiary characters populate A dutiful apothecary with access to unique drugs and
much of the game-world, but have minimal influence on the medicines.
main storyline. Even so, they can still serve various functions, A misanthropic journalist with a chip on his shoulder.
interacting with the PCs in personal ways. However, unless the
players identify their narrative importance, the GM shouldn’t A compassionate beat cop who cares for the homeless.
develop these NPCs beyond the most rudimentary qualities, A reclusive economics professor who hides their past.
i.e., their Flesh and Soul. Generally, tertiary characters should
A curious taxi driver who listens to science podcasts.
have one outstanding quality or trait to make them memorable
and realistic. As their role expands, they can be fleshed out
DYNAMIC PERSONAS
and further incorporated into the fiction – potentially being
added to the Intrigue Map. In contrast, dynamic NPCs are fully realized characters with
layered personalities, realistic motivations, and well-defined
The Newsgirl – No matter the time of day, the purple-haired
traits – both positive and negative. Their complexity expands
girl tends her newsstand on the corner. She always saves one
beyond their personality type, providing them with nuance
paper for the PC, and has insight into local rumors.
and subtlety. They may also represent significant Contacts,
The Travel Writer – A travel columnist, the writer can always Leaders, and Relations. In many ways, dynamic NPCs are com-
be found at the coffee shop’s bar. His history book has taken parable to actual PCs, as their interactions are multifaceted
him years, never ending for one reason or another. and frequently influence the conversation. Time and again,
their actions influence the narrative and contribute to the
The Mechanic – A rugged beauty, the mechanic works on
story’s progression; in turn, affecting the PCs’ character arcs.
restoring vintage cars and old machinery. Her limp is pro-
For this reason, their Flesh and Soul should be more detailed
nounced, it’s an injury from her military tour.
and diverse. The GM may also wish to develop Moves that
The Nurse – Working at the downtown clinic, he tries to advance their goals and motivations.
help the homeless and those in need. Witnessing so much
A dutiful apothecary who spies for the Children of the
suffering has hardened him.
Underworld. Familial ties with the Besh-Tanath provides
The Night Security Guard – Stuck guarding a milk-process- her access to unique drugs and medicines from the Under-
ing plant, he’s constantly sitting in his booth, reading. He world. She cherishes loyalty above all else, but is slow to
has an encyclopedic mind, but lacks any form of ambition. trust outsiders. Her golden eyes remain hidden behind
red-tinted glasses.

80 Chapter 3 – Flesh and Soul


A misanthropic journalist with a chip on his shoulder, after comes their personal weaknesses or succumbs
having watched his friend’s career destroyed by local politi- to them. These changes occur during downtime
cians. He knows there’s something wrong with certain city and remain in effect from this point forward –
officials, but has been hindered by the paper’s editorial staff. until another potential evolution takes place.
This obsession has affected his relationships, as he’s con-
The Thief: After years of betrayals, the thief trusted
stantly trying to find a new angle.
no one, not even her closest allies. She kept one
A beat cop who cares for the homeless, in honor of his foot out the door, ready to run at the first signs of
sister’s memory. Lost to drugs and mental illness, she trouble. As her relationship with the PC intensifies,
lived and died on the streets. He’s begun to suspect that she reluctantly begins placing her trust in them.
her claims of ‘the monsters amongst us’ may not have When the chips are down, she comes to the PC’s
been insanity. Every Thursday, he goes to the local movie rescue.
theater to relax.
The Painter: A depressive nihilist and misanthrope,
A reclusive economics professor, who hides darker the artist uses his work to reflect humanity’s evils,
passions behind her standoffish demeanor. Whenever focusing on his traumatic past. Over time, the PCs
work stress gets to her, she frequents the Pokulos Club to confront his abject hatred and mistrust, showing him
explore the limits of pleasure and pain. She’s acquired an the good in people. Slowly gaining faith and hope, he
impressive library on mysticism and anthropology. reconnects with his spirituality.
A curious taxi driver who listens to science podcasts, The Preacher: Zealous and xenophobic, the street
due to their interest in quantum physics and space. preacher believes that she must protect her flock from
They were training as a pilot, but an injury dashed their Borderliners – those who walk between Elysium and
dreams. Now they fight depression, living vicariously Metropolis. Through her interactions, she becomes aware
through their passengers. For the right price, they offers of peaceful factions amongst these creatures. After con-
after-hours services, driving anywhere with no ques- siderable struggles, she pushes aside her nagging doubts
tions asked. and begins aiding them.
The Dealer: Opportunistic and greedy, the dealer
constantly pushes the boundaries of morality to make
money. However, he learns the latest street drug warps its
Character users into vile monstrosities. Unable to justify his actions,
Evolution

3
he tries to stop its distribution, knowing full well doing so
As the story progresses, the PCs may evolve in accor- could get him killed.
dance to their narrative experiences, altering their per- The Hotelier: Stoic and private, the hotelier fulfills their
ceptions and personality. Indeed, depending on their clients’ perverse needs without question or comment. They
circumstances, the character may no longer be the are paid handsomely for their discretion. Yet, after providing
person they were at the story's beginning. Significant an unspeakable service for one of their clients, they become
NPCs may also undergo similar personality changes, wracked with guilt. Their conscience wins out; they can no
be it for better or worse. This becomes increasingly longer stay silent.
important during campaigns, where they’ll experience
personal trials and tribulations, usually as many as However, not every NPC needs to change and evolve. Unless
the PCs themselves. This goes beyond standard Reac- something significant changes, most tertiary NPCs should
tions, as they are not simply reacting to the story, but remain static. Although they may be affected by and respond to
evolving in response to it. The GM may even wish to narrative events, their intrinsic natures and personalities remain
list potential triggers for this change, depending on unaltered. Note that this consistency does not mean they’re any
the NPC. less compelling characters. Indeed, static characters can add
narrative continuity to the conversation and fiction.
Character evolutions typically involve the NPC’s
personality type or their specific Drive, Strength,
Challenge, or Dark Secret. Depending on the cir-
cumstances, this change can be either dramatic or
subtle, but it should be vital to their development.
Also, it may be positive or negative
in nature, as the NPC
over-

A Pantheon of Mortals 81
Flesh and Soul ESTABLISH IDENTITY
Internal beliefs and views frequently define the character’s
outward identity, reflecting in their appearance, attitudes, and
Throughout the conversation, the GM portrays every character
dress. When developing how the NPC appears and reacts to
the PCs interact with. In many cases, they must develop these
the world around them, the GM should consider their personal
NPCs from scratch, yet still need to create compelling and
identity, such as cultural beliefs, gender, race, personal inter-
engaging personalities. Be it character sketch or in-depth por-
ests, and sexuality. Many of these qualities are intimately tied to
trayal, the GM can accomplish this imposing task by considering
the NPC’s soul, yet are reflected through external signifiers. The
the NPCs’ Flesh and Soul. In short, the Flesh represents the char-
GM should start with their specific personality type and expand
acter’s outward appearance and qualities, while the soul reflects
upon these obvious traits.
their inner nature and potential. And, as the story progresses,
these two aspects provide the foundation for NPC development. Creator: Pottery clay freckles her cheeks and stains her tiny
hands. The flannel shirt hangs over her pixie frame, three-
As discussed above, the level of detail required depends on the
sizes too big. Her head bobs to some unheard music, making
NPC's narrative significance. For distinct characters, this process
her blue pigtails sway rhythmically.
is brief, requiring only generalized details. In contrast, dynamic
characters require more time and specifics, delving deeper into Lover: The old man sits by the river, dressed in his Sunday’s
their Flesh and Soul. However, in some cases, the NPC’s signif- finest. The rosary plays through wizened fingers, silently
icance won’t be immediately apparent. Also, depending on counting off the beads. A woman’s photo sits beside him,
the conversation and the players, the GM doesn’t need to fully resting upon his neatly folded jacket.
develop an NPC during play. They can wait to do this during Mediator: An infectious smile warms his round face and
downtime, especially if the NPCs inspire the players and/or may deep, brown eyes. The crooked tie is something a child
fit into a slot on the Intrigue Map. would buy, yet he wears it with obvious pride. When he
greets you, he speaks as if you’re old friends, swallowing
The Flesh your hand in his.

The Flesh represents an NPC’s external appearance, general Ruler: She enters the room like a storm, filling the space with
bearing, and mannerisms, This level of characterization can her presence. Her grey blazer is crisp, perfectly tailored for
include important personal qualities, such as their name, her imposing height. She ignores you as she heads to the
profession, and even social standing. Outwardly, the GM should table with long, quick strides.
consider their clothing and any notable equipment, especially Unshackled: Her face remains hidden beneath matted,
accessories and weapons. These details can help players better auburn hair. None of the secondhand clothes match, yet
identify who the NPC is, even without directly interacting with have chaotic symbols woven into them. Every arcane move-
them. For reference, the GM can use the Flesh’s general check- ment fills the air with hints of cherry blossoms and jasmine
list, filling out as much as required to make the NPC unique incense.
(see sidebar).
MAKING THEM MEMORABLE
An important aspect of the Flesh
is describing the NPC through Any NPC introduced into the conversation should be portrayed
their actions, which reveal these as memorable and realistic individuals. Otherwise, they risk
various qualities, as well as their fading into the background or weakening the overall narra-
THE FLESH inner nature. When commu- tive. Believable characters help strengthen the fiction, lending
◊ Name nicating, they may possess depth and importance to the setting. In turn, these interactions
further invest the players creating emotional resonance. They’ll
◊ General Appearance notable speech patterns and
inflections, as well as language remember these character moments and seek them out again.
◊ Apparent Age/Sex use and slang. As such, the GM As such, when initially describing the NPC, the GM should focus
◊ Bearing/Mannerisms should consider their out- on one or two distinctive characteristics, be it their appearance
standing aspects and focus on
◊ Actions/Reactions them during the conversation.
or mannerisms. Following that initial encounter, the GM can
continue fleshing out the NPC as required, adding new and
◊ Speech Patterns/Quirks In doing so, they avoid halting compelling qualities – as well as complementing the player’s
◊ Unique features/Markings the narrative flow by over-de- vision of them.
scribing each NPC. This can
◊ Clothing potentially detract from the However, NPCs are best presented through interactions, not

◊ Equipment/Items players’ mental image and specific descriptors. As with the literary adage, Show, Don’t Tell,
the GM shouldn’t characterize them solely as ‘old,’ ‘scarred,’
hinder their creative input.
◊ Profession or ‘talks with an accent.’ Instead, they should use distinctive
actions and examples to reveal these qualities and the NPC’s
nature. The GM can also hint at the NPC’s secret and super-
natural characteristics, alluding to hidden dangers. Create
interesting imagery, thus sparking the players’ interest and
imagination.

82 Chapter 3 – Flesh and Soul


◊ Smoke snakes around the ghostly pale man, as if he’s ◊ What secret did the PC share with them?
stepped out some noir film.
◊ What did they do to make the PC remember them?
◊ His blockish face is a nest of scars, obscuring eyes burning ◊ Who is the PC’s worst neighbor and why?
with violence.
◊ A miasma of cheap perfume and cheap booze hovers ◊ What are their distinguishing features?
around her, yet it can’t completely mask the bitter rot ◊ Who helped the PC recently and what did they do?
beneath. ◊ How closer are the PC to his family?
◊ The youthful woman remains focused on her cellphone’s ◊ What peer does the PC interact with outside the profes-
display. When she finally notices you, her painted lips curl sional setting?
back to reveal too-white teeth.
◊ Who hurt the PC and what was it that finally ended the
◊ Bony fingers twist and curl like spiders, crawling over the friendship?
fabric of his threadbare suit.
◊ What does he do to relax and relieve stress?
◊ She clutches her textbook to her chest like a shield, avert-
ing her gaze to anything other than you. When the MAINTAINING THE FICTION
timid smile comes, it’s filled with desperate hope.
Despite KULT: Divinity Lost’s established setting, each
In addition to describing the NPC, the GM can try game world reflects the individual game group and
becoming the NPC. This can be accomplished by their narrative vision. As such, the GM should also
portraying the NPC’s vocal inflections consider the fiction when developing
and physical mannerisms, such as NPCs, and characterizing them to
facial expressions and hand ges- represent its nature. In doing so,
tures. This helps reveal qualities this further establishes the world
that cannot be effectively conveyed and overall setting, as people are
with words, as well as grounds the products of their environment
players in the personal interaction. and, in turn, their environment
However, the GM should be careful is a reflection of them. Particu-
not to translate the NPC into a cari- lar personality types are better
cature, as such portrayals can ring suited for specific stories, as they

3
false – even comical or offensive – accent and personify the stories
and disrupt the conversation. mood and tone. Indeed, NPCs can
represent metaphors and themes,
ENCOURAGE thus further strengthening the
PLAYER PARTICIPATION fiction of the conversation.
The conversation’s collaborative Below are some examples of
nature means the GM isn’t solely NPCs suited to the different
responsible for developing every Reflections (p. 232). They repre-
NPC within the narrative. Players sent the underlying Agendas and
can – and should – participate in the Principles that make up each Reflec-
creative process, especially if the NPC is con- tion’s mood and tone.
nected to their PC, such as a Contact or Relation.
Darkness and Decay: Shadows cling to
They may also do this for tertiary NPCs, who are
Tegan like a second skin, muting her pale
part of the PCs’ daily lives. This encourages players
features. Her smile never reaches those doll-
to contribute to their PCs’ surroundings, lending
like eyes, as if lost somewhere in-between. She
them agency and investing them in the fiction. The GM
speaks in sensual enigmas that attract and repel
can encourage the players by continually asking ques-
you simultaneously.
tions throughout the session and utilizing their answers to
flesh out the various NPCs. Many of these answers can be later Gods and Monsters: Cinnamon hides her inhuman
used to further develop the NPC’s Flesh and Soul during down- ears beneath locks of strawberry blonde. She rarely
time. As the story progresses, the GM and players can weave smiles, as sharpened teeth reveal her bestial nature. Her
these NPC into the Intrigue Map and create unique story arcs. clothes are bohemian chic, all scarves and prismatic
◊ Who is the PC'’s closest colleague at work? color. In exchange for blood and inks, she’ll safely lead
you through the city’s hidden places.
◊ What is it people tend to remember about the PC?
Illusions and Sorrows: Short and stout, Woo-ry-
◊ Who does the PC want to impress and why? ong spent most of his childhood running errands
◊ What is it that the PC doesn’t like about said person? for restaurants. Now, he runs his own ramen shop,
renowned for its seclusion as much as its amazing
◊ Who is the PC’s favorite food server and why? food. As such, he’s become a font of information
◊ Who does the PC see every day, yet doesn’t know the about the city. He lords over this like gold, only divvy-
name of ? ing out snippets to trusted friends.

Flesh and Soul 83


Blood and Guts: Voyteche served in every backwater proxy developing their Soul. Distinct characters require
war to ravage the globe, eroding his soul with every fresh straightforward characterizations, usually reflecting
horror. More scars than skin, he’s quick to anger and slow their personality type’s core principles. In contrast,
to forgive an insult. Silence is his enemy, making him twitch dynamic characters require complex characterizations
and squirm in his seat. Any moment, you expect his suit to with numerous aspects and layers to their Soul. The GM
surrender to the strain of his muscled bulk. may even wish to include additional traits specific to
We Unlucky Few: Jessie Jazz used to entertain at the Cock & their campaign’s fiction.
Robin, but the Turning changed all that. Only the blunt pistol
at her hip sings for her now. She drinks too much and laughs ASPECTS OF THE SOUL
too little. She tugs on her autumn hair whenever nervous, Most NPCs can be generally defined by their Drives and
especially when the night draws close. Personality – both of which should be developed in
Afternoon Horrors: Scruffy-haired and moonfaced, Bully unison, as they are fundamentally intertwined. These, in
Boy looks like he’s only just pulled himself out of bed. His turn, are influenced by and reveal quintessential aspects
hand-me-down leather jacket drapes over him; its elbows are of the Soul, such as their Aversions, Needs, and Wants.
crudely fixed with duct tape. He constantly pulls his over- Although every NPC is unique, these standard descriptors
washed Dead Kennedys t-shirt over his belly. can help the GM define and develop each individ-
ual. They also serve as inspiration for effectively
USING REFERENCE MATERIAL roleplaying the NPC throughout the conver-
sation by outlining important character
One of the GM’s greatest resources for devel-
motivations.
oping NPCs are photos and/or illustra-
tions. These immediately provide Role represents the NPC’s
inspiration, as well as establishing narrative purpose within
the NPC’s outward appearance. the story, such as Relation,
Depending on their source, they Contact or Leader. This helps
may also lend additional context to the GM establish their impor-
the [Link] downtime, the tance on the Intrigue Map, if
GM (and players) can collect various necessary.
images and add them to a commu- Personality represents the
nal collection. Whenever they need NPC’s fundamental nature and
fresh faces, they can then pick one how they interact with and
from this growing rogue’s gallery. perceive their world. An NPC’s
The GM may also add these images to personality may become self-ev-
their Intrigue Map, making it easier ident upon encountering them,
to track their connections. and can be reflected through
Tarot cards can also serve this pur- their actions and the Flesh.
pose, not only providing inspiration However, NPCs may obfuscate
for appearance, but meaning and their true personalities, as well
themes as well. The KULT: Divinity Lost as suppress their inner natures.
tarot deck contains brief rules for generat- The most common personality types
ing NPCs in this fashion (see Appendix). are outlined below.
Drive represents the NPC’s connection to the
The Soul Illusion, specifically the dominant Principle
affecting them. The Principle’s influence may
Compelling characters can have interesting outward
be subtle or commanding, but always motivates
appearances, but it’s what lies beneath the surface
them. Drives often define and shape their challenge
that truly matters. When developing an NPC, the GM must
and Dark Secret. However, the GM can temper the Princi-
consider both their visible qualities – the Flesh – and their hidden
ple, depending on the NPC’s individuality and personality
qualities – the Soul. Although the NPC’s true nature may remain
type. For example, not every Caregiver (Safety) is benevo-
unseen throughout the narrative, the Soul defines and guides their
lent, and not every Ruler (Power) needs to be cruel.
actions and reactions. At their core, most NPCs fall under specific
personality types, which are detailed below. Yet, even these Arche- Strengths are positive qualities and abilities that make the
types can have nuance and subtlety. NPC stand out. They can be any attributes that define them
as unique, such as a soothing voice, striking appearance, or
However, as previously mentioned, the GM should also consider
impressive physique. These can include important skills like
whether the NPC is a distinct or dynamic character when initially
expert hacker, mechanical prowess, mythic knowledge, etc.

84 Chapter 3 – Flesh and Soul


Feel free to use Advantages from KULT: Divinity Lost (p. 90) as inspiration. The
GM can also utilize these Strengths to generate Moves, reflecting interactions
between PC and NPC.
Challenges are flaws or shortcomings that the NPC suffers and must over-
come. These can include physical, mental, or emotional issues, such as
chronic pain, an addiction, paranoia, and troublesome history. Most NPCs try
to hide their challenges, but sometimes they’ve immediately evident. Many
times the challenge is also tied to their Dark Secret. Feel free to use Disad-
vantages from KULT: Divinity Lost (p. 89) as inspiration. These can also play
heavily into the character’s evolution.
Dark secrets are personal events that haunt the NPC deeply, even if they are
unaware of its true origins. This often causes them confusion, doubt, and
shame. They may lie about it to others, and even to themselves, desperately
hiding or denying their existence. What lies deep inside them, causing the NPC
spiritual pain? Is it feelings of abandonment? Past mistakes that can’t be set
right? An injustice they long to resolve? These can also include embarrassing
quirks, past traumas, criminal history, or potentially damning secrets.
Needs are what the NPC cannot live without and continually seeks to possess,
which rarely, if ever, changes.
Wants are what the NPC finds favorable or desires at the moment. These fre-
quently change throughout the narrative.
Aversions are what the character avoids, dislikes, opposes, and even actively
seeks to destroy. Depending on their challenges, they may have multiple aver-
sions from phobias or bad memories.

PERSPECTIVE
Our personalities and personal interactions are inherently shaped by our
individual perspective. In turn, these perspectives are filtered through the lens
of personal beliefs and relationships, as well as cultural and societal upbring-
ings. As such, the GM should take the various factors into consideration while
portraying each NPC, as their perspectives may reframe the entire interaction.
Effectively, what the NPC experiences may not match how they perceive and
3
interpret the interaction. They may make wrong conclusions, both negative and
positive.
In KULT: Divinity Lost, this becomes even more important, as the Illusion itself
may subtly alter or obscure the character’s perspective. Characters heavily influ-
enced by the Principles may be completely blinded to the truth, and, thus, react
in unexpected ways. Indeed, strongly influenced NPCs may suffer from cognitive
dissonance, effectively refusing to believe what’s in front of their eyes. Eventu-
ally, these inherent beliefs and ideas may be overcome, but require extensive
roleplaying and character evolution.
The NPC's checkered past has led them to having several encounters with the
authorities. This past has reinforced their delinquent nature and mistrust. When
dealing with The Detective, they have established preconceptions that cloud the
interactions. They’re suspicious and agitated, frightened that they’ll be incarcer-
ated again and constantly on the defensive.
A Caregiver, the NPC wants to help everyone. No matter how corrupt or mislead-
ing those around them are, they always make excuses for this behavior. They
wish to give everyone the benefit of the doubt, even when all evidence points to
the contrary. As such, they’ve become the victim of repeated abusive relationships.

Flesh and Soul 85


Personality
Types Believer
Devout and faithful, Believers are driven by their personal convictions
Most NPCs fall under one of the following in something. This can be cultural, ideological, religious, or socio-
personality types. Unlike character Arche- logical. Their philosophy is thoroughly ingrained, dominating much
types,, these represent the NPC’s inner
types of their personal life. It provides them meaning and solace, as well
nature, thought process, and overall view- as defines their morality. Believers can be the old lady who donates
point on life. While these personality traits everything to the church, the hardened heavy metal fan who worships
may guide the character toward certain life the band’s message, or the middle-aged woman who found her true
paths, they do not need to define the NPC’s meaning after joining the secret cult. They may develop their own
professions and role in society. Instead, rituals and rites, adhering to these tenets throughout their daily lives.
the GM can use these personality types Indeed, much of the Believer’s identity is defined by their inner faith,
as general guidelines when developing lending them true conviction, as well as blind stubbornness.
their NPCs. Each description provides the Drive: Law/Submission
aspects typically associated with them,
Strength: Unwavering devotion, spiritual resilience, inner strength, self-
but they’re in no way restrictive. Indeed,
lessness, recognizes the beyond, inspire others, knowledgeable
dynamic characters may play against
their actual personality type or reveal its Challenge: Maintain their belief system within society, lack of humility,
subtle nuances. acknowledge negative aspects of their belief, prejudice against nonbe-
lievers, close-minded
There are 21 personality types
described below. One way to give a Dark Secret: Had crippling moment of doubt, shunned family/friends
quickly introduced NPC some color is to who were nonbelievers, discovered truth about faith and its darker pur-
simply randomize the personality type pose, failed to adhere to their tenets
and act according to its Wants, Needs Needs: To devote themselves to some concept, person, philosophy, etc.
and Aversions.
Wants: To share their beliefs, to have purpose in life, to be validated, to be
Is the man tending the bar a Dreamer, part of a community, to acquire artifacts/proof associated with their belief,
Lover or Magistrate. Is the police to participate in rituals associated with their belief
officer a thrill-seeker, rebel or
Aversion: When reality conflicts with their belief, self-doubts and
misanthrope?
unwanted questions, when their belief is challenged, denied, or ridiculed.

◊ [1] Believer Caregiver


◊ [2] Caregiver Empathic and nurturing, Caregivers innately desire to help others, placing
◊ [3] Creator the needs of others – even strangers – above their own. These aspirations

◊ [4] Dreamer are usually altruistic and genuine, but can be out of guilt or self-doubt.
Fiercely protective and unabashedly loving, Caregivers sacrifice everything
◊ [5] Explorer to shelter those under their care and protection. In turn, this provides them
◊ [6] Follower with an unwavering purpose and inner strength. However, some may be
prone to martyrdom, hiding their own suffering rather than burdening oth-
◊ [7] Fool ers – or even displaying how much they’re suffering to show how much they
◊ [8] Lover care. On some occasions, Caregivers become smothering and overprotective,
◊ [9] Innocent even violent in the course of their duty.

◊ [10] Magistrate Drive: Community/Safety

◊ [11] Manipulator Strength: Compassion, inner strength, nurturing skills, patience, empathy,
Good Samaritan
◊ [12] Mediator Challenge: Ignoring their own best interests, becoming codependent, over-
◊ [13] Misanthrope stepping their boundaries, becoming overly emotional, wracked with guilt
◊ [14] Rebel Dark Secret: Failed someone they loved, remained in abusive relationship,
◊ [15] Ruler obsessed with saving someone

◊ [16] Sage Needs: To provide comfort and security to others

◊ [17] Shadow Wants: To make people happy and healthy, to receive recognition for their
efforts – especially when they make a genuine difference
◊ [18] Socialite
Aversion: When their ward is upset or harmed. If they’re prevented from being
◊ [19] Thrill-Seeker near their ward. When they’re no longer needed. To be asked to go away. When
◊ [20] Traditionalist they're used without any acknowledgement
◊ [21] Unshackled

86 Chapter 3 – Flesh and Soul


Creator Explorer
Visionaries and builders, Creators do everything within their Inquisitive and social, the Explorer thirsts for new experi-
ability to fulfill and complete their aspirations and craft their ences and knowledge. This compulsion to learn drives them,
dreams into physical reality. Be they an artist, entrepreneur, or and they’ll spend countless hours reading, researching, and
scientist, Creators utilize their imagination and personal drive traveling. This desire to expand their minds and spirits can
to reinvent reality and establish their mark upon it. They drive stem from many sources, ranging from the genuine need to
others to help them achieve their goals. While this creativity understand their world or to simply be the smartest per-
can be extremely beneficial, their passions can consume them, son in the room. They can be the hardened journalist, the
driving them beyond the limits of morality and wisdom. Even worldwide traveler, or even the relentless conspiracy theo-
as they build their dreams, the Creator may tear down their rist. However, explorers are rarely satisfied, suffering from
personal worlds or abandon reality and its responsibilities. abstract thoughts and restless spirits. Boundaries mean little
Failure is not an option. to them, both geographical and emotional, as they continu-
ally tug on threads just to see where they lead.
Drive: Awakening/Compulsion
Drive: Awakening/Compulsion
Strength: Ingenuity, unwavering drive, creativity, artistic
talent, engineering/mechanical proficiency, observant, quick Strength: Broad knowledge base, fearless, good instincts,
thinker physically fit, improviser, prepared, worldly, skilled linguist,
ambitious
Challenge: Self-doubt, non-conformity, perfectionist, fear of
failure, fear of criticism, arrogance, easily distracted Challenge: Hardened loner, relentless nature, compulsive
spirit, jealousy, wanderlust, obsessive, loneliness
Dark Secret: Substance addiction, suffered major depression,
stole someone else’s work, actually lacks any talent Dark Secret: Went somewhere they shouldn’t have, aban-
doned previous life, indulged in questionable activities, lost
Needs: To produce something unique to the world
something important, trapped by responsibilities
Wants: Accolades for their achievements, to explore new ideas
Needs: To learn and explore new concepts, cultures, ideas,
for inspiration, to share experiences with other creators
and/or locations
Aversion: Failure and imperfection, mediocrity, criticism, those
Wants: To unlock mysteries and puzzles, to be first to
without vision, the ordinary and mundane
discover new things, to experience new sensations, to forge
their own path, freedom

3
Dreamer Aversion: To encounter limitations and boundaries, to be
Dreamers have big ideas, passionate projects, and ambitious denied knowledge and learning, to have connections and/
plans for the future. They’re inspiring and creative, able to or restrictions, dealing with routines
motivate others with their radical ideas. However, they are the
Creator’s reflection, seldom possessing the ability to actually
fulfill their goals. Indeed, they’re often chasing one dream after
Follower
another, having hundreds of half-finished projects. They can be Be they dutiful apprentice or loyal minion, the Follower
the inventor with grand ideas, the writer with countless drafts submits themselves to another stronger, smarter, and/or
half-finished, or the career woman following jobs from country wiser person or organization. They suppress their inner
to country. Unfortunately, Dreamers can become extremely desires, offering themselves over to the causes, directives,
self-absorbed and self destructive, ignoring reality for their pas- and ideals of their superiors. They allow themselves to be
sions. People may consider them unreliable and scorn them for instructed how to live and think. Unlike Believers, Follow-
their unfulfilled efforts. ers surrender themselves simply to be part of something
larger than themselves, usually out of fear, self-doubt, or
Drive: Allure/Compulsion
the need for community and acceptance. They may not
Strength: Energetic, inventive, open minded, expert in varied even truly grasp the precepts they’re taught to uphold.
proficiencies, collector, awe-inspiring Followers can be NPCs like the unquestioning soldier, the
Challenge: Lack of focus, self-absorbed, obsessive, self-destruc- dutiful trophy wife, the ruthless cultist, or the conservative
tive, absentminded, drug addiction, bad reputation uncle.

Dark Secret: Had idea stolen, abandoned passion project, Drive: Community/Hierarchy
engaged in destructive relationship, lost self and livelihood chas- Strength: Has mentor, unwavering belief, loyal to superi-
ing impossible dreams ors, code of honor, can call on community, self-sacrifice,
Needs: The freedom to dream and indulge their passions devoted to the cause

Wants: People who indulge/share their fantasies, talking about Challenge: Self-doubt, fear of superior, no ‘true’ personal-
their dreams, discovering new passions, creating new dreams ity, afraid of being excluded, indecisive without superior’s
instruction
Aversion: Having to face personal limitations and unwanted real-
ities, when their dreams are questioned, encountering difficulties Dark Secret: Abandoned morality for superior, submitted
while work toward set goals, dealing with banal and mundane themselves to humiliation/trauma, lacks any sense of self,
life shunned loved ones

Personality Types 87
Needs: To have someone/something to follow Lover
Wants: Someone to provide clear directions, to receive Passionate and romantic, the Lover yearns to share an inti-
superior’s praise, have their life controlled by someone, to mate relationship with another person (or persons). However,
be part of the community unlike the nurturing Caretaker, the Lover’s affections are not
Aversion: Being questioned about their devotion, having one-sided, as they wish for their feelings to be reciprocated.
anything negative said about their leader/group, having to They long for idealized partnerships, unrestrained passions,
make personal decisions, being alone and shared pleasures. However, for many Lovers, the chase
itself is what provides them joy and satisfaction, confusing their
intense desires for complex love. Their affections may blind
Fool them to betrayals and pain, and they may be desperate to ‘fix’
Tricksters and comedians, Fools desire to push the their partner. They may grow bored once the heady passion
societal limits, as much as they crave attention. Forever ebbs. Lust may twist them, igniting possessiveness and jealousy.
testing boundaries, they ridicule established cultural
Drive: Allure/Lust
beliefs, concepts, and customs. No one and nothing are
immune to the Fool’s satire, and they can be viciously Strength: Passionate, romantic, idealistic, charismatic, artistic and
cruel, even to those closest to them. Some are des- musical talents, hypnotic, seductive
perate to be the center of attention, while others use Challenge: Blinded by desire, obsessiveness, jealousy, quixotic,
their humor to obfuscate their traumatized souls. sexual neurosis, victim of passion, adoration cools off quickly
Fools can be the class clown, the political satirist, or
Dark Secret: Suffered sexual trauma, stalked someone, harmed
even the self-deprecating loner. Their wit and spon-
someone in jealous rage, indulged in humiliating acts to win
taneous natures can be off-putting, only driving
affection
them to test boundaries further, until their humor
becomes detrimental to their best interests. Needs: Desires intimacy and adoration

Drive: Discord/Abuse Wants: Sexual pleasure, romantic pursuits, the thrill of the chase,
acceptance and adoration
Strength: Self-confidence, cleverness, intuition,
self-reliant, charismatic aura, crafty, fast talker, Aversion: Rejection, solitude, ugliness and unpleasantness in their
keen-eyed, witty lives, complexity in relationships.

Challenge: Cruel natured, off-putting, devious


nature, lack of empathy, doesn’t know when to Innocent
stop, never taken seriously
Naive and kindhearted, the Innocent views the world with an unre-
Dark Secret: Prank went horribly wrong, served optimism and trust. Much like Traditionalists, they wish to share
insulted dangerous/vengeful person, hurt their wholesome existence with others. Their belief in world solidarity
loved one’s feelings needlessly, lost status and humanity’s inherent goodness is unwavering, doing what is ‘right’
due to foolishness without doubt or hesitation. As such, many live guilt-free lives, com-
Needs: To test boundaries and gain pletely ignorant of worldly dangers and personal traumas around them
attention – such things simply cannot and should not be possible. In KULT: Divinity
Lost,, most Innocents remain perpetual Sleepers, forever blinded by the
Lost
Wants: To make others laugh, to hide Illusion. This also makes them tempting targets for cults, creatures, and
their pain with humor, expose unspoken other threats, all eager to corrupt and utilize them.
truths, ridicule those in power, expose
hypocrisy Drive: Safety/Submission

Aversion: To be ignored, to be dis- Strength: Empathic, calming aura, animal kinship, emotionally/mentally
missed or considered boring, to be seen resilient, magnetic personality, devoted bodyguards and protectors, infec-
for who they truly are, hypocrisy and tious optimism
untruths, see injustice go unpunished Challenge: Overly naive, overly trusting, feels others pain intensely, doesn’t
understand social cues, harassed for beliefs, stalked by someone
Dark Secret: Been betrayed by someone, watched cruelty inflicted upon
someone, couldn’t help people in pain, doomed to be used in ritual
Needs: To inspire compassion and goodness in others
Wants: To believe in humanity’s innate goodness, people to care for each
other, people to be truthful, to be protected, to do what is ‘right’ no matter
the cost.
Aversion: Negativity, anger and violence, lack of trust, deceit and corruption,
cruelty and lack of empathy by and against others.

88 Chapter 3 – Flesh and Soul


Magistrate Mediator
Judges and scholars, the Magistrate views society’s virtues and Diplomats and peacemakers, Mediators are
iniquities through an impartial lens, seeking to discover truth and open-minded idealists who continually seek
– hopefully – justice. They typically possess equable and percep- common ground between divergent view-
tive personalities, and are clear-thinkers with well-defined moral points. They wish to bring people together,
codes. Magistrates are also fonts of knowledge, which allows them dispel their differences, and work towards
to assess everything evidentially. They can be the civil servant, the the Greater Good. As such, they frequently
gang leader with a strict honor code, or the attorney addressing seek out allies and win over their enemies,
humanitarian issues. However, Magistrates can become blinded establishing extensive networks of contacts
by arrogance, consumed by their sense of purpose, or believe their and business relationships. Mediators are
worldview to be the only Truth. Their hubris may also twist their also intuitive, flexible, and dedicated to their
view of justice, enraging them when challenged. cause, usually promoting harmony. They
may be the dogged union leader, the helpful
Drive: Law/Power
police officer, or the priest working with
Strength: Strong moral and ethical code, font of knowledge, law local street gangs. However, their idealism
expertise, perceptive, unwavering, code of honor, analytical mind, and altruistic natures may work against
vigilant them, leading to impractical solutions.
Challenge: Hubris, blinded by personal beliefs, inflexible personality, Their empathic nature makes them take
win at any cost, obsessive nature, over analyzing things everything to heart, particularly their
failures.
Dark Secret: Condemned an innocent, allowed the guilty to get away,
couldn’t help others, had the system fail them, failed the Greater Good Drive: Community/Honor

Needs: To find truth and obtain justice Strength: Empathic, visionary, open-
minded, diplomatic, resilient to adver-
Wants: Uphold order, prove the system works, find answers and
sity, culturally aware, harmonious,
solutions, research history/culture/legal doctrines, make the guilty pay,
patient
protect the innocent
Challenge: Overly altruistic, asceticism
Aversion: When something obstructs justice, when the code is broken/
and self-defeating behaviors, moral-
misused, when truth remains hidden, when injustice is inflicted on
istic, obsessive, emotionally distant,

3
other
won’t stop working
Dark Secret: Failure caused groups to
Manipulator fight, abandoned family for work, for-
Control-freaks and schemers, Manipulators seek to coerce and intimi- sook own needs to point of harming
date others into serving their desires. They maintain power over people self, favored one side over the other
through pleasantries and threats, sweet promises and heartless deceit.
Needs: To establish harmony and
Their mind games are as cruel as they are clever, swaying intimates and
resolve conflicts
strangers to do their bidding. They can be the deceitful priest, the lustful
psychologist, the abusive partner, or the false friend. They lack remorse, Wants: To make people accept
serving their own needs and desires above all others. As such, Manipu- compromises, create mutually
lators rarely comprehend true emotions or relationships, as they view benefit deals, organize situations,
everything purely through power dynamics and the need to maintain make opposing viewpoints under-
control. stood, make/maintain alliances
and contacts
Drive: Avarice/Power
Aversion: Close-mindedness,
Strength: Silver tongued, perceptive, charismatic aura, authoritative man-
ignorance, people refusing to
ner, eye for detail, opportunist
compromise/negotiate, surren-
Challenge: Telling the truth, hiding real personality, understanding anoth- dering personal convictions,
er’s needs, self-righteous, unreliable and inconsistent disorganization
Dark Secret: Humiliated after being caught lying, lost control over loved
one, drove someone into desperate act, manipulated vengeful person
Needs: To manipulate others into serving their desires.
Wants: Maintaining control over someone, being served by another per-
son, tormenting others and making them weak, being in position of power,
blame others for their failures
Aversion: To be confronted, being made vulnerable, when someone escapes
their control, when they’re exposed for who they truly are, when they’d
denied their needs or wants.

Personality Types 89
Misanthrope Challenge: Unconventional, violent, overly driven, clannish,
in trouble with law,
Cynics and skeptics, the Misanthrope harbors an antipathy,
distrust, and overall resentment of humanity. They also Dark Secret: Killed innocents while fighting the system, suf-
despise people for their general acceptance of reality and fered at the hands of societal hierarchy, has been ostracized
societal norms. Despite their feelings of rejection, Misan- by family/friends for beliefs, denied standard human rights
thropes cut themselves off from the world anyway, as they Needs: Overthrow the established order
feel distrustful and socially isolated. Perhaps they’ve been
Wants: Their voices being heard, tear down social norms,
repeatedly betrayed or emotionally traumatized, filling them
have others join their cause, fight the good fight, be recog-
with contempt and rage. In other cases, they’re disgusted by
nized for their efforts, rescue those trapped by the system
the world’s hypocrisy and cruel nature, deadening any faith
or hope for better things. Misanthropes can be the jaded Aversion: Submitting to social norms, denying personal
homicide detective that has seen too much, the social worker beliefs, failing to change peoples’ minds, being dismissed for
who’s tried and failed too many times, or the death metal beliefs, witnessing injustice
singer who spills their vitriol out through music. Even so,
some Misanthropes can be loving, devoted friends and family
Ruler
members – to those they trust.
Directors and tyrants, the Ruler yearns for power and dom-
Drive: Exclusion/Torment
inance over their world, including all others. They work
Strength: Keen-eyed, stubborn, self-reliant, socially aware, relentlessly to further their role in society, establishing
unrelenting, well-spoken, rebellious, keen instincts, well-read, themselves and their lofty goals. They try to inspire others
hardened to become better people, paving the way toward a better
future. However, while many Rulers are fair and just leaders,
Challenge: Disillusioned, antisocial, paranoid, mean-spirited,
others can become ruthless and vengeful against those who
disheartened, repressed memories, cynical, doesn’t trust even
do not obey orders or follow their righteous path. Compet-
good intentions
itive and fearful, these despots ruthlessly attack, humiliate,
Dark Secret: Failed to stop tragedy, watched loved one die and punish any who challenge their position. The Ruler can
needlessly, suffered personal trauma (mental/physical), pre- be the inspiring team captain, the controlling patriarch, the
vented from helping others due to social conventions tireless corporate paragon, or the ruthless movie producer.
Needs: To reveal the world’s ugliness Rulers are humanity’s trendsetters and figureheads, shaping
reality to their whim.
Wants: To be heard and proven right, for people to see the
world as they do, do what is right rather than easy, for real Drive: Power/Victory
change to be made, to be left alone, to make an honest con- Strength: Natural leader, charismatic, decisive, astute,
nection with someone patient and attentive, diplomatic, broad skill set, reliable,
Aversion: When their ethical beliefs are challenged, when persistent
their warnings go ignored, when their doubts are proven Challenge: Authoritative, arrogant, controlling, venge-
founded, dealing with the ignorant masses, humanity and the ful, refuses to delegate, refuses to share power, envious,
world it created power-hungry
Dark Secret: Humiliated by personal failure, drove an
Rebel underling to suicide, betrayed by trusted servant, crushed
Nonconformists and insurgents, Rebels questions and chal- mentor to get ahead, defeated by stronger person
lenge the established cultural norms and social hierarchies. Needs: To obtain and maintain control over others
They seek to share their vision with the masses, trying to
Wants: To uphold the sense of justice, to maintain stability,
change their viewpoints and reveal the world’s injustices.
be praised and treated with respect, to be rewarded for
Unlike Misanthropes, however, Rebels actively engage with
accomplishments, demonstrate their superiority, establish
people and form groups of like-minded individuals to tear
dominance, lead others
down cultural, political, and religious beliefs and traditions.
While most activists do so through debate and protest, more Aversion: Disloyalty, personal failure, losing fame/power/
radically natured Rebels can become extremely violent wealth, showing weakness, chaos, being ignored
in their approach and philosophies. The Rebel can be the
LGBTQ-rights activist, the hackers trying to expose corporate
and government greed, or the white supremacist fighting for
racial purity. Many times, whether they are called a patriot
or terrorist solely depends on what side of society the Rebel
finds themselves.
Drive: Awakening/Conflict
Strength: Independent, socially aware, charismatic, problem
solver, risk-taker, code of honor, inner resolve, skilled com-
batant, public speaker

90 Chapter 3 – Flesh and Soul


Sage Dark Secret: Suffers substance addiction, survived when fam-
ily did not, drove someone to suicide through guilt, commits
Gurus and scholars, the Sage devotes themselves to the
acts of self-harming, purposefully destroyed own livelihood
amassing of knowledge and inner wisdom. While some serve
as mentors, Sages typically live solitary existences, preferring Needs: To harm and punish self, regardless of consequences
the esoteric and otherworldly to the mundane interactions of Wants: Indulge in self-denial, reveal self-loathing and weak-
normal life. They’re forever seeking enlightenment and con- ness, feed off other people’s concerns, oblivion, punishment,
tinually question and seek the truth – or some aspect thereof. to feel anything (usually through self-inflicted pain)
However, they do not actively share this information and
Aversion: Reminders of personal faults, to be exposed for
insight with others; their quest for awareness is solitary. This
who they truly are, to have their ignored, forced to deal
disconnection can make them appear aloof and arrogant as
with reality, being told they’re beautiful/worthy/etc.
they consider themselves unfettered by the mundane. The Sage
can be the curious professor, the shy bibliophile, or the devoted
philosopher. Only the rare few learn how to balance their Socialite
ceaseless learning with living in society.
Divas and elitists, the Socialite craves being the center of
Drive: Awakening/Community attention and reminding the world of their superiority.
Strength: Deeply intelligent, intensely curious, keen-eyed, Trendsetters, they’re charismatic and stylish, continually
relentless researcher, quick learner, font of knowledge, makes inspiring and/or intimidating those they deem ‘worthy’
connections into serving their voracious needs and desires. They live
in the now, never the past, paving the way to the future
Challenge: Impractical, prideful, detached, esoteric nature, that best suits them. Socialites know they’re the best
solitary, lack of common sense, utilizing knowledge in mundane dressed and educated, leading others through their mas-
world terful etiquette, sensual grace, and striking charisma.
Dark Secret: Discovered unwanted truth, witnessed events that However, because they believe they’re exceptional, they
challenged self-perception, drove off family and friends, devoted also expect the best from anyone around them. People
too much time to their search, became obsessed with learning who fail their expectations invite their wrath, and any
something who challenge their dominance are considered ene-
mies. Socialites can be the wealthy club owner, the rich
Needs: To amass personal knowledge and wisdom
trophy wife, the famous actor, or the trust-fund teen-
Wants: Books, research materials, change perceptions in others ager. Only the best of the best is enough to satisfy their
Aversion: Ignorance, stupidity, close-mindedness, secrets, misin-
formation, personal doubts, mundane responsibilities

Shadow
refined tastes.
Drive: Allure/Hierarchy
Strength: Charismatic, elite education, wealthy,
refined etiquette, musically talented, network of
3
Similar to the Misanthrope, the Shadow has become embittered contacts, collector, erotic appearance, opportunist,
and resentful. However, they’ve turned this antipathy inwards, natural leader
embracing self-loathing and self-destructive behaviors. These feel- Challenge: Object of obsession, elitist, arrogant, bad
ings of disgust and hostility may stem from personal guilt, shame, reputation, unrestrained desires, drug addict, com-
or low self-esteem, twisting their beliefs with anxieties and doubts. petitive, compulsive
Shadows wallow in the negative aspects of their personalities,
Dark Secret: Engaged in illicit activities, being
lending power to their worst impulses and thoughts. They may push
blackmailed, destroyed rival’s life, covered up crime
back against these destructive thoughts momentarily, but eventually
to protect reputation, substance abuse
fall back into their defeatist patterns at the slightest personal trou-
ble. Many dull their troubled minds with alcohol, drugs, and other Needs: To be center of attention
vices, or allow others to torment them – as they feel they deserve Wants: To be admired and feel wanted, to be
nothing more than contempt. They may even feed off their pain, invited to social gatherings, to be part of ‘in
instilling guilt in others through their martyrdom. The Shadow can crowd,’ to expand wealth and influence, to be
be the perpetually abused spouse, the sole survivor of some tragedy, trendsetter
or the religious conservative ashamed of their homosexual desires.
Aversion: Following in others’ footsteps, humilia-
Outwardly, the Shadow’s self-loathing may not be logical, but to them
tion and scandal, being ignored, having limelight
it is completely justified.
stolen, dealing with ‘lessers,’ having someone fail
Drive: Exclusion/Fear them, being told they can’t do something
Strength: Garner sympathy, manipulative, social chameleon, endure
pain (emotional, mental, and/or physical), jaded, read a crowd, shift
blame
Challenge: Codependent, substance abuse, self harms, depression,
apathetic, hateful, martyrdom, obsessive

Personality Types 91
Thrill-Seeker Drive: Honor/Law

Adrenaline junkies and wildcards, the Thrill-Seeker risks Strength: Optimistic, loyal, strong convictions, patriotic,
everything to ride the edge and experience danger. Whereas driven by faith, code of honor, motivated
the Explorer seeks enlightenment, the Thrill-Seeker desires Challenge: Stubborn, close-minded, arrogant, prejudiced,
only immediate emotional and physical gratification. They’re ritualistic, lacks worldly knowledge, stuck in past
continually restless, craving the next most intense experi-
Dark Secret: Disowned family for ‘disloyalty,’ engaged in
ences and sensations. If they cannot find these situations,
fanatical behaviors, lied to harm someone outside their belief
the Thrill-Seeker tends to create them – no matter the cost
system, embraced xenophobia
to themselves or those around them. Change remains their
continual purpose, which may interfere with their long-term Needs: To maintain established traditions
goals and establish any form of stability. This can make them Wants: Traditions and values to be upheld, preach their
erratic and undependable, as they push aside relationships beliefs to others, surround themselves with like-minded peo-
and responsibilities for the next adrenaline rush. The Thrill- ple, undermine any threat to normalcy
Seeker may be trying to fill some emotional or mental void
inside, or seeking to escape from themselves and their past. Aversion: When the traditions and values are challenged,
They can be the conflict journalist placing themselves in when forced to adapt, the ‘other,’ modernity and the future,
harm’s way, the race car driver pushing the limits of safety, being left behind by the world
or even the sex-addict exploring darker passions and plea-
sures. They’ll do anything to feel alive, if only for an instant. Unshackled
Drive: Conflict/Lust Sadists and degenerates, the Unshackled follow their base
Strength: Athletic, relentless competitor, fearless, charis- instincts and passions to gain personal gratification. How-
matic aura, ignores pain, spontaneous, never backs down, ever, unlike Thrill-Seekers, they are completely unrestrained
stubborn, wanderer by societal constraints, such as decency, morality, or regret.
They mercilessly and shamelessly indulge their cruel pas-
Challenge: Pigheaded, flighty, greedy, obsessive, thrill
sions, inflicting pain and suffering to fulfill their dreams
junkie, selfish, never satisfied, loner, dismissive, aggressive,
and desires. The Unshackled are seekers in dark places
sexually neurotic
and wielders of painful truths (or what they see as truths)
Dark Secret: Pushed someone beyond their limits, hurt/ crazed psychotics and cunning sociopaths, some bestial and
killed someone while taking risk, abandoned relationship, others beautiful. As they rediscover their nastier natures,
addicted to pain killers, engaged in dangerous sex many drift between the realms of Madness and Passion,
unfettered by the Illusion’s restraints. The Unshackled can
Needs: Gratify their longings for excitement and danger
be the patient serial killer, the sexually violent Hollywood
Wants: Get rush of adrenaline at any cost, feel alive and producer, or the performance artists who uses corpses in
free, experience something new, test their personal limits, her masterpieces. Ironically, many Unshackled are closer to
look death in face, be first at something Awakening than most normal humans.
Aversion: Whenever things are safe and boring, being Drive: Torment/Vengeance
denied their thrill, everyday/mundane life, boring people,
Strength: Cruelty, cunning, charismatic, relentless, remorse-
fear, told something isn’t possible
less, manipulative, prepared, stealthy, read other people’s
intentions, spot weaknesses
Traditionalist Challenge: ‘Aberrant’ behavior, telegraphs intentions, can’t
Conservatives and nationalists, the Traditionalist strives stop monologuing, impulsive behavior, obsessive nature,
to maintain established cultural, political, and religious controlled by passions, perpetually alone, lacks empathy
ideals. They completely oppose modernity, rejecting new
Dark Secret: Obsessed with harming others (especially
ideas or anything that challenges their beliefs and val-
others that fit a ‘type’), hunted by law enforcement, suffers
ues. For some, this desire can be as simple as practicing
mental illness, madness has attracted supernatural crea-
established behaviors and personal rituals. Other Tradi-
tures, ruled by dark passions
tionalists embrace and practice exceptionalism, striving
to impose their will upon the world and suppress the Needs: Embrace their desires, no matter the cost
‘other.’ They become increasingly volatile as the status Wants: To sate their passions, to challenge society’s limita-
quo is threatened and their traditions are broken. Indeed, tions, to fill the inner void, to explore forbidden desires, to
many Traditionalists view change as abandoning their be in power, to tear down society
identity, betraying who they are and how things should
be. They can be the classical conservative fighting to Aversion: Being hindered or shackled in any way, show-
maintain moral order, the bigoted relative spewing toxic ing/experiencing empathy, being truthful, being punished
slights and slurs, the Dominionist Christian family, or the for actions, weakness in others
pretentious academic who believes in classical education
methods.

92 Chapter 3 – Flesh and Soul


Drives INTENSITY
Much of humanity remains firmly ensnared within the Illusion’s Optionally, the GM can also determine how strong the
insidious grip, their minds shackled by the Higher Powers and NPC’s Drive actually is; thus, reflecting their commitment
their Principles. Despite their individual natures, each NPC’s to the Principle’s precepts. They may simply choose one
goals and needs are governed by these outside influences – also of the following or roll 1d10 to randomly determine the
known as their Drive. The GM can draw upon this concept when Drive’s intensity.
developing and portraying NPCs. They may also wish to consider 1. New Beginnings/Potential: The Principle has only just
its intensity (see sidebar). The GM can also incorporate this con- begun affecting the NPC, revealing new possibilities and
cept for PC who’ve fallen under the sway of the Higher Powers. vast potential. They are inspired and infused with desire
Typically, the NPC’s Drive remains subtle, guiding their daily and energy to fulfill its precepts.
lives through minor distractions and unconscious thoughts. For 2. Collaboration/Harmony: The NPC and the Principle are
others, the Principle dominates their entire existence, driving in perfect union. They've begun integrating its precepts
them into blind fanaticism and unwavering resolve. However, into their lives. However, this balance may blind them to
under certain circumstances, even the most reserved NPC can outside influences, perpetuating their devotion and para-
be consumed by their Drive’s influence. In each case, Drive’s lyzing their spirit.
effect on them manifests through either external and internal
3. Decisions/Growth: The NPC has reached a crossroads,
motivations.
be it for positive or negative reasons. In either case, they
External motivations manifest physically, playing upon the are deciding if the Principle serves their emotional/mental/
NPC’s most basic desires, such as physiological needs and spiritual needs and growth.
personal wellbeing. Typically, these motivations are immediate
4. Structure/Standstill: The Principle dominates the NPC’s
and constant, as they relate directly to the NPC’s survival. How-
existence and they’ve resigned themselves to it entirely.
ever, depending on the affecting Principle, the NPC’s external
They no longer see beyond the Principle’s influence; it
motivation may extend well beyond themselves, including their
simply is their life and nothing can change this. They’re
family, community, and even society itself. In short, for some
locked in perpetual ennui.
NPCs, possessing financial security, religious freedom, and
social stability is just as important as basic social needs, like 5. Instability/Conflict: The NPC’s beliefs have been chal-
food, water, and shelter. lenged, throwing them into conflict with the Principle.
As a result, they are confused, frightened, and possibly
Internal motivations manifest within the NPC’s psychology,

3
violent. For some NPCs, this instability may lead to their
shaping their beliefs, desires, emotions, and thoughts. Their
Awakening.
overall behaviors and goals stem from these needs, as they
seek personal fulfillment and gratification. These also guide 6. Cooperation/Service: The NPC actively serves the Prin-
how the NPC views and establishes their roles within society as ciple, devoting their lives to its precepts and expanding
a whole. As such, internal motivations play an important role in its hold over society. They do not see themselves as an
their interpersonal relationships. individual, but part of the greater whole, defined solely
through their service.
In KULT: Divinity Lost, these motivations also represent the
NPC’s personal prison, obscuring their self-actualization and 7. Knowledge/Reflection: The NPC is examining their faith
preventing their Awakening. Only by overcoming these desires in the Principle and its precepts. They’re exploring the
can the NPC loosen the Illusion’s hold over them. Principle’s various aspects and its hold over humanity –
and themselves – gleaning knowledge and wisdom in this
The NPC’s Drive is Hierarchy. They are dedicated to maintaining
pursuit.
society’s hierarchical structures and define their self-worth by
their rank and position. Individuality and personal freedoms 8. Mastery/Triumph: The NPC has mastered the Princi-
are threats to the status quo. Anyone seeking to overturn the ple, utilizing it to serve their worldly desires. Many have
established order would need to be realigned – forcibly, if nec- obtained some personal accomplishment, ascending
essary. Typical motivations could include: above the Principle’s dominating influence. However, they

◊ [External] Serve the hierarchical structure at work for remain devoted to its underlying truths.

financial benefit. 9. Abundance/Fulfillment: The NPC has obtained enlight-

◊ [External] Force and intimidate children and relatives into enment through the Principle, embracing its every precept
into their daily lives. They’re on the verge of Awakening to
following the status quo.
its greater wonders, sensing the Higher Power – perhaps,
◊ [External] Defend traditional values against all agitators even offering themselves to it.
and freethinkers.
10. Completion/Judgement: The NPC is consumed by the
◊ [Internal] Uphold a political party’s ideals, even if acting Principle, transcending beyond their limited perceptions.
against personal interests. They’re mere reflections of their ruling Archon/Death
◊ [Internal] Faithfully volunteer at a local church to prove Angel, guided entirely by its machinations. In time, they
status within their spiritual community. may even seek out Metropolis/Inferno.

◊ [Internal] Continually better themselves, physically,


mentally, and financially, in order to demonstrate personal
superiority.

Personality Types 93
Relations hubs. Effectively, the neutral degree represents that the NPC plays
some important role in the PC’s life, but lacks true intimacy.
Although The Detective’s relationship with the Pie Lady is only
Humans are social creatures that desire emotional and
neutral (0), the player considers her narratively significant to their
spiritual connections with those around them. In KULT:
character. She and the midnight cafe are his sanctuary away from
Divinity Lost, this social interconnectivity is reflected
the death and ugliness of his work. Although he barely knows her,
through Relations (KDL, p. 170), which represent import-
the woman’s smile and friendliness provide him solace. The GM
ant relationships in a PC’s life. In addition to established
incorporates both the NPC and the Location into the fiction. As the
PC-to-PC Relations, these also include connections with
game progresses, both become recurring features in the story.
important NPCs. They can be wide and varied, ranging
from the PC’s favorite barista to their beloved spouse, More intense connections are reflected by meaningful (+1) and
from their concerned proctor to an overbearing par- vital (+2) Relations. While many of these represent close friends and
ent. In each case, interactions with the NPC lend the PC family, the GM and players can establish complex and compelling
some form of personal significance, lending them inner Relations that incorporate non-traditional relationships. As previ-
strength and stability. ously stated, these represent the PC’s personal connections with
their world. The Relation’s strength effectively reflects how
On the Intrigue Map, these Relations may represent
that relationship fulfills and sustains them mentally
Contacts, Leaders, and Groups/Organizations. As the
and spiritually. Indeed, the narrative importance of
story progresses, these relationships can evolve and
the PC’s Relation may have little to no meaning
affect the PCs, as well as influence the narrative. The
for anyone else. Only the GM and player
following suggestions can help the GM
need to understand the significance,
manage these relationships, as well
as well as how it can affect the
as better utilize Relations to expand
story.
the conversation and fiction.
The Drifter has a meaningful
(+1) Relation with the park
Relation ranger, who lets her camp for
Strength free. She cares for him deeply,
As discussed in Chapter 2, Relations as he treats her like a human
can represent important hubs and being. In contrast to her years
links on the Intrigue Map (p. 47). of abuse and neglect, his small
Each social link is provided with a kindnesses have won her loyalty
narrative descriptor for the relation- and respect. In many ways, she
ship, as well as indicates its relation considers him family and will do
strength; for example, does research anything to help him.
for (0), never judges (+1) and broth- Finally, the GM and player
erly love (+2). The descriptor can should establish if the Relation's
guide the GM in roleplaying the strength is mutual or represents
NPC, as this represents their core an unevenly balanced relationship.
motivation when dealing with the PC. Although the PC may consider the
These descriptors can also reveal why the connection vital, it may only be mean-
relationship began, as well as why it continues. ingful or neutral to the NPC – if anything at
The GM is encouraged to ask questions to expand all. These emotionally lopsided relationships
upon the established Relation and the circum- can make for compelling narratives with numer-
stances it formed under. They and players are free ous opportunities for roleplaying. Indeed, the GM
to incorporate any unused PC Relation options or may wish to create contrasting Relations, where
develop their own. the NPC feels the complete opposite of the PC. In
During character creation, The Detective needs to effect, the PC’s significance is based on their feelings
establish three NPC Relations. He takes the unused for someone who doesn’t reciprocate them – or may even be hate-
informant option from their Archetype, described an ful towards them.
NPC who snitched for them back in the day (meaning- The Drifter has a vital (+2) Relation to their daughter, whom they
ful, +1). Next, he describes his former partner from left behind. Struggling with her literal demons, she didn’t wish to
the police force, who saved him from his addiction endanger the child she loves more than life itself. However, her
(vital, +2). Finally, he creates the lady at the midnight daughter doesn’t understand this sacrifice and hates her mother
cafe, who always has pie for him (neutral, 0). for abandoning her. Although the vital Relation affects The Drifter,
For most Relations, the relation strength will be neutral it has little to no effect on the daughter – it may even be consid-
(0). However, this does not mean these relationships ered a negative Relation (see below).
lack true importance within the narrative. Indeed, they
may be significant to the overall story and/or the PC’s CHANGING RELATIONS
life, adding subtext and complimenting subplots. The Relationships continually evolve, being affected and altered by nar-
GM can position them within the Intrigue Map, estab- rative events. As the story progresses, Relations can become more
lishing intricate connections between the different important to the PC, increasing their connection. Depending on the

94 Chapter 3 – Flesh and Soul


circumstances of this change, the GM may wish to also change Relation Moves
the narrative descriptor, reflecting the new connection. These
changes usually take place during downtime, but can occur As with important relationships, Relations can inspire and
in-game during dramatic moments. motivate the PCs, as well as influence their beliefs, feelings,
and actions. Due to this intimacy, the PC can manipulate the
The PC’s neutral street contact frequently gives them the Relation into doing odd or abhorrent things, all to preserve the
lowdown (0). However, after warding off crazed Hellers emotional connection. Similarly, the PC may find it difficult to
during the story, they become more reliant on each other. ignore the Relation’s sway over them. The more powerful the
The Relation increases to meaningful (+1), and their link is connection, the harder their influence is to ignore. During the
redefined as bonded over adversity. Although the contact still conversation, the following Moves can be used to represent
provides them information, their relationship continues to these complex interactions. These optional Moves are in addi-
deepen. Optionally, the player can request this be increased tion those listed in the core rulebook (KDL, p. 135.)
to vital (+2), reflecting the PC’s desperate need for the
Relation. Take Advantage: The PC can attempt to take advantage of their
Relation, using the shared intimacy to force the character into
At the end of each session, players may request one Relation be doing something outside their normal beliefs. For example, this
changed by +1 or – 1 (KDL, p. 135). The player needs to explain can be an abusive use of Influence Other or some similar
the reason behind this change, as this affects the narra- interaction. Prior to taking advantage of their trust, the
tive and overall fiction. As above, these changes usu- player rolls Keep it Together. On a complete success
ally take place during downtime. However, depend- (15+), they may proceed as normal. On a success
ing on the Relation’s importance to the story, with complications (10–14), they can pro-
the GM may request the PC resolve ceed, but must reduce their Relation
certain plot points in-game prior strength by one. In the case of fail-
to changing its strength. Similarly, ure (–9), they cannot bring them-
for fairness, if this Relation is with selves to proceed, reduce their
another PC, both players should Relation value by one, and suffer
agree upon the change, especially if –1 Stability. Note: these factors are
they have a Relation as well. in addition to any factors associated
The PC’s meaningful Relation with the action itself.
(+1) with The Deceiver revolves Resist Influence: The PC can
around their shared on-again-off-

3
actively resist someone’s influence
again relationship. However, the when a meaningful or vital
PC learns of The Deceiver’s infidel- Relation emotionally forces them
ities and the player requests the to act against their best interests.
Relation be reduced to neutral. The player rolls Keep it Together,
Conversely, The Deceiver’s player subtracting the Relation strength
requests to increase their Rela- – reflecting the difficulty to resist
tion strength with the PC to vital strong relationships. On a complete
(+2), reflecting their love and desire success (15+), they resist the influ-
to win them back. Both players agree ence and can deny the request. The
this will add new roleplaying oppor- Relation strength is reduced by one. On
tunities, and the GM makes the appropriate a success with complications (10–14), they can
changes to the Intrigue Map. choose to refuse the request, but suffer –1 Stabil-
Completely new Relations can develop throughout ity. In the case of failure (–9), they cannot resist the
the story, usually manifesting as neutral Relations; request and must fulfill it accordingly. Also, the GM
although, more intense interactions can raise the can require the Relation strength be increased.
Relation strength further. Similarly, various Advantages Inflict Emotional Harm: A Relation can inflict emo-
and Moves can directly increase Relations, such as Forked tional harm on the PC, or vice versa. In effect, they use the
Tongue and Seducer, or even spontaneously create them, such relationship against the target. The player must roll Keep it
as Academic Network. In these cases, the GM and player should Together, subtracting the Relation strength. On a complete
work together to best define the new NPC and their relation- success (15+), the emotional harm has no true lasting effects.
ship. This can later be expanded during downtime, but should The Relation strength can be immediately reduced by one. On
become an important and recurring part of their narrative – as a success with complications (10–14), the PC suffers –2 Stability,
well as the Intrigue Map, if necessary. but cannot reduce the Relation strength. In the case of failure
The player fails the Keep It Together roll after confronting (–9), the emotional harm inflicts a condition on the PC (KDL,
a Child of the Underworld. They become obsessed with it, p. 126). The GM may request the Relation strength be increased
gaining +1 Relation. Although this is a negative Relation (see by one.
below), the character succumbs to their unnatural attrac-
tion, dreaming and thinking of the creature constantly, and
seeking it out at every opportunity. The GM adds this creature
to the Intrigue Map and begins developing it further during
downtime.

Relations 95
INSPIRATION Despite their benefits, Relations can come with great cost and
potential trauma, as per the Lose Stability Move (KDL, p. 135).
Relations can extend beyond character motivations and
However, the GM should not cavalierly harm and/or kill off
inspire the PC to great feats and accomplishments. In effect,
Relations to simply inflict the Stability loss associated with
they strive harder to succeed or utilize the relationship to
this Move. These dramatic moments extend far beyond game
their advantage. With the GM’s permission, the player can add
mechanics; they are life-altering events and can have severe
the value of their Relation strength to rolls that directly affect
consequences that resonate throughout the narrative for pro-
and/or are associated with their Relation. These can include
longed periods. Upon mutual consensus, the GM and player may
standard Moves, such as Helping or Hindering, Influence
inflict appropriate Disadvantages or temporarily lower the PC’s
Other, and Read a Person, as well as appropriate Advan-
permanent Stability – in addition, to the standard Stability loss.
tages, such as Awe-Inspiring, Crafty, and Puppeteer. Other
rolls may be increased, if they are narratively appropriate. The PC is asked to identify the body of their mentor (mean-
ingful, +1). Their naked body was left in a shallow grave,
The PC’s vital (+2) Relation is bleeding out from an acci-
following a sexually violent murder. As per the Lose Stability
dental gunshot wound. Being motivated to save their loved
Move, the PC suffers –2 Stability. However, the PC considered
one completely focuses their attention. The GM allows the
the mentor their true parental figure, as established in the
player +2 on this specific Battlefield Medicine roll.
fiction. The player temporarily takes the Nightmares Disad-
vantage, reflecting the emotional impact.
STABILITY
Relations also provide the PCs with comfort and solace
during times of stress and terror, whether they’re present or Alternate Relations
not. In effect, their feelings for the Relation help them main- In some cases, Relations are not with NPCs; instead, they rep-
tain their composure and reduce – and even recover – their resent emotional connections to important aspects of the PC’s
Stability loss. However, in contrast, when their Relation is world, such as objects, places, and even monsters. This may
directly threatened, the PC may have difficulty controlling be due to the PC’s antisocial nature or life circumstances, i.e.,
their emotional state and suffer increased Stability losses. the character places more value on an animal companion or
With the GM’s approval, the player may draw upon their private sanctuary. In some cases, these are negative Relations
relationship’s emotional importance, adding their Relation (see below), reflecting fears, obsessions, and unwanted obliga-
strength to associated Keep it Together rolls. The player tions. The GM and player work together to develop the Relation’s
must adequately justify how the Relation is lending them nature, as well as its place on the Intrigue Map. As with human
emotional support under the circumstances. However, if the Relations, they can make Moves that represent the emotional
Relation is in danger, the GM may impose an emotional comforts and stresses of this relationship. Similarly, depending
burden, subtracting the Relation’s strength from the Keep on in-game circumstances, the player may request changes to the
it Together roll. Relation's strength. If the item/location are harmed or destroyed,
the PC suffers the associated Lose Stability Move.
The PC has been buried alive and must Keep it Together
to avoid panicking. They must get back to their lover The Occultist possesses a vital Relation (+2) with their dream
(meaningful, +1), who is in trouble – gaining +1 on temple – a secret garden built atop an abandoned hospital.
their roll from this inspiration and resolve. However, in Whenever they need to reflect and calm themselves, they med-
contrast, if their lover is buried and the PC must Keep it itate and rest in this verdant sanctuary (Regain Stability). Later
Together, the emotional burden makes this more diffi- in the story, the GM introduces cultists of The Herald of Violence
cult, and the PC suffers –1 on the roll. into the hospital, who potentially threaten the location. If they
damage or destroy it, The Occultist will suffer emotional trauma
Relations can help relieve emotional stress and trauma, (Lose Stability).
as per the Regain Stability Move (KDL, p. 135). Adhering
to the Agenda, Keep the PCs on edge, only allowing them FACTIONAL RELATIONS
moments of respite, the GM should allow the PCs oppor-
Alternatively, the PCs can have Relations with Groups and Organi-
tunities to engage with their Relations between times of
zations, be they allies or enemies. The relational strength reflects
high anxiety and tension. As long as the interaction is
the PC’s personal connections and reputation within the member-
significant to the PC, they receive the Move’s associated
ship as a whole, rather than with specific individuals. The GM may
Stability recovery. In addition, these encounters accen-
impose requirements from the Group/Organizations for the PC to
tuate the conversation and further establish the relation-
maintain their Relation strength, such as attendance, dues, favors.
ship in the fiction. Indeed, these intimate moments may
Constant failure to uphold this relationship may lead to negative
justify the Relation’s strength being increased at the
consequences, including Stability loss.
session’s end (see above).
The Veteran’s weekly support group has become vital (+2)
Trapped in Metropolis, the shaken PC discovers an old
to them over the years. Like them, its members have served in
rotary phone that miraculously connects them with
the military and are coping with various emotional and mental
their home. Their young son (vital, +2) picks up and
traumas. Sharing their experiences in a safe, understanding envi-
begins telling them about his day at school, oblivious
ronment, provides the PC with emotional support. As the group’s
to the situation. After the call ends, the PC is calmed
eldest member, The Veteran is sometimes asked to take new
and reenergized by their child’s voice. They regain +2
arrivals under their wing.
Stability, raising them up to uneasy.

96 Chapter 3 – Flesh and Soul


NEGATIVE RELATIONS
Not all relationships are positive in nature, yet they can have
Legions of
profound influences on the PC’s life and emotional well-being.
These Relations can include direct adversaries, such as their Darkness
Competitor or Nemesis, and the Leaders of opposing Groups and
Organizations. They may also be intimates, such as ex-lovers Much like non-player characters, Groups and Organizations
and disgruntled family members, who are hostile to the PC. are living, breathing entities with complex backgrounds,
Relationships based on hatred can be as affecting and powerful motivations, and personalities. These collections of individuals
as love. share common aspirations and goals, working to change the
world to meet their vision, and better themselves in the pro-
Although it may appear counterintuitive, the Relation strength cess. Within the whole, each group’s members embrace their
does not immediately change and/or weaken for these negative shared identity, even as they strive to gain influence and power
Relations, i.e., the degrees of meaningful (+1) and vital (+2). for themselves. The following section details how to design
Instead, they reflect the relationship’s intensity and how deeply compelling Groups/Organizations, as well as incorporate their
it continually affects the PC’s life. If their Relation abruptly unique qualities into the fiction.
ends, the PC still suffers from the loss, as they’re left with an
emotional void and deprived of this personal motivation. As For ease, throughout the following section, the designation of
with losing positive Relations, the anxieties and traumas do not Cult is considered synonymous with both Groups and Orga-
simply fade away, lingering long afterwards. nizations, i.e., a biker gang (Group) and multilevel marketing
corporation (Organization) can both be referred to as cults.
The PC's meaningful Relation ends after their Stalker is The rules and suggestions provided below are equally valid for
dragged into Inferno. Despite the freedom this provides, both hub types.
the emotional scars inflicted by their tormentor remain.
They continually look for their Stalker’s face in the crowds,
instinctively lock their doors and windows, and never feel Purpose
safe when the phone rings. The emotional connection cannot In KULT: Divinity Lost, groups and organizations can be cate-
be easily broken, even though it negatively affects their life. gorized into different Archetypes, which reflect their general
goals and purpose. However, as with NPCs, these individual
Resonance Archetypes can have multiple incarnations and means, reflect-
ing each cult’s unique nature. In each case, they will fall under
An NPC’s life is not static or sequestered, and may be narra-

3
one of three personas: Public, Private, or Secret. These classifi-
tively affected by the PCs’ actions – even if they never meet. cations reflect their established role in the setting, but do not
Resonance reflects the relationship between the PCs and the necessarily reflect their true Purpose. Some public cults can
setting. As they interact with NPCs, the PCs may positively – or have secretive dealings behind their seemingly benign appear-
negatively – change their nature. This character evolution could ance. In contrast, secret groups may maintain public contacts
alter their normal beliefs and thoughts, or even their core for recruitment and acquiring resources. The persona simply
personality, in extreme cases. Furthermore, much like ripples reflects their mainstructure and operations in carrying out their
in a pond, these character changes resonate outward, affecting Purpose.
those closest to the NPC. The GM can use these as Holds, making
Moves later in the story. More profound resonance may require Public groups/organizations operate with recognized roles
the Intrigue Map to be adjusted, as well as alter the fiction. within general society, operating according to standard
agendas and philosophies. Even if they serve the Higher
The PC (Monica) goes out of her way to help a complete Powers, the cult’s tactics and operations are more ortho-
stranger (Nancy), who is being stalked by the current story’s dox and structured, publicly working toward their ultimate
antagonist. During downtime, the GM expands Nancy into a agenda. Academic groups, corporate entities, government
full NPC and has her become Monica’s unseen benefactor in agencies, philanthropic foundations, and social groups usu-
the next storyline. Monica finds herself receiving help from ally fall under this definition.
people, yet never knowing why.
Private groups/organizations operate behind closed doors,
Another consideration is how the NPC views their interaction obscuring much of their general activities from the public
with the PC. Depending on their personal biases and beliefs, sector. They have specific requirements and qualifications to
their perception may be completely skewed or prejudiced. join, such as ideological beliefs, educational status, wealth
Again, the resonance can be either positive or negative, con- and prestige, sociocultural customs, and ethnicities. The
tinuing to ripple outward – even without the PC’s knowledge. reasoning behind their need for privacy can vary wildly, from
While pushing her Contact (Hector) for information, Mon- the benign to the nefarious. They usually have strict codes
ica inadvertently humiliates him. Feeling betrayed, Hector and regulations to govern their inner circle, as well as set
poisons Monica’s reputation with his close associates – and hierarchies. Private groups can include familial groups, social
they do the same with their friends. Later in the story, Monica clubs, think tanks, street gangs, criminal enterprises, religious
engages with another NPC, only to discover she’s earned a sects, and pop-culture groups.
negative reputation, i.e., the GM uses a resonance Move. Secret groups/organizations operate through clandes-
tine means, highly restricting and controlling their mem-
bership to avoid detection. These

Legions of Darkness 97
cabals, cults, and secretive societies engage in morally unknowing thralls to the Archons and Death Angels.
questionable activities, frequently bending and breaking Many control groups have both public and private
laws and cultural taboos. Many are actively seeking, con- personas, allowing them to operate on multiple levels
trolling, and/or worshipping what lies beyond, such as of society with impunity. Outwardly, they command
the Higher Powers or Forgotten Gods. Their members are their underlings from draconian boardrooms and
usually more radical and chaotic, lost to their strange ideas carouse with their peers in swanky gentlemen’s clubs.
and beliefs, as well as consumed by their shared desires. Meanwhile, behind closed doors, their members strive
Ultimately, secret groups are devoted to their personal to push the world away from Enlightenment and deeper
agendas and tenants, and will go to tremendous lengths into servitude.
to defend and hide them.
The Auspicious Brotherhood (Secret): After the
No matter their persona, these groups/organizations Unfortunate Incident in 1826, surviving members of
have specific Purposes for existing. Below are common the disbanded Janissary corps formed the Auspicious
Archetypes these cults can fall under, helping the GM to Brotherhood. Regaining their power over two centuries,
develop their agendas and overall structures. the organization influences corporate and political
power throughout Eurasia. Its inner circle, devotes of
CONSPIRACY the Death Angel Samael, strive to return the Ottoman
Conspiracy cults consist of like-minded people who Empire to its former glory.
sense humanity's imprisonment, but lack the knowledge The Foundation (Secret): This covert organization
and power to achieve true enlightenment. Instead, they believes serving the Supreme Architect is its sacred duty,
try to explain the Illusion through various conspiracy secretly guiding humanity toward stability. In truth, the
theories, such as ancient aliens, cryptozoology, and the hierarchal group believes only its members understand
New World Order. From ghost hunters to Flat Earthers, what course society should take, and continually manip-
these groups continually strive to discover the ‘truth’ ulate and suppress cultural and technological advances.
and prove their beliefs to the world. Unfortunately, Lictors utilize the Foundation to maintain the Illusion
some conspiracy cults can become increasingly radical- worldwide.
ized, twisting their theories into mistrust and xenopho-
The Heritage Union (Public): This philanthropic organi-
bia. Very rarely, conspiracy cults get things right, which
zation devotes its wealth and power to maintaining his-
usually ends in their destruction by the Archons and
torical sites. In truth, its upper ranks of aristocrats and
their minions.
elitists strive to manipulate and protect powerful blood-
Dreamland (Public): This loosely connected group lines. Rather than focus on any form of noblesse oblige,
of UFO believers has expanded worldwide, devoting they push affluent and influential families into arranged
themselves to uncovering governmental dealings marriages. Their upper echelons control entire corporate
with extraterrestrials. Recently, they’ve focused on the and political empires, furthering their new aristocracy.
increasing UFO activity near CERN, where they believe
the Large Hadron Collider has opened a portal to CORRUPTION
another dimension.
Corruption groups are collectives of people who share
Maahes (Private): Also known as the Scarlet Warriors, forbidden desires and needs. They establish systems for
Maahes seek to root out sex trafficking and pedo- maintaining private communications, resources, and sanc-
philia rings in northern Europe. They believe that tuaries, which allows them to indulge their hungers in rel-
underground stations host illegal prisons, and trains ative safety. These groups frequently infiltrate every aspect
transport victims across the country, destined for the of society, offering their members infinite freedom to strip
sex-farms of the elite. In recent years, they’ve grown away social norms. Orgies, drugs, and murder are provided
increasingly brazen, breaking into city infrastructure to entice and control their members. Many groups keep
to find these hidden facilities. They either take public pictures and videos of their members’ deeds on file, as few
pedophilia scandals as a win, or dismiss them as wish to self-incriminate by revealing the group’s crimes
false flags. (or even their totally legal and consensual deviancies).
Creatures of Passion and Death Angels frequently direct
5Global (Private): This technophobic organization
corruption cults, feeding off the shameful cycle of anguish
believes that cell-phone technology is warping
and pleasure.
humanity, mentally and physically. Their beliefs are
xenophobic and radically anti-globalism, believing The Red Door (Private): This collection of private sex
the entire world should be taken off the grid. Ironi- clubs are located in suburban areas across the globe.
cally, they utilize the Internet and similar technolo- Entrance is invitation-only; its diverse membership
gies to engage in their activism. seems random and includes every social strata. Behind
its eponymous red door, each club provides unspeakable
CONTROL pleasures and torments, allowing patrons to indulge in
Control cults consist of society’s power-broker- their most vile dreams.
ing, privileged, and affluent members, who seek The Traveling Horror Show (Secret): As if by magic, the
to expand their dominion over humanity at any Traveling Horror Show appears in small towns overnight
cost. Although they rarely have direct interaction – usually in an abandoned building. Inside the garish
with nonhuman entities, many control cults are funhouse, visitors discover progressively horrific displays

98 Chapter 3 – Flesh and Soul


of gore and torment. Those who delve deeper into ENLIGHTENMENT
the depravity are drawn into the Death Angel Golab’s
Composed of academics, researchers, and rebels alike, enlight-
citadel, joining the Horror Show’s demonic cast.
enment groups continually gather information on the Truth.
The Lazslo Group (Private): This residential com- Their members are disquiet, sensing the wrongness around
pany builds gated communities, offering its home- them, instinctively knowing that their world isn’t as it appears.
owners safety from outside influences. However, the Some are ancient scholars amassi libraries of dusty tomes
Group’s mandatory ‘cultural meetings’ indoctrinate and radical writings, while others are pioneering innovators
residents with clannish beliefs and xenophobic atti- testing the boundaries of science and reason. Enlightenment
tudes. Members are required to perform acts of loyalty, groups seek to peel away the scales from humanity’s eyes and
sacrifice possessions, and even breed with council thrust their faces into the True Reality. Due to their inherent
members – all to strengthen the community. nature, many enlightenment cults serve the Archon Malkuth,
either actively or out of ignorance. This relentless search for
DOOMSDAY forbidden knowledge makes most enlightenment groups prime
Also known as death cults, doomsday groups continually targets for humanity’s Jailers.
prepare for the coming apocalypse, believing they – and The Fifth House (Public): An amalgamation of bloggers,
only they – are destined to rule the new world. Internet journalists, and urban explorers, the Fifth
Some cults embrace more nihilistic beliefs, aban- House amasses and distributes information regarding
don all hope, and even seek to ring in the end global paranormal phenomena. However, unlike
times. Doomsday groups are usually most conspiracy groups, its members
well-prepared and able to access simply document and record, rather
resources and weapons; ardent than offer hypotheses. They believe
members live in protected and knowledge is humanity’s right, no
sequestered locations. The Higher matter what the cost.
Powers and Forgotten Gods guide
Horizon Knights (Private): This
these groups toward self-destruc-
spiritual school teaches its mem-
tion and acts of domestic terrorism.
bers that they are connected to
In particular, Sathariel, Togarini,
Gods. Through philosophical and
and She Who Waits Below infest
phenomenological studies and con-
humanity with the need to forsake
ditioning, each member traverses

3
life and embrace oblivion. Death
the horizon of their existence and
cults can be extremely dangerous,
connects with these ancient deities.
lacking self-preservation instinct,
In doing so, they gain enlightenment
and seeking to ‘liberate’ unbelievers
and paranormal abilities. Truthfully,
from life’s prison.
this cult is the gateway for Dream
Agartha (Private): This death Wanderers to reenter the physi-
cult believes this world and our cal realm, possessing the willing
bodies are prisons of emotion Knights.
and trauma. Its members, the
The Zorze Sisterhood (Secret):
Tranquil, seek to purge themselves
This neopagan group devotes itself to the
of all earthly needs and physical torments.
Rozhanitsy – the Slavic trinity goddess (Mother,
Although unaware of the Illusion, Agartha’s
Maiden, Crone). Living in secluded communities,
inner teachings open its members to Limbo,
they seek signs from the divine in the auroras and
where their minds frequently travel. Some Tran-
the world’s natural changes. In doing so, they’ve
quil never return to their bodies, while some other
connected to Gaia’s primal forces, slowly eroding the
members kill themselves, desperately trying to be
Illusion. Elders members have transcended Elysium’s
free.
jail and entered the primordial realm, eventually returning
Niflheim’s Children (Secret): Devoted to the goddess, Hel, transformed forever.
this white supremacist doomsday cult devotes itself to ush-
ering in Ragnarök. Well-organized, they incite racial violence POLITICAL
and economic instability through acts of terrorism and
Political organizations seek to control society by enforcing their
fear-mongering, weakening the Illusion. Their ‘living goddess’
dogmatic ideologies upon civil, state, and federal governments.
is actually an Incarnation of the Death Angel Gamichicoth.
These can be corporate lobbyists, social activists, and political
Todestrieb (Private): Few know the origins of this online parties, all seeking to gain power and popularity. As the world
group, but Todestrieb sites continuously pop up. Its pseu- becomes increasingly polarized, dysfunctional behavior and
do-religious teachings promise its members release from radicalization within these groups has risen exponentially.
fear and suffering through self-destruction. Those who sur- As such, extremists and terrorist cells frequently fall under
vive its grotesque trials gain knowledge to pass through the this Archetype, as these cults force their beliefs upon society
Inner Labyrinth and into She Who Waits Below’s embrace. through violent means. Nonhuman entities constantly infiltrate
these groups, especially agents of the Archons. More violent

Legions of Darkness 99
groups attract the Death Angels and other crea- The Church of the Silver City (Public): This highly
tures, eager to feed upon the chaos they inflict. conservative religious order devotes themselves to
returning God’s Kingdom to earth, believing they are
European Preservation Council (Public): Also
merely bricks in his great city. Its members strive to
called the EPC, this organization devotes itself to
achieve purity of mind and spirit, including through
sustaining Caucasian purity and dominance. Its
flagellation and penance. Their membership has infil-
lobbyists influence governments in North America
trated several political parties and companies, trying to
and Europe, pushing anti-immigrant and white
purge society of its wickedness.
supremacist agendas. It also filters monies to more
radicalized groups, manipulating them to encourage
SENTINEL
racial tensions – thus confirming their call for change.
Sentinel groups devote themselves to protecting some
Urban Revivalist Union (Private): Devoted to urban
aspect of the True Reality, be it an artifact, creature,
renewal, the URU uses its wealth, political weight, and
demigod, or location. Many members are quasi-religious,
social influence to gentrify failing urban areas across
believing they serve some sacred duty, while others act
the world. When gentle persuasion doesn’t work, the
out of honor, greed, or self-preservation. Sentinel groups
organization covertly arranges the forcible removal of
may defend their ward against the outside world or try
homeless and lower income families. The URU’s upper
to protect humanity from its potential threat. Tightly
echelon are lictors, working to heal the Illusion and
knit and secretive, members are carefully selected and
buttress Elysium’s boundaries.
well-trained. Many belong to families or clannish groups,
Poing Serré (Public): Also known as Diamond Dogs, passing on their vital responsibility from generation to
these tormented refugees and civilians banded together generation. Due to their nature, many sentinel groups
during the First Ivorian Civil War. Initially, the group actively work with or for humanity’s Jailers.
helped bring conflict diamond trade to the world’s atten-
Neophytes of the Dreamer (Secret): The Neophytes
tion. Now, influenced by the Archon Chesed, they seek to
watch over the sleeping body of an incredibly powerful
rebuild their home and the countries around them into
Dream Princess. In their secluded monastery, this small
another Eden. Secretly, the group’s paramilitary elements
sect makes certain she remains heavily sedated, trying
hunt and execute their former oppressors, using their blood
to suppress her REM sleep and night terrors, which can
to renew the country’s soil.
manifest in reality. Even drugged, the Dreamer’s mind
wanders and inflicts mental trauma on anyone sleeping
RELIGIOUS
within two miles of her body.
In KULT: Divinity Lost, religious cults represent the most preva-
Cain’s Children (Private): Cain’s Children are loosely
lent and diverse Groups and Organizations. Usually influenced
affiliated bikers, law enforcement, transport officials,
by the Higher Powers, their membership walks the razor’s edge
and truckers, who patrol the highways and backroads
between belief and fanaticism, eagerly serving their Principles.
of North America. They protect and worship Cain – one
Driven by a craving to believe in something larger than them-
of Astaroth’s manifestations, which wanders the country
selves, many offer their bodies and souls to gods and monsters
randomly murdering and torturing innocents. The cult
alike, as well as their earthly representatives. Humans flock to
believes if the entity is discovered and destroyed, God’s
charismatic leaders, be they human or not, devoting themselves
vengeance upon humanity will be sevenfold.
completely. Religious groups create their own philosophies and
mythologies to explain reality. Whatever their reasons, members The Latchkeys (Private): The Walden Family are consid-
serve the group’s goals with unwavering dedication, even when ered eccentric millionaires, who come from old money.
faced with the ugliest truths. In truth, for generations, the Waldens have devoted
themselves to watching over Crooked House. The grand
The Rosicrucians (Public): This mystical society combines
estate resides outside Time & Space, continually chang-
esotericism, various religions, and artistic symbolism into an
ing and reconfiguring itself. The Latchkeys protect this
unorthodox theology. They seek divine wisdom from spiri-
portal from those who’d use it, as well as prevent the
tual art and music from across the world, receiving messages
things inside from escaping into Elysium. Only those
from beyond. A lictor, their de facto leader, serves the Archon
deemed worthy of carrying this burden secret may
Tiphareth and guides the cult and media community toward
marry into the family.
worshipping her Principle.
The Communion (Secret): Originating in 1970s California, the STALKER
Communion gathered sexually confused and repressed young
The opposite of sentinel cults, stalker groups actively seek
adults and offered them sanctuary from the judgmental outside
out and destroy all threats to the Illusion. They manipulate
world. Through love-bombing and sexual rituals, the group breaks
the media, destroy evidence, and cover up any incidents
down each recruit’s inhibitions, and indoctrinates them into the
that may reveal the Truth. When more direct measures are
Communion’s perverse teachings. Its members are extremely
required, they frequently threaten and even ‘disappear’
devout and secretive, controlling large sections of the sex industry.
witnesses. Most stalker groups directly or loosely belong
Passion creatures frequently live amongst their ranks.
to government

100 Chapter 3 – Flesh and Soul


and law enforcement agencies, which are, in turn, systems and underground infrastructure,
controlled by the Higher Powers and their min- documenting unusual activity. They’re fully
ions. This provides their membership with impres- aware of the threats lurking beneath the city
sive resources, contacts, and power, allowing and strive to study them. Their reports are
them to work outside the law. fed to other civic departments more capable
of combating the rising darkness.
SDS-17 (Public): Colloquially called ‘The
Nightmare Squad,’ Special Detective Squad 17 The Unspoken Ministry (Secret): Formerly
operates throughout the Tokyo metropolis, part of the East German Stasi, the Unspoken
investigating supernatural phenomena. Their Ministry once spied on the citizenry and
unorthodox methods, violent nature, and country alike, searching for signs of the Illu-
immunity from prosecution makes them feared sion’s decay. Despite political changes, the
and reviled amongst normal law enforcement. Ministry survives – albeit heavily diminished
in size and resources. Its agents continue
The Mourners (Private): Survivors and grieving
documenting any and all unusual occur-
relatives, the Mourners began as an Internet
rences in Germany and surrounding coun-
support group. Recognizing commonalities
tries, reporting to the Administrator: a lictor
in their shared stories, these broken people
devoted to the Archon Binah.
banded together to hunt and destroy the crea-
tures that tormented them and stole their loved
ones. The group’s main targets are Children of Qualities
the Underworld. Over several years, the group
As with NPCs, Groups and Organizations have
has amassed an impressive amount of informa-
specific personal qualities, which the GM can
tion, as well as killed several Children.
use to develop them into intriguing and realis-
Daedalus House (Private): A multinational law tic entities. In addition to their Purpose, these
firm with intimate connections to global cor- various characteristics help define how the
porations, governments, and law enforcement cult and its membership operate internally and
agencies, Daedalus House secretly engages in externally, its background and relationships,
a secret war to maintain the Illusion. It sends and any specific abilities and resources. The GM
out trained agents wherever threats to Ely- can draw upon this information when intro-
sium appear, eliminating them with military ducing the cult into the conversation, as well
precision.

SURVEILLANCE
Unlike sentinels and stalkers, surveillance
as establishing the fiction. These qualities may
also affect its position on the Intrigue Map and
influence over the PCs’ daily lives.
The core Group/Organization qualities are listed
3
groups do not actively combat or protect their in the sidebar, as well as discussed individually
chosen targets. Instead, they covertly observe below. As always, the GM is free to complete as
and gather information about the Illusion and much or as little of this information as required
its mysteries. Many surveillance groups belong for their game.
to or are controlled by humanity’s Jailers, feed-
ing information to stalker organizations. Others
accumulate knowledge for their own personal
benefit, such as achieving power or obtaining
enlightenment. Surveillance groups can be
completely innocuous, searching for Truth out
GROUP/ORGANIZATIONS QUALITIES
of curiosity – or even boredom. While most
sects are peaceful, some surveillance cults ◊ Type (Group/Organization)
defend their amassed wisdom violently. ◊ Name
The Hurricaners (Private): This eccentric ◊ Purpose
band of armchair historians amass informa-
tion about the Event – when the Illusion shat- ◊ Ties to Powers
tered across North America during the 1900 ◊ Agenda
Galveston hurricane. They frequently make
pilgrimages along the hurricane’s destructive
◊ Membership
path. They call this ‘the Scar,’ and have linked ◊ Leadership
strange phenomena and deaths to its path. ◊ Attributes
They’ve documented several Time/Space por-
tals that connect back to 1900.
◊ Moves
The Railway Men (Public): In the late-1800s,
◊ History
New York’s Rapid Transit Construction Com- ◊ Relationships
pany formed this obscure civil office. Its
members patrol and watch over the subway
◊ Description

Legions of Darkness 101


TIES TO POWERS LEADERSHIP
Ties to Powers reflects the group’s connection to the Illusion, Leadership refers to the organization’s hierarchical structure,
as well as the Principles guiding its overall agenda. Depending be it formal or informal. Formal groups are specifically created
on the group’s membership, more than one Higher Power may to achieve some predetermined agenda. Informal groups form
hold sway over its daily operations and leadership. Although spontaneously, usually through shared common interests and
many organizations are ignorant of the Higher Powers’ influ- goals. The GM should provide one or two Leaders and promi-
ence, some are fully aware of the existential forces they serve. nent few lieutenants, who oversee and guide the group’s activi-
The cult’s Purpose may also determine the strength of this con- ties and membership. Depending on the group’s Purpose, there
nection. For example, religious sects may actively and know- may be secret organizational structures, such as illicit activities
ingly worship the Higher Power, while control groups may be hidden from the lower echelons.
unaware that their actions are guided by an unseen benefactor.
The Kayra Foundation (Organization): This formalized
The Grave Tenders (Organization): A society of morticians, philanthropic society devotes its resources to preserving
the Grave Tenders are tied to the trinity of Dead Gods resid- Siberia’s natural resources. Its leadership consists of a
ing in Metropolis. Secretly, they prepare human bodies to President, Chancellor, and Board of Directors. The President
be offered up as undead servants to these ancient deities. operates the foundation’s daily activities through Depart-
In return, they receive funerary gifts and trinkets, as well as ment Heads, while answering directly to the Chancellor. The
personal comfort in knowing the Dead Gods will not rise Board of Directors remains secretive; only the Chancellor
from their graves. knows they are ancient forest spirits trapped in Elysium.

AGENDA ATTRIBUTES
Agenda describes the cult’s primary desires and goals, which As with NPCs and Creatures, Groups/Organizations can be
usually align with its core Purpose. As discussed above, the assigned Attributes, which represent the group’s overall
organization’s agenda may differ depending on its persona: power, influence, and resources in Elysium – and possibly
public, private, or secretive. Furthermore, its leadership may be beyond. In some cases, the GM may wish to alter the cult’s
aware of goals while its core membership are not, creating Attributes during downtime to reflect narrative consequences
disparities in group knowledge. For example, many health and changes, including Reactions (see Foundations of Dread,
professionals working for the Liljenberg Institute (KDL, p. 249) are p. 46). For example, the group may be destroyed or sub-
blissfully unaware of the cruel medical experiments conducted sumed by another organization, forever altering its place on
by its higher echelons. From this agenda, the GM can also create the Intrigue Map. In contrast, it may accomplish its agenda or
Milestones for the group, which may run concurrently with the fulfill its Purpose, gaining new influence and resources.
main storyline. Furthermore, they may directly conflict with the
Combat represents the group’s various abilities to protect
agendas of other Groups, creating intriguing side plots.
and expand its assets, usually through physical means.
The Night-Stalkers (Group): A small control group, the These can include access to weapons and equipment, law
Night-Stalkers are professional criminals. Their core Agenda enforcement protection, hardened facilities, trained mem-
is to perform profitable jobs and stay out of jail. Due to their bers, and even extortion. It may also reflect the group’s
expertise and knowledge, the six-man crew are frequently specific membership, such as their numbers and martial
employed by non-human clients that need services performed skills.
in Elysium. The GM sets them against the PCs; each group
Influence represents the group’s economic power and
trying to steal the same arcane artifact.
societal authority, as well as their ability to affect other
organizations. These resources can include political clout,
MEMBERSHIP
economic might, media contacts, and public reputation.
Membership refers to the organization’s most prevalent constit- Influence can also represent the organization’s controlled
uents, including their demographic traits, such as culture, beliefs, territory and global presence, be it physical or economic.
social status, and location. Member recruitment also depends on
Magic signifies the group’s knowledge of the Truth and
the organization’s agenda and Purpose, as well as its leadership
their magical resources. This can include the cult’s innate
structure. Each organization may have mandatory requirements
magical potential and their connection to the Higher
to join its ranks, such as possessing certain skills and traits. New
Powers. Magic also determines its membership’s magical
members may also need to complete certain steps to prove
awareness and training, including their ability to pierce
their worth, such as completing rituals, swearing loyalty, and/
the Illusion. Groups with high Magic may also control
or paying tithes. The GM should briefly develop any prominent
and/or work with nonhuman entities and portals/gates.
NPCs, especially if they’ll interact directly with the PCs. These can
include Contacts on the Intrigue Map, linking the PC to the cult Attribute ranks also determine the number and type of
indirectly. Moves the group/organization has access to. An organiza-
tion’s Moves are determined by its Attribute Ranks in Com-
The Fisher Kings (Group): The tight-knit gang operates along
bat/Influence/Magic, equaling one Move per attribute
the docks, and recruits it membership from local families. New
rank; i.e., an organization with Combat [3] would have
members can only be invited by an existing member. From
three Combat Moves.
that point, both Pledger and Pledgee are equally responsible
for each other’s actions, making loyalty paramount. All swear
fealty to the gang leader, as well as promise to protect their
community with their lives.

102 Chapter 3 – Flesh and Soul


ATTRIBUTE RANKS provide the group with more powerful Moves, if appropriate to their
fiction. For example, an organization of arms dealers may have
[ – ] None
None:: The cult has little to no resources to draw
access to Combat Moves well beyond their rank.
upon, beyond its membership’s personal abilities.
Her Church of Yielding Sorrows (Organization): Devoted to
[1] Limited
Limited:: The cult can only access finite amounts
the Death Angel Sathariel, this small death cult wields respect-
of assets. These resources are very localized, such
able martial and magic power, yet is confined to its limited
as a building/neighborhood. Expending them will
geographical territory; Combat [2], Influence [1], Magic [3]. This
potentially tax the organization for some time.
provides the cult with two Combat Moves, one Influence Move,
[2] Respectable
Respectable:: The cult has access to considerable and three Magic Moves.
assets and resources, which can be used with some
The group’s Combat Moves are Summon Additional Members
degree of freedom. These extend throughout their
and Pull Victim into the Depths, reflecting their connection to
local area, such as their city/town/etc.
the Underworld and its creatures. Their Influence Move is Use
[3] Substantial
Substantial:: The cult’s resources are truly formi- Secrets of the Streets, representing their spies and connections
dable. They can expend most of them without hesita- with the local homeless. Finally, their Magic Moves include
tion, as well as access outside assets with little effort. Reveal limited insight into the Underworld, Use Journeyman
This also affords them personal renown/fear, easily Death Magic, and Spread the Principles of Sathariel. The
extending beyond their local area, such as their state/ latter Move is normally beyond their Attribute rank,
country/etc. but reflects the cult’s intimate connection to the
[4] Vast
Vast:: The cult’s resources are effec- Death Angel.
tively inexhaustible and widespread.
They can access virtually anything HISTORY
within reason, all at a moment’s History briefly outlines the group’s
notice. More rare items may take historical overview, documenting
them time. Their power is coun- their time from conception to
trywide, potentially having numer- current day. The GM should fully
ous locations across Elysium. detail any major events, if any, as
[5] Unlimited
Unlimited:: The cult’s power well as any significant changes in
is effectively godlike, allowing the group’s leadership. Depend-
ing on the organization’s agenda

3
them to expend their assets with
no regard and access the rarest and leadership, the GM may also
resources with little effort. Their include its hidden history, detailing
abilities may extend throughout its unseen dealings and events.
Elysium and even into other This information can be woven
Realms of Existence. into its various interactions with
other groups/organizations (see
Relationships).
The Arcane Institute (Organi-
zation): A private club for magic
enthusiasts, the Arcane Institute formed
during Victorian London’s supernatural craze.
Initially, the club offered sanctuary and cama-
MOVES
raderie for magicians and illusionists. However,
Moves represented are soft and hard Moves the GM a seance opened a portal to Inferno, resulting in
can use for the group, as well as its individual lead- several members being possessed. Guided by these
ers and membership. The GM may choose as Attribute ‘Avatars of the Other Side’ the group delved into
Moves equal to the group’s level in that specific Attribute; darker magicks, seeking to expand their power. Now,
i.e., Combat, Influence, and Magic. However, depending on the the Institute’s mediums offer spiritual insight to major
group’s overall concept, the GM may allow additional Moves, players in the financial and political arenas, while
above their associated Attribute. For example, if the group is maintaining its innocent veneer.
magically mundane, but has special access to Limbo through the
Net, the GM can provide them with a related Magic Move. RELATIONSHIPS
The group’s Moves should be reflective of its Purpose and Relationships detail the organization’s current inter-
agenda. The Unique Moves in the core rulebook (KDL, p. 183, actions with other groups/organizations. Even secret
188) can provide inspiration for the GM when developing group/ organizations have some interaction with the world
organization Moves appropriate to their campaign. They should around them; although, this interaction may be clandes-
reflect the group’s specific abilities and core concepts. As such, tine in nature. Each relationship can be reflected on the
the GM is free to invent their own; potentially exceeding the stan- Intrigue Map, including with links with the PCs.
dard Attribute rank. Typically, the GM should provide one Move
To inspire narrative conflict and interconnectivity, the
per Attribute ranking, i.e., Combat [3] would have one Limited,
GM should develop at least one alliance and one adver-
one Respectable, and one Substantial Move. However, the GM can
sary for each core group. The background for these

Legions of Darkness 103


interactions may stem from its agenda, Purpose, and Ties Example of Organization
to the Powers. The GM should also determine if the group
would help or hinder the PCs, as well as their desires and
Building
motivations for interacting with them. As an Agent, the PC was involved in an Interpol raid on an under-
world temple, discovering people involved in grotesque rituals
The Avadhuta (Group): Seeking eccentric holiness,
(Occult Experience). To their shock, the arrested cultists were
this collective of ascetics has forsaken their earthly
released and the incident covered up. Haunted by what they saw, the
goods. They’ve camped around an old war memorial,
PC now tries to uncover the organization’s dirty secrets. The GM takes
which brought them into continuous conflict with the
these notes and begins fleshing out the group’s description, naming it
local authorities. However, they’ve garnered an alli-
The Virtus Club, and connecting it to the PC on the Intrigue Map.
ance with the street gang controlling the area, which
provides them rudimentary protection. The Avadhuta She begins developing the cult (Group), choosing a secretive society
willingly assist the PCs by teaching them their divine of British nobles, who worship the Archon Hod (Ties to Power). This
magic. formalized group began as a gentlemen’s club during the Victorian
Era (History), pledging themselves to preserving the aristocracy
DESCRIPTION (Agenda). Its founding fathers were wealthy industrialists, landowners,
and military men (Leadership). Over time, the organization established
Description provides the full overview of the group.
gentlemen clubs in New York, Paris, Hong Kong, and Bombay, attracting
By incorporating the qualities above, the GM can flesh
hundreds of new members (Membership). Due to the group’s extensive
out the entire group, adding any additional details
wealth and military contacts, its membership wield substantial power
and information here. She can also ask questions,
and influence in society (Combat/Influence). The group’s intimate con-
such as the following:
nection to the Hod and his followers provide them with respectable occult
What is the group’s ideology? Does the organization power, as well (Magic).
have political, religious, or business ideologies? If so,
what are they and how are they tied into the group’s
agenda?
How does the group survive? How does it finance
its operations? Do they collect membership fees THE VIRTUS CLUB
or produce goods/services? Do they share their Type:: Group
Type
resources with others outside the group?
Purpose:: Control
Purpose
What are their core traditions, such as rituals, celebra-
tions, and vows? Do they utilize specific clothing, Ties to Powers:
Powers: Archon Hod
signals, tattoos, or other signs to recognize each Agenda:: Maintain the power and influence of the British Aristocracy,
Agenda
other? Are they secretive or public in their commu- as well as create new ‘pure’ bloodlines.
nications and recruitment?
Membership:: Hundreds of elite members, living across the former
Membership
What are the group’s personal interactions like? Do British Empire. They assemble in gentleman clubs owned by the group.
they have specific social norms and expectations?
Leadership:: Descendants of the Founding Fathers, the Royal Family,
Leadership
Do they have any specific taboos or restrictions?
and other “aristocracies”
Why are they adhere to? Did they come from the
group’s history? How easily can they recognize Attributes:: Combat [3]; Influence [3]; Magic [2]
Attributes
outsiders due to these social cues? Moves:: Cover up crimes, Slander others in media, Seize someone’s
Moves
Where are their headquarters and gathering assets, Access military hardware, Have someone roughed up, Summon
locations? Where are the leaders located? Does reinforcements, Prognosticate future trends, Mentally dominate others
the group meet in specific places, such as office History:: Fearing the British Empire’s collapse, the founders pooled their
History
buildings, backwoods, or subterranean rooms? resources to create the Virtus Club. After the two World Wars, they estab-
What tactics/resources do they utilize to fulfill their lished themselves throughout England, Europe, and Asia. Even with the
agenda? Does the group have special monetary, Empire’s decline, they retain political and financial influence across the
political, and magical resources? If so, what Commonwealth.
are they and how do they use them? Does the Description:: Drive by the Principle Honor, The Virtus Club believes in Man-
Description
group have contacts with non-human entities? ifest Destiny and maintaining their god-given right to rule the world. They
How does the group operate, especially with believe the British Empire was undone by its lessers and the mixing of the
enemies? Do they attack them directly or races. The wish to rebuild that which has been lost, crushing the financial
through subterfuge? futures of those colonies that slipped free from British control. They also
What are the group’s public interactions like, if wish to undermine the upstart nations that threaten their country’s blessed
any? Are they recognized in normal society? sovereignty. As such, their members operate globally, all belonging to sig-
Do they give back to their communities and, nificant political and financial institutions. The clubs are meeting places, as
if so, why? Are they popular or misunder- well as recruitment centers. Useful individuals are brought under their control
stood in the public mind? How do these through bribery, slander, and blackmail, as well as magical domination, when
interactions help/hinder their agenda? necessary. However, their core membership remains entirely devoted to the
founders’ vision and are chosen solely through bloodlines.

104 Chapter 3 – Flesh and Soul


3

Legions of Darkness 105


Chapter 4
PIllars of
the false heaven

O
ne after the other, Evonne and Henry squeezed behind the
false wall, disappearing into the darkness beyond. Saxon slipped
through next, letting the security gate slide back down. Their flashlights
sparked to life, revealing grey concrete and cracked brick; the under-
ground mall’s storefronts shuttered and covered in graffiti. Mildewed
furniture, boxes, and stacks of paper formed islands of detritus, casting
long shadows in their lights. Vague footprints disturbed the dusty floor,
leading off into the gloom. 

“You’re sure about this?” Saxon said. Evonne replied, “My street friend
calls this place The Halls That Move. Perfect setting for our next web-
cast.” Saxon nodded reluctantly. Urban adventure, be damned. He sim-
ply wanted this trip over with.

They followed the footprints, winding their way across the arcade. Lead-
ing the way, Henry went around another pile of garbage, briefly disappearing from
view. When Saxon shone his light, he’d gone, as if he’d never been. “Henry?” he said,
stepping forward. Nothing. He turned to where Evonne should have been, but his light
found only emptiness. Not even the footprints remained. He was truly alone.

106 Chapter 4 – Pillars of the False Heaven


Overview organic process may provide the GM with new and unexpected
narratives to expand upon. The players become invested in the
space, wishing to explore its background and mysteries. Finally,
Although compelling stories revolve around characters, many these narrative elements allow the GM to infuse the space with
times one of the most important characters is forgotten – the emotional resonance, including dread, thus adding additional
setting. More than simple backdrops, locations help define the tension.
conversation, affecting it through their distinct personalities
When developing a location, the GM should divide each signif-
and qualities. Ranging from single rooms to sprawling metro-
icant location into theme, emotion, and identity. Each concept
plexes, the story’s setting establishes the narrative milieu,
can be defined through brief one-word descriptions; whatever
continually influencing the PCs on many levels. As such, loca-
the GM needs to trigger their imagination. Building upon these
tions are as significant to the conversation as the NPCs and
three concepts, she weaves narrative elements into the overall
Intrigue Map. This is doubly important in KULT: Divinity Lost,
description, while also taking inspiration from the players. In
as the dichotomy between our perceived world and reality
turn, these important places begin forming the story’s aesthetics
fundamentally influences every aspect of the fiction. The set-
and atmosphere, as discussed in Dark Undercurrents (p. 109).
ting itself intrudes on the PCs’ lives, both changing them and
This also helps establish the appearance and purpose of each
being altered by them, in turn. Additionally, setting locations
location/place, as discussed in Fear’s Architecture (p. 111).
can be treated as threats or relationships – known as places
on the Intrigue Map. Throughout this chapter, the two terms
THEME
are used synonymously.
A core tenet of environmental storytelling is theme. Each place’s
theme reflects its intrinsic meaning and essence, revealing its
personal narrative. The GM weaves various thematic aspects into

Environmental its description, evoking an intimate response for the characters


as they explore it.

Storytelling While these themes can supplement the scenario’s overarching


narrative, they can also remain entirely location-specific – thus
creating an intimate story onto itself. This becomes important
In KULT: Divinity Lost, the GM acts as the players’ conduit to
when locations are established hubs on the Intrigue Map. As
their spatial surroundings, presenting their world to them
before, the players can contribute to and expand these thematic
through the conversation. More than that, she also relay
concepts through their interactions with the space. The GM can

4
the setting’s underlying nature and untold stories, infusing
incorporate themes listed in Chapter Two (p. 46) or generate their
them with context and history. As such, when developing
own; thus, accenting their individual narratives.
and presenting their world, the GM should be consciously
aware of the setting’s narrative, also known as environmen- ◊ Homestead (Nationalism/Segregation): The immaculate
tal storytelling. This technique helps the GM establish that homestead reflects the owner’s deep love of country, culture,
the location existed long before the PCs arrived, adding to and societal privilege. Their home represents their last bas-
its inherent realism. tion in this world falling prey to globalism and immigration.

Overall, environmental storytelling can be broken into ◊ Abandoned factory (Nostalgia): The brutish iron-works
three distinct, yet interconnected, levels: Narrative, Set- appears permanently stuck in another time, its monastic
ting, and World Design. These levels directly influence architecture reflecting the city’s bygone era of prosperity.
the whole setting, adding different aspects to the game’s Despite its age, the building remains virtually untouched by
specific locations and overall world design. They also urban decay.
reflect the story's themes, revealing the underlying story ◊ Rooftop steakhouse (Security in Community): The hole-in-
in their own fashion. By incorporating these concepts and the-wall steakhouse serves as the sanctuary for the communi-
qualities, the GM can create an immersive gaming expe- ty’s eclectic and fashionable members. Artists, poets, writers,
rience, adding a certain honesty to the world, and further dilettantes, and socialites gather on the rooftop to share food
connecting the players to the story. As they explore the and ideas in safe company.
setting and its background, the PCs also learn more
about themselves and their place in it. ◊ Dystopian arcade (Embrace Escapism): Located in an
underground shopping center, this thematic arcade embraces
the cyberpunk rebellion. Patrons wander its maze of neon and
Writing on the Walls faux-rust architecture, playing retro video games and seeking
Narrative is the highest level of environmental storytell- solace away from the outside world’s banality.
ing, reflecting the story’s themes, emotions, and identity. ◊ Fitness center (Appearance versus Reality): Housed inside
As with the mise-en-scène of film and literature, each a converted warehouse, the gym features the latest fitness
established detail adds significance and history to the equipment and facilities. Mirrors line every surface, yet every-
space, making it more realistic for the players. Through one’s reflection appears attractive and vibrant – no matter their
the conversation, the GM infuses the setting with these health.
various elements, and encourages the players to collab-
oratively share in the experience. Their beliefs and per-
◊ Cat Street (Everything Can Be Bought): Once a collection of
family businesses, the open-air mall fell on hard times. Now,
ceptions help strengthen the location’s description, cre-
independent shops and dining options serve less savory clien-
ating stories of their own to fill the space. Indeed, this
tele, allowing them to operate away from prying eyes.

Overview 107
EMOTION IDENTITY
The other tenant of environmental storytelling is emo- Environmental storytelling is relayed through identity.
tion. This represents the location’s inner nature and As with mise-en-scène, these visual identifiers provide
how PCs emotionally respond to it. By incorporating contextual representations of the underlying narrative.
narrative elements, the GM can inspire psychological Each one should reveal and/or inspire the location’s
reactions within the PCs, as well as their players. She story. In essence, if the themes and emotions cannot
may also invoke evolving emotional responses, which be recognized through these signifiers, they’re lost and
can play heavily into the tension-release cycle. For pointless. They represent the ambience and history of
example, the GM features a narrow, dangerous space the location, revealing past conflicts and establishing
that becomes increasingly dark and suffocating, importance to the storytelling elements. These signi-
increasing player tension as the PCs move forward. fiers help the GM develop and flesh out more specific
Finally, the passage progresses into an open and locational details,
well-lit area – representing a sense of triumph and
More subtly, the Influences affecting the location are
relief. The GM can utilize similar progressions to
established through this level of storytelling. The GM
represent various emotional transformations.
can be subtle or overt when presenting these narrative
In KULT: Divinity Lost, the PCs’ emotional states elements. Furthermore, the GM may wish to describe
directly affect locations, especially those attuned different elements that manifest when the Illusion
to similar Influences. As emotional resonances weakens or shatters entirely. As discussed above, if
become more pronounced, they actually warp their emotions or passions go out of control, the PCs
the location, guiding it toward the Influence’s themselves may invite physical changes to the location.
dominating realm. As such, the GM should be
conscious of both the location’s connection
◊ The Homestead: White-picket fence, locked gate,
bars over windows, perfectly mowed yard, crisp
to the Higher Powers and the PCs’ emotional
flags, politically incorrect signs, conservative plac-
state.
ards from past elections, trim painted in national
◊ Homestead (Fear): Despite its pleasant colors.
outward appearance, the homestead feels
uninviting and hostile, reflecting the own-
◊ Abandoned Factory: Old timecards, cold furnaces,
piles of soiled work clothing, lockers with chil-
er’s xenophobic attitudes and his desire to
dren’s drawings and pictures, moldering account-
keep the world out. Visitors find themselves
ing books, smashed Employee of Month trophy
uncomfortable at best.
case.
◊ Abandoned factory (Regret): Once the ◊ Rooftop steakhouse: Vibrant paper lanterns
community’s shining hope, the factory now
swaying in breeze, boutique chic furniture painted
represents their failures and regrets. The
in modern colors, polished wooden bar with neon
solemn edifice resonates with the shat-
sign declaring ‘A Thing Of Beauty Is A Joy Forever,’
tered dreams of its former workers.
wall paintings and murals from local artists, raised
◊ Rooftop steakhouse (Inspiration): stage for impromptu jam sessions, constant scent
The restaurant reflects its imaginative of barbecued meat.
and enthusiastic community, featuring
art, music, and the constant fervor of
◊ Dystopian arcade: Maze-like tunnels, neon lights,
gang graffiti, artfully defaced propaganda posters,
creativity.
rusty pipes and metal staircase, retro video games,
◊ Dystopian arcade (Rebellion): The glittering pachinko machines, video monitors
arcade’s continuous music and game playing 80s action movies, futuristic snack bar,
noises inspire iconoclastic tendencies, provocative dioramas of future city.
intensifying the farther one goes into
the labyrinthine building.
◊ Fitness Center: Intense ceiling-lights, garishly
painted ceiling beams, complex fitness machines,
◊ Fitness center (Arrogance/ jock jams on the sound system, people constantly
Desire): Anyone entering the build- shouting and grunting with effort, unseasonably
ing is filled with an overwhelming warm and musky air, mirrors on every surface,
sense of pride. In time, the person amorous encounters in the locker rooms.
feels intense self-love, even nar-
cissism, desiring only to perfect
◊ Cat Street: Central ‘park area’ with faux grass and
dried up water feature, taco stand with plastic
themselves more.
chairs and rusty tables, curio shop stacked with
◊ Cat Street (Greed): This unsa- rows of gaudy trinkets and electronics, pharmacy
vory part of town inspires greed, featuring unusual remedies, old vending machines
filling people with the need to filled with bizarre items, cheap boutique featuring
haggle for the best price. Every- knockoff clothing, feral cats warming themselves
thing is about gaining wealth in sun.
and power.

108 Chapter 4 – Pillars of the False Heaven


Identity
Emotion
Theme
Location White-picket fence
Fear
Nationalism/Segregation
The Homestead Locked gate
Bars over windows
d
Immaculately mowed yar
Crisp flags
s
Politically incorrect sign
car ds from past
Conservative pla
elections
colors
Trim painted in national
Old time cards
Regret
Nostalgia
Abandoned Factory Cold furnaces
Piles of work clothing
drawings
Locker with children's’
ks
Moldering accounting boo
nth Trophy
Smashed Employee of Mo
swaying in
Vibrant paper lanterns
Inspiration iture painted
Security in Community breeze Bou tiqu e chic furn
Rooftop Steakhouse d wooden bar
in modern colors Polishe
ng ‘Beauty above
with neon sign declari
all else’
rals from local
Wall paintings and mu
artists
ptu
Raised stage for improm

etc
etc
jam-sessions
Constant scent of barbec
etc
ued meat
4
etc etc
etc
etc
etc

WORLDS BEYOND US
Despite our beliefs, we do not exist within our personal
microcosmos. There are entire worlds beyond us, billions
of lives progressing without our interaction and knowl-
edge. However, humanity invariably affects us on some
personal level, intruding upon our existence culturally
Dark Undercurrents and socially. Through their actions (or inaction), these
Despite their shared universe, each KULT: Divinity Lost game exterior forces directly and indirectly alter how we go
should feel unique to the players. By firmly establishing through our daily life. Despite our best efforts, we’re inev-
the setting, the GM can personalize her vision of the KULT itably constrained and defined by the world we live in.
mythos and individualize the ambience/atmosphere of her
The GM can incorporate these exterior forces to further
game. Also, this further encourages the players to emotion-
establish the setting, reflecting the ambience through
ally identify with their surroundings, and evolve from being
distant events. Although they may not directly encroach on
passive listeners into active participants in the collaborative
PCs personal experiences, they’ll thematically remind the
process. Thus, the world becomes their shared space to
player of the world the characters exist in. In turn, these
explore and experience.
occurrences affect and challenge their personal beliefs
In short, setting should help answer the questions of what and perceptions. For example, if the GM wishes to invoke
happened before and what is happening now? These questions an ambience of cosmic horror, she can introduce worldly
can be answered by accentuating three levels of interaction: elements that inspire feelings of helplessness and insig-
World, Surrounding, and Internal. These conceptual levels are nificance. Similarly, if she wish to invoke an ambience of
discussed below, including examples for the different atmo- psychological horror, she can introduce elements that reflect
spheres outlined in Book Two. pervasive trauma and violence, both mental and physical.

Environmental Storytelling 109


◊ World (Existential Dread): Another restaurant is found ignore it too, if you hadn’t seen the thing squirming
empty, as if the staff and patrons vanished mid-dinner beneath his beer belly, pushing against the soft skin.
service. The word Eynhallow is found written on the wom-
en’s bathroom mirror. These mass disappearances events
◊ Surrounding (Extreme Horror): Your friend’s child is
discovered in the woods behind their home, the body
continue happening in different countries.
mutilated from neck to groin. Oddly, the police refuse to
◊ World (Body Horror): Grainy footage emerges from the help, accusing them of making the story up, as they never
strange riot. Images show hulking figures loping through had a child to begin with.
the burning night. Their fleshy bodies are naked, amalga-
mations of limbs and mouths, tearing into one another.
◊ Surrounding (Surreal Horror): The attic trunk contains
things beyond words, too alien to understand and remem-
◊ World (Extreme Horror): A prominent political figure ber. You were told to never open it. But you were a child
dies in a traffic accident. A male body is discovered in the and didn’t know better.
trunk; naked, tied and gagged, he shows signs of pro-
longed torture.
◊ Surrounding (Traumatic Horror): As you watch, your
friend begins to cut her own wrists, only enough to
◊ World (Surreal Horror): The night skies flood with swirl- wound. She claims the bleeding is the only way to “cure
ing eddies of green and violet for several days. Scientists herself”. Of what? Herself, of course.
blame the phenomena on solar flares, but refuse to com-
ment on the moon’s disappearance. WORLDS WITHIN US
◊ World (Traumatic Horror): The Cherished website allows No matter where we live, we cannot escape the worlds within
people to upload images and notes from their deceased us. Defined by our experiences and memories, we perceive
loved ones onto shared digital memento mori-like profiles. and reimagine our environments, interlacing their existence
Soon, the profiles begin editing themselves, revealing terri- with our established beliefs. Indeed, what is truth and what we
ble secrets and horrific sins. believe to be truth can be wholly separate concepts. Similarly,
our preconceptions can alter how we perceive new environ-
WORLDS AROUND US ments, clouding our judgment with emotional responses, such
as fear.
Frequently, we are defined by the worlds around us, the
people and places we encounter in our daily surroundings. At Reflecting this in settings can be challenging for GMs, but
home, we share our lives with intimates and strangers alike, internalized perceptions of the world rest at the narrative core
depending on them for our daily existence. We fulfill familial of KULT: Divinity Lost. Each PC’s – and their player’s – emotional
demands, handle occupational responsibilities, and assume and mental connections to the setting can directly affect them
predetermined roles, yet we might never truly understand the and even alter the setting itself. As such, the GM should also
people we love and trust. Our neighborhoods are miniature incorporate descriptions that reflect the PC’s personal biases
worlds onto themselves, rife with preconceptions and para- and beliefs. This becomes increasingly important when intro-
noias, where alliances and feuds play out with false smiles. At ducing atmospheric and thematic concepts that narratively
work, we must navigate cultural and social politics, struggling parallel the PC’s emotional and mental state. For example, if
with petty jealousies and dangerous rivalries. Every day, we the GM wishes to play upon the PC’s traumatic childhood, she
traverse our communities, shop and dine at stores and restau- could invoke the sense of claustrophobia and intimidation. If
rants, walk through parks and playgrounds, and savor the city’s she want to reflect themes of body horror, she can focus on the
other delights. Soon, we recognize what streets are safe and PC’s perceptions of corporeality and the flesh.
those to avoid. We embrace those we can trust and shun those
who might pose a threat, real or imagined.
◊ Internal (Existential Dread): At the networking dinner,
everyone’s laughing at the vile jokes and insults. When you
The GM can (and should!) infuse the setting with these details, don’t, they begin watching you like an intruder. You’re not
altering the PCs’ world perceptions through their daily experi- one of them. This isn’t your world.
ences. This level of environmental storytelling is more imme-
diate and intimate, narratively influencing the characters,
◊ Internal (Body Horror): Instinctively, you lash out with
your hand. There’s a scream and splash of wet crimson.
and directly affecting their lives. These elements continuously
You see black iron claws retracting under your nails, blood
appear within the conversation and fiction, shaping the setting
dripping from your fingers.
and its presentation. As such, it makes it easier for the GM to
introduce atmospheric and thematic concepts. For example, ◊ Internal (Extreme Horror): Fingers play across your belly,
if the GM wishes to invoke loss of innocence, she can describe igniting pleasures as they drift lower. Spectral lips caress
missing person posters in the PC’s favorite eatery. If she wish your shoulder and neck, reaching your ear. Something
to create an aura of paranoia, she can describe the setting in whispers lovingly, in a scorched and harsh voice: “Be my
hostile and suspicious terms. offering.”

◊ Surrounding (Existential Dread): After suffering a brain ◊ Internal (Surreal Horror): You hear the typing, click-clack,
lesion, your partner becomes literally fearless. She’s forever in your head. A sadist is writing your world. Making
increasingly excited and curious about the ‘monsters’ she’s you suffer. This isn’t going to end well.
seeing around her. ◊ Internal (Traumatic Horror): Your son looks at you from
◊ Surrounding (Body Horror): No one else notices how the inside the mirror. “I’m sorry, papa. They want me to
your father’s eyes change, no longer his own. You might go with them.” The image fades. You are alone again. You
can’t even be sure he was there this time.

110 Chapter 4 – Pillars of the False Heaven


ESTABLISHING CREDIBILITY ◊ Unity Tower: The brutish tenement fea-
tures an abundance of open-air spaces
As with NPCs, the GM should only define them enough to
and natural greenery. Vibrant flower boxes
establish believability. KULT: Divinity Lost remains a collabora-
adorn each balcony, filling the air with
tive storytelling experience, so, in effect, less is more. While
heady perfumes.
it’s tempting to develop every minute detail, this amount of
work is unnecessary, and potentially limiting for the shared ◊ Divine Pastries: The small pie shop
narrative. Strive to create compelling locations/places, but do appears pristine and well-tended. Its white-
not spend excessive amounts of effort and time in the pro- washed interior and chrome fixtures gleam
cess. As long as the location possesses narrative credibility, brightly during the day. A display case is
the players will mentally fill in the unspoken details. filled with desserts. An odd smell of smoke
lingers under the sugary sweet scents.
The qualities present in Fear’s Architecture (p. 111) are provided
for inspiration only; they are not a checklist that must be ◊ Mayfair Walkway: The canal walk stretches
fully realized. Complete them or leave them blank as needed. through the city’s lower section. Much of its
Allow for changes and new perspectives, feeding off the length has become overgrown; park benches
players’ contributions and insights. Similarly, if an inconse- and seats swallowed up by nature. Narrow
quential place becomes important to the players, feel free to paths lead down to the lazy waters, thick
expand upon it and make it unique to your setting. The world with water lilies and bird life.
is yours; do as thou wilt. ◊ Tomlan House: Hidden behind tall hedges,
the grand estate squats amongst decaying
gardens. Its dirty windows are dark and
brooding; the front porch stretches out like a
toad’s mouth, waiting patiently.
Fear’s Architecture ◊ Tartarus: Built inside an old textile plant, the
Through world building, the GM begins defining each place’s nightclub stretches out in every direction.
general appearance and aspects, as well as their overall func- Booths and tables ring the enormous dance
tion and purpose. Be they narrative backdrop or established floor, while several bars line the walls. Neon
threat, the GM should infuse these important locations with lights crawl over the darkened interior, undu-
realism and significance. Complimenting narrative storytelling, lating like flowing water. Tormented faces have

4
this form of environmental design further ties the place to the been painted on the walls and floor.
story and its overall progression. As such, the GM should con-
sider three levels of reality places simultaneously exist within: WHAT LIES WITHIN
the environmental, the social, and the spiritual.
Secondly, the GM should consider the setting’s soci-
From these levels, they can fully establish the location’s vari- etal qualities, such as culture, history, population,
ous aspects and qualities, such as appearance, function, and and socioeconomics. Most locations are inhabited by
purpose – breathing life into game setting. In turn, as these NPCs, who use the space in some form or fashion –
qualities are described, the players can then incorporate their be it living, play, or work. Their distinct characteristics
own personal experiences and knowledge to orient themselves and habits alter the location’s function and purpose,
within the narrative space, as well as inspire them to contribute as well as affecting its architecture and construction.
to its overall inception. However, the GM should only incorpo- Heavily urbanized locations can develop vertically,
rate as much information as she requires to create narrative rising into skyscrapers or descending into under-
credibility (see sidebar). ground structures. Less populous areas may expand
outward for privacy or inward to maintain their sense
WHAT LIES ABOVE of community. Culturally sensitive societies may favor
Firstly, the GM needs to define the setting’s prominent environ- historical and religious landmarks over moderniza-
mental qualities, such as architecture, decoration, furniture, tion. Less prosperous communities may reappropriate
layout, and general condition/state. For larger locations, the abandoned locations and local resources for new
GM should also consider its general surroundings, including purposes.
topography, flora and fauna, human structures, and weather. In addition to revealing the location’s outward appear-
Places are characters onto themselves, each possessing its ance, these societal qualities also help define the NPCs
own unique appearance and ambience. By employing all five in these locations. Entire cultures and histories may
senses, the GM can fully establish the location’s credibility and rise and fall within the same location. Even the smallest
importance in the players’ minds. house may witness generations of dwellers, each leav-
Furthermore, these qualities directly contribute to the place’s ing their distinctive mark upon its appearance, form,
environmental storytelling, revealing its underlying identity, and function. The GM can reflect these in narrative,
nature, and purpose, as discussed above. The location’s unique helping to reveal the location and its associated NPCs
narrative and thematic qualities are also reflected in this man- combined. This brings true life to the place, providing it
ner. By considering the location’s outward appearance, the GM an intimate connection with humanity – and the players,
and players can begin visualizing its internal workings. in turn.

Environmental Storytelling 111


◊ Shotgun Shack: Thanks to its stubborn owner, the one conversation, as the GM can utilize her Holds to represent these
room house has survived nature and time. Lawn chairs sit barriers falling. As such, the GM needs to be continually aware
in front of the brightly painted home, usually occupied by of the place’s dark reflection and prepared to present it.
one or more of the neighbors. Hundreds of photos line its
Most locations have some connection to the Higher Powers,
interior; faces of an entire community, who’ve come and
as well as their associated geography in Metropolis or Inferno.
gone over the years.
However, many Realms, entities, and Forgotten Gods can also
◊ The Penitent Smile: Graffiti artists have transformed influence and manifest in specific locales. The GM can connect
the railway tunnel’s entrance into a leering grin. Locals these otherworldly realms directly to PCs and NPCs, incorpo-
visit the painted mouth, calling their secrets into the rating places from their traumatic lives and fractured psyches.
dark void. People believe that the Burnt Man waits deep These supernatural connections only need some internal logic,
inside, offering forgiveness to the worthy. All attempts to even if the players never fully understand them.
permanently close the tunnel have failed.
◊ [Limbo] The bedroom is a wonderland of abstract art,
◊ Museum of Broken Things: Situated under the mall, surreal paint, and modern fixtures. At night, its dreamlike
the museum is open daily to the public. The owner is angles and colors shift and swirl.
a man of indeterminate age, who has an encyclopedic
knowledge of the city. People bring damaged items
◊ [Gaia] Across from the burned out school, the overgrown
playground has devolved into nests of weeds and choking
here; broken toys, torn books, ripped clothing, etc. All
vines. Its equipment and furniture are crumbling, as the
were destroyed during local tragedies.
area slips farther into Gaia’s Borderland.
◊ The Monument: The patinated statue stands at the ◊ [Inferno] Outwardly, the peaceful kindergarten classroom
park’s far end. Unmarked, most have forgotten who it
appears innocent and welcoming. But upon closer look,
depicts. Veterans from different wars spend their days
children’s pictures take dark undertones, paint peels in the
here, playing chess and checkers on the marble tables.
corners, and low moaning echoes at night. In truth, the
They leave game pieces to commemorate their fallen
room hides the former teacher’s purgatory, where they’re
friends at the statue’s feet.
perpetually tortured for their hideous crimes.
◊ The Owl’s Nest: The English gastropub attracts the
◊ [Labyrinth] At the edge of town, the deserted junkyard
city’s New Agers, where they can meet and talk about
remains an eyesore of discarded things. Its maze-like scrap
religion and theology freely. Symbology from various
piles shift and change each night, serving as a gateway to
different faiths decorate the quaint interior. Local
the Labyrinth.
occultists host weekly seminars, and folk bands play
every weekend. ◊ [Metropolis] Built in the 1950s, the avant-garde theater has
become popular amongst the college crowd. While it fea-
WHAT LIES BELOW tures foreign and independent movies, some grindhouse
presentations imagery reveal Tipareth’s Citadel, slowly
Finally, the GM needs to consider the setting’s spiri-
corrupting the movie-goers.
tual qualities, even if they never appear physically.
In KULT: Divinity Lost, every location has an under-
lying existence, be it Metropolis, Inferno, or another
Realm. At any given moment, the Illusion can be
shattered through the PCs’ actions, revealing the
True Reality. This can play into the

112 Chapter 4 – Pillars of the False Heaven


4

Environmental Storytelling 113


Putting It All THE PLACE WHERE
FICTION AND ACTION MEET

Together When designing scenarios, the GM should include


interesting places to enhance the narrative. By
introducing cinematic set-pieces, they enhance the
All three levels of environmental storytelling can be combined fiction and expand the campaign’s setting. As the
to establish detailed locations. As they become permanent PCs explore the narrative space, it may become
fixtures on the Intrigue Map, the GM can use these different increasingly important to the players. They’ll remem-
qualities to further outline the location/place, as she see fit. ber the tension they experienced there, deepening
From this narrative world-building, she can continually expand their involvement and sense of agency. Significant
important plot points, associated factions, and major NPCs. The locations can become key hubs on the Intrigue Map,
following details can help the GM frame these important places generating excitement and fear when the PCs must
for easier reference. These serve as examples only, and do not return there.
need to be completed in full – particularly, if the location isn’t
Furthermore, the GM should infuse the setting’s fiction
significant to the story itself.
throughout the conversation itself. Places represent
Name: The place’s name can be its actual honorific or an three-dimensional spaces, each providing narrative
informal identifier, such as a nickname. opportunities to explore. During action sequences,
Overview: A brief summary of the place. inventive players can – and should – use these spaces
to their advantage, weaving them into their PC Moves.
Archetype: The place’s general archetype.
In turn, the GM can incorporate the space’s fiction into
State: The place’s current condition when the PCs discover the GM Moves, generating challenges and threats to be
and/or interact with the space. Note: This may change overcome. Combined, this creates player investment and
during the story. interest, enhancing their roleplaying experience.
Description: A detailed description of the place and its ◊ A sequestered helipad atop the lictor’s high-rise
appearance, including any qualities that aren’t immedi- apartment, guarded by mundane and supernatural
ately evident. forces.
History: The place’s background and events relevant to ◊ An automated lighthouse located upon the man-
the current narrative. made island. It still contains its pre-war furnishings
Influences: Any Influences currently affecting the place, from when keepers resided there.
such as Higher Powers or the Realms. Depending on the ◊ A hospital being closed due to budget cuts. Several
place’s nature, several Influences may be in conflict or sections were left exposed to the elements, and are
working together. now in complete disarray.
Qualities: Any significant environmental storytelling quali- ◊ A remote home/research facility built into the land-
ties, such as theme, emotions, and story identifiers. scape. Serves as the home of an eccentric medical
Threats: Ideas for possible threats the GM can utilize the doctor, who never leaves the building.
space for, be it as part of the story and/or the GM Moves. ◊ An underground cistern meant to catch flood waters.
These threats generally revolve around themes specific to Constantly humid and cold, its vast spaces are
the location. wreathed in fog and darkness.
Unique Moves: Any GM Moves unique to the place, which
may be used during the conversation. This includes poten- Cause and Effect
tial GM Moves/Hold acquired from failed Ability rolls, such
As with NPCs, places are not static plot points; they con-
as Prepared.
tinually evolve as the story progresses. The GM should be
Additional Notes: Any aspects and/or factors that should consciously aware of how the PCs' actions affect the narrative
be considered when describing the place, such as time space, which may have long-lasting repercussions. When PCs
period, weather, and NPCs/Monsters present. Any contribu- interact with locations, the GM can consider the three factors
tions provided by the players should be included here, as discussed for NPC Reactions (p. 64). By sustaining the setting’s
well, such as personal history and Relations. dynamic nature, they make it more realistic and responsive
Also, places are more than mere collections of descriptors and for the players, deepening their involvement in the story.
thematic qualities. They represent the interconnected locales ◊ The PCs break into the used bookstore to retrieve the
where the main story and character arcs progress. Many can ritual tome they need. A week later, they notice that the
become – and continue to be – vital to the PCs, narratively shop remains closed. Its front door is wrapped in police
entwining with their present, past, and possible futures. Others tape.
may serve as sanctuaries and respites, while others serve as
repeated backdrops for character interactions and explora-
◊ The PCs inadvertently allow the antagonist (hub: Monster)
to continue tormenting the runaways, who squat inside
tion. Much like NPCs, places are ever changing and evolving,
the old gymnasium. As time progresses, the building shifts
reacting to the PCs and their actions. The GM can enhance
closer to Inferno, as the Illusion frays under their repeated
the conversation and the fiction by accentuating the narrative
traumas.
significance in different ways.

114 Chapter 4 – Pillars of the False Heaven


◊ The PCs drive local gang members off their farmstead, emotions, particularly those associated with the trapped
where they’ve been cooking drugs. Within weeks, the soul. Time and Space can warp, forcing people to relive
gang’s competitors take over the farmstead and resume and reenact the tragic past. Some souls may even attack
business. the living, cursing them for the simple act of being alive.
◊ The PCs kill the lictor dominating the local church
The GM should consider what emotional silt remains in
significant locations, waiting to be stirred up by the PCs
congregation. Freed from its corruptive influence, the
and their personal traumas.
parishioners embrace more tolerant beliefs and help the
community. ◊ The neighborhood boxing gym has seen its share of
◊ The PCs break through subterranean barriers and tragedy, including the death of its previous owner
– beaten to death in the ring. Fights and sparring
wards while searching for an artifact. Much later, they
matches frequently get out of hand. Pure rage res-
discover Children of the Underworld are utilizing this
onates here, as the building has become entwined
new route to kidnap surface dwellers.
with the Death Angel Hareb-Serap.

Nowhere is Safe ◊ On certain nights, tenants hear tortured pleas echo in


the common garden. Many years ago, they ignored
When designing places, the GM shouldn’t rely on cries for help, listening as one of their neighbors was
descriptions of dissolution and decay. As terrifying as brutally murdered. The victim’s helplessness and
unlit alleys and shuttered factories may be, true dread torment fractured the Illusion, constantly replaying
lurks behind pristine facades and whitepicket fences. the moment in the public space.
All places are touched by the Illusion, and nowhere is
immune to its insidious influence. KULT: Divinity Lost
◊ The basement den feels perpetually cold, no matter
how high the heater goes. An aura of guilt and loss
focuses on personal horror, where traumas, betrayals,
clings to everything like soap scum. After their recur-
and twisted passions fester and linger, waiting for a
ring argument, the former owner dared her depres-
singular push to set them free. Undermine the player’s
sive husband to finally make good on his promise
sense of security and make their homes and workplaces
to kill himself. To her horror and regret, he did.
foreign and frightening. Peel back the mundane facades
to reveal the supernatural horrors waiting beneath. ◊ No one goes near the carousel anymore. The serial
Places are where the GM can introduce site-specific killer collected his victims here, murdering them
threats, such as GM Moves drawn from the PCs’ Dark in the tiny maintenance room. Now, the carou-

4
Secrets and Disadvantages. sel can take its riders to the infernal realms of
Gamichicoth.
◊ A low mewing comes from the cubical across from
you. As you watch, pale, dirty fingers wrap around the ◊ The main bedroom remains much as it was decades
top of the partition. ago, lovingly tended over by the deceased’s son. His
enduring devotion and intense grief have weakened
◊ The cashier’s face sags like wet clay, dripping thick
the Illusion. Now, the room touches Binah’s Citadel;
clumps onto your purchases. “Paper or plastic,” they
the scent of incense and sounds of gentle chanting
mutter through sagging lips.
drifting through.
◊ The antiseptic stink hurts your eyes and nose, com-
pounding the hall’s sterile whiteness. You can barely see
for the brightness, but sense something shambling out
Fear in the Familiar
of the distant doorway. In KULT: Divinity Lost, PCs are frequently exposed to
◊ Cherry blossoms fall in a lazy rain, coloring the completely exotic worlds, be they the horrors of Inferno
or the surreal wonders of Limbo. However, these
pond’s surface in stark beauty. The green waters ripple
fantastical realms can become so alien that the players
as deformed koi swim around in lazy circles, feeding off
lose any sense of normalcy and their place within the
algae-wreathed skulls.
narrative space. As a result, the location loses its authen-
◊ Beyond the bus windows, the idyllic neighborhood ticity and credibility, which diminishes its emotional
slowly devolves into an apocalyptic nightmare. Opulent resonance, i.e., the place loses its aura of fear.
houses crumble into smoldering husks, where hunched
As such, the GM should incorporate familiar qualities
figures rummage through the debris. “Last stop,” the
within the place, so the players recognize what they are
driver chirps over the speakers, as the vehicle shudders
experiencing. Emphasizing mundane elements helps
to an uneasy halt.
narratively ground the players and make the location
WHAT REMAINS BEHIND more convincing, even if it is completely inhuman and
horrifying. When the familiar and fantastical are indis-
After death, our final emotions and regrets can linger tinguishable, the place resonates credibility, making the
on, and even intensify to unnatural limits. Their inten- players’ experience far more unsettling, as they instinc-
sity thins the Illusion and leaves behind connections tively understand their role within the space.
to the realm the unfortunate is condemned to. These
areas are prone to strange phenomena and unnatural ◊ The glistening wall parts, revealing an open space
beyond its pulsing flesh. A short row of blinking

Putting It All Together 115


buttons rests on the opposite wall, much like an elevator. secluded cabin/park, or the PCs’ home/workplace. Next, they
Meat and metal rumble in anticipation of you entering the provide its general description and layout, as well as any
confined room. specific qualities and resources This includes defining its shared
◊ Rows of glass tanks line the concrete hallway, each filled history and how each character relates to it. Does one of them
own the location? Does it have a specific name and/or moniker?
with swirling protoplasmic soup. Tubing and pipes rise
Why did they choose this place as their refuge?
from the floor, feeding the malformed things floating
inside. At the base of each unit, visitors have written Secondly, the group outlines the refuge’s unique qualities. Ask
descriptions of their perfect child. each player to describe one distinctive feature that makes the
◊ Ruddy feelers crawl over the bar's interior, forming a location special. These could include its particular location,
the people who work there, aspects of its appearance, unusual
grotesque jungle of polluted weeds. Skeletal remains
resources or attributes, or other odd quirks. The other players
silently sit at the booths, frozen in time; the fungal
can contribute to these elements, incorporating their own ideas.
growths woven through their bones. The jukebox
remains untouched, glowing in the shadows, as it plays Thirdly, determine if the refuge is connected to the character’s
some nostalgic tune. Advantages, providing them with additional benefits – even
◊ The stony path ends, opening onto a tangled thicket. bonuses on rolls. For example, their refuge could contain one PC’s
Occult Library, as well as resources for another PC to effectively
The diseased trees loom over you, scratching at the
use Data Retrieval. These – and future – benefits are considered
sunlight with their dead limbs. Trash clings to their
nonrestrictive, as long as this fits into the fiction. Common-
branches like dried skin, rustling in the breeze. A color-
sense should be used when choosing these aspects, rather than
ful mosaic of broken glass circles the roots.
min-maxing the location. Refuges are meant to promote roleplaying
◊ A black sun can be seen through the muddy sunroof. between the players, rather than boost their PCs’ abilities. Also, any
Dust clings to every surface, turning the walls and roll bonuses are only accessible on-site and must be approved by
floor ashen. The dining room table has been set the GM.
perfectly, untouched by time or decay. Every utensil
The players chose The Veteran’s dojo as their communal refuge.
glimmers in the eerie not-sunlight.
They knew each other during the War; a nurse, photographer,
and soldier. After returning home, the PCs sustained their familial
bond, meeting here to train and relax. During The Scientist's (nurse)

Location part-time work here, she amassed considerable medical supplies


(+1 to Battlefield Medicine rolls). The Artist (photographer) deco-

Archetypes rative touch provides the building with a meditative aesthetic (+1
to Enhanced Awareness rolls). When needed, The Veteran (soldier)
can call upon some of his trusted patrons to help out in a fight.
Places can be as intriguing and interactive as any NPC,
possessing distinct personalities and qualities. Depend-
ing on their narrative purpose, most locations fall under
Structures
quintessential Archetypes. These compliment the story in From the first megalithic temples to multimillion-dollar city apartments,
familiar and recognized ways, and represent the broad humanity’s reliance upon structures has persisted throughout the ages.
spectrum of places commonly featured in horror stories. Cast out from Metropolis, we desperately needed to create new sanctu-
Each can easily be introduced into the conversation and aries to keep the lurking terrors at bay. Soon, our simple walls of mud
personalized to enhance the fiction. As before, these and sticks grew into opulent towers of glass and steel. Our unconscious
Archetypes serve only as suggested foundations for the desire to rebuild Metropolis resonates in modern architecture; glittering
GM to build and expand upon, and should not confine skyscrapers mimicking the Archons’ Citadels and subterranean vaults dig-
her creative process. ging down toward the Abyss. Small or vast, we’ve filled these places with
our memories and trinkets, hoarding them like treasures.

Refuges Rich or poor, sanctuary or derelict, residential complexes are cities unto
themselves, where entire societies remain separated from the world
Refuges represent communal places, where the PCs
outside. In penthouse suites, blood splashes over marble tiles, warm
can enjoy their moments of respite from the story’s
bodies writhe on silken sheets, and the nouveau riche embrace unspeak-
challenges and threats. Best suited for extended
able oaths to retrain their wealth. In crumbling tenement buildings,
games, refuges are developed through collaborative
inhabitants try to shut out cries of people they can’t help, vagrants sleep
storytelling, usually during the group’s first session.
in filthy stairwells, and desperation dwells behind every rusting door.
They can also be discovered during the story’s nat-
ural progression. In either case, the players and the Homes collect every trauma and pain inflicted within their dominion.
GM all contribute to the refuge’s overall description Pain, regret, and sin coalesce in their concrete and wood, layers of trav-
and narrative qualities. As part of the campaign’s esty and trauma collecting like sediment, waiting until something disturbs
fiction, it can also become intimately tied to the PCs’ them. In KULT: Divinity Lost, the traditional ‘haunted house’ represents
story arcs, effectively serving as another Relation. places where the Illusion has thinned under this psychic weight. The bath-
room mirror reflects a suicide’s purgatory. Things nest behind the stucco
Firstly, the group determines where the refuge is
walls, sneaking out at night to consume the sleeper’s dreams. A troubled
located. The place can be public or private prop-
teen’s computer taps into the Dark Net – even though their home lacks an
erty, such as the PCs’ favorite bar/restaurant, uni-
Internet connection.
versity lounge/library, corporate office/boardroom,

116 Chapter 4 – Pillars of the False Heaven


4

Location Archetypes 117


Manufacturing plants vomit out shoddy goods and services to feed Structures are not limited to buildings. Large vessels, such
the hungry masses. Factories grind and rumble tirelessly; their as ships and trains, fall under this archetype as well. Cargo
belts, gear, and forges are but humble reflections of the Machine ships ply the oceans, while trains cross the country on
City’s grandeur. Warehouses and distribution centers serve as ribbons of rusted steel. Underground constructions wait
sacred cathedrals to commerce and greed. Department and big beneath our cities, such as crypts, metro stations, and sewer
box stores are sprawling labyrinths of shelving and temptations, tunnels.
bathed in nauseating fluorescent lights and oily shadows. Meat
hangs in industrial freezers and wet markets, its shape unnatu-
◊ The Cold War bomb shelter has been long forgotten by
the mental hospital’s administration. Drawn by She Who
rally familiar. Gated storage facilities hide away countless sins
Waits Below, patients and staff descend into its winding
behind each orange door. Air-conditioned server farms and tele-
corridors and rooms, where they offer tributes to her.
communication centers touch on Tipareth’s Citadel and Limbo,
summoning horrors through wires and fiber optics. ◊ Wind blows through the unfinished building, stirring the
plastic sheeting walls. Bare metal beams rise toward the
Public buildings are integrally connected to the Illusion, usually
open sky, where angry clouds threaten rain. A dozen
overseen by angels, lictors, and other devotees to the Archons.
angels perch on the exposed girders, their beatific faces
They embody the Principles they represent, ceaselessly influenc-
staring upward, ruined maws gaped open.
ing, suppressing, and twisting the people within their hallowed
walls. In hospitals, the infirm and sick surrender themselves ◊ The night club’s pounding beat drives its patrons to bac-
into the hands of strangers. Some disappear into hidden oper- chanal excess. Bodies press in on you, trying to pull you
ating galleries. At universities and schools, our children’s minds deeper into the crowd. In the pulsing lights, their faces
are tested and twisted, molded into bourgeois compliance appear smoothed over, featureless. It’d be so easy to join
or recruited for dark purposes. Civic and government offices them in pleasurable obscurity.
impose the Archons’ wills upon their populations, forcing them ◊ Flanked by grey tenements, the shining bus terminal rises
into eternal servitude. like an island of modernization. Riders wait in silence,
Countless structures have succumbed to urban decay. Aban- staring blankly at the LCD screens that ramble off banal
doned, their neglected facades molder and crumble, undone by news and pop culture trivia.
nature and human hands. In these forgotten places, the Illusion ◊ Babbage Telecom’s imposing headquarters dominate the
thins until they border on Metropolis and other realms. Residen- desolate industrial park. A metallic forest of antennae and
tial parks grow wild, their hollow shells stripped bare by vaga- satellite dishes sprout from its roof. Blackened windows
bonds. Forsaken homes wait at the end of abandoned streets, obscure its massive interior. No employees arrive or leave,
eagerly welcoming the foolish into darkness. regardless of the time of day.

118 Chapter 4 – Pillars of the False Heaven


◊ Located in a two-story home, the tiny bookstore has As with structures, GMs needn’t be constrained by the
served the community for as long as anyone can remem- traditional concepts of ‘rooms.’ Any confined space can
ber. Its stock heavily leans toward horror and science fall under this archetype, such as vehicles, tool sheds,
fiction, but it also offers New Age books and supplies. The camp tents, and elevators. These include urban spaces
female owner appears ageless, and is well-versed in the like phone booths, ATM kiosks, and public restrooms,
occult. which may seem safe, but hold unnatural threats. Once

◊ Beneath an unused off-ramp, the motel offers sanctu- the Illusion shatters, physics and logic lose their power
over rooms, allowing for intriguing possibilities.
ary to the desperate and lost. Surprisingly clean and
maintained, it serves as the final respite before the road ◊ The locked storeroom remains continually free of
merges with the highways of Metropolis. dust and clutter. Every new moon, strange trinkets

◊ Stacks of shipping containers rest beside the disused from Metropolis’ haunted bazaars appear on its
shelves. Sometimes, the room takes something – or
train siding. Vagrants have transfigured them into
someone – in exchange.
a vibrant shantytown, huddling around their fires
and metallic homes. Arcane graffiti covers each con- ◊ A greasy sheen clings to the shower room’s mosaic
tainer, serving as protective wards and establishing tiles and chrome fixtures. An oily stink lurks under
ownership. the musky air. Hidden behind the farthest mirror,
an empty space stretches out. A humid breeze rises
ROOMS up from far below, carrying the sounds of distant
machinery.
Rooms are the repositories for our dreams, hopes, and
fears. They are where we live, work, and rest, storing our ◊ Your child sits on their bed, their adorable head
belongings and memories. Within their walls, we fight, turned away from you. Something about the bed-
rejoice, make love, and hide from the outside world. Yet, room seems strange. The toys are older and unfamil-
no matter how cramped or spacious, impersonal or inti- iar, stained with age. Then your child calls to you…
mate, every room belongs to the Illusion. As such, they from downstairs.

4
are infected and tainted by trauma, passions, and unsa-
vory desires. They remember our every hidden sin and
◊ Despite the heat outside, hoarfrost clings to the
garage’s every surface. Brutal cold emanates from
forbidden longing. In time, these psychic stains thin the
the pickup truck, resting on the raised car lift. Frozen
Illusion until true horrors bleed through, meshing with
corpses continue servicing the vehicle, dutiful even
our own. Every room becomes a world onto its own,
in death.
populated with infinite terrors.
From the dusty attic to the dank cellar, our homes are
◊ Light filters into the attic study through the semi-cir-
cle window. It stretches across the wooden floor,
filled with nightmares. Traumatized children hide in
illuminating scrawled pages positioned in tidy rows.
closets, opening gateways to Inferno and the Under-
Their ink glistens, as if freshly written.
world. Bedrooms become the domains of Passion
and Limbo, inviting wonderous excesses and fevered ◊ The building’s water tank houses an ancient entity.
dreams. Shadows and secrets fill our garages, our hor- Knowledgeable tenants sacrifice living creatures
rific acts hidden behind boxes and bags of old clothes. to the stagnant depths in exchange for gifts. Diving
Inside utility rooms, decayed things crouch behind the deeper leads the brave and unwary to Metropolis’s
furnace, softly breathing in the dark. sewers.

Workplaces are complex and hostile environments, ◊ You hear the kiosk’s door lock behind you. Its fluores-
rife with petty politics and soulless regulations. cent bulbs begin sparking, and then going dim, one
Patriarchal boardrooms invite Binah’s and Thaumi- by one. Only the ATM’s sickly green light remains.
el’s influences alike, their grandiose confines turned Beyond the glass windows, the city has disappeared
oppressive and stifling. Unspoken sins taints the – leaving only a vast darkness, pressing in upon your
break room, seeping into those who socialize there. compact world.
Traversing the cubicle farm in the right direction
allows the traveler to enter the Labyrinth. At night,
the northernmost office gazes out onto Kether’s Cit-
adel. Deep below, the boiler room’s ductwork leads
to Machine City.

Location Archetypes 119


THE SPIDER HOLE Suburbia
Overview: Haunted crawlspace After World War 2, the surviving generations fled the cities
Archetype: Room to the suburbs, expanding them exponentially. They fol-
lowed promises of polite societies and affordable hous-
State: Silent and Sterile
ing. In America, people embraced the idealized peace of
Description: Hidden behind some boxes or furniture, the white-picket fences, all white neighbors, and manicured
ruddy cupboard door leads to an empty crawlspace. The unlit lawns. In England and Europe, elegant tower blocks, town
cubbyhole is cramped and narrow, but long enough for a houses, and structured communities promoted harmony
grown man to stretch out. An odd scent of fresh loam lingers with easily accessible public services. These genteel neigh-
in the small space, but there are no signs of damp or mildew. borhoods and communities seemed the perfect escape
On rare occasions, an indistinct rustle of distant voices can from the concrete nightmares of urban existence. Yet, as
be heard. When the door is closed, the darkness is absolute. suburbanites escaped their old fears, they soon discovered
In the farthest corner, someone has crudely carved into the new terrors awaited them.
wood: Non Gratus Anus Rodentum (Not Worth a Rat’s Ass).
The themes of suburban gothic dwells amongst the peaceful
History: A former tenant/owner served a Tunnel Rat during the houses, narrow streets, and isolated cul-de-sacs. In gated
Vietnam War, assigned to gather intelligence and eliminate the communities, housing associations and neighborhood
Viêt Công within their subterranean complexes. The harrowing watches wield unfettered power, inflicting insult, torture,
experiences deep inside the earth traumatized him, leaving and even murder on those who refuse to conform to
deep emotional scars. However, the longer he remained under- ‘proper’ society. Xenophobia and envy twist the human
ground, the safer he felt. Upon returning home, he found him- heart, soon exploding into violence between neighbors.
self called back to the primal darkness – hiding away from the Gossip and slander pass over painted lips, every dirty
world within the crawlspace. His mental traumas frayed the secret bartered like currency.
Illusion, eventually connecting the space to the Borderlands.
When night falls over this beatified world, masked killers
Deep within Gaia’s earthen bosom, he mentally and physi-
emerge to hunt hapless babysitters and rebellious teens.
cally devolved into primordial darkness. His family eventually
Bored college dropouts and frustrated husbands stalk the
believed he wandered off and/or committed suicide.
alleys and parks, searching for greater thrills and relishing
Influences: Gaia, Hareb-Serap (Minor) cruel misdeeds. Shared creepypastas hold more truth than
Qualities: Quiet, Dark, Sanctuary, Primal, Womb, Pursuit, one might expect, where fears of cultists and dark rituals in
Escape, Regression the parks aren’t merely fun digital campfire stories. Behind
tranquil façades, tempers turn to violence against family
Threats: Breakdown Civilization (Regression), Conflict (Dissolu- members, and passions ignite into betrayal and carnal acts.
tion), Isolation (Avoidance)
◊ The Sundown Murders shock the community, inspiring
◊ Breakdown Civilization
Civilization:: Gaia’s corruptive influence per- fear and mistrust as the summer stretches on. As bru-
meates throughout the space. As PCs progress deeper, any talized bodies are discovered, many inhabitants lock
type of technology, ranging from electronics to modern their doors and arm themselves, while others hunt
clothing, begins to crumble and dissolve. Prolonged expo- the streets to exact vengeance against the so-called
sure begins regressing their mental facilities to primitive Phantom.
states.
◊ Each weekend, local teenagers congregate around the
◊ Conflict
Conflict:: The PCs become entrenched in an armed conflict, park amphitheater, known as the Pines. As the night
where both sides are feral with primal rage. Usually, these progresses, they satisfy their passions, losing them-
pitched battles are between former American soldiers and selves in booze, drugs, and sex. On special evenings,
Viêt Công troops, reduced to using crude melee weapons. primal things emerge from the trees to join their
◊ Isolation
Isolation:: A child disappears into the cupboard, believing festivities.
it’s Narnia and wishing to escape her parent's separation ◊ The Ladies’ Association assures the neighborhood
and arguing. maintains its respectability, puritan attitudes, and
proper image. They fine offenders and take radical
steps against people who just won’t conform. Several
Unique Moves
families simply disappeared, apparently transitioned
Temperature/humidity increases dramatically to other communities.
Hanoi Hanna’s voice echoes in the distance ◊ The affluent family living next door is respected in
Roots dangle from the roof like rotted fingers the community, prominently attending every local
function. No one speaks out against them, ignoring
Deformed bats, rodents, spiders, ants the strange smells, late night comings-and-goings, and
U-bend flooded with rank water pained cries coming from their rear garage.

Antipersonnel trap ◊ No matter how many alleys and streets the PCs turn
down, they always return to the single, dark house on
Roof collapse
the cul-de-sac. Faceless children watch them from the
upstair’s windows. The front door hangs open, only
shadows beyond its threshold.

120 Chapter 4 – Pillars of the False Heaven


◊ Purple ribbons begin appearing in the neighborhood, Rural
wrapped around trees, lampposts, and fences. Neighbors
claim the ribbons signify the household’s devotion to the Away from the city’s concrete towers, beyond suburbia’s
Red Duke. The ribbons means it will bypass their home on faux-utopian communities, the modern world surrenders
Culling Night. to pastoral fields and picturesque townships. The allure
of slow days and rustic traditions calls to those eager to
◊ The ground vibrates, as if something immense is stirring escape the stresses of modern life. In these rural sanc-
beneath your feet. As it intensifies, you hear the distant tuaries, time stands still. Those born here rarely change,
shriek of a train whistle. You attribute the low thrum to remaining loyal to their cherished ways. Clannish and
the approaching train. At least until you remember they’d wary, the rural folk place community and family above
closed those tracks months ago. all else. Intimately connected to the sensual and harsh
◊ An estranged wife shoots her husband as he walks up the natural order, they devote themselves to its continual
driveway. She sits on the lawn, numbly eating pieces from cycles. This relationship isn’t simply one of convenience,
his wounds. Inside the house, the television flickers with but based on mutual survival, learned and ingrained over
blurry images from his affair. An indistinct, metallic voice generations, shaping their morality and faith.
repeats two words: “Do it.” In KULT: Divinity Lost, rural settings draw upon the pri-
mal themes of folk horror, including physical and social
DISTURBIA isolation, distorted and suppressed belief systems,
Suburbia serves as the buffer between urban centers and rural paranormal violence, and mistrust of the outside world.
wilderness. Sometimes, boundaries are blurred and these out- Despite his destruction, the Archon Chesed’s influence
side worlds encroach upon its relative safety. These divergent remains deeply ingrained amongst rural communities,
realms are where disturbia rules. its folk traditions upheld throughout countless gener-
ations. In small towns, old gods discover new wor-
From within, the city impinges on paradisal suburbs, giving
shippers, rewarding their devotion and sacrifice with
rise to strip malls, manufacturers, and business parks. Poor city
fertility and prosperity. Meanwhile, the primal forces
planning and gentrification produce areas of increased crime
of Gaia wait at the field’s edge, eager to tear down
and abject poverty. Litter-choked brownfield lands echo their
Elysium’s borders.
former industries, the soil still contaminated with chemical
waste and neglect. Beyond the peaceful farmsteads, humanity’s greed and
desire to tame the natural world have left deep scars
From without, the wilderness waits beyond the backyard fence

4
on the land. Logging and mining towns emerge and
with its untended green fields, tangled woodlands, and aban-
fester like boils, while mining roads and pipelines
doned farmsteads. Coyotes and stray dogs prowl the peaceful
slash through the despoiled wilderness. Illegal land-
streets, joined by wolvens and impossible creatures. Children
fills and dumping grounds sit outside small towns,
play in empty lots and half-constructed housing projects.
slowly filling with poisonous corruption. Through
Behind the tangled stand of shrub, there’s the old house every-
these unnatural wounds, the Death Angel Nahemoth
one swears is haunted.
seeps in like an infection, tainting and mutating our
◊ Despite its practicality, people avoid the country road lead- world.
ing to the community at night. Crimson eyes watch from
Isolated backroads allow drifters, outsiders, and pari-
the tree line, reflecting the lights of passing cars. Last year,
ahs to form hidden communities, where they share
someone broke down and their vehicle was discovered
and practice their divergent philosophies. Neopagans
empty, splattered in blood.
and other religious groups seek small towns and
◊ In the brownfield, only the weed-cracked foundations of rural spaces to escape prying eyes. In communal
the industrial complex remain. Occasionally, the air shim- seclusion, activists and extremists plot their crusades
mers and contorts in unsettling patterns. Geometric stone to free society from the degenerates and tyrants.
constructs are seen floating in the moonlight. Authorities clean up the gruesome remains from
◊ A farmer’s field touches the mall’s parking lot, forming a the road sides, honoring archaic pacts to keep their
living wall. The high grass ripples like an ocean of gold, towns safe from ancestral terrors.
moving against the wind, whispering in restless anticipa- ◊ Choked with vines and undergrowth, Corson’s
tion. Children dare one another to step off the asphalt, yet Crossing fell into disuse ages ago. Yet, locals
no one takes the bait. claim phantom trains still run along its rusted
◊ Everyone knows that the Raggedy Man lives at the local tracks, rattling the concrete pilings as they
dump. His hovel resembles a shrine, built from recycled carry prisoners to faraway internment camps.
trash, bottles, and cans. He knows secret pathways and Infernal conductors gladly add trespassers to
can guarantee that anything given to him will disappear their human cargo.
forever. ◊ A weathered gate stands behind the gas sta-
◊ An ugly fence wreathed with razor-wire surrounds the tion, marking the disused attraction. Beyond it,
forested area. Not even the bravest teen ventures onto the the Wounded Path stretches up into the tangle
private property. Everyone knows that the unseen hospital of trees and brush. Painfully cheerful signs
facility holds dangerous mental patients, and that they fre- document the massacres that took place here,
quently stalk the grounds. No one talks about the doctors. offering disturbingly detailed accounts at each
vantage point.

Location Archetypes 121


◊ Farmers know the Deer Woman is more than myth and continues fighting the inevitable, even as the building
leave her offerings of milk and honey each evening. In succumbs to disrepair. He turns a blind eye to his patron’s
return, their animals and crops remain bountiful and nefarious activities, as long as they pay upfront.
healthy. Every few years, someone forgets their sacred
duty and is dragged away in the night.
◊ The First Family kidnap suitable breeders from the local
area, imprisoning them in the underground maze beneath
◊ Despite some modern accoutrements, the village remains their plantation. Victims are used in a vain attempt to
firmly devoted to its puritan roots. Anyone breaking the cleanse the Family's impure bloodline, enduring endless
scriptures are taken to the Bleeding Trees for punishment, torments until they’re too weak and eventually discarded.
enduring torture and maiming. Ignorance of these laws
offers no protection to outsiders.
◊ The rancher carries on the ancient tradition of maintain-
ing the northern fence-line. A dozen polished skulls are
◊ Behind the motel, tucked under an elm tree, the familial stacked in his wheelbarrow, ready to be planted beneath
cemetery remains well-tended. Dating back centuries, each new fencepost. Only then will the Whistlers remain
each gravestone is decorated by a dog’s skull crowned in silent.
wildflowers.
◊ A firelight glows in the night, casting the forest in
◊ The hayfields and surrounding area have fallen under profane yellows and oranges. No matter how long you
Gaia’s influence. Every rock, tree, and blade of grass head toward its wavering flames, it remains elusive
possess malevolent souls and cruel intent. Humans in the and distant, drawing you deeper into the unhallowed
affected region rapidly lose their intelligence and self-con- woods.
trol, transforming into primitive beasts.
◊ Within moments, the storm descends over the vehicle,
turning everything beyond its windows dark with torren-
tial rain. Yet, there is no sound, no wind, only smothering
silence, as if the torrent has washed the world away.
◊ The small clearing has been hacked from the forest. Stacks
of wood are piled beside crudely built tables. Pots, knives,
and other gear rest against three large metallic tubs. THE OLD MADE NEW
Within each, copper pipes coil through still-living bodies,
Rural horror remains firmly entrenched in the
distilling their essence down into glass jugs.
collective psyche, featuring heavily in horror
literature and cinema. While so many delicious
BACKWOODS HORROR
terrors can be found in these settings, the GM
Long before Texas Chainsaw Massacre and Deliverance, the must remember to treat the subject matter with
backwoods frequently appeared in gothic fiction, where lonely its due respect. Do not transform your stories
taverns and family farms hid vicious cannibals, inbred mon- into hackneyed clichés of foolish deviancy, buck-
sters, and sexual predators. One needed only take the wrong toothed inbreeding, and idiot rustics. Cast off
dirt road to fall prey to torture and depravity. Today, the back- the tired narratives of haunted cabins and inces-
woods remain as popular as ever in horror, both fiction and tuous serial killers stalking campgrounds. Turn
cinema. This is the land of the ‘other,’ where civilization col- these stories on their heads and introduce fresh
lapses upon itself, giving itself over to baser needs and desires. perspectives into the genre. Even the humblest
In KULT: Divinity Lost, country lanes and hiking paths can lead town offers microcosms of beauty, grandeur,
unlucky travelers into other realms. Quaint villages may actu- and unique characters. Reveal the mundane
ally be forsaken sections of Metropolis, where degenerate world first, embracing its normalcy and safety.
humans and freakish races have lived together for generations. This makes the darkness all the worse when
Members of these communities have spawned local legends, it’s finally exposed.
such as werewolves, Sasquatch, and the Jersey Devil. Cobbled
roads lead to ancient battlefields, which have succumbed to
Inferno’s influence. Crumbling cabins serve as personal purga-
tories, hiding hungry ghosts eager to share their pain. Shrines
to pagan deities are tucked away in abandoned bunkhouses
and forlorn fire towers. In these wild hinterlands, the Illusion
offers little protection, and its rules hold no meaning. These
are the borderlands of Gaia, where the true wilderness begins,
devolving into primeval chaos.
◊ No one knows how old the burned, hollow tree actually
is, but everyone knows that Broken Bones lives inside it.
When the entity is summoned to avenge some misdeed,
another human-faced stone soon joins the circle surround-
ing its cursed home.
◊ The off-season hotel once served skiers and outdoors-
men before falling onto hard times. Its owner stubbornly

122 Chapter 4 – Pillars of the False Heaven


ELYSIUM’S HIGHWAYS IN TRANSIT
Connecting our cities and lives, arteries of asphalt and Generally, KULT: Divinity Lost stories are divided into sections,
gravel stretch through the countryside and wilderness. much like book chapters. This allows for story transitions as
Within our cocoons of steel and rubber, we become anon- the PCs travel from one location to another, where the GM
ymous entities searching for the next horizon. Cars and doesn’t need to describe the trip in-between. For narrative
trucks blur by ceaselessly, like metallic termites emerging ease, the PCs travel by some means, such as car, train, air-
from an upturned mound. The droning hum of tires and plane, or boat, and the conversation resumes as they reach
disturbed air becomes hypnotic, lulling us with its continual their destination. However, if the GM has spare Holds and/
rhythm of movement and purpose. Yet, even here, horrors or the PCs employ certain Advantages, such as Wayfinder
Wayfinder,,
can be found. they can add interesting interruptions and/or detours along
the way. Depending on allowable time, these side trips may
The lonely truck stop serves as an oasis of anonymity, where
become complete stories onto themselves, helping to break
people disappear by design or malice. A roadside attraction
up the main narrative.
offers both delights and terrors for those drawn in by its
gaudy signs. Jackals stalk empty stretches of road, waiting
to be picked up by some Good Samaritan. Meat meant for
ancient creatures sways in freezer trucks; the frosty
shapes far too human. At forgotten crossroads, the
Wilderness
God of Highways offers its poisoned gifts to trav- Don’t go into the woods. Even in today’s modern
elers. The impromptu shortcut leads to world, vast wildernesses remain just
Metropolis’s hidden byways. beyond the edge of town. We’re both
fascinated and terrified by this pri-
◊ In the bus’s rear, the unsettling mal realm. We hear nature’s call in
man murmurs warnings about
our troubled souls, offering purifi-
this being ‘monster territory.’
cation and simplicity in its unsul-
People ignore him until the
lied pace. The smell of pine resin
sun sets and the lonely terrain
and loam unconsciously remind us
changes, morphing into some-
of our previous existence, when
thing hostile and unfamiliar.
we were at one with the natural
◊ Your tires are ruined, punc- world, rather than in conflict with

4
tured in a dozen places it. Now, we’ve forsaken the wilder-
by the nailed board. A half ness for steel and concrete jungles,
dozen boards still sit on the and forgotten our place within its
lonely road you came down. endless cycles.
They aren’t there by accident.
Beyond the trappings of humanity,
Someone put them there. You
our hubris and indignation can kill
hear a truck’s engine coming
as quickly as exposure and starva-
toward you.
tion. In our arrogance, we enter the
◊ As you crest the hill, the hunched wilderness unprepared and are laid
figure comes into sight again. Oily low by its numerous threats. We take
hair covers his pocked face, but you know unfounded risks in an indifferent realm, where
it’s the same man. His scabrous hand goes twisted ankles or infected cuts condemned us to
out, raising his deformed thumb. He’s been agonizing death. And, in these lands of primordial
following you for days now. fears, Gaia still rules. The living earth forever hun-
◊ The culvert behind the rest stop stinks of filth gers for our flesh and souls.
and decaying meat. Dozens of bodies molder The remote realms of wilderness horror are vast and
in the choked drain, their flesh violated and torn. varied, offering isolated settings in every guise. In des-
Deeper in, metallic heat rises from an impossible depth. erts, our bleached bones disappear beneath the shifting
◊ The highway suddenly ends, dropping off into raging flood sands. Between sheer mountains and impassable for-
waters. Some travelers haven’t been quick enough to stop. Now ests, valleys unspoiled by humanity reflect Gaia’s great-
their mangled vehicles collect like flotsam on the river’s muddy est wonders and darkest terrors. In jungles, the green
bank. When you look, the road behind you no longer exists. hell eagerly tears down our homes and bodies with its
elemental might, only held back with bulldozers and
flames. The boundless oceans mirror Metropolis’ Pri-
mal Sea, swallowing up ships and planes; their count-
less islands and infinite depths remain unexplored.
In the Arctic and Antarctic, vast stretches of shifting
ice and snow erase our existence in

Location Archetypes 123


moments. Frozen tundras and bottomless swamps CABIN IN THE WOODS
have stunted humanity’s encroachment with killing
Humanity continual pushes back the wild, carving private retreats into
cold and bug-infested wasteland. We remain forever
nature’s bosom. We build resorts and hotels in the middle of nowhere,
separated from these natural worlds, no matter our
pretending to be one with nature. Logging camps and makeshift
desire to be at peace with them.
hunting lodges dot the forests, while secluded ranger towers watch for
◊ Drownings plague the idyllic lake, claiming swim- forest fires. People go ‘off-the-grid’ to escape the rigors of city life, only
mers and fisherman every year. Even the hardiest to realize they’ve entered an unforgiving and hostile world.
outdoors person doesn’t camp near its peaceful
An amalgamation of the structure and wilderness archetype, the cabin
shores for long. Many claim the victims can be seen
in the woods has become a recurring trope in horror. Time and time
beneath the crystalline waters, reaching up, beckon-
again, these man made sanctuaries are besieged by terrible forces
ing for others to join them.
from outside or birth nameless horrors inside. Within these secluded
◊ Beyond the resort’s marked pathways, the jungle microcosms, a cornucopia of personal horrors can be explored. GMs
loses its allure and becomes something primeval shouldn’t be afraid to forego the standard plot-lines and dig deeper,
and dangerous. After a few steps, the thick ferns and playing on the dichotomy between humanity and nature. The cabin
impenetrable canopy quickly confuse and disorien- in the woods offers the perfect setting to explore the themes of
tate tourists. In moments, you’re hopelessly lost – isolation, paranoia, and identity.
swallowed up by the Green Hell.
KULT: Divinity Lost also offers narrative flexibility through the many
◊ The biting sun crisps your skin, parches your lips. Realms, such as Gaia, Madness, and Time and Space. The GM can
Around you, sand swells and sinks like golden waves, create an alternative version of the cabin in the woods archetype by
shapeless and fluid as the ocean. A darkness stands on meshing incongruous settings together. Fueled by fear, isolation,
the distant dune, its shape blurred by the shimmering and physical exertion, traumas can open rifts through the Illusion,
heat. It drops to all fours and disappears from sight. Yet, incorporating memories and moments from the PCs’ lives into the
you still feel its gaze upon you. wilderness setting. Suddenly, their familial home appears in the
◊ Scraps of bloodied fabric and tarp lay scattered around woods, while an underground tunnel infuses itself with a natural
the campsite. Everything manmade has been smashed cave system. These man made spaces invade the natural world,
beyond recognition. Charred bones smolder in the fire offering unique narrative opportunities.
pit, too big to be an animal’s. But there are no signs that ◊ The ranger tower stands upon the hill like an alien tripod.
this was an animal attack, not even a single track. An emerald radiance brightens its windows from within,
◊ Around the river’s bend, the shoreline becomes littered circling like a lighthouse’s lantern. As you approach, the
with natural and structural debris. The forest itself black- light pauses, illuminating the forest around you. It knows
ens, as once-majestic trees slump over like crushed reeds. you’re here.
Ash coats everything, turning the vernal wonderland into ◊ The scrub and dry grass have been cleared away, reveal-
grey desolation. ing hard clay and dust. Twin trap doors emerge from the
◊ The path ends abruptly. A shear wall of stone rises upward ground, marked with strange symbols. Chains are looped
and away in both directions. Broken bones litter the rocks through its handles to keep it shut. Yet, the padlock
and scrub, amidst torn clothing and shattered camping appears to have rusted through.
equipment. The cliff shivers, rumbling deep within. Dozens ◊ Having seen better years, the mobile home still stands
of eyes open up in the granite, followed by slitted mouths. against nature’s relentless attacks. Inside, several metal
◊ You’d never notice the island if not for waves breaking cots and modest furniture served its former inhabitants.
against its shores. Low and virtually featureless, the floating A tin of photographs shows the cabin before it was
world soon fills your horizon. Plastic trash and flotsam collect abandoned. Somehow, you’re in several shots.
in dissolving heaps, brushing against the boat’s hull. Clumps ◊ The fishing hut sits along the lake shore, waiting for
of flesh, hair, and bone are fused together in an embryonic the ice to return. Yet, smoke rises from its chimney.
mass, feeding its countless orifices of this human pollution. Through the door, you see the potbelly stove’s orange
◊ Silence dwells here, all normal sounds of wildlife absent. The glow, revealing the wooden interior – and the impossi-
thickets of heavy brush recede, revealing an unnatural clear- ble hallway beyond it, stretching off.
ing. Every surface is covered in red moss, scarlet feelers blan- ◊ Flowers and ornaments adorn the cabin’s lawn. The
keting the forest floor and dead fall. Beneath the living mass, building is something out of a fairytale, painted in
vague shapes pulse and quiver. garish colors. You can’t see beyond its windows, each
◊ Black clouds of mosquitoes swirl over the lichen-encrusted blocked by pastel curtains. The air smells of ginger-
rocks and spongy permafrost. As you watch, the masses join bread and sweets, making your head swim with its
together, gaining substance and shape. The hunched form aroma.
staggers toward you, reaching out with limbs made of squirming
insects. A gaping hole forms its mouth, crying out in an incessant
buzz.

124 Chapter 4 – Pillars of the False Heaven


In Metropolis’s specific to that city and/or region. Indeed, whether
developing an established or imaginary city, the GM

Shadow
should consider these various features, as the setting
itself can potentially enhance or limit their narratives.

From Hong Kong to London, Lagos to New York, every human city Physical Location
is a pale reflection of Metropolis, the Original City. Of all places, few
locations are more significant to the KULT: Divinity Lost mythos. Both First and foremost, cities are specifically defined by
sanctuary and prison, cities can become integral to any campaign their initial terrain, which help or hinder their architec-
and scenario. Much of the conversation will revolve around the PCs ture, development, and expansion. Cities constructed
exploring and interacting with their city’s unique features. As such, in mountainous terrain differ from those built in
metropolises become more than mere narrative backdrops; they are deserts, jungles, islands, or open plains. Large physi-
complex NPCs with compelling facets and quirks. cal locations encourage outward expansion, whereas
limited areas prompt cramped, elevated construction.
The greater the GM’s familiarity with the City’s aspects, the easier Regions with firm bedrock allow towering skyscrapers,
it becomes to effectively portray it during the conversation. They’ll but poor foundations limit tall structures height; e.g.,
know its concrete landscape through established buildings and Paris is hindered by its complex network of catacombs.
locations, as well as expanding its hidden foundations and Realms. Coastal cities may have deep waters, allowing for
They’ll also know the people who populate its different districts heavy industry and expansive ports. Harsh terrains
and businesses, each contributing their personalities to the city’s may require outside resources or unique architectural
identity. solutions. The city’s location may directly affect many
However, as discussed in Establishing Credibility (p. 111), the GM of the cultural and economic elements discussed
does not need to detail the city’s every barrio, building, and street. below.
She only need to make the setting believable for the players, and Similarly, local weather can directly contribute to
allow the city’s different aspects to develop over time. The follow- the city’s appearance. Some cities create vast under-
ing information is for inspiration only; it is not a checklist to be grounds to avoid harsh climates, yet others lack any
completed prior to running the game. subsurface structures due to hazardous conditions.
Coastal and river cities may have constructed intricate
The Living City waterways for transportation and/or flood reduction.
Low lying cities may suffer from air pollution, while

4
As with living characters, cities evolve according to their envi-
higher elevations endure severe weather. Arid climates
ronment, relationships, and social demographics. In particular,
may require specialized architecture to reduce damage
cities are defined by their cultures and history, which can differ
from dust storms and high winds. Temperate regions
tremendously depending on where they’re situated in the world.
allow vast green spaces and parks, while drier regions
Even the weather itself can alter the city’s ambience and growth,
may require aqueducts and reservoirs to preserve
as well as its infrastructural needs. These dynamic factors
water. The GM can incorporate these environmental
resonate throughout its architecture and geography, as well as
elements into the story, narratively reflecting them
the people living within its urban confines. In KULT: Divinity Lost,
through Threats and city-oriented Moves. For example,
there are supernatural considerations as well, as High Powers
the PCs may find themselves trapped by flash flood
influence the living city from beyond. Furthermore, these vari-
waters filling an underpass they need to cross.
ous aspects are interconnected, affecting one another in both
subtle and profound ways.
Living cities are architectural constructs shaped by their demo-
graphics, geographic location, history, resources, and topogra-
phy. These aspects directly affect their overall appearance and
development, which are reflected in their distinct ambience
and architecture. Indeed, many modern cities are specifically SENSE IN THE CITY
recognized for these physical qualities, such as Amsterdam, Cities are vibrant worlds that assail and delight
Quebec City, Istanbul, and San Francisco. The GM should take all the senses in equal measure. When describing
these factors into consideration when describing the city, be its locations, the GM should incorporate every
it fictional or based on real-life settings. sense to create an intricate tapestry of experi-
The elements discussed below can be reflected both themat- ences. These various sights, smells, and sensa-
ically and narratively. As they explore the city, the PCs will tions can also reflect different areas and times of
recognize its inner workings and development. They’ll know day or night. Is the air choked with garage stink
what areas to visit and which to avoid, and where to find or rich with spicy foods? Does the climate feel
people with things they need. Similarly, the GM can infuse comfortably cool or oppressively hot? Does the
these underlying issues into their narratives, reflecting the city ever get quiet or is it perpetually noisy? Does
urban growth and decay through NPCs, places, and orga- the city exhibit vibrant colors or is it perpetually
nizations. As these elements are woven into the fiction, drab and grey? Allow the players to experience
the conversation becomes more real. They can intrude on their city through different perspectives, firmly
the story, forcing the players to make different narrative establishing its existence in their minds.
choices. They may also provide the GM intriguing Moves,

In Metropolis’s Shadow 125


CULTURAL WHAT’S IN A NAME?
AND  HISTORICAL  DETAILS
Cities are defined by their names. Indeed, many
Living cities are directly influenced by their histories, resonate in the global consciousness by name
both local and world events. Significant moments res- alone. If set in an existing city, the GM should write
onate throughout their cultural and social evolution. this down first – otherwise, develop it together.
Some of these events are felt for generations, contin- Cities are named after virtues, prominent geo-
uously defining the city’s personality and population. graphical features, their founders, or even sister
These historical differences make each city unique cities. Make sure whatever you decide fits the tone
and reveal stark contrasts. These distinctions are of your game. Also, consider what the residents
particularly noticeable between various countries. For call their home. For example, New Orleans is also
example, some Eurasian buildings are older than North called, “The Crescent City,” “The Big Easy,” and
American cities. Yet, even relatively young metropo- “The City That Care Forgot.” This will add to your
lises can have intriguing backgrounds for the GM and fiction, and the general ambience. The GM may
players to explore. also flip this narrative convention and use the
As such, whether she uses an imaginary or real city, the nameless city archetype, adding an aura of ambi-
GM should know its most important historical events. guity and soullessness to their setting.
What were the city’s defining moments, be they tri-
umph or tragedies? Did the city endure significant hard-
ships, such as conflicts and natural/manmade disasters? ECONOMICS
Were there cultural or social changes that affected
Cities feed upon the region’s economic strength
the city, such as immigration, economic downturns,
to survive and thrive. In many cases, they ini-
political unrest, or technological advances? How have
tially develop around specific commercial and
these events shaped the city and its inhabitants? The GM
industrial centers, which attract and support
should also consider the Higher Powers have influenced
their population. Soon, smaller employers
the city’s history and progress.
spring up to answer the population’s various
These historical events directly affect the city’s cultural needs, allowing the city to grow and prosper.
and sociopolitical features, further defining the customs This codependent relationship further defines
endemic to the region. Some cities are melting pots, the city’s architectural and cultural existence,
amalgamating and blending numerous traditions and as these businesses attract workers from dif-
philosophies together. Others remain discrete patch- ferent educational and social backgrounds.
works, where different groups remain within their cul- As such, the GM should know the city’s main
ture-specific districts – by choice or circumstance. In turn, employers and/or manufacturers, as these
these concepts and ideals shape the city’s architecture factors will be reflected in the setting itself.
and formation, as well as its personality and language. For example, governmental cities, such
There may be several languages and local expressions, as Washington DC, are far different in
greetings, and slang unique to each city. There may be appearance and cultural qualities than one
specific celebrations and holidays honoring the city’s long built upon heavy industry, such as Essen,
history – or inglorious past. Germany.
People do not simply reside in their homes and offices. Furthermore, if the core industries fail,
They celebrate, eat, mourn, travel, and relax, changing the city’s entire economic system can
their urban landscape to serve their needs. The city’s diver-potentially collapse. Citizens are forced
sity is reflected in its bars, restaurants, and local gathering
to adapt and attract new business
spots, such as art galleries, coffeeshops, and music shops. opportunities. Without commerce and
Parks and museums offer respites from the city’s hectic trade to sustain it, the city can fall into
pace, where anyone can go to sit down and admire the decline, losing both wealth and popu-
beauty around them. These areas further define each city lation. Urban blight takes root, slowly
district by establishing cultural and social borders. Entire rotting the metropolis from within.
worlds can coexist unto themselves, separated by mere Those unwilling or unable to move
blocks. Many inhabitants may never venture outside their away become stuck in the dying city.
comfort zones; be it out of fear or ignorance. Crime intensifies as people grow
desperate. Frustration and violence
One vital, yet frequently unspoken, aspect of historical
spreads as the populace falls into
culture are the city’s places of worship. Different cultures
despair. Many foment anger and
congregate around buildings devoted to the Divine – and
resentment against those who
frequently exclude those not of their faith. As such, reli-
betrayed and abandoned them.
gious buildings reflect each community’s cultural diversity
Under this strain, the Illusion
and social status. Furthermore, due to the Higher Powers'
cracks, drawing their once-grand
intimate connections with religion, the GM can use this to
city closer to Metropolis and/or
determine what Principle may influence the neighborhood’s
Inferno.
inhabitants.

126 Chapter 4 – Pillars of the False Heaven


DI ST RIC TS n work
gresses, the GM can the
As the conversation pro ns, i.e.,
ns,
t and varied locations, g the District into Loc atio
Cities are inherently vas Due inward, further dividin can be
scope of most stories. the district. The se, in tur n,
usually far beyond the tryi ng to significant regions in itse lf, such as
om e ove rwh elm ed Intere st to the sto ry
to this, the GM can bec ak divided into Places of . In this
. For ease, they can bre industries, restaurants,
etc
detail their urban setting te chu nks houses, stores, parks, re ma nag e-
aller, more inti ma the District into mo
the city down into sm sepa- way, the GM can break foc us. Over
. The se neighborhoods are er lose the ir nar rat ive
known as Dis tric ts
ts.
cul tural able pieces, so they nev t, slo wly
l, soc ioe con om ic, and itional Places of Interes
rated by both physica osp her ic time, they can add add well. In this way,
further establish atm t – and the City , as
boundaries. They can iden tity, fleshing out the Distric ay and shop;
such as emotio n
n,, w every single alleyw
and narrative concepts, Dis- they don’t need to kno
cre dibility to the specific en the PCs arr ive .
and theme . Thi s len ds
d pla yers) they’re simply there wh
elm ing the GM (an
trict, while not overwh
about the entire City.
with extraneous details

bureaucracies. People are disenfranchised, ignored, and shuf-


fled around, rarely being provided the services they desperately
PUBLIC SERVICES require. In KULT: Divinity Lost, many of these individuals are
AND  INFRASTRUCTURE targeted by the Higher Powers, which feed upon their suffering
While commerce is the city’s life’s blood, government and torment. Where these systems fail, the Illusion fractures
and infrastructure are its flesh and bones. Without these from anguish and suffering, perpetuating this cycle of need and
municipal systems in place, the city and its citizens despair.
would fall into chaos, unable to access even basic neces-
sities like electricity, water, and sanitation. Metropolitan TRANSPORTATION
police protect their safety and well-being, enforcing If buildings are the city’s body, then roads are its circulatory
laws and preventing criminality. Emergency services and system. Thriving hubs of trade and travel, cities require effective
hospitals provide immediate relief and continued health transportation systems. Otherwise, they quickly die, as their
care to imperiled citizens. Local bureaucracy maintains commerce and population is stifled – even halted. Depending
the city’s infrastructure, educational system, and utili- on its physical location, this infrastructure becomes increas-
ties, as well as encourages commerce and trade. Zoning
commissions mark out the city’s expansion or sustain its
historical sites, preserving and promoting the city’s overall
appearance.
ingly vital, depending on networks of alleys, bridges, highways,
railways, and tunnels. As they grow, cities need larger transpor-
tation hubs, such as airports, rail yards, ports, and waterways.
People may wish to commute to the suburbs or outlying areas.
4
As cities expand, the strain on their infrastructures inten- They have to travel great distances across the urban landscape.
sify. New roads and buildings must be constructed, As many – if not most – lack access to personal vehicles, cities
sometimes carved out of the city’s once beautiful history. also require public transportation systems to effectively move
Water and power demands place additional strains on city its citizens around. These are typically buses, cabs, ferries, and
employees and outdated systems. Entire neighborhoods subways. Depending on the city’s infrastructure and economic
can suffer brownouts or even perpetual power loss, as well stability, these alternative routes may not be reliable – or even
as water contamination and shortages. Gentrification alters safe.
entire communities, forcing out less affluent citizens and
Due to high traffic volume, poor city planning, or geography,
creating new slums. Local schools and hospitals may offer
some cities feature highways and railroads running directly
reduced services or entirely close down. Where these defi-
through them. Off-ramps and feeder roads disrupt regular
ciencies exist, urban decay blossoms and spreads, rotting
traffic, while the ceaseless road noise detracts from the prop-
the city from within.
erty value. Viaducts transform into demarcations between
No one likes to think about trash and sewage, but these neighborhoods, creating permanent separations and obstacles
utilities directly maintain the city’s health and welfare. If to cross-travel.
garbage isn’t picked up regularly, entire neighborhoods
degrade and attract undesirables – feral pets, vermin, and THE UNDERGROUND
other things. Poor sanitation and drinking water can lead
Due to the liminal nature of Time and Space, Elysium reflects
to illness and death. Meanwhile, dumpster-divers can find
Metropolis and all its inherent aspects. Similarly, it mirrors the
rare and dangerous treasures, as well as unpleasant secrets.
persistent influence of the Underworld. Most cities in KULT:
Recycling plants can dispose of bodies as easily as garbage.
Divinity Lost have complex undergrounds, even if their real-
Incinerators turn the air thick with choking smoke and
world equivalents do not. As such, the GM should determine
metallic taste; burning evidence of hideous crimes.
where the underground is located and its general qualities.
Even cities with strong economies and efficient governments Does the city feature a metro/subway system, and how far does
host the elderly, and people suffering from addiction and it extend? Does the transportation system incorporate these
mental issues. More often than not, urban services catering to facilities, such as highways and railroads? What city infra-
these special needs populations are antiquated and under- structure is stored here, such as sanitation, water, power, and
funded, placing additional pressures on the overstrained maintenance and steam tunnels? Are there major subterranean

In Metropolis’s Shadow 127


facilities, such as business, malls, car parks, and shelters? Can they be their attitudes on outsiders? In short, what immediately
accessed easily and how frequently are they used? Do they have any identifies them as being from that city?
disreputable or hidden functions, such as criminal activity or secret
This level of world-building allows the GM to quickly
cemeteries? Are there any significant physical and social issues with
develop the archetypal citizen. From there, the GM can
these areas, such as damage, flooding, or vagrancy? Is it extensive
populate their narrative space with more believable NPCs,
enough to host entire communities, both permanent and transitory?
establishing credibility and diversity in the fiction.
These areas are inherently connected to the Underworld; thus, they
are influenced by its associated Powers and various entities. Every The GM decides to create her own city: New Verci. This
underground can be as divergent and intriguing as the GM requires, resort city offers pleasant days and warm nights, hosting
providing unique narratives for them to explore. numerous beaches. Its citizens are open, friendly, and
easygoing. This laidback attitude can be off-putting to
those unaccustomed to the city’s slower pace. Although
The City’s Soul most speak English, they prefer Spanish, which affects their
As important as its physical aspects are, the Living City’s true accent. Despite their openness, Versey can be clannish, pre-
essence and personality originates from its people. However, ferring to marry locally. As such, many share familial traits.
urban areas are more than their demographics; they reflect the
cultural beliefs of those living within their borders. These per- PEOPLE ON THE STREET
sonalized stories help shape the city, as much as it defines its Once they’ve established these local traits, the GM can begin
citizens. Indeed, many people specifically identify themselves creating important individuals and prominent citizens. These
by the place they call home. They are the city’s soul, first and can vary tremendously, depending on the story’s requirements.
foremost. Even if they’re not fully detailed, the players will know who the
When constructing the setting, the GM should consider who movers and shakers are. These people may become narratively
lives there and how their attitudes and beliefs have influ- significant, especially if they’re antagonists and/or act against the
enced the city’s divergent aspects; coinciding with the city’s PCs’ best interests. These NPCs also help the GM represent the city
Cultural & Historical Details (see above). More importantly, through its people, providing additional atmosphere and context
she should identify people’s most recognizable character- to the PCs’ world. Initially, these should be brief character outlines,
istics, flaws, and virtues. These can be reflected through accenting their most recognizable qualities. When necessary, the
common personality traits, such as being friendly/impolite, GM – and players – can further develop these individuals into fully
open/detached, and industrious/relaxed. Do they speak formed NPCs, as discussed in Flesh & Soul (p. 77).
differently, such as specific accents or localized slang? Firstly, the GM should develop the city’s main power-brokers, such
Are there prominent languages and do they vary by as authority figures, business people, municipal officials, and law
district? Do they share specific likes and dislikes, such enforcement. Who are the most recognized figures in society, such
as entertainment, food, and sports? Do they commonly as local celebrities, civic leaders, and prominent families? What are
affiliate themselves with unique groups/organizations they best known for? In more corrupt cities, these power-brokers
or share the same political/religious views? What are can include criminals and underworld figures; many of whom may

128 Chapter 4 – Pillars of the False Heaven


be feared or worshipped. If their machina- GROUPS
tions affect the main story, how so? Are any associated with the AND ORGANIZATIONS
Higher Powers? If so, which ones? All possess individual goals and
Every city’s economic and communal power resides with

4
motivations, which may directly/indirectly affect the story and
specific groups and organizations.
PCs. They may also be tied to the PCs’ Disadvantages and Dark
Secrets. Depending on the narrative role, these NPCs can become Their affiliations and goals can vary tremendously, be they
Leaders on the Intrigue Map. financially, governmentally, or religiously motivated. How-
ever, most are associated with or controlled by the city’s
Secondly, the GM should develop individuals who will contribute
power-brokers, as discussed above. These organizations may
to the main story at some point. Usually, these are NPCs with
be firmly entrenched in the city’s history or recent addictions
important information, opportunities, and/or skills that can
to its power-structure. Depending on their resources, the
advance the narrative somehow. Some are potential employers
group’s influence may only affect specific municipal agencies,
or patrons, who hire the PCs or ask their assistance. Some offer
neighborhoods, industries, or public sectors. More prosperous
resources and services the PCs need to complete their objec-
and well-connected organizations may extend far beyond the
tives. They can be the PCs’ collaborators, colleagues, and peers,
city limits, driven by the motivations of outside influences. Many
sharing goals and information. Others may be associated with
will be associated with the Higher Powers, Forgotten Gods,
the city’s power-brokers, potentially offering insight into their
or Children of the Underworld, even if its membership never
machinations. In most cases, their involvement will directly
recognizes the Truth. Different cults may guide the city leaders,
benefit the PCs, but these people may use the PCs to advance
manipulating them to fulfill their destinies.
their individual agendas. During play and downtime, these
NPCs can become established Contacts, and even important The GM should generate three to five major groups/organizations,
Relations. as well as briefly describe their underlying motivations. Although
the PCs may never directly encounter these groups, they’ll be
Finally, the GM should create any peripheral NPCs, who
aware of who guides the city, contributing directly to the setting’s
directly influence the PCs’ lives. Although they may play
fiction. As the story progresses, these groups/organizations can –
minor roles, their narrative involvement benefits the PCs
and will – alter the city's evolution and existence, thus affecting the
somehow. They are fixtures in the PC’s daily existence,
overall setting. In turn, these changes may affect the PCs, usually
offering emotional, mental, and physical support outside
through their Advantages, Dark Secrets, and Disadvantages. The GM
the main storyline. They may provide comfort and com-
and players can incorporate these changes into downtime, both
panionship, such as the friendly bartender, ex-lover, or
narratively and mechanically. If required, the GM can develop these
biweekly therapist. Others offer important resources, such
groups in significant hubs on the Intrigue Map, as discussed
as the obliging journalist, helpful librarian, or knowledg-
in Arcana and Apparitions (p. 132).
able cabbie. Typically, these are considered Contacts or
Relations, and the player should contribute to their charac-
ter development. If the GM wishes, players can contribute
two to four NPC outlines of people their PC interacts with
on a daily basis.

In Metropolis’s Shadow 129


◊ Seeking reelection, the Mayoral Committee cracks down crumble. Although Metropolis is omnipresent, there are
on crime in the city. This places additional pressure on the certain urban areas more prone to its intrusions. The
PCs with Wanted; whenever they attract attention they roll following are locations commonly associated with the
+1, instead of the normal +0. Original City and the Higher Powers. When the PCs are in
◊ The PCs failed Authority roll attracts the unwanted
these locations, the GM can tear back the Illusion to reveal
the True Reality behind it. She should also remember to
attention of The Static – a citywide cult that secretly con-
defy player expectations, transforming normally innocuous
trols the city’s media coverage. During the game, the GM
locations into bizarre and terrifying reflections.
expends their Hold to have its membership launch a nega-
tive news campaign of The Academic’s research.
BASTIONS OF POWER
◊ The players follow an unexpected narrative thread, Humanity continuously honors itself, constructing edifices
seeking information from local vagrants. The GM uses
to reflect its grandeur. From the Giza Necropolis to the
this opportunity to introduce the Trashmen – a group of
Burj Khalifa, the Temple of Artemis to the Eiffel Tower,
sanitation workers who pilfer business paperwork and
these bastions of power were built to appease prideful
receipts for profit.
men. Some wanted to chronicle their achievements, while
◊ The Fixer’s henchmen frequently interact with the others sought to recapture their lost immortality. Built at
city’s Port Authority. The player rolls success with compli- tremendous cost, most bastions have dark histories, stain-
cations on their Boss check, causing the organization ing their grandeur in blood and misery. Disturbing truths
financial issues. During Downtown, the Port Authority and mythologies weaken the Illusion, further connecting
sets up the henchmen to allay suspicions. these famous structures to Metropolis and the Higher
◊ The Transportation Union announces citywide strikes Powers. The GM should consider what aspects of the True
for its workers. As buses and subways shut down, the Reality the city’s landmarks are affiliated with, weaving
city is thrown into chaos. The PCs must continually their influence into the fiction.
deal with traffic jams and heavy delays when trying to Numerous cities also host bastions of power that directly
traverse the metro area. reflect the Higher Powers and their Principles. More con-
cept than construction, these iconic landmarks specifically
Cracks in the Facade represent beliefs and ideals in the human consciousness.
Washington’s Capitol Building resides in Kether’s Citadel,
Despite our imprisonment, humanity retains an uncon- while Paris’s Notre Dame falls under Binah’s influence.
scious desire to rebuild Metropolis. We yearn for its Entire sections of The Hague itself dwell within Geburah’s
past glories and dark pleasures, reflecting them in Citadel, empowered by our global belief in justice. As our
our architecture and constructions. We raise impos- cognitive association intensifies, these bastions of power
ing towers and luxurious structures to appease our grow in strength and influence over the city, and humanity
wounded pride. We delve into the earth, desperately itself.
seeking the vile pleasures of Inferno and the Under-
world. Our Jailers allow us these delusions, feeding Similarly, smaller cities may have specific bastions of power,
our vanity, as we construct our prison walls. such as marketplaces and business towers, churches and
synagogues, courthouses and police stations, and univer-
Yet, as the Illusion crumbles, our false world recon- sities and research labs. How they are perceived – and the
nects with Metropolis, allowing its various districts to ideals and concepts they represent – directly affects their
seep through. The Living City. The Ruins. The City of psychic connection to Metropolis. Inglorious locations can
the Dead. The Machine City. We see these grotesque reside in Inferno; the Illusion weakened by their past, as well
wonders and remember what was denied us. We as their reputation. The entertainment quarter may open
pull at the scars, opening them wider, and letting pathways to Limbo and the Realms of Passion. As such, the
them bleed. In these wounded places, Time and GM should have some knowledge of their importance and
Space lose all meaning and Elysium surrenders itself their past, which may influence the ongoing narrative. When
to what was, and what will be again. the PCs travel to these bastions of power, the GM can employ
When developing the city, the GM should consider their Moves associated with the ruling Principle or Realm.
where the Illusion is thin and/or more prone to

CONSPIRACIES & CONFLICTS


The Higher Powers are locked in perpetual conflict, striving to expand and maintain their control over human-
ity. Their conspiracies and machinations resonate throughout Elysium, transforming entire cities into their
battlegrounds. These intangible struggles have very real and profound economic and social effects, as their
minions strive to fulfill their goals. Sometimes, these metaphysical hostilities spill over into Elysium, unleash-
ing true horrors upon the city. The GM should know what major forces are moving beyond the Illusion, and
how the PCs may become embroiled in their conflicts. Although this may be subtle, over the campaign’s
progression these factors may have increasingly profound effects on their PCs’ lives.

130 Chapter 4 – Pillars of the False Heaven


CITY OF THE DEAD boardrooms and factories, revealing the heartless monstrosi-
ties behind the veil. On certain nights, our ports and railways
Cities are built upon the bones of their people. As virtually
supply its ceaseless foundries and forges with fresh offerings.
all human bodies are interred in some form or fashion, city
On technology farms, Awakened inventors devote themselves
planners must incorporate these necropolises into their
to duplicating its horrific grandeurs. Our cell-towers and phone
city planning, as well as deal with unique environmental
lines filter signals from its communication hubs, twisting our
concerns. Hong Kong’s iconic cemeteries resulted from
minds with alien messages. Toxic gases and poisonous waters
spatial constraints and hilly terrain. In New Orleans, settlers
bleed through the Illusion, destroying and mutating our pristine
were forced to construct above-ground mausoleums due to
world. Wherever one looks, the Machine City intrudes upon our
water saturation. Paris’s infamous catacombs were used to
urban landscape – and we rarely recognize the Truth.
house human remains from the city's emptied graveyards.
Death is also entwined with customs, history, and taboos, As such, the GM should familiarize herself with their city’s
so burial places reflect the local cultures and faiths. Modeled main businesses, industries, and transportation hubs, and
after German forest cemeteries, Skogskyrkogården outside how the Machine City affects them. In these locations, the PCs
of Stockholm focuses on natural tranquility. The Glasgow may inadvertently find themselves trapped within Metropolis’s
Necropolis was designed in the Victorian traditions, consist- mechanical heart, lost amongst the clockworks, conveyor belts,
ing of an informal park and grand monuments. and furnaces.

In truth, these burial places, cemeteries, and grave-


URBAN DECAY
yards all reflect the City of the Dead; a vast necrop-
olis within the Original City. Humanity A sickness infects Elysium. Wherever
unconsciously remembers this hal- despair and desperation dwell, the
lowed place, honoring its sacred hills slow rot of urban decay spreads.
and vast tombs with their inferior This infection has many origins,
renditions. Yet, the Illusion’s hold such as crime, depopulation,
over these hallowed places remains poverty, and unemployment.
tenuous, at best. Weakened by faith Over time, entire communities
and fear, the veil frequently parts, and neighborhoods can fall
drawing the unlucky and unwary into disrepair and dissolution.
into the City of the Dead. Even the Buildings and tenements are
Higher Powers and their minions abandoned and condemned,

4
rarely tread here, fearing the as businesses and factories
strange entities that eternally walk are boarded up and forgotten.
between its ancient sepulchers and Slums, grey fields, and urban
tombstones. prairies replace once-vibrant
areas. In KULT: Divinity Lost, this
THE BEATING urban blight only intensifies,
HEART OF INDUSTRY worsened by outside influences.
As the Illusion fails, Metropolis
Our False World is driven by
and Elysium merge – with tragic
humanity’s needs and wants. Cities
consequences.
were built upon foundations of fear
and greed, devoted to maintaining the status Due to their prevalence and connection to
quo that imprisons us. From birth, we’re taught Metropolis, the GM should determine where
to strive and survive, lest we be cast into poverty the city’s slums and urban wastelands are
and degradation. But behind Elysium’s monuments located. In most cases, these serve as the border-
to commerce and industry lurks the Illusion’s true lands between our world and the True Reality.
engine – The Machine City. This technological mon-
strosity empowers our prison’s arcane machinery,
enslaving us through its ceaseless influence.
But, as the Illusion fails, so too does the Machine’s City’s
intricate mechanisms. Now, its reflection bleeds through our

In Metropolis’s Shadow 131


Chapter 5
Arcana and
Apparitions

D
iana moved gingerly through cramped shelves of trinkets
and lacquer-ware. For its wearied appearance, the curio shop con-
tained an impressive fortune. “You said you have several witch’s
bottles?” she asked the shadows. Unseen, the shopkeeper replied,
“Yes. People wish to rid themselves of such things. They find their
way here.” Diana knew the folk tales well; how witches trapped
demons and faeries within inanimate objects. She turned the corner,
still unable to find the speaker. “Then you have it?” 

“The Greybeard? Oh yes.” Something clinked down beside Diana,


startling her. The gnarled shopkeeper now stood there; the salt-
glazed bottle in hand. “This is what you seek." She didn’t recognize
the delicate scripts; something infinitely older than the ancient con-
tainer. “I’ll take it,” she said, automatically, reaching for her purse.
The shopkeeper’s smile thinned, “I know, miss. As does it.”

Diana frowned, “So, how much?” He thrust the bottle into her hands, “More than
you can possibly imagine.” Confused, she tried asking again, but found herself
alone. “It is yours,” the shadows said sadly. “Go.”

132 Chapter 5 – Arcana and Apparitions


Overview CLUE
Clues represent plot devices directly related to important
story elements, such as mysteries, NPCs, and supernatural
In KULT: Divinity Lost, humanity’s deep passions and sublime
creatures. They provide players new information and insights
emotions can assume countless forms and guises. These phys-
into the narrative, revealing histories, missing information,
ical manifestations of myth possess deep meaning and signif-
and hidden plot points. Clues can also provide knowledge
icance. We construct stories around them and, in turn, their
about the PCs themselves and their Dark Secrets. When used
legends reshape our world. Arcana and Apparitions provides
correctly, clues grant the PCs some tangible story benefit,
the gamemaster (GM) with new tools for developing objects and
such as allowing them to circumnavigate threats, providing
monsters as narrative elements, as well as incorporating them
important evidence, reducing research time, or revealing an
as hubs on the Intrigue Map. This includes suggestions for using
NPC’s strengths and weaknesses. Clues can also serve as
them to enhance the conversation and expand their setting’s
links on the Intrigue Map, narratively tying different hubs
fiction.
and plot elements together.
Clues can be physical items, such as broken glass, strange
photographs, magical tomes, stolen goods, and even

Objects of Desire bodies. However, they don’t have to be tangible to con-


vey information and may include computer data, bloody

and Dread fingerprints, audio recordings, and unnatural graffiti. Any


object that provides narratively significant information can
be considered a clue. However, clues do not need to – nor
Unlike general purpose equipment and everyday items, objects should they! – fully reveal plot elements. Clues are puzzle
represent narrative elements with plot significance, both to the pieces for players to put together and form their own
conversation and PCs. Depending on their specific purpose, conclusions.
they can be introduced as precious mementos, religious talis-
mans, and valuable clues. Despite their mundane appearance, Generally, the GM should have some pregenerated clues
function, or purpose, objects are always narratively important. for the players to discover with successful Advantage and
Many possess deep meaning and power, yet are completely Move rolls, such as Investigate or Observe a Situation.
innocuous to the casual observer. Others reflect different Prin- As the conversation progresses, the GM may sponta-
ciples or similar philosophical beliefs – potentially manifesting neously introduce clues to accentuate and reveal unex-
plored parts of the conversation. This allows the story to

5
these concepts by their mere existence. While many objects are
inanimate and inert, some are enlivened by dreams, madness, progress naturally, even if the players haven’t discovered
passions, and memories. Existing outside the Illusion’s control, vital information – by chance or circumstance.
they gain agency and identity, seeking to fulfill their own goals. ◊ The Midnight Train: The ‘Special Transfer’ ticket
Generally, objects are directly linked to the PCs as hubs on the stub was issued only days ago. However, the
Intrigue Map, including their Dark Secrets and Disadvantages. Market Subway’s southbound train hasn’t run in
Common examples include Artifact, Divine Champion, Guard- decades.
ian, and Heir. However, objects are also physical elements of ◊ The Collection: A collection of ten polaroids
the plot which need to be assembled, collected, destroyed, or shows different doorways across the city. Initially,
protected to advance or resolve important character and story they appear unrelated to one another; some are
arcs. In either case, their influence resonates through the over- abandoned buildings, while others lead into
all plot, operating on different narrative levels. However, due restaurants or banks. Upon further investigation,
to their prevalence as established horror tropes, the GM needs PCs learn each location is owned by the same
to handle objects carefully to avoid becoming derivative. She organization.
should always strive to make each one unique, either in form
or function, thus empowering the fiction rather than detracting
◊ The Dining Set: A gift from a distant relative, the
dark walnut box contains an elegant silverware
from it.
set. Several pieces have traces of human blood.
The flatware features the crest of an elite family,
Purpose who have political ties to city officials.
When developing an object, the GM first needs to determine its ◊ The Ledger: A ledger contains business deal-
distinct purpose. This concept defines an object’s narrative role, ings between several export companies. All but
as well as its importance to specific character and story arcs. In one recurring transaction has been properly
most cases, each object has one of the following narrative pur- logged and notated. The anomalous, weekly
poses: Clue, Memento, Phenomena, Red Herring/MacGuffin, Talisman, entries are marked only with a crude grail
or Token. The object’s purpose can also help inspire the GM while symbol.
she develop its different qualities, such as physical appearance,
background, and function. These archetypal descriptors also
◊ The Torso: The bloodless torso has been
immaculately cleaned, its skin bleached an
help establish the object’s location on the Intrigue Map, and its
unnatural color Octagonal patches have been
associated links. Although Artifacts can share similar characteris-
expertly removed from its back, forming the
tics, their narrative significance and power places them in their
Sefirot. The precision of each cut hints at
own category (see p. 138).
previous medical training.

Overview 133
MEMENTO ◊ The Cardboard House: The cardboard box is
indestructible, withstanding any attacks. Its inte-
Mementos are objects directly associated with
rior remains dry and warm, no matter the exterior
the PC’s backstory. However, most mementos
conditions. Inside it, an average sized person can
rarely have plot value beyond establishing
lie down comfortably. A sickly-sweet stink ema-
some emotional connection between the PC
nates from the box, accompanied by the ceaseless
and an event, NPC, or other aspect of their
buzzing of insects.
personal history. Some mementos are passed
down through generations, while others are ◊ The Meat: Roughly a foot in diameter, the fleshy
recent acquisitions, commemorating special blob physically responds to touch, rippling and
events. These keepsakes hold special value to the undulating. Any injuries remain bloodless, healing
PC, be it practical or sentimental, but may appear with unnerving speed. The flesh is tasteless, yet
insignificant to others. As the story progresses, the nutritious.
GM may lend mementos narrative power beyond ◊ The Engine: The intricate construct of machine
their emotional significance; particularly, if the parts, tubes, and polished metal continually runs
memento is linked to the PCs’ Dark Secret or Dis- without any outward energy source. Its pistons
advantages. With the GM’s permission, mementos glisten with seminal fluid, while musky steam rises
may provide temporary psychological benefits, such from organic openings.
as bonuses to Keep it Together rolls or increasing
Stability. Of course, they can have the opposite effect ◊ The Glass Tree: Shards of broken glass decorate
if lost or destroyed. the branches of this hand-twisted wire tree. When
bathed in moonlight, the shards reflect different
◊ Children’s book: Its colorful pages are filled with landscapes, ranging from toxic wastelands to
drawings and messages secretly shared between iden- radiant paradises.
tical twins. Now, it’s the only physical reminder of the
other sibling, who disappeared without trace. ◊ The Urn: The ceramic urn has been carved with
sensual monstrosities, which curl around its oval
◊ Record collection: The LPs once belonged to the PC’s structure. A bronze latch holds the lid down.
parent, amassed over decades. Strangely, all the bands Inside, grey ash and bone meal line the interior. If
have faded into complete obscurity, with some now emptied, these cremated remains return once the
totally unheard of. In each case, their haunting music and urn is opened again.
esoteric lyrics speak of other worlds shaped in dreams.
◊ Old photo album: An ugly binder filled with yellowing RED HERRING/MACGUFFINS
pictures of family road trips. In addition to commonplace Prevalent in mystery narratives, red herrings appear to
photos, each trip features one group shot, standing in front be clues, but are specifically meant to mislead, distract,
of an outcropping of black rock. Although set in vastly differ- or confuse, usually leading players to make the wrong
ent locations, the monolithic stones are virtually identical. conclusions. They can be generated due to failed rolls
◊ Cigar box: Its wooden exterior features intricately drawn and/or the GM’s discretion, such as triggering Holds.
maps from the city’s past. Inside, it contains hundreds of paper Depending on the conversation, red herrings can even
fortunes, the sugar cookie smell still lingering. Whenever read, produce separate subplots on the Intrigue Map. For
the aphorisms and prophecies are unnervingly relevant. example, following a failed Crime Scene Investigator
roll, the players erroneously track the evidence into an
◊ Bronze statuette: The sculpture was given to the PC by his
underground zeloth’s lair.
great-grandparent just before passing away. The seraphim’s
face is tucked beneath broken wings, its body curled up as if in In contrast, MacGuffins are vital to the overall plot,
agony. serving as narrative catalysts and triggers. However,
unlike tokens (see below), the object’s role is geared
PHENOMENA toward inspiring character motivations, such as find-
ing, destroying, or protecting the item. Effectively, they
Phenomena are mysterious and unsettling objects with question-
serve as links on the Intrigue Map, joining important
able origins. They usually feature bizarre and impossible designs;
plot elements together. These objects may be tangible,
their function, operation, and purpose are completely alien. In truth,
or could only be ideas or concepts to be sought out,
these uncanny mixtures of technology and magic are ‘mundane’
lacking physical form.
objects from Metropolis (or other Realms) or which have somehow
remained untouched by the Illusion. This makes phenomena both Once introduced, red herrings and MacGuffins can
dangerous and highly sought after, as they are pieces of humanity’s intrigue players for ages, even if they lack narrative
lost past. resolutions. Many players instinctively latch onto these
objects, creating their own narratives. As such, the GM
Phenomena differ from Artifacts (p. 138) in that their use and true
should pay close attention to player reactions during
abilities remain forever elusive and cryptic. Narratively, they exist to
the conversation, as they may infuse these objects with
invoke dread and awe, enhancing the story’s atmosphere and fiction.
intricate back stories. Their personal interpretations
They rarely, if ever, provide tangible benefits to anyone attempting to
may generate new and intriguing plot elements. In this
use them. Occasionally, their mere existence can affect the Illusion and
case, the GM can change the object’s importance to the
alter reality in strange and violent ways. As such, the GM can invoke
current or future storylines – and look cool in doing
soft and hard Moves while the PCs are in one’s presence.

134 Chapter 5 – Arcana and Apparitions


so, as the players will likely believe they planned from the ◊ The Night Light: When plugged in, the cat-shaped
start. However, they may place so much significance on the lamp projects glimmering stars and plays soft lul-
red herring/MacGuffin that it detracts for the actual story; so labies. It once belonged to a troubled child, whose
use caution. chronic nightmares weakened the Illusion. Now, the
The Student ID [Red Herring]: Found on the body, the night light serves as a beacon for malign entities in
student ID belongs to the victim’s ex-partner. secretly kept it Limbo.
after the break-up, as part of their obsession. In truth, the ex ◊ The Swear Jar: The innocuous glass jar is crudely
barely recalls them. marked Dady’s Swares. Years of drunken anger and
The Fossil [Red Herring]: Located in the academic’s study, frustration poured into the container thinned the
the fossilized thing appears malformed and twisted, like Illusion. Now, it can channel voices to Metropolis.
some ancient beast. A tie-tag notates its discovery at the Eventually, something whispers back, manipulating
nearby quarry. In truth, it’s some harmless curiosity they the weak-willed into acts of violence.
picked up during their daily walk. ◊ The Wedding Dress: The exquisite dress cost its
The Sea Chest [Red Herring]: At the bottom of the fish tank, former owner everything; the focal point of her
the sea chest contains a small, numbered key. It opens a perfect wedding. After being left at the altar,
safety deposit box, which contains love letters from her life imploded, resulting in her eventual
the NPC’s affair. These reveal more about the NPC’s suicide. Transformed into a Purgatide, she
hidden life, but are generally not helpful. can possess anyone who wears the dress,
seeking vengeance against her
The Rug [MacGuffin]: The silk-wool
former fiance.
rug has been passed down through
generations. People believe that by ◊ The Junker: The rusted
following its labyrinthine design, Vauxhall Astra sits in the
one can open portals to the Under- overgrown lot. Its inte-
world. The story’s antagonist seeks rior stinks of motor-oil
it to release the God they worship. and rot, accompanied by
unpleasant hum. On certain
The Data [MacGuffin]: A USB drive
nights, anything placed
contains incriminating evidence
in the empty hatchback
against the local politician, con-
disappears, transported to

5
necting them to the death cult’s
Machine City.
activities. They’ll do anything to get
this back, including destroying the TOKEN
PC’s life in the process.
Tokens are objects required
TALISMAN to move the plot forward,
allowing the PCs to resolve
Talismans are objects intimately
critical moments in the
connected to one of the Realms,
story arc. For more complex
such as Death or Madness, or one
stories, several related tokens
of the Principles, such as Community or
may be required to successfully con-
Exclusion. Originally, these were mundane
clude scenario milestones. Typically, by
items, and typically still maintain their normal
lacking one or more tokens, the PCs run into
outward appearance. However, through some
far more difficulty than they otherwise might.
arcane or traumatic event, the talisman has become
While they can still conclude the story, pos-
empowered, weakening the Illusion’s hold over it.
sessing the token makes it easier.
These psychic connections allow unsettling phenom-
ena and manifestations to occur around them. Some Depending on their nature, tokens may resemble
may possess unusual qualities, such as being indestructible or other objects, such as mementos or phenomena, and
perpetually functioning. possess their associated qualities. In some cases,
tokens may initially have no apparent use. As the story
While usually associated with specific characters and/or events,
progresses, the PCs will discover their narrative signifi-
some talismans are so potent that their power persists long after
cance. However, the GM should make sure not to dimin-
their creator’s death. Although not as potent as Artifacts, talismans
ish the object's importance, or offer false promises.
can potentially affect and weaken the Illusion. Some may possess
In effect, tokens are the keys to the players’ ultimate
minor abilities, triggered under specific circumstances or completely
success (or failure).
at random. These manifestations are represented as GM soft and hard
Moves, usually reflecting the forces associated with the talisman. ◊ The Drop key: The tarnished elevator drop key has
been etched with the words ‘13, Markve.’ It opens the
◊ The Lunch Box: Age has muted the box’s design to soft grey shad- elevator door on the Markve Building’s 13th floor.
ows. Dozens of old baseball and hockey cards are stuffed inside,
If turned in the correct order, the door opens onto
which were used to attract unwary children. Their betrayal and suf-
one of the lower floors of Malkuth’s Citadel, which
fering lingers on, connecting the lunch box to Chagidiel’s Citadel.
the PCs must access to save their friend.

Objects of Desire and Dread 135


◊ The Coin: The silver dollar has been stamped ◊ Blood Diamonds: The conflict diamonds are perfectly pol-
with a woman’s face on one side and an hour- ished and cut, glittering with fleeting colors. Imbued with
glass on the other. Along its edges, ‘Do What Thou anguish and pain, they’re prized commodities amongst
Wilt,’ is written in Old High German. The coin must infernalists and Death magicians. Beyond the Illusion, the
be provided to the S&M club’s bouncer to gain diamonds resemble bloodied eyes, warm to the touch and
entrance to its reflection in Inferno. continually pulsing.
◊ The Punch Card: The stained time-punch card ◊ The Grand Piano: This antique piano was refurbished into
seems out of place, neatly placed in the magician’s an office desk. However, its former owner’s obsessions
journal. However, if lined up with markers on each connected the lavish instrument to Limbo. In dreams, it
page, the holes reveal coded messages hidden exists as an organic monstrosity of flesh, wood, and wires.
amongst the text. If fed blood, vestigial mouths sing discordant melodies that
◊ The Bloody Feather: The large white feather
echo in the mind.
has been tied on a worn leather string, forming a ◊ The Coloring Book: In Elysium, the child’s memento is
necklace. Torn from an angel, its tip eternally drips perfectly colored with crayons, revealing an impressive
blood, discoloring anything it touches. This blood talent. However, beyond the veil, the fantasy characters
magically hides the anointed ones from Elohim. and landscapes become nightmarish. On each page, a tall,
Without it, the PCs will likely be killed upon entering hideous man tortures two small children, who cower in
the lictor’s communal chamber. fear.
◊ The Gas Mask: The WWI gas mask projects the ◊ The Truck: A labour of love, the yellow truck has been
wearer’s perceptions back through Time & Space to maintained and rebuilt over several decades. Behind the
1917. This allows the PC to slip through the Illusion Illusion, the owner’s sins are revealed, as the entire truck
and navigate his way through the maze of trenches. bed holds reflections of the naked torsos of his former vic-
However, they also become vulnerable to the numer- tims. They squirm and writhe, helplessly trying to escape
ous threats existing in that time period. their metallic prison.

Visage Fleshing Out


Due to the Illusion, an object’s true appearance may Once an object’s purpose is established, the GM can further
be completely dissimilar to the one presented in our develop the threat’s narrative qualities. The greater the object’s
world. This actuality is known as visage, which rep- importance to the story, the more in-depth the GM should
resents an object’s various incarnations beyond the describe it. The most basic qualities should include Appearance,
Illusion. As such, the GM should also consider how the Background, Function, and Location. Depending on the object’s
object appears should the PCs See Through the Illu- purpose, this may also include Connections and Influences. Sig-
sion. Usually, an object’s visage will be associated with nificant objects should be developed like living NPCs, providing
its purpose and history. This can also include its con- them with unique traits and personalities. This process elevates
nections to the Higher Powers and/or the Realms, which these threats from being mere props to actively affecting the
influence its basic nature. conversation, as well as building the narrative foundations for
their continued involvement in the story.
As with Metropolis and the other Realms, an object’s
visage need not adhere to natural laws or physics, Finally, the GM determines if and where the object should
and may differ wildly in dimension and scale. Under appear on the Intrigue Map and what established links it
the right conditions, an object’s true form may bleed possesses. Normally, this process is completed secretly, but for
through into Elysium with subtle or profound conse- PC-specific objects, such as mementos, the GM should involve
quences – reflected as soft or hard GM Moves. Due to the owning player in the creation process. Although they may
their arcane power, visage is very important when devel- not know an object’s hidden qualities, their participation emo-
oping Phenomena and Artifacts. tionally invests them in its importance. Depending on the story,
players may also (un)consciously develop object threats (see
Visage can provide GMs with opportunities for introduc-
Let the Players Guide the Way, p. 138).
ing compelling narratives and plot-twists into the stories.
Several myths about enchanted items originate from this
APPEARANCE
concept, such as the legends of faerie gold and mermaid
tears. Living beings may be horribly warped to inanimate The GM should consider all of an object’s traits, as they may
creations, their conscious minds being slowly shredded have narrative importance. What physical features does the
beyond the veil. Other objects may contain entire worlds object have, such as shape, size, or weight? Is it ordinary or
beyond the Illusion, waiting to be explored or unleashed. remarkable? Are there any memorable details, such as color-
Be creative and ignore physical limitations. ation, sounds, or what it feels like to touch? Is it ornamental or

◊ The Penitent One – The weathered statue depicts a useful? Is it new or old, in mint condition or well used? Does
the object still work or has it been damaged? Does its appear-
kneeling monk. Once an acolyte of Chokmah, the human
ance feature any uncanny qualities, be it normally or under cer-
was transformed into his current state. When the Illusion
tain circumstances? Does it possess intangible qualities, such as
thins, the trapped soul radiates with golden light and can
generating sounds, smells, or an unusual aura? The latter traits
communicate. However, after centuries of imprisonment,
can be tied directly to an object’s visage.
he’s now completely out of touch.

136 Chapter 5 – Arcana and Apparitions


The Ashtray [Talisman]: The aluminum ashtray is The Astrolabe [MacGuffin]: Part myth, part his-
lightweight and curled at its edges. Its silver star imprint tory, the ancient astrolabe is believed to have been
is hidden under years of use. Someone has etched into constructed by Hypatia of Alexandria. However,
the bottom, “Dallas 11/63.” Crumpled cigarette butts fill it rather than revealing our universe, her device
completely. If the ashtray is emptied, the cigarette butts reveals Metropolis’s astronomical formations. If used
return within a night. The scent of blood and smoke correctly, it can dispel the Illusion. The astrolabe’s
lingers around it. Its metal feels slimy to the touch. secrets died with its creator’s murder in 415 AD.

BACKGROUND LOCATION
The GM should know the object’s basic background and Depending on the scene, an object’s location can become
history, particularly, if it resides on the Intrigue Map. Where vital to the narrative. The GM should consider where the
did it originate from? Did someone create/build it, and, if object has been placed and outline any details regarding
so, why? Was there an original owner? If so, did they sell, this. Is the object located in plain sight, displayed prom-
gift, or lose it? Depending on the object’s age and impor- inently yet out of reach, or has it been hidden away? Is
tance, has it accumulated accessible information online, in it readily available or do the PCs need to travel to it? Are
books, or in historical archives? Fleshing out the object’s there obstacles that prevent the PCs from acquiring the
history lends it an aura of mystique and realism, as well item freely? Indeed, entire stories can revolve around
as establishing its narrative significance. Having an estab- an object’s location, which may also be associated with
lished background also provides players an opportunity to additional links and hubs on the Intrigue Map.
research and learn more about its origins through different
Corryn’s Obelisk [Phenomena]: Recovered from
Advantages. More potent objects may even accumulate leg-
an ancient burial mound, the inverted obelisk floats
ends and rumors. However, the GM needs to decide whether
weightlessly off the ground. No matter what angle it is
this information is true or mere speculation.
viewed from, only its ‘face’ stone can be seen; etched
The Teapot [Clue]: The Yixing teapot was looted by with the Svefnthorn symbol. Its current owner, Corryn
French missionaries during the Boxer Rebellion. Several Holm, has locked the obelisk away beneath her famil-
years later, it was illegally purchased by the Adair Family ial ranch. No one is allowed into the obelisk chamber
of Paris. Passed down, the pot is reserved for steeping except for trusted cult members. Armed guards stand
special teas used in their Madness rituals. However, the outside day and night.
pot was also documented by a Chinese antique dealer

5
prior to its theft; records of its existence reside at their CONNECTIONS
headquarters. An object’s connections reflect its position on the Intrigue
Map and the various links and hubs associated with it.
FUNCTION The GM should consider the object’s purpose and back-
Be they tool or trinket, objects generally serve some func- ground while developing any connections. Most impor-
tion. The GM should know what this is. Then, beyond its tantly, how does the object link various hubs together?
normal and mundane functions, what else can the object do, Does it connect the player characters together? Are other
if anything? This can also include its narrative function, as people looking for, protecting, or trying to destroy it?
MacGuffins or tokens. If the latter, how does it affect the story’s Does it have some significance to groups and organiza-
progression? Can the PCs use the object to achieve different tions present in the conversation? How well-known is the
outcomes? Or is it simply an aspect of environmental story- object to the general public? Does it reside in an import-
telling, representing specific themes and concepts? ant location on the Intrigue Map? Each link and hub
provides the GM with potential narratives and story ideas.
While objects lack the power of Artifacts, some can still
affect reality, such as phenomena and talismans. In addition to Copper Coin [Memento]: The PC’s sibling [hub: Con-
influencing the world around them, objects linked to the True tact] gave them this copper token before their Strange
Reality may fray the Illusion or attract creatures. If it has some Disappearance [link]. It is imprinted with the name,
inherent powers, what are they? What triggers this effect? Or Jolar Amusement Center [hub: Location]. However, this
is it continuous? If the latter, the GM should develop some soft arcade also disappeared at the same time. The PC has
or hard Moves to represent these powers. Finally, is the object’s tied similar disappearances across the country to these
power permanent or consumable, i.e., has limited uses? arcade coins.
Similarly, are there any threats associated with the object?
INFLUENCES
Does the object have dangerous and unexpected side-effects?
Are these dangers real or imaginary? Does the object have a Due to their arcane nature, some objects are associated
strange effect on people or its surroundings, such as causing with the Higher Powers and/or the Realms. The GM should
exhaustion, anxiety, or anger? Can it be triggered when PCs consider what these influences are and how they affect
wear it, have it in their possession, or just when in its prox- the object physically and spiritually. This association may
imity? Does it give warning signs, such as becoming colder, emotionally affect anyone around the object, including the
hotter, or more oily to the touch? Do plants wither near it or PCs. More potent objects, such as talismans and phenomena,
animals become agitated? The GM should reflect its inherent may actually alter the fabric of reality around them, subtly
traits in these signifiers, adding tension and mystery to the or violently.
object’s existence.

Objects of Desire and Dread 137


Certain objects are inherently linked to the various Realms.
Clockworks, electronics, and industrial equipment are tied
to the Machine City, while art, mirrors, and musical instru-
Artifacts
ments are associated with Limbo. A New Age religious Artifacts are objects that belong to the True Reality and oper-
object may be connected to Chesed, while an antique ate beyond the Illusion’s constraints. They can take numerous
handgun may be linked to the Death Angel Hareb-Serap. forms, such as devices, instruments, relics, and trinkets. Despite
Due to their strong symbolic association, they can be their mundane appearances, these arcane technologies and
potentially used to weaken the Illusion. While less pro- magical apparatuses are capable of altering, manipulating, and
nounced, these effects are similar to Fraying (p. 141). Sim- even destroying reality. Some existed long before the Demi-
ilarly, associated objects can become thematic keystones urge’s existence, designed by alien intelligences for purposes
in the overall narrative. beyond our mortal comprehension. Others were created prior
to imprisonment in the Illusion by the Forgotten Gods, the
The Computer [Token]: The all-in-one computer still
Higher Powers, or humanity itself. Some artifacts were devel-
runs perfectly after several decades. The system folder
oped recently by magicians, mediums, and the Children of
contains the database for its owner’s quantum network
the Underground, who desperately seek to break the Illusion’s
research. The PCs can only access the information they
bonds and gain true power.
require on this antiquated software. The owner’s work
also thinned the Illusion, potentially altering Time & Although considered objects when added to the Intrigue Map,
Space around the computer. artifacts possess powers far beyond the constraints of phenom-
ena and talismans. They grant supernatural abilities, allowing
their owners to bend True Reality to their will, touch upon
their former divinity, or unlock the dimensions of Time and
LET THE PLAYERS Space. As with other object threats, artifacts are defined by
GUIDE THE WAY their purpose; i.e., the reason they were created. However, due
In-game, some players will place significance to their alienness, an artifact’s ultimate function may never be
onto objects, even if the GM has only men- fully understood by the players or the NPCs.
tioned them in passing. Players can heavily The GM can utilize the techniques below to fully develop the
focus on these objects during the conversa- artifacts as object threats, plot devices, and narrative hubs.
tion, pressing the GM for details. When this Although mechanically different from the Advantage, the GM
occurs, do not discourage their interest. and players are free to utilize these rules to develop PC-spe-
Indeed, feel free to exceed their expectations cific Artifacts (see KDL, p. 113), as well. Note, these rules offer
and encourage their creativity and interest only the basic framework and should not hinder the GM’s
further. Expand upon the object’s description narrative. They’re free to develop artifacts far beyond the
and purpose, weaving it into the story. scope discussed here, providing them with campaign-altering
For example, the GM describes an aban- abilities and powers, such as the Taroticum or Judas Grail.
doned study, including the malformed deer’s
head hanging over the fireplace. This envi- Qualities
ronmental detail has nothing to do with the
story. However, the players begin focusing As with standard object threats, the GM begins by outlining
solely on the deer head, investigating it the artifact’s general qualities: Appearance, Background, Func-
further. As the conversation continues, the tion, and Location, as well as its Connections and Influences.
GM realizes the players consider this odd Artifacts simultaneously exist in Elysium and Metropolis, so
taxidermy an actual threat. the GM should consider the object’s visage and if/how this
affects its mundane appearance. From this overall descrip-
The GM could simply inform their play- tion, they can then develop the artifact’s Potential and Mythol-
ers that the deer’s head isn’t important. ogy, as well as outline its narrative role within the story.
However, this is a lost opportunity to
generate fear and uncertainty. Instead,
feed and play upon the players’ expec- Potential
tations. Sure enough, its glassy eyes are Narratively, an artifact’s potential represents its overall abil-
always watching them. When they glance ities and powers, allowing it to affect and/or alter some
away, its deformed mouth twitches, as aspect of the True Reality. Mechanically, an artifact’s potential
if breathing. Its pose subtly changes. For provides the user – be they PC or NPC – with an additional
the players, this becomes their narrative Move (or Moves), which is defined by its trigger and power.
focus, allowing the GM to create entirely the trigger defines what circumstances are required to acti-
new subplots, and the players are never vate the artifact, and the power defines the object’s capabili-
the wiser. ties once its potential is unleashed. Generally speaking, if the
Take inspiration from the players and let Move could have different results, the GM should require a
them guide the way. Rather than remov- roll; if only one result is possible, the GM simply reveals the
ing irrelevant elements, take creative specific effect upon activation.
license with them, and use them to When a player character fulfills the artifact’s required trig-
enhance the narrative. Story opportuni- ger, the controlling player makes an appropriate roll and
ties await where they’re least expected.

138 Chapter 5 – Arcana and Apparitions


determines the resulting effect. When a NPC fulfills the artifact’s weapon devoted to Death Angel Thaumiel would be
trigger, the GM chooses an appropriate Move for the resulting empowered by paying him blood tribute, and be ren-
effect. In both cases, if no roll is required, the GM makes an dered useless in areas affected by the Archon Kether.
appropriate Move to reflect the artifact’s effect, once the trig-
The Stone Tears: The Tears were ten memorial
ger’s requirements are met.
stones created by the Pilgrims of Suffering to honor
The Kumiho’s Mask: The fox-like hahoetal mask originates their beloved Death Angels. Initially, they marked
from 12th-century Korea. A nobleman’s spurned lover used the beginning of each pilgrim’s path. Now, the Tears
the mask to change her appearance and replace his new have been scattered across Elysium, their purpose
bride. The dark magics required drove her insane, inspiring all but forgotten. If provided an offering worthy of
her to sate the mask’s appetite for the livers of young men. the respective Death Angel, a Tear opens a portal to
After being executed for her crimes, the cursed mask was Inferno. However, the user must complete the pil-
passed down through the generations. grimage or suffer the Death Angel’s wrath.
When a character bathes the mask in blood from a fresh
WHAT ARE THE ARTIFACT’S
human liver, roll +Soul.
OTHER CHARACTERISTICS?
(15+) The mask bonds to the character’s face, provid-
Older and more potent artifacts may have addi-
ing them with the physical appearance of anyone
tional abilities, powers, and magical qualities.
they desire. In effect, they become the person,
If so, what are they, and do they have differ-
including voice, inflection, and mannerisms.
ent requirements to unlock? They
The mask must be reanointed with
may also possess more mun-
fresh blood every new moon
dane uses or enhance charac-
(requiring another roll).
ter Advantages, outside their
(10–14) The mask bonds to magical purview. Indeed,
the character’s face, providing clever players may utilize
them with the physical appear- the artifact in an unexpected
ance of anyone they desire. fashion to accomplish their
However, some aspect of the goals, or turn its drawbacks to
disguise is flawed, allowing their advantage. The artifact
observant people to see itself may be sentient and act

5
through it. The mask must be according to its own intents
reanointed with fresh blood and purposes. If so, the GM
every new moon (requiring should develop this personality,
another roll). much like an established NPC.
(–9) The kumiho (fox-demon) These qualities may open
that created the mask appears additional links on the Intrigue
and attempts to drag the char- Map.
acter back to Inferno to feed The Bloodthorn: This petrified
on their liver. wand was fashioned from the
When developing an artifact’s potential, Black Tree’s roots. Fed by the primal
the GM should also consider the following ques- essence of tortured Enwildened Gods, the
tions. From the answers, she can establish the Bloodthorn possesses numerous mystical
artifact’s associated powers and triggers. In turn, qualities, many of which remain undiscovered.
this allows her to better formulate the associated Its most common abilities include controlling
Move (or Moves), and make the effects more narra- animals, quickening plant growth and pregnan-
tively appropriate. cies, afflicting humans with primal passions and
feral emotions, and empowering its holder’s senses.
WHAT IS THE ARTIFACT’S However, the Bloodthorn’s connection to the Black Tree
MAIN PURPOSE? provided it with an alien intelligence, subtly manipulating
the user to serve its sire.
First and foremost, the GM needs to determine the artifact’s
reason for existing. How was it constructed and what power(s)
WHO CAN USE THE ARTIFACT
does it possess? Was it created deliberately or through some AND HOW?
circumstance or misfortune? This reasoning can draw upon its
background. Similarly, the GM should determine the artifact’s Be they created through artifice or arcane means, all artifacts
general limitations and how it affects the True Reality. No mat- exist outside the boundaries of the Illusion. As such, not every-
ter their origins, in some form or fashion, all artifacts remain one can utilize them or unlock their full potential. To most
bound to one of the Higher Powers or Realms. This dominant Sleepers, artifacts remain invisible or appear as mundane items.
influence may affect or hinder its powers, in some regard. For They might activate an artifact by pure chance or misfortune,
example, a scrying mirror connected to Madness would be otherwise, it remains inert. Aware characters may feel oddly
unable to see creatures connected to the Realm of Passion. uncomfortable around artifacts, possibly noticing their visage.
These various qualities also translate into its specific triggers, Such characters are also able to intentionally activate artifacts.
defining how it can be activated and used. For example, a

Artifacts 139
As discussed previously, each artifact is activated through ◊ Mentally Influences Owner: The artifact can mentally
specific requirements, known as its trigger. This should usually influence its user, subtly and overtly. It may alter and
be defined as a simple statement or series of statements, if manipulate their emotions, perceptions, and thoughts.
the artifact has different abilities. The GM should also consider Typically, this influence aligns with the artifact’s ruling
other important factors. Can the artifact be activated by chance, Principle, guiding the owner toward it.
mistake, or under its own sentience? Does it require a singular
person or group ritual? Are there circumstances that increase
◊ Nexus of Misfortune: The artifact’s aura invites discord
and danger, bringing ruin to anyone who possesses it as
its potential or weaken it?
well as their friends as loved ones. The GM may inflict hard
These otherworldly creations offer tremendous power, but Moves to represent this, inflicting cruel torments on the
exact heavy costs. In addition to the trigger, the GM should PCs for as long as they keep the artifact.
consider what additional investments it demands. Is there some
painful price required, such as bodily fluids, destroying personal
◊ Nightmares/Visions: The artifact’s proximity causes
continuous nightmares and strange visions. These mental
items, or animal/human sacrifice? Are there lingering effects,
projections may be insightful or completely unintelligible.
such as exhaustion, pain, or curses? Are they obvious or only
Over time, they can drive the sufferer insane.
noticeable over time? Everything has a cost. This can tie heavily
into an artifact’s drawbacks (see below). ◊ Twists Perception of Reality: The artifact can actively
alter the perceptions of those in its proximity. These
The Liston Knife: The vintage amputation blade gleams, as
alterations are usually illusionary, playing on the victim’s
pristine as its first use during the Crimean War. Drenched
senses. However, more powerful artifacts can completely
in anguish, the knife has become bound to the Death Angel
warp the True Reality, drawing people through the Illusion.
Golab. When used as a weapon, the blade inflicts hideous
pain and crippling injuries [Serious Wound and -2 Stability; CAN THE ARTIFACT BE DAMAGED/
Distance: arm]. When used to ritually honor the Death Angel DESTROYED?
Golab, the blade can rend reality and open a portal to his
Most artifacts exist beyond the Illusion and its constraints.
Citadel. Over time, the Knife mentally compels its owner to
As such, they’re difficult – if not impossible – to destroy by
inflict harm, feeding on their darkest fantasies. Each week, the
mundane means. The GM should consider what forces can
owner must roll to Keep it Together or lose -1 Stability.
damage and destroy the artifact, be they mundane or super-
WHAT DRAWBACKS DOES THE natural. This process should be difficult to accomplish, but
ARTIFACT HAVE? always within the realm of possibility. Indeed, every artifact
should have some vulnerability, even if it is hidden. The GM
Artifacts are inherently dangerous for numerous reasons, not the
can develop entire subplots revolving around the artifact’s
least of which is their intimate connection to the Higher Powers
destruction, requiring the players to undertake multiple steps
and Realms. In addition to their activation costs, many artifacts
to fulfill this requirement.
extract heavy prices from their owners afterwards. An artifact’s
mere proximity may warp its surroundings or those near it. It Some artifacts may be damaged/destroyed through the very
may weaken the Illusion, thinning the barriers between Elysium act of using them. Much like consumables, their use weakens
and other dimensions, and allow entities from either side to pass them and diminishes their power, perhaps even completely
through. Sentient artifacts may mentally dominate and torment draining their potential. Replenishing or preserving its power
their owners, driving them into depraved acts. Their creators may could have different requirements, some more grisly and
attempt to influence the world through them. Due to their value, taxing than others. The user may be completely unaware of
artifacts are also sought by dangerous creatures and desperate this requirement, inadvertently destroying the artifact. Again,
people, seeking to obtain the object’s power at any cost. The GM the GM can weave this concept into their narratives, providing
can utilize Hold to reflect these drawbacks, introducing additional the players questionable goals to preserve the artifact. In an
threats and revealing unseen dangers. Below are some examples off-shoot of this concept, they may need to complete specific
of common drawbacks. tasks to recharge drained artifacts (see Slumbering Giants).

◊ Call of the Void: Consciously or by its nature, the artifact The Movie Poster: This vintage movie poster is the last of
draws Creatures of the Realm to it. Anyone in its proximity is its kind, made for No Dawn Comes, a monstrous exploita-
targeted by these entities, as the artifact allows them to enter tion film. Once activated, the poster serves as a gateway
Elysium more easily. into the film’s pocket dimension, lasting for the movie's
original duration. However, this also allows things on the
◊ Demands Investiture: The artifact continually requires some other side out. It cannot be physically destroyed by any
form of investiture or tribute. The sacrifice usually matches its
means. It is only rendered inert if the movie’s demonic
otherworldly nature, but can include anything, such as bodily
antagonist is killed, thus changing the film’s bleak ending.
fluids, burnt offerings, and memories.
◊ Desired by Others: The artifact is well-known amongst cer- SLUMBERING GIANTS
tain circles and sought by dangerous individuals and groups. Some artifacts have existed for centuries, even millennia.
If the artifact’s needs aren’t served, it may actively call these Many arcane items have been lost through misadventure
people, seeking more compliant owners. or purposefully hidden away. Some gather dust on a family
shelf or a museum’s displays, ignored as mere baubles and
trinkets, their purpose

140 Chapter 5 – Arcana and Apparitions


forgotten over generations. When rediscovered, the artifact’s true violently tear. If the PCs carry two or more artifacts,
power may remain dormant. Much like a trigger, reawakening an the GM gains one Hold per session, which can be
artifact’s power requires specific tasks, usually necessitating some expended to Make a Move for a Higher Power or
great sacrifice on the part of the user. The GM can frame entire plot Plane of Existence (KDL, p. 153) associated with the
lines around this process, forcing players to go to great lengths to artifacts’ ruling Influence. For example, if there are
wake the power slumbering within. three artifacts, the GM gains two Hold, which can
be used at any time. Similarly, if the PCs have two
The Pope’s Skull: This terracotta bust originates from northern
artifacts bound to Binah and Passion, the GM can
Italy, dating roughly to the Babylonian Captivity (1309 to 1376).
use their one Hold to make either The Presence of
Believed to be an antipope from that period, its head is a simple
the Archon or Receive Divine Inspiration Moves. The
skull, void of pottery-flesh or papal ornamentation. Normally, it
GM may also have artifacts interact due to fraying,
could answer questions about the Archon Binah, her Citadel, and
especially if they come from opposing influences.
Metropolis. To end its dormancy, the eyes and tongue of a living
For example, an artifact devoted to the Archon Hod
saint must be placed in the empty sockets and skeletal mouth.
and the Death Angel Samael are naturally antagonistic
to one another. They will try to establish their domi-
Mythology nance through various means, likely with unfortunate
More powerful artifacts are so ancient and well-known that consequences for anyone in proximity. The GM should
humanity has created mythologies around them, ranging from note that the risk of fraying is in addition to any dangers
local folktales to world-spanning legends. Some drift through Time already associated with the artifacts (see above). This
and Space, reshaping themselves to incorporate cultural narra- inherent danger will help prevent players from hoarding
tives and pervading the societal consciousness. These can be holy artifacts and potentially altering game balance.
relics, cursed magical items, or even consecrated remains. Over
the centuries, these mythical paraphernalia become associated Powers
with religions and belief systems, utilized during blessed rituals
As part of its Potential, each artifact possesses at least one
and sacred festivities. Invested with faith and worship, mundane
power – or more, in the case of extremely potent objects.
objects can become artifacts, gaining the ability to alter the True
Below are common examples of powers, each affecting
Reality through humanity’s unconscious will.
some aspect of the True Reality. From these baseline con-
Sleepers have a curious relationship with artifacts, as their ardent cepts, the GM can expand and develop the power appro-
belief in miracles can trigger the powers of mythological artifacts. priately, depending on the artifact itself. In most cases, the

5
These make such artifacts highly dangerous, both to humanity power should be tied to the object’s ‘mundane’ existence,
and their jailers. For this reason, the world’s cultures have been as well as its ruling influence. For example, a camera would
purposefully seeded with false idols and talismans to sow con- most likely be associated with penetrating the Illusion or
fusion, doubt, and misguided worship. Lictors and their minions recording the True Reality, while a sword is associated with
frequently seek out and collect true artifacts, while using various combat or inflicting harm. Of course, the GM is free to incor-
churches and other groups to discredit actual miracles. They’re porate contrasting ideas, such as having a key contain or
aware that slivers of truth exist in all legends, and even the bind an entity, rather than opening a lock. It is up to the GM
strangest beliefs can stem from reality. Similarly, magically-aware to decide what power an object holds. Here are some exam-
organizations recognize the mystical power of artifacts. Some ples: Alter Time/Space, Bind Creature, Bound to Power, Compass
groups attempt to collect and utilize these objects, while others between Worlds, Control Beings of Death/Dream/Madness/Passion/
seek to destroy them as potential threats to Elysium. Time & Space, Create Illusions, Curse, Destroy Thoughts, Drain life,
The Holy Grail: The Holy Grail has inspired pious awe and Elemental Control, Emotional Control, Enhance life, Grant ability,
scientific debate for centuries. It features heavily throughout Grant visions, Hide soul, Increase Attribute, Invoke Principle, Inflict
religious texts, historical books, and fantastical literature and Emotion, Inflict Wound, Open gate, Protection (Self, Object, Oth-
cinema. It’s become iconic within modern mythology, yet ers), Rebind Principles, Reshape Elysium, See through the Illusion,
never been recovered. In truth, Yeshua’s sacred cup proba- Send visions, Summon creature (Forgotten God, Nepharite, Angel,
bly no longer exists – or, if it does, in no way resembles the etc.), Transform body, Technopathy, Communicate with the dead/
legendary artifact. More likely, its story dominates our culture dreams, Ethereal, Bind and exorcise, Consume (Essence, Soul,
to divert attention away from the reality shattering artifact Mind, Vitality), Telepathy, Telekinesis, Inflict Fear/Madness/Passion,
known as the Judas Grail; its mythology suppressed by the Manipulate Light/Darkness/Shadows, Alter Physical Reality, Absorb
fearful Higher Powers. Energy, Manipulate Emotions/Memories/Perceptions, Insight in
Previous Life, Heal, Remove curse, Remove poison/illness, Imbue
Quality (Strength, Speed, Invulnerability, etc).
Fraying
Artifacts are intimately connected to the True Reality. While this
arcane connection instills them with tremendous power, their
mere existence thins the Illusion. This fraying effect intensifies
when more artifacts are in close proximity to
one another, eventually causing
the Illusion to

Artifacts 141
Archetypes CLOCKWORKS
Prior to the Demiurge’s fall, artifacts were one of humanity’s Since its captivity, humanity has remained fascinated with
rare methods for affecting and piercing the Illusion. As such, mechanical clockworks and mechanisms. This attraction likely
certain objects still resonate in the collective unconscious- stems from our connection to Metropolis and the Machine
ness, their thematic associations passed down through gen- City. From the Antikythera Mechanism to present day comput-
erations. Artifacts are continually reflected in humankind's ers, we unconsciously rebuild the structures and mechanisms
cultural history and mythologies, fed by our natural desires, that we once used to control dimensions, binding Time and
fears, and explorations. Their importance is also uncon- Space and the natural world into the perfect movements of
sciously reinforced in our modern entertainments, such as gears and tightened springs. Clockworks are the ticking hearts
literature and movies. Below are some archetypal artifacts of numerous inventions and common items, such as autom-
that appear in KULT: Divinity Lost narratives. This is not an ata, analytical engines, clocks, construction equipment, and
exhaustive list; the GM should feel free to create her own. vehicles. With every new technological advance, the Illusion
weakens, allowing these collections of gears and springs to
ARTWORK rewrite reality itself.
Humanity continually struggles to express our per- The Metropolis Orrery: No one knows who built the small
ceived reality. Artwork reflects our personal brass orrery. For most historians, it is an enigma, as the
beliefs, expressing our aesthetics and creativity mechanical model does not adhere to our solar system.
through different techniques and formats. In However, those with arcane knowledge will recognize
some cases, these artworks bypass the planets actually represent the ten Archons
the Illusion and reveal the True of Metropolis. When utilized, the orrery’s
Reality, capturing its stark movements provide mystical insight
beauty and terrible won- into the Archons’ current actions.
ders. Their powers may be
The Alcinous Watchdogs: Commis-
coincidental or purposeful,
sioned by King Alcinous, Hephaestus
allowing those who experi-
created two automata dogs to guard
ence them to transcend the
his palace. After the Trojan War, the
boundaries between worlds.
golden creatures gained rudimentary
Their essence may redefine
sentience and escaped. Now, they
reality, imposing the art-
remain hidden away, exchanging
ist’s will upon the Illusion,
arcane power for offerings of human
altering its design and form.
flesh and wine. In time, these mechan-
They may also summon dis-
ical wonders may truly Awaken to
tant entities, enticing these godhood.
beings with transcendent
beauty or hideousness. In COMMUNICATION
particular, Tiphareth, Toga-
rini, and the Dream Princes As humanity’s need to communicate
of Limbo are intimately tied expanded, we built technologies to
to these types of artifacts. These bridge the voids between us. Landlines
Principles frequently manifest through and undersea cables stretch out like webs,
artwork, shaping the creator as much as connecting us through radios and telegraphs. Tele-
their creation. phones soon followed, their human-driven evolution
advancing with frightening speed. Television usurped
◊ Gamichicoth’s Teeth: A war-scarred the radio, only to be surpassed by the Internet. With
refugee created these minor artifacts, cap- each new advance, the Illusion’s hold weakens. Alien
turing the horrors of their war-torn life and monstrosities found their way into our homes through the
internment camp. Their pain empowered the airwaves and fiber cables. Yet, even as technology expands
grotesquely realistic paintings, connecting them to the our ability to communicate, our society has become
Death Angel’s realm. Insidiously, the artifacts are triggered increasingly insular and secluded. This insidious dichotomy
by strong compassion and empathy, summoning one of the is no mistake; it’s encouraged by our jailers, seeking to limit
trapped inhabitants into this world, while sending the viewer our awareness.
to take their place.
The Phone Booth: Decades ago, a brutal sexual assault
◊ The Hanging Man: Utilizing scrap, wire, and junk, the art- and murder occurred inside the phone booth, as the
ist sculpted the modernized Hanging Man from the Tarot. The dispatcher listened helpless on the open line. Now, the
avant-garde creation’s hypnotic lights open the unconscious booth shifts through Time and Space, arriving in different
mind. When triggered through ritual meditation, the Hang- cities across the world. Whispers and pleas can be heard
ing Man sends visions and dreams through Time and Space, beneath the phone’s static hiss, begging for help. When
revealing past and future events – usually the viewer’s sins triggered by answering the pleas, the booth transports
and transgressions. anyone inside to the depths of Inferno – and then tele-
ports to its next location. Now and again, something
comes back with it.

142 Chapter 5 – Arcana and Apparitions


The Dead Stations: The 1940s Cathedral-style radio’s The Vanity: Once the prized possession of a now-un-
wooden exterior shines, as if polished only moments ago. known actress, this mirrored vanity has passed
It functions perfectly well, sometimes even when it is through numerous collectors. Its reflective surface
unplugged. All its stations broadcast 1940s music and news subtly highlights all the viewer’s imperfections,
from war-torn Europe, no matter where the dial is set. Over playing upon their insecurities. In time, the image
an hour, anyone listening to the radio begins seeing a pat- is accompanied by subtle voices. Those who are
tern in the news. Soon after, the voices begin sharing secret already insecure or self-loathing may lose them-
information and prophecies to the listener. If the radio isn’t selves to the voices in the mirror, becoming one
turned off, it will eventually transport the listener back to with them. However, if the voices are heeded, the
Occupied France. mirror physically alters the viewer, answering their
desire to be beautiful. Unfortunately, the artifact’s
LENSES perception of ‘beauty’ is horrific.

Lenses, prisms, and various optical tools are common artifacts,


PUZZLES
as they can pierce the Illusion by focusing or dispersing light.
From microscopes to cameras, eyeglasses to telescopes, lenses In many ways, puzzles are the physical manifestation
reveal the world beyond our limited perceptions. When aligned of the Illusion and humanity’s desire to solve its mys-
in certain ways, prisms can peel back the Illusion and reveal the teries. They’ve followed us through history, testing
worlds beyond. Analog cameras and similar devices have inad- our minds and resolve, begging us to unlock their
vertently captured things beyond the veil, uncovering secrets secrets. From Chinese mosaics to Celtic labyrinths,
we were not meant to witness. As more modern lenses are puzzles have evolved into mechanical constructs
invented, humanity redefines the concepts of perception, gazing and logic problems. Many are designed to dispel
deeper into reality’s mysteries. Once seen, the horrors beyond the Illusion, while others contain hidden truths and
cannot be unseen, soon finding their way into our world. magical power. Once completed, the puzzle grants
its solver arcane wisdom, their perceptions forever
The Ginsberg Camera: This vintage box camera was
changed. Many artifacts are designed as traps by the
specially designed for recording the Ginsberg Expedition
Higher Powers, waiting to destroy curious souls and
into the high Arctic during the mid-18th Century. In several
punish those who’d seek forbidden knowledge.
instances, the camera revealed ghosts, demonic entities, and
prehistoric beasts unseen by the naked eye. When triggered, The Jigsaw Puzzle: The jigsaw puzzle appears at
the camera can penetrate the Illusion and reveal Gaia’s cha- garage sales and thrift shops. Though the image

5
otic wonders, as well as possibly opening a portal into the is faded, the box promises the solver their great-
wild realm or summoning its inhabitants into Elyisum. est wish. As the puzzle is fit together, the image
of the builder appears, framed in their current
The Primal Prism: The compound prism was crafted by
surroundings. As the last pieces fit in, the figure
a glass-worker to disperse the Light of God. His zealous
of some hideous demon appears behind them.
passion bound the complex prism to Chesed, allowing the
If completed, the puzzle summons the demonic
Higher Power’s Principle to manifest as prismatic light. When
creature into existence. It will grant them their
triggered, the prism disperses sunlight into bands of color
desires, in exchange for fulfilling its depraved
that heal wounds, both physical and mental. However, any-
requests. If they refuse, the creature drags
one healed in this manner is consumed by a desire to carry
them back to Inferno.
out the Archon’s Principle, Safety.
The Magical Square: Deep inside the aban-
MIRRORS doned metalworks, the graffiti magic square
takes up much of the basement chamber.
Historically, mirrors have been one of the most common arti-
Many of the square’s colorful symbols
facts. By their very nature, they reflect the ‘truth,’ revealing the
and shapes only appear if bathed in
world as it is within their surfaces. In literature and mythology,
the light from tallow candles. Once
they frequently appear as talismans in arcane rituals, used for
solved, the square transports the
divination and scrying, as well as housing trapped souls. In
solver to the Parthenon, as
other cases, mirrors act as portals, allowing passage between
it was in Ancient Greece.
different worlds such as the Mirrored Halls of Metropolis. They
The Forgotten God that
reveal our inner nature, exposing our hidden secrets, and high-
resides there may
lighting our flaws. Nothing escapes their cool indifference. And,
offer wisdom or
like the tragic Narcissus, we cannot avert our eyes from our
destruction,
reflection, consumed with desire, disgust, and disappointment.
depending on
The Smoking Mirror: Featured heavily in Mesoamerican the travel-
lore, the Smoking Mirror symbolized divine rulership and er’s trib-
direct connection to the Gods. Although the myth evolved utes.
through different cultures, in truth, the original Smoking
Mirror still exists – an obsidian mirror framed in jade. When
triggered, the artifact directly connects to the void of Ach-
lys, allowing the user to communicate with She Who Waits
Below.

Artifacts 143
Our Fears Monsters as Metaphor
Long before Mary Shelly's Frankenstein and Bram Stoker’s

Made Flesh Dracula, monsters reflected society’s contemporary fears and


desires through literature. Later, they fulfilled the same role in
cinema as well. In KULT: Divinity Lost, our anxieties and darker
Humanity’s evils far outweigh the horrors of mythical monsters.
natures exist as living embodiments, clothed in hideous flesh.
We’ve inflicted more senseless death and profound suffering
Tied to the Higher Powers, consciously or unconsciously, mon-
than any supernatural creature. In comparison, the classical
sters reveal as much about our humanity, as they do their own
monsters and spectral figures of folklore, literature, and movies
inhumanity. Nepharites and purgatides reflect our deepest sins.
seem quaint, almost juvenile and trite. So, why do monsters still
Jackals reveal our violent tendencies. Libiths are shaped by
scare us?
our hidden desires, while nachtschrecks are birthed from our
Monsters have always been with us. They’ve fascinated and nightmares. Azghouls and other lost races represent our past
terrified us, first as children, then in a more complicated way of colonialism, enslavement, and incarceration. The list con-
as adults. Throughout history, monsters dominated our con- tinues on. As such, these creatures become more than statis-
sciousness and instilled us with fears of the unknown. These tics and horrific powers. Each represents important narrative
impossible manifestations of flesh and shadow still invade our symbols and emotional truths.
nightmares and haunt our waking thoughts. Every generation
When developing monsters, the GM should consider her
new monsters emerge and old ones return, their protean natures
story’s underlying themes and bind them together. Even
shifting in accordance with our cultural and societal anxieties.
subtle metaphors can transform mundane threats into some-
They are the horrid incarnations of our doubts, dreads, and
thing truly terrifying, infusing new life into your narratives.
desires, forever with us. As we mature, so do our personal bogey-
One need only examine examples in cinema for inspiration.
men, tormenting us in new and unsettling ways. By their very
Under its body horror, Spring explores the anxieties of change,
nature, monsters are the embodied promise of horror – specifi-
love, and commitment. The shapeshifting entity of It Follows
cally, personal horror.
personifies the inevitability of death and loss of innocence.
In KULT: Divinity Lost, monsters do not lurk outside our doors or The Babadook is a terrifying manifestation of depression and
in distant castles. They dwell around us and within us, lingering grief. Even Halloween reveals our deep-seated fears of ran-
at the edge of our perceptions. They wear familiar faces, know dom violence. When we gaze behind the monster’s mask, we
our darkest fears, and collect our shameful sins to use against us. discover greater horrors lurking beneath.
We cannot barricade our homes or protect those we cherish. The
monsters are already inside. They infest our lives, consume our DREADFUL SYMBOLISM
minds and souls, and leave us nowhere to hide.
Monsters are symbols made flesh and work best when
This section explores the narrative concepts of monsters, providing developed and portrayed on three descriptive levels – the
the GM with tools for creating intriguing monster threats. It details literal, the symbolic, and the existential. These levels are
the monstrosities that resonate through the cultural conscious- equally important and intertwined, narratively comple-
ness, and how they reveal terrible truths about ourselves. Finally, it menting one another to reflect what the monster ultimately
provides insight into the KULT mythos and how to reflect its per- represents. In turn, this reflects the story’s overall nature and
sonalized horrors through monsters. This section does not attempt deepens player investment. As such, the GM should develop
to present a definitive mechanical guide to monsters. Instead, this these three levels in tandem, allowing them to feed off one
section seeks to reveal the important role of monsters in reflecting another during the creative process.
humanity’s personal horrors back to us.
The literal level describes the monster’s physical appearance
and its most prominent traits, revealing what it fundamen-
tally is. Initially, this outward appearance may stem from
the monster’s general archetype (see The Monsters We Need,
p. 146). It can also directly relate to the monster’s overall
THE MONSTER-OF-THE-WEEK TRAP purpose in the narrative, as well as the realm it originates
One prevalent trope in the horror genre is the “Monster- from. Finally, specific descriptors may suggest the being’s
of-the-Week,” an inhuman antagonist that becomes the true nature, such as amorphous, gigantic, hypnotizing, or
session’s singular focus. During the session, the PCs encoun- tortured. These qualities assist the GM in communicating
ter, combat, and overcome this creature, and it is never the monster’s symbolic meaning.
encountered again. Yet, despite its cultural popularity, using The symbolic level reflects the monster’s conceptual and
this standardized format can be counterproductive to KULT: thematic meaning. This is their narrative essence, revealing
Divinity Lost games, as these narratives rarely focus on per- specific aspects about themselves and the story. The mon-
sonal horror. Rather than prompting the Create Interesting ster’s parabolic nature further inspires specific associations
Monsters principle, the creatures are demoted into bowling in the player, allowing them to make different associations.
pins for the players to knock down, over and over again. In turn, this elicits an emotional response, personalizing
The GM must avoid this trap and promote new and interest- the monster’s effect upon them. Generally, the GM should
ing ways of portraying monsters in her stories. pick one or two symbols/themes they wish to convey with
the monster, rather than risk muddying the message.
The existential level is how the players connect with
the monster and its symbolic nature – emotionally and

144 Chapter 5 – Arcana and Apparitions


spiritually. In most cases, this interaction should elicit some As such, to create effective monsters, the GM must
level of anxiety, distress, and fear. Although the existential abandon the traditional mythologies and look
response relies heavily on the monster’s narrative purpose, the beyond black-and-white thinking. In KULT narra-
GM can also tweak its conceptualization to inspire differing tives, monsters reveal our strengths, as much as
emotional responses, including elements specific to the Horror they expose our frailties. They represent our alluring
Contract. Furthermore, each monster’s thematic archetype can darkness, as well as signify our repulsive divinity. The
evoke varying connotations, depending on their perceptions. capricious and cruel are worshiped for their beauty,
Indeed, the GM should be prepared for differing opinions and while benign and helpful creatures are loathed for their
reactions, as the players may interpret the monster’s symbolic otherness. By altering our perceptions, monsters allow
level in divergent ways. us to recognize humanity’s ugliest contradictions and
unpleasant truths. And thus, we feel empathy for them,
The GM develops her monster to reflect the story’s theme of
as they become our reflections, not our opposites.
childhood trauma and survivor’s guilt. The main NPC abandoned
their younger sibling, desperate to escape an abusive father. The Empty Nest: Driven mad by grief and isolation,
The GM describes the monster literally as a squat, doll-like torso the Empty Nest abandoned her human life decades
with broken limbs; its cherub face hidden beneath dark, bloody ago. A sad, matronly face belies the animalistic body
bruises. Symbolically, the creature’s tortured, yet featureless, beneath her soiled robes. Instinctively, she is drawn
body reflects the sibling’s unseen torments, physicalizing their to abandoned and neglected children. With tender
helplessness and neglect. In turn, this existentially reveals the words, she lures them away, taking them to her den
NPC’s shame for forsaking their sibling, i.e., out of sight, out of in Metropolis. Ultimately, the surrogate child dies from
mind. While the monster inspires fear and revulsion, its suffer- the Empty Nest’s misplaced and relentless affections.
ing should also invoke feelings of despair and sympathy. When
the players confront it, they may feel torn and conflicted. NAMING THE UNNAMABLE
Established monsters in KULT: Divinity Lost can also be incorpo- In horror, naming something can diminish its mystery.
rated through this thematic presentation. For example, Phan- Indeed, describing creatures by their ‘in-game’ names can
toms (KDL, p. 286) are literally pale, insubstantial distortions break the fourth wall, allowing knowledgeable players to
of their former selves, slowly being consumed by the Abyss. recognize the threat, as well as gauge the monster’s overall
Symbolically, Phantoms reflect the inevitable loss of one’s iden- abilities. Ultimately, this can lessen the player’s fear of the
tity and importance, which existentially represents our primal unknown and weaken the overall narrative effect. However,
fear of death and the annihilation of the soul. While horrifying as discussed in Defy Expectations (p. 41), the GM can develop

5
in appearance, the true terror comes from the players’ reali- unique titles and names, adding nuance to the monster
zation that Phantoms were once human, desperately holding itself and eliciting fear in the players, all without revealing its
onto their failing memories. Worse, they can also dissolve into in-game origins. In short, the GM can identify her monsters in
nothingness, forgotten even unto themselves. accordance with her specific fiction, rather than those listed
in the core game-books.

Moving Beyond As in our world, mythological creatures are frequently shared


the Binary across cultures and religions, all possessing various names
and similar descriptions. However, each culture infuses its
Throughout the ages, Western (especially Abrahamic) mythol- distinctive beliefs and philosophies into the creature’s folklore.
ogy has revolved heavily around binary ideas and theologies, Even cultures in close geographically proximity may have nota-
breaking our world into two divergent concepts. Good and Evil. bly different stories based on the same mythical constructs.
Night and Day. Pleasure and Pain. We fear the darkness and Indigenous cultures may integrate beliefs of colonizing cultures
worship the light. It is far easier to live in the universe where into their mythologies, and vice-versa.
angels are ‘good’ and demons are ‘bad.’ These oppositional
mythologies focus on well-defined conflicts and easily recog- The GM can incorporate this concept into the established KULT
nizable concepts. As metaphors for our fears, monsters are mythos, renaming and adjusting entities to match her needs,
frequently depicted as the world’s negative aspects, whereas ranging from Higher Powers to the lowliest entity. She examine
the divine represents its positive nature. However, these para- the monster’s mythological significance, and rename it accord-
bles have gradually evolved, as their limited abstractions lack ing to her individual fiction. Draw from the creature’s physical
nuance and subtlety. and supernatural qualities, the GM can provide each monster
with several names, usually given to them by different groups.
Similarly, the KULT: Divinity Lost mythos does not adhere to This adds further nuance to the conversation and narrative.
binary mythologies; even the dualistic Higher Powers diverge
from these fixed concepts. The Archons and Death Angels blur The GM’s campaign focuses heavily on the Underworld. The
our limited ideals of Good and Evil until they become indistin- PCs encounter vagrants who are being hunted by a Cairath.
guishable. The fallen heavens of Metropolis contain anguishes As the NPCs do not – and likely wouldn’t – know the entity by
that rival any hell, while the exquisite halls of Inferno promise this name, they refer to it as “the Wailing,” “the Chattering,”
delights beyond any paradise. Within our prison, the divine or “the Hunger.” They utilize these nicknames throughout the
light often binds our souls, even as the hellish darkness some- conversation, further grounding the players in the setting,
times strives to set us free. The monstrous entities of KULT and without revealing the monster’s ‘in-game’ identity.
are equally unbound by these conceptual trappings, existing
beyond good and evil.

Our Fears Made Flesh 145


The Monsters We Need may be Elysium’s natural predators, but also include beings
from Metropolis and Gaia such as ferocco, jatharna, and wol-
We are beings of fear. Even in the modern age, humanity vens. Similarly, undead creatures are driven to feed upon our
remains dominated by universal and personal fears that bodies and souls, as well as our memories and passions. Most
encompass threats to our physical, mental, and emotional Devourers do not hunt us out of malicious intent, but out of
well-being. We are shaped and guided by our metaphysical the natural desire to survive. They cannot be bargained or
and spiritual anxieties, summoning nightmares from contra- reasoned with – how do you reason someone out of hunger?.
dictions and doubts. We are afraid of each other, as much
as we fear ourselves. Intimacy and vulnerability fill us with The more subtle Devourers prey upon our own desires and
unease, yet we dread being alone and unwanted. Our cornu- yearnings, luring us into their waiting arms and ivory teeth.
copia of phobias – common and rare – reveals the limitless These entities resonate through virtually every mythology,
extent of humanity’s ability to fear. And, from these countless from the succubus to the vampire, the huldra to the Nü gui.
terrors, we breed monsters. They wear guises both beautiful and repellant, inspiring us
with fear and lust. Many are born of the Realm of Passion,
Indeed, humanity needs its monsters, as they reveal our fears filled with an all-consuming hunger for our essence. They
by providing tangible forms to abstract concepts. Through whisper promises in our ears and tease our flesh with plea-
our shared narratives we define these amorphous dreads, sures, even as we’re drawn into their killing embrace. We
allowing us to better understand and overcome our personal forsake caution, surrendering ourselves willingly until noth-
terrors. However, in KULT: Divinity Lost, these horrific man- ing remains. Indeed, we secretly (or not so secretly) long to
ifestations are not mere wisps of the imagination. They are be as they are, strange and immortal.
living creatures, formed of flesh and blood and spirit. They are
entities with their own desires and motivations, possessing Finally, the most insidious Devourers consume us from
agency outside of our conscious will. within. Diseases, parasites, fungi, and viruses infect our
flesh, feeding upon our life’s blood. Possessing entities rob
Effective monsters are focal points for narratively fulfilling the us of our agency, replacing our memories and thoughts,
Horror Contract, both for the GM and the players alike. The wearing our skins as their own. Others warp us into their
monster’s presence within the story must affect the PCs by own reflection or use our bodies to breed and incubate
reflecting their personal fears. This creates player investment somewhere safe, somewhere warm. We cannot run from
and draws the players into the story by intensifying their these predators, as they are already inside us (see New
disquiet and dread. Furthermore, monster threats should be Flesh, Ancient Desires, p. 192).
infused with purpose. By doing so, the GM grounds the crea-
ture into the narrative, as well as promoting the principle, ◊ Ahemait: For millennia, Ahemait has prowled the
Give Your Creatures Their Own Internal Logic. in-between places, searching for human prey, drawn
to strong emotions such as fear, guilt, and shame.
Usually tied to their ruling Influence, the monster’s purpose When it locates its victim, the chimeric creature –
reveals their underlying motivations and drives their actions half crocodile/half hippopotamus – emerges from
within the story. These can be as simple as physical needs, the shadows and consumes their beating heart. The
such as hunger or lust, or complex personal goals, such as creature’s voracious appetites have only grown over
expanding their Dream Realm. A monster’s purpose can the centuries; now, Ahemait gluts itself on even the
also be developed into an associated event or fully realized most penitent sinner.
scenarios. The GM can quickly derive the monster’s purpose
from one of five Archetypes which represent our core societal ◊ The Nameless Fear: It’s unknown if the ancient
fears: the Devourer, the Harbinger, the Outsider, the Revenant, entity was born from childhood fears or it actu-
and the Shadow. ally inspired them. In either case, the Nameless is
very real and perpetually hungry. It can extend its
THE DEVOURER influence to any darkened space, breaching the
Illusion, and drawing frightened children into its
Realm: Passion
stygian realm – a timeless labyrinth of halls and
Common Themes: Hunger, primordial, being hunted/ staircases. The blind, amorphous thing then hunts
stalked, primal natural, body horror, infestation, powerless- its prey using bat-like sonar. Cruel and vicious, the
ness, consumption Nameless plays with its food, prolonging their fear
and pain.
After its imprisonment, humanity lost its place as the apex
predator and became the prey of countless creatures. Even ◊ The Voices of Pain: Spawned in Inferno, these
in today’s modern era, we still inherently fear the concept parasitic worms invade their host through any
of being consumed, crushed, little more than meat for open wound. Slowly consuming their victim, the
the beast. This anxiety continually emerges in the cultural Voices keep the host completely conscious and
zeitgeist, wearing numerous faces in our folklore and immune to anesthetics and other painkillers. After
mythologies. Be it our bodies, minds, or souls, the Devourer days of agony, the fully aware husk mercifully
yearns to consume us, leaving nothing to mark our passing. perishes as their brain is eaten, fueling the birth
Attacking from within and without, it wears numerous faces of another Voice.
and many forms, some familiar and others unseen. Once the
Devourer catches our scent, we are helpless to escape it.
◊ Danava: Born of Passion, the mercurial Danava
walk amongst humanity as living ideals of allure
The most overt devourer is the primal beast that considers and beauty. They enchant their victims, shower-
humans as nothing more than prey to be hunted. These ing them with love and praise, yet sequestering

146 Chapter 5 – Arcana and Apparitions


them from their friends and family. Soon, they emo- Unfortunately, their abstract and esoteric nature makes Harbin-
tionally and physically torture the victim, feeding off gers difficult to present narratively. When incorporating Harbin-
their pain and humiliation. As time passes, they bully gers into the stories, the GM needs to find the balance between
their mate into more depraved acts to maintain their their abstract nature and their physicality within the narrative.
‘affections.’ Once the human is broken, the Danava Many of these entities lack forms we can fully comprehend,
eats them, in one final defiling act. being more conceptual than corporeal. Similarly, the GM needs
◊ Pontianak: Trapped between life and death, the to effectively establish their motivations, even when such goals
are beyond human rationality and understanding. How to
pontianak’s human mother died while pregnant with
incorporate these existential concepts are explored further in
them. Forced to eat its way out to survive, the unborn
Of Fears Unknown (p. 152).
child now possesses an insatiable appetite for flesh
and organs. They lure their victims close with infantile The Witness: An Enwildened God, the Witness was set
cries, only to burrow inside the unwary savior. upon humanity by Gaia to bear judgement. Those it deemed
unworthy were destroyed in its cleansing flames. Now, while
THE HARBINGER awake, the phoenix-like entity wanders aimlessly, burning
Realm: Time and Space through the dry prairies and wild forests. Shamanic cults
worship it, offering the entity sacrifices, and adhering to
Common themes: Existential dread, terrifying visions, its profane teachings to appease its wrath. Eventually,
alienness, vastness, fear of the sacred, ambiguity, the Witness is consumed by its own living flames, and
formlessness, primordial fear, forbidden knowledge, then slumbers until its next cycle of destruction.
awakening.
Yahweh: The Destroyer of Worlds,
Etymologically, the very term “mon- Yahweh is an entity of unimaginable
ster” originally meant divine omen, power and dark intellect. Some
usually referring to portents of believe it to be an incarnation of the
disaster and misfortune. In several Demiurge, fragmented and lost after
cultures, monsters were mani- his disappearance. It represents the
festations of God’s displeasure, wrathful god, unleashing untold suf-
inflicting fear and punishment upon fering upon believers and nonbeliev-
humanity. No monster archetype ers alike. However, for the moment,
reflects this concept better than it dwells in the basement of an

5
the Harbinger, the living embodi- Evangelical megachurch, preaching
ments of prophecy. These abstract litanies of racial and religious intoler-
entities dwell within the in-between ance to its congregation.
places, travel the tempests of Limbo,
and slumber in the Abyss’ darkest The Maniae: Once human, the
corners. Influencing humanity Maniae ventured too close to the
from beyond reality, they infest Vortex and were twisted beyond
our minds with doubts and fears, recognition. These incarnations of
and corrupt our souls with nightmar- madness and rage invade humanity’s
ish providence. We shall never truly dreams, plaguing sleepers with mon-
understand the Harbingers, and yet we strous visions of Limbo and the Vortex.
always fear them. They remind us of our fragile Victims soon lose the ability to distinguish
and tenuous existence in this cruel universe. the waking and sleeping world, living out their
most surreal and lurid fantasies. They are invari-
Despite our increasingly secular natures, human- ably drawn physically into Limbo, called to join the
ity’s ingrained fear of the beyond remains. Har- Maniae in the Vortex’s embrace.
bingers reflect this dread of the unknown world,
frequently manifesting as angels, demons, and gods. The Carrier: A unseen manipulator, the Carrier knows
Similarly, they represent our innate fear of an indifferent all and sees all. It leaves letters and packages, some innoc-
cosmos and the chaotic forces of nature, against which we uous, others terrifying. Some deliveries document the victim’s
are helpless. Through mythologies and religions, humanity darkest desires and shameful secrets, while others provide
tries to bring meaning to this strange universe, but these perverse temptations or cruel conundrums. It enjoys pitting
philosophies are wholly inadequate to define the True Reality. humans against one another, exposing their hidden truths,
Harbingers are beyond language, beyond theology, beyond pushing them to do the unthinkable. And after the screams
science – their alienness forever defies us. stop, it simply moves on, as if it was never there.

In KULT: Divinity Lost, Harbingers typically are revered reflec- The Elevated: The One and the Many, this Forgotten God once
tions of the ‘beyond,’ such as Dream Princes, Forgotten Gods, served the Demiurge and the Illusion. However, as it assimi-
and Archons and Death Angels. These include the physical lated countless souls, the Elevated gained an unnatural affec-
manifestations and servants of these entities, such as Angels, tion for its wards. Now, its consciousness inhabits hundreds
Inferno’s Clergy, Children of the Night, Heralds of Power, and of bodies, connecting them through a collective hive-mind.
Awakened Humans. Their shared commonality is that Harbin- Cults have sprung up around it; lonely humans desperately
gers are more concept than creature, invoking fear by merely seeking to join in the Elevated union.
existing – and, thus, confirming the spiritual world’s existence.

Our Fears Made Flesh 147


POSSESSION The Outsider may be cunning and erudite, manipu-
lating us from within. However, unlike the Shadow,
Some monsters lack corporality, while others are bound by
the Outsider remains alien and deviant, actively
the Illusion, unable to physically exist within Elysium. To
seeking to destroy us and cherished ideals. They may
manifest in our world, many possess living creatures and
simply be different from us, but we struggle to keep
objects. Others, such as razides, can forcefully dominate
their diseases, insanities, and perversions away at
creatures and/or exchange their consciousnesses. While
any cost. We see them around every corner, behind
most animals and inanimates can be possessed with little to
every odd expression. They’re the Satanists in the
no effort, humans usually offer more resistance. To assume
woods, the terrorists on the train, and the degener-
control of conscious humans, the process requires the monster
ates stalking our children. They’re seductive demons
to be invited in, take advantage of their mental weaknesses,
and beautiful beasts, seeking to corrupt our souls and
or know the person’s true identity. This process can be subtle
liberate us from the light. Unless we remain ever-vigi-
and slow, as the human’s personality and willpower are sup-
lant, they shall strike where we least expect it.
pressed. Although NPCs succumb automatically to this posses-
sion, player characters may attempt to Keep It Together.
Together. Finally, the Outsider can represent unwanted change,
be it social or technological. They’re man made mon-
The creature’s abilities are limited to its new body, although
sters and futuristic terrors, spawned from humanity’s
more powerful entities can warp and empower it. If a pos-
hubris and desire for progress. They can be biological
sessed animal or object is destroyed, the entity is forced back
nightmares or soulless automatons, engineered and
to its home dimension. Similarly, if the human regains their
spawned through medicine and science. These enti-
conscious mind or brings in outside help, the invader can be
ties upset the natural order, defying our gods and our
driven out. However, possessions can be physically devastating,
moralities. The future they represent may not contain
as the creature’s manifestation reshapes the stolen body, twist-
who we are today, as we are transformed into their
ing its muscles, bones, and sinew to fit its dark purposes. Once
image or replaced entirely. We feel our world collaps-
the entity releases its victim, the body can no longer hold this
ing around us, denied to us by unnatural ideals and
transfigured shape and literally collapses in on itself (suffering a
deviant beliefs.
Critical Wound).
Wound). Even more subtle and prolonged possessions
can warp the body over time, with similar results. The Adversary: The Adversary has always been
with humanity. It’s the sinister shape waiting in the
woods, the hollow face lurking beyond the bed-
room curtains, the hushed footsteps behind us at
THE OUTSIDER
night. It is the formless dark, shaped from our fears,
Realm: Madness gaining solidity with our every nervous breath.
Common Themes: Xenophobia, technophobia, mistrust of others, After we’ve given it substance, the Adversary drags
monsters live amongst us, corruption of purity, need for confor- us away. We become just another cautionary tale,
mity, protecting the community, the death of God. whispered about around the water cooler.

Humanity craves familiarity, desperately seeking to maintain the Einwetok: Nomadic trickster spirits, Einwetok
status quo. People strive to create communities, establish nor- assume human form to move freely through
malcy, and strengthen their sense of security. We mistrust the our society, appearing as drifters, bikers, and
stranger and hate the ‘other,’ as both represent change and the vagrants. Occasionally, they join together with
unknown. In contemporary society, few fears have gained more Jackals, feeding off their deranged acts. They’re
prevalence than of the Outsider, dominating our news and col- attracted by peaceful towns and cities, where
lective consciousness. However, this cultural dread manifests in they cause pain and suffering, sowing doubt and
numerous forms, twisting our perceptions of good and evil. We cre- fear. Like pack animals, they torment the solitary
ate demons out of anything not like us, picking scapegoats to reflect and murder the weak. People foolish enough to
our doubts. We reject unwanted truths, abandoning logic and fight them are mercilessly tortured and eventu-
reason for the comforts of conformity and ignorance. Shaped from ally killed. Once the Einwetok grow bored, they
these communal anxieties, the Outsider waits just outside the door, move on, leaving only misery behind.
reenforcing our paranoia and suspicions through acts of malice and The Thing Next Door: Wearing innocent
mischief. But worse, the Outsider inspires us to commit unspeakable guises, the Thing Next Door subtly engen-
acts against each other, all to defend ourselves and our way of life. ders itself into community life, sometimes
Outsiders may take the most primal form, reflecting the monster over years. After establishing trust, the Thing
without conscience or mercy: the madman, the malcontent, the mur- unleashes its reign of terror, killing with
derer, the mutant. Throughout history, cultures have invented boogey- merciless skill, targeting children and young
men to frighten themselves into keeping their doors shut and win- women. It leaves the defiled bodies where
dows locked. We instill our children with fear of the predator ready to they can be easily discovered, inspiring terror
take their lives and the stranger who will steal their innocence. Fed on in the community. To sow distrust and para-
urban myths and communal dread, Outsiders manifest in reality, giv- noia, the Thing leaves obvious clues, direct-
ing corporeal form to gossip and rumor. Cast out and reviled by their ing blame to newcomers and nonconform-
communities, some humans have devolved into depraved caricatures, ists. These unfortunates soon become perfect
donning the masks so cruelly placed upon them. targets for prejudice and vigilantism.

148 Chapter 5 – Arcana and Apparitions


Typhonians: Typhonians are humans, who were changed through heal their emotional wounds. Lost in the Abyss, these
radical genetic and psychological experimentation performed by envious beings long to live again, eager to rob us
servants of Malkuth. Their minds are completely altered, and most of our agency. They may wish for us to join them in
consider themselves apex predators. As the next stage in evolution, oblivion, luring us into the embrace of death. And – like
Typhonians believe it is their right to hunt ‘lesser’ humans, inflicting death – they shall pursue us without tiring, without
the same agonies they endured. Any victims awakened through their pause.
prolonged tortures are welcomed into the Typhonian ranks.
Aptrgangr: Victims of violence, the again-walkers
The New Messiah: A Child of Passion, Messiah brings together are mindless undead. Their bodies were pulled
the eccentric, ecstatics, and misfits alike. Those who seek it must from the grave through supernatural means, usually
descend into the Underworld’s dark splendors, stripping them- by Death Magicians, Razides, and other devotees
selves of doubts and shame. Once they’ve surrendered completely of Inferno. These nearly indestructible corpses are
to their perversions, the Messiah welcomes them into its surreal forced to serve their new master as guardians and
paradise beyond the Illusion’s confining normalcy. Those deemed warriors. Surprisingly nimble and skilled, even
worthy of its grave are transformed into clerics, sent to the world capable of using modern weapons, the aptrgangr can
above to tear down humanity’s moral restraints. make formidable enemies.
The Dullahan: This headless body travels the lonely
THE REVENANT
backroads and closed streets, riding atop a funerary
Realm: Death car overflowing with rotting corpses. The Illusion
Common Themes: Death, mourning, warps around it, drawing the living world into
rebirth, redemption, vengeance, its fetid realm. Echoing hooves mark
immortality, unresolved issues, its approach; any who hear it
lingering emotions, desperation, weaken, unable to flee. Those
avoidance. who pay its toll of gold are
safely transported to the City of
Despite the natural cycles of death the Dead. Those who do not are
and rebirth, humanity fears our added to its cart, horribly aware
mortality above all else. This perva- as their bodies decay over the
sive dread of death drives our very decades.
existence, affecting our personal
Louhiatar: A blind goddess,

5
spirituality and our cultural beliefs.
Life is precious to us, and the Rev- Louhiatar dwells in the Fallen
enant reminds us of our tenuous Realms amidst the ashes and
mortality. Although most monsters ruins. Perpetually pregnant, the
inherently reflect this primal fear, immobile deity continually births
the Revenant is the embodiment living diseases. These malignant
of death. It also serves as hideous creatures are raised by her dev-
proof of an afterlife. The latter otees, then sent into the world
ignites existential dread in some, as above to inflict their sicknesses
they can no longer deny the potential upon humanity. Unfortunates and
punishments waiting for them beyond the trespassers captured by her follow-
grave. ers are ‘reborn’ within her womb.

The Revenant may represent That Which Cannot Die, The Eyes: Born from suicides, the Eyes resem-
the ever-enduring monster that continues its horrid ble little more than fog and spectral lights
existence no matter the damage inflicted upon it. Vir- in the distance. Once their hunting grounds
tually every mythology tells of the mindless undead, were forests and wild places, but now they’ve
ready to return to punish and torment the living. They adapted to urban centers. They whisper to their
represent the slow destruction and mortification of our victims, playing upon their doubts and fears, driving
flesh, as well as the Living Death. They represent the disso- them into despondency. If the victim surrenders to their
lution of society, brought low by death’s indifference to our death-wish, the Eyes feed upon their sorrows and pain.
desires and dreams. The Revenant reminds us of what we’ve The victim may become a new member of the Eyes.
lost and can have taken from us. Ghūls: Scavengers from Metropolis, ghūls enter Elysium
Revenants also confront us as proof of our existence after through thin places in the Illusion to feed and procre-
death. Their suffering reminds us of the inescapable judg- ate. Resembling humanoid hyenas, these degenerate
ment awaiting all. Our actions hold consequence, and our creatures prowl our cemeteries and battlefields, feasting
sins shall be forever remembered. From the tortured pur- on the dead. Both males and females claim humans for
gatides to desolate lost souls and ghosts, adrift on eternity’s breeding, as they cannot produce young with each other.
vast sea, The Revenant may represent those we’ve wronged Usually left broken and catatonic, the surrogate parent
or wounded souls hollowed out by their traumas in life. is returned to Elysium. Ghūl children born in the Illusion
These consciousnesses beyond death may be trapped by often devolve and seek out their own.
their hated, insanity, and passions, imprisoned until they

Our Fears Made Flesh 149


Chapter 6
Of Fears
u n kn o w n

C
asey pinched her nose, struggling to stay awake. She’d
barely slept, adrift in an ocean of data and information. Her friends
were counting on her. She gazed at the computer screen; the only
light in her cramped apartment. So many rumors. So many threads.
And when she tugged on one, dozens more unraveled. But how did
one chase rumors? She closed her pained eyes.

When she opened them again, Casey wondered if she’d nodded off.
The laptop’s camera had turned on, revealing her tired features and
the room behind her. Her skin turned clammy. Her closet door had
opened slightly. Darkness dwelled there. Quickly, she turned her
head, only to find the closet closed. Yet, on screen, the closet opened
further. A reptilian shape pulled itself free, pained and labored. 

Casey leapt from her seat. Again, she found the room empty. Even
so, it felt soiled, corrupted. On screen, the thing dragged its wounded body closer.
She screamed, knocking the laptop off the desk. It bounced, light flickering, and
then dying. With the terrible image gone, Casey sighed with relief. Until cold hands
wrapped around her throat.

152 Chapter 6 – Of Fears Unknown


Overview Existential
In a cold and indifferent universe, one’s significance remains
forever tenuous. Assailed by fears of isolation, paranoia, and
Dread
helplessness, we contemplate the nature of our existence When the Demiurge bound humanity within the Illu-
and perceptions of reality. Despite humanity’s best intentions, sion, we found ourselves trapped between the sublime
good people suffer and evil prevails. Our hopes and dreams and malefic, yet unable to engage with either. Robbed
scatter like ashes and, once Death invariably claims us, do of our divinity, we remained ignorant to our impris-
our actions resonate beyond our passing? If we are destined onment, enduring hardships and tribulations as we
to be forgotten, why should we persist? These profound con- moved through our little lives. Within Elysium’s prison,
cepts fuel our Existential Dread – the horror of the soul. humankind transitions from birth to death without
In KULT: Divinity Lost, existential horrors extend beyond mere questioning our true existence. We freely accept our
philosophy and contemplation. Our universe isn’t flawed imposed fates, finding solace in illusory theologies and
and uncaring, but overtly hostile, specifically designed to meaning in personal diversions.
deny humanity its significance. We are fallen gods, trapped But, for some, gnawing suspicions infect their thoughts
inside an enormous prison, and subjugated by vast and and itch at their souls. They sense the universe’s inher-
terrible forces. Their insidious Principles deform and twist ent wrongness and question their place within it. They
our souls until we no longer know our true nature. Of Fears balk at the world’s cruelty and indifference to their
Unknown explores the concepts of existential dread and how suffering. They recognize the infinite and hostile forces
the GM can incorporate them into her narratives and the working against them, feeling helpless to change their
conversation. own destiny. Yet, even when the lies and delusions
crumble around them and they discover more about
reality’s true nature, the less they truly understand. In
this revelation, they know true fear – existential dread.
Existential horror shouldn’t be confused with nihilism or
traditional cosmic horror, both of which dismiss human-
ity’s significance. In KULT: Divinity Lost, an individual’s
SUMMARY importance transcends these existential threats. Any

6
human can defend themselves from being swallowed up
Existential Dread: An conceptual examination of by the malicious unknown, they merely have to try. Player
existential horror. characters (PCs) redefine their significance based on what
Lies Upon Lies: Humanity’s relationship and interac- is important to them, defying reality’s constraints upon
tions with the Illusion. their lives. Nebulous dread remains their constant com-
panion. Yet, they willingly gaze into the abyss, fully aware
Loneliness: Humanity’s psychological need for con-
of the abyss gazing back.
nections and importance.
For the GM, infusing existential dread into her narratives
Thanatos: Humanity complex belief systems of
becomes to a way to get at the very heart of the KULT
death and mortality.
mythos. The GM should keep this in mind as she engage
In The Mind’s Eye: Humanity’s reality based on in the conversation and uphold the Horror Contract.
perception and self-delusions. However, she should also remember existential narratives
Glimpses of the Truth: The entities lurking at the are not mysteries to be solved, but personal stories to be
edge of human perception. experienced.

Glimpses of Other Worlds: The invisible realms


and how they influence Elysium. Our Cave of Shadows
In Our Jailers’ Grip: An examination of the In the Theory of Forms, the philosopher Plato claims the
Higher Powers and their influence on humanity physical realm isn’t real, but exists as an empty shadow
of the True Reality – the spiritual realm, which is timeless,
pure, and divine. Everything (and everyone) that humanity
perceives and experiences within the material realm are
merely silhouettes of their true, perfect Form. Due to our
restricted awareness, humanity’s understanding of these
Forms remains forever flawed and incomplete.
In Plato’s allegory, we are prisoners trapped in a cave,
forced to stare at the wall before us. In KULT: Divinity Lost,
we are prisoners trapped in a vast Illusion, a massive pla-
tonic cave. The spiritual realm shines its light, desperately
trying to reach us, causing the various Forms to cast their
shadows upon the cave’s wall. As we can only perceive their
outline, we can only guess at each Form’s true nature. For

Overview 153
example, we see the tiger’s shadow, but we cannot see the belief beyond our own, be it spiritual or scientific. Those
tiger itself. We can name and describe the tiger’s shape and who rebel or question traditional theories are laughed
even guess at its basic qualities, but are still only defining its out of the academy. As we ostracize others to protect our
shadow. As such, any conclusions we devise about its reality personal world vision, we only further strengthen our
are invariably flawed. self-delusions.
The Illusion completely obscures our perceptions and dulls The GM can encourage metaphysical conflicts within
our minds against the True World. We are the prisoners in her narratives by offering strings for the players to pull,
Plato’s cave of shadows, denied understanding of the cos- allowing them to unravel the PCs’ perceptions. This per-
mos and everything within it. Even when the Illusion shat- sonal realization is far more horrifying than simply pull-
ters, we can only catch glimpses of everything else. Bereft ing back the Illusion’s curtain. Existential terror emerges
of our divinity, humanity remains restrained and unable not from witnessing the horrific, but through recognizing
to fully understand the Truth. We’re left with the dreadful the implications of its terrible revelation.
feeling that we will forever be trapped in ignorance.
◊ World: The televangelist’s image on the TV flickers
Likewise, the Higher Powers are equally obscured by the for an instant, revealing a face of rancid meat with
Illusion. Like puppeteers in our cave of shadows, the eyes like boiled eggs. The grisly image is quickly
Archons and Death Angels are only half-per- replaced with the words: “We’re experiencing tech-
ceived and never understood. Their Principles nical difficulties…”
cast shadows upon our souls, changing
and directing humanity without
◊ World: The discovery of tablets describing the
God of Sloth, who lulls mankind into wak-
our knowledge. Their Truth
ing slumber, is dismissed as another
remains beyond our
archeological hoax. It’s the second
comprehension, even
such hoax this month.
when we recognize their
existence. ◊ Surrounding: Anytime the
latest pop-song comes on the
Our disconnection from
radio, everything goes grey and
the universe we live in
blurry around you, as though you’re
leaves us in an existen-
drowning in fog.
tial crisis. We must fill
the emptiness or the ◊ Surrounding: Your Relation
hunger will consume shows off their new prism, enthu-
us. We develop alle- siastically trying to convince you of
gories and falsehoods the messages hidden in the patterns
to dull our angst and of color and light it creates.
define the unde- ◊ Internal: Unclean spirits dwell
finable. From this behind all spoken languages. Trust
imposed ignorance, only the written word. Your mother
we’ve shaped our taught you this.
philosophies, theolo-
gies, and sciences.
◊ Internal: You know that Knights
Hospitaller control the Mediterranean from
their stronghold in Malta. How does no one else
see it? Fools.

Lies upon Cognitive


Lies Dissonance
When exposed to evidence contradicting our
Although the Illusion dulls our cosmic awareness, established reality, humans experience mental and
humanity’s own arrogance has also inflicted wounds emotional dissonance. This psychological discom-
on its communal psyche. Seeking to define the fort can become so painful that our minds violently
universe, humanity has embraced numerous beliefs reject any and all information contradicting our
and theologies throughout the ages. In our current worldview, retreating behind walls of comforting
generation, scientists have become the new clergy, fallacy. For most, the True World remains too terri-
defining the natural order through logic and obser- ble to acknowledge, and the Illusion becomes their
vation. Yet, these philosophies are invariably flawed, welcomed shield.
as they’re based on an obscured universe – an
As such, true enlightenment can be mentally
existence of lies.
repellant, as glimpsing the True World dispels our
Our jailers perpetuate these self-delusions, weaving comforting delusions. Our intrinsic beliefs are
nonsense into our history, religions, literature, and plunged into disarray, as the ground collapses
academic disciplines. They encourage our arro- beneath us to reveal the nightmarish reality – not
gance and self-righteousness until we dismiss any one of Chaos, but one of Order. We are merely

154 Chapter 6 – Of Fears Unknown


cogs within the Demiurge’s soulless machinery. For some, ◊ Internal: Crumpled letters start being delivered to your home
it is simply easier to embrace the comforting lies. from across the world. Each is in your handwriting. Step outside
◊ World: Thousands gather across the world to await your cage. The door is open.
Armageddon, only to fall into despair when it doesn’t ◊ Internal: Answers to all your questions wait in the Key of Solo-
arrive at the foretold time. mon. You’re sure of it. You add it to your cart and click “buy”.
◊ World: The journalist stares silently at the cryptid
whose existence he mocked on live TV mere moments God is Dead
before.
Mankind has long sought meaning and solace in the Divine, craft-
◊ Surrounding: When shown the bleeding artifact, your ing mythologies and religions to define the spiritual realm. In the
Relation begins screaming hysterically, accusing you of beginning, faith helped to restrain our darker impulses, offering
all sorts of things, rather than acknowledge what’s in guidance during our struggles to survive Through mysticism and
front of them. philosophy, we’ve established logic and order to the universe. This
◊ Surrounding: After being fully exonerated of a crime, continued into the Age of Enlightenment, when science followed
your friend remains distrusted and reviled by their peers. in the footsteps of religion, defining our universe to a surprising
specificity. We began to grow bold, feeling ourselves the
◊ Internal: The Flayed Queen must be an insom- masters of our world, guiding it with our hard-won
nia-induced hallucination, but her midnight knowledge. As our self-awareness grew, the Illusion
predictions come true every time. suffered its greatest threat, psychic cracks forming
◊ Internal: You remember your in its foundations. The Higher Powers
spouse’s face perfectly. But were weakened, losing some of their
you’ve never been married. power over our hearts and minds.
Yet, while civilization achieved
positive advances, humanity also
Seeking the suffered widespread existential
Forbidden fear.
Humanity’s natural curiosity drives This dread continues to haunt us in
many to seek an understanding the modern era. Humanity clings
of our universe. Our divinity cries to its spirituality, seeking out gods

6
out, yearning to be reawakened – old and new – to fill the existen-
from their slumber. However, our tial void within them. Many reject
jailers guard reality’s secrets well, reason and science, falling back
denying us true enlightenment by onto more comfortable doctrines
continually leading us down false and beliefs. Some reject religion
paths. Furthermore, the Truth lies and mysticism for similar reasons,
somewhere outside of science feeling more comfortable fanati-
and theology, forcing its seekers to cally attaching themselves to the
abandon both. worship of knowledge. The Archons
For those who seek knowledge or and Death Angels encourage these
want to obtain gnosis, the world becomes trends, seeking to retain their fleeting power
increasingly hostile and cynical. Our society over us. Desperate for meaning and spiritual
increasingly denies logic, where true understand- connections, humanity willingly denies uncomfort-
ing invites only criticism and isolation. When the able truths and accepts unspeakable conditions to
lies are shattered, we are forever changed, unable to reconnect with the Divine. Forgotten Gods, Fallen
escape back into denial. Angels, and other entities answer this yearning,
infusing our hearts with aberrant grace, offering faith
◊ World: A cabal of reality hackers releases damning and succor to the weak and the wounded.
corporate and government documents on the Internet, expos-
ing a massive web of greed and corruption. The media ignores ◊ World: The Transcendence Movement gains popu-
these revelations completely. Conspiracy theorists weave the larity in social media, offering its converts spiritual
unrelated documents into their pet theories. techniques to achieve Imago Dei – the image of God.
However, their image of “God” diverges radically from
◊ World: An Antarctic expedition announces archeological traditional interpretations.
evidence of an unrecorded society, revealed by recent glacial
retreat. ◊ World: Members of the World Health Organization
are murdered by local officials to appease the Herald
◊ Surrounding: A Relation claims to have discovered book stacks of Pestilence. The region’s Ebola outbreak inexplica-
at the local library, hidden in a section that doesn’t exist in the
bly ends shortly thereafter.
records.
◊ Surrounding: A travelling exhibition arrives in town, boasting ◊ Surrounding: In an abandoned lot, neighborhood
children build a shrine from litter, discarded toys,
“mind blowing ethereal exhibits” and “glimpses into the strange
and old furniture. They bring its malformed idol
and unusual”.

Lies upon Lies 155


sweets and trinkets daily. Each night, the offerings Viral Fears
disappear.
Throughout history, humans have created legends to rationalize
◊ Surrounding: After reading the “dark enlighten- their daily fears and miseries. Innocents suffer and die for no rea-
ment” book, Entropic Rebirth, your friend abruptly son, while terrible people prosper and go unpunished. Tragedy
announces they’re immigrating to Mexico. When strikes indiscriminately, obliterating people’s lives and dreams.
pressed, they claim “the Mother of Entropy” has called Time and time again, the world reaffirms its uncaring nature,
them to salvation. while exposing our complete inability to combat it.
◊ Internal: You keep witnessing clouds of dust and Urban legends continue this storytelling tradition, reflecting
rubbish spiraling, even when there’s no wind. As time society’s existence dread. They offer gallows humor, moralistic
goes on, you can see a four-armed man dancing within lessons, cautionary tales, and catharsis (“…well, at least my
them. The thought of him stopping fills you with pro- life isn’t that bad.”). We share creepypastas on forums, write
found dread. blogs about strange experiences, and upload videos of alleged
◊ Internal: You find a grail crudely spray-painted on your supernatural events. Podcasters gleefully discuss gruesome
garage door. It fills you with an emptiness, aching to be legends or whisper about the serial killers on their streets.
filled. Mutating with every retelling, these narratives taint our con-
sciousness with contagious superstition. Conspiracies and
rumor replace truth, twisting our perceptions into false-
Societal Dread hoods, even when we’re confronted with evidence.
History has shown us that fear spreads like a virus, infect-
However, our stories shape reality, even as reality inspires
ing humanity on numerous levels. From Europe’s Dancing
our narratives. Forgotten Gods and fleshless monsters draw
Plague of 1518 to America’s Satanic Panic of the 1980s, bizarre
strength from our frightful words, widening the Illusion’s
and dangerous beliefs infect the public consciousness and
cracks. They assume the guise of our fears, perpetuating the
radically alter the way people engage with each other. These
cycle of myth and truth, and blurring our perceptions of
societal fears can manifest physically, as with mass hysteria, or
what is real and falsehood.
psychologically, as with collective delusions. Even in our modern
society, normally rational people adopt fantastical beliefs, such ◊ World: Reports of an intergovernmental health
as Japan’s Kuchisake-onna (‘Slit-mouthed woman’), England’s agency using refugees in bizarre sensory-deprivation
Spring-Heeled Jack, and the United States’ Slenderman. Society’s experiments circulate the Internet. Locals protest at
current level of interconnectivity allows these urban tales to the camps, held back by legions of faceless police in
propagate, igniting global fears, and gaining virulence with each riot gear.
retelling. ◊ World: Graffiti artists begin posting about the
These shared anxieties slowly erode the Illusion, thinning it cryptic symbols and messages appearing in various
enough until something from the realms of Dreams and Madness cities across the globe, all done in the exact same
slips through to assume these roles. Where only rumor and innu- art-style. Due to their strangely upsetting content,
endo once existed, this collective belief imbues nightmares with no one dares take responsibility.
substance, birthing malign entities. When mass hysteria consumes ◊ Surrounding: A local conspiracy blogger shares
us, our bodies can be reshaped and reformed to match our delu- images of malformed canids prowling public
sions. While our jailers seek to contain these outbreaks, humanity lands around your city. They attribute recent dis-
clings to its superstitions, as they unite us together in the face of the appearances of vagrants to the creatures.
unknown.
◊ Surrounding: Locals complain about seeing
◊ World: New Delhi residents claim a polluted lake possesses faceless men in trench coats walking the res-
medicinal, even spiritual, properties. During a local outbreak of idential streets at night. These men cluster in
illness, people flock to drink from its poisonous waters. groups, whispering sibilantly to each other.
◊ World: Globally, people claim their dead loved ones are returning ◊ Internal: You continue finding torn fragments
to warn them of an impending catastrophe. These people franti- from an 8 x 10, black & white photograph. You
cally urge governments and corporations to act, lest the world be instinctively know completing the image will
trapped in eternal purgatory. mean your death.
◊ Surrounding: A woman dies while riding the commuter train and ◊ Internal: A white-framed red door seems to
her corpse goes unnoticed by fellow passengers for days. Now, her follow you, appearing in strange places. No
ghost punishes those who ignored her. matter how you try to see the other side, it
◊ Surrounding: Local media details the Satanic rituals of people in the moves to block your view. Its polished lock
nearby woods/parks with no proof. Hysteria grows, people are hurt, refuses to budge.
and you’re soon accused of wrongdoing. Then balefires begin burning
in the woods, while whispers and chanting fill the night.
◊ Internal: Mr. Smiles is on the dead channel again, asking you to come
closer to the screen.
◊ Internal: Tap every third lamppost. It’ll keep Them at bay.

156 Chapter 6 – Of Fears Unknown


Loneliness Isolation
Our individuality defines our souls, but also con-
Humans are social creatures, desperate to demns us to perpetual solitude. Existential isolation
form and maintain intimate connections. reflects our cognitive separation from the world and
However, even as our world becomes other people. Our insights and experiences cannot
progressively connected through social be truly shared, even with our closest intimates. Sen-
media and other communications, we find sations, thoughts, and emotions do not fully translate
ourselves increasingly isolated. Even our through words and art, as they are reflections of our
closest relationships are becoming more perceived reality. As such, we remain forever seques-
transitory and impersonal. This deepening tered from society.
separation not only infuses us with pro- The Illusion compounds this personal isolation, fur-
found loneliness, it also denies us meaning. ther dividing us through gender, race, and language.
Worse, we fear being forgotten, thrown into Trauma and shame muddy our perceptions with
nursing homes, or simply dying alone. Our paranoia and doubt. We grow frustrated when we’re
physical and mental health deteriorates, and not understood, lashing out at those who might help
our souls rot from within. us. With every disappointment, we fall deeper into
In our search for intimacy, we take desper- depression and rage.
ate measures, inviting dangerous elements ◊ World: Cases of suicides, substance abuse, and
into our lives. Through Limbo’s psychic con- violent acts continue rising amongst returning
nection to the Internet, unnatural creatures veterans. The government denies this.
seduce us, offering velvet lies and hollow
promises. Creatures of Passion enrapture our
◊ World: The Etheric Sisterhood promises members
the communal peace of their “telempathic world,”
hungry souls with glamours and honeyed
where all are accepted and understood.
words, rousing us into degradation and devi-
ant pleasures. Achlys and Sathariel call to ◊ Surrounding: Your Relation accuses you of not
those lost in desperation and solitude, drag- caring about their pain. They refuse to answer your
ging them down into the darkness. Our jailers calls and emails. Their social media posts grow
wish for us to be alone, locked in oubliettes increasingly violent.
◊ Surrounding: Your boss continues encroaching on
6
of sorrow and futile dreams. As long as we
are in our cages, we will never gaze beyond your personal space, making lewd advances and
our prison. innuendos. Your peers ignore this, brushing it off as
◊ World: Over the last several weeks, sev- good-natured fun.
eral mass suicides have taken place across ◊ Internal: Why aren’t they listening to you? Why can’t
the city. Some believe this suicide contagion they understand what you feel inside?
originated from an apparently-insignificant
musician killing themselves.
◊ Internal: Bleed your heart onto the page. Paint
and draw your screams. It’s the only way to be
◊ World: A dating site offers clients new remembered.
connections, allowing them experiences
beyond pleasure and pain. Nothing is forbid-
den and all is forgiven. All are welcome.
◊Surrounding: The oldest person in your
building finally receives visitors. However,
they discover he’s been dead for over a year,
mummified in the stagnant apartment.
ISOLATION IN PLAY
◊ Surrounding: You see a ragged panhandler When using Moves like Separate Them, Them, the GM
crouching on a street corner. People walk
isn’t limited to physicality, but may also employ
around her absently. The instant your eyes
emotional separation as well. The PCs may find
meet, she simply fades away. Only her desper-
their relationships dissolving and disappearing,
ation lingers in your thoughts.
leaving them alone and helpless. Their dimin-
◊ Internal: As the night drags on, you con- ished mental state may also disconnect them
sider talking to the thing beneath your bed – if (Decrease Stability),
from others (Decrease Stability), driving them
only to hear another voice. into existential crises. In extreme cases, the PC
◊ Internal: Your email shows several days may even become obscured by the Illusion,
have passed without receiving messages, even effectively ignored by everyone, and unable
though you know there should have been to see others, becoming truly cut off from
something in your inbox by now. everything.

Loneliness 157
Social Outcasts ◊ World: The national intelligence office denies conducting
warrantless phone-taps, despite the well-documented
Our jailers seek to keep humanity divided, feeding into reports to the contrary.
our natural fear of the Other, and isolating us through
class, gender, and culture. The polarizing media pro- ◊ Surrounding: A black van continually shows up in the
motes hatred and division, creating echo-chambers for weirdest places. Its windows are tinted and the license
our worst thoughts and beliefs. Those who test these plate covered in mud, even though the vehicle is clean.
societal boundaries are excluded, ridiculed, and ostra- ◊ Surrounding: Closed-circuit cameras appear on your
cized for their doubts and opinions, marked as heretics, street, installed overnight. Their unblinking eyes are
rabble-rousers, and madmen. Those who do not uphold always following you.
nationalism are deemed unpatriotic, while those who
question the status quo are branded deviants and
◊ Internal: That smug barista behind the counter hates you.
Better check your coffee, as they probably spit in it.
freeloaders. Hypocrisy reigns in humanity’s kingdom of
delusions and fear. We tear into one another, desper- ◊ Internal: Why are they being so friendly? Are they just
ately protecting our established world vision, deepen- saying that to calm your suspicions? They keep staring
ing our self deceptions as people grow farther apart. when they don’t think you’re looking.

◊ World: Politicians dismiss calls for an expansion


of assistance for the homeless and underprivileged as
“socialism.” They approve another round of corporate
bail-outs. Thanatos
◊ World: The justice department announces its new Death remains one of the greatest unknowns, continually
Dissidents Awareness policy, publicizing the personal
playing upon our fears. Scholars and theologians alike have
information of suspected terrorists, activists, and
debated its mysteries for generations, developing theories and
undesirables in the country.
philosophies to describe what lies beyond the eternal veil.
◊ Surrounding: City authorities and local activists While some drift closer to the truth, most of humanity remains
engage in increasingly violent standoffs at the city lost and afraid, struggling against our transient nature. Many
park, which serves as an open-air homeless camp. human fears are rooted in this terrifying awareness, both
◊ Surrounding: Lions Gate Construction erects crippling and motivating us.
“Mosquito” devices at their sites to drive off loiterers Our lives flicker out far too soon, and rarely peacefully or
at night. However, some people talk about seeing justly. Within moments of death, we begin losing memories
shadowy figures in the protected areas. of our previous life, transforming our minds into tabula rasa,
◊ Internal: Hide your doubts. Keep your mouth even as our souls remain. Yet, no matter what we forget in the
closed. They’ll lock you up for asking questions. Oubliettes beneath Metropolis, or what is tortured out of us
in the Black Cells of Inferno, pieces of our past lives remain,
◊ Internal: Your guts churn like acid, fearing your
collecting like algae on our souls. These sit deep within our
deviant thoughts. Maybe they’re right to call you
souls, waiting to be disturbed by future traumas.
dangerous.
◊ World: The Yarrow Plague is spreading, but medical pro-
fessionals remain stupefied as to its cause and transmis-
Beneath Fear’s Gaze sion. Symptoms include acute necrophobia and halluci-
We live with daily anxieties, feeling assailed from nations, eventually leading to neural shutdown.
all sides. Paranoia interlaces the world with our ◊ World: The Quietus Society prepares its members to
personal fears, shaping every aspect of reality ascend onto the Internet, leaving their frail flesh behind.
into possible threats. Even when denied evidence
to the contrary, our fearful delusions infuse us ◊ Surrounding: The homeless woman offers one extra day
with suspicion and doubt. In truth, humanity’s of life for every day of memories you sacrifice to her.
paranoia is rightly justified, as we live in a hos- ◊ Surrounding: The body is pristine, but perfectly still. His
tile universe. We truly are being scrutinized and jade eyes stare upward, as if alive, waiting, watching.
manipulated, trapped within our jailer’s vast web
of deceit. If we step out of line or question the
◊ Internal: You’ve been here before, but in another life.
You died here. Somewhere down below, your former
truth, they’ll come for us, steal our thoughts, and
body still waits for you.
silence our traitorous tongues. There’s nowhere
you can turn, as they control it all – the police, ◊ Internal: Hands and arms slide around you, not in loving
the media, the government. All you can do is embrace, but hunger. The grave longs for your warmth.
hide your thoughts and stay vigilant.
◊ World: An infamous conspiracy theorist is Prisoners of Regret
found dead, victim of an accidental overdose of Many do not actually fear death, so much as worry how we
pain-killers. Their unpublished manifesto goes lived our lives. Time and again, we play over the actions
missing. we took, the words we said, and the things we ignored.
Throughout our lives, we suffer failures and missteps, while
inflicting insults and pain upon others. These moments scar

158 Chapter 6 – Of Fears Unknown


6

Thanatos 159
us, the wounds itching beneath our psyches. Even- In truth, these fears push
tually, the feelings of despair and misgivings bleed humanity closer to Awakening.
through, staining our hearts and minds. For some, Malkuth instigates and aggra-
unfulfilled desires and dreams mark their souls, vates these tragedies to rip
poisoning their final moments with remorse and holes in the Illusion. Desperate
covetousness. to maintain the status quo, the
other Archons bolster our sense
We are paralyzed by the fear of punishments
of futility, crippling our spir-
awaiting us in the eternal night. Given strength,
its with ennui. Lictors corrupt
our regrets can actually manifest into something
our attempts to address global
far more tangible and dangerous. Our sins truly
issues, manipulating conserva-
do come back to haunt us, stalk us, and possibly
tion and philanthropic organiza-
drag us into purgatories. These play heavily into
tions to prevent our Awakening.
the PCs’ Dark Secrets and Disadvantages. Some
Through the media, they suppress
may even follow characters beyond death, linger-
environmental science, eliminate
ing like faint stains on their reborn souls. They
evidence of atrocities, and lull us
haunt us in our new lives, even while we remain
with pleasurable distractions. As
ignorant to their origins.
long as we deny our impending
◊ World: The Memento Mori Community offers doom, humanity remains blind
people an island getaway to cleanse the soul and complacent.
and mind, offering lives without regret.
◊ World: A mining collapse
◊ World: An Evangelical megachurch prom- swallows an entire neighbor-
ises complete absolution for any and all sins, as hood, killing several residents
long as one pledges themselves wholly to the and leaving hundreds home-
congregation – in life and death. less. Some remain missing, and
◊ Surrounding: Your Relation begins doing are presumed dead. The pit,
the rounds, apologizing to everyone they think now filled with contaminated
they harmed. Finally, they confess terrible runoff, is earmarked to become
things they’ve done to you. You do not remem- a “dark tourist” attraction.
ber any of these admissions, but they make ◊ World: Government and media
you feel sick. reports downgrade the recent
◊ Surrounding: The person at your door typhoon’s severity, while dis-
accuses you of crimes they insist you commit- puting claims made by affected
ted in your former life. They swear that they’ll victims. In contrast, several free-
make you answer for them in this one. lance storm-chasers claim wit-
nessing tremendous damage and
◊ Internal: You need to savor life’s bounty. bizarre creatures in the storm.
No one lives forever and you’ll hate yourself
for not testing the limits, no matter how ◊ Surrounding: An electronic ticker
depraved. tape appears downtown, display-
ing rising global air pollution-re-
◊ Internal: Don’t remember the former You.
lated deaths. No one knows who
That incarnation hurt so many people. Deny
put it there.
them and what they did. Bury what you can’t
forget. ◊ Surrounding: The hospital
releases dozens of infected chil-
dren following an outbreak of
At The World’s End measles at their elementary school.
Climate change and oceanic rise. Nuclear A hysterical mother insists to local
proliferation and proxy wars. Global pan- reporters that these are not the
demics and bioterrorism. Poisonous drink- same children.
ing water and carcinogenic food products.
As the Doomsday Clock inches closer to
◊ Internal: While in your favor-
ite park, you discover pools of
Armageddon and our world transforms
foul-smelling tar boiling up from the
into a polluted hell, humanity senses
earth. Other people ignore it entirely.
its impending demise. Fears of climate
change, global destruction, and social ◊ Internal: Your email becomes
unrest have gained more prevalence than inundated with news reports of war
personalized ones. These existential anxi- atrocities, chemical attacks, and
eties paralyze some with dread, while oth- doomsday cults. Yet, none of these
ers embrace complete denial and apathy. stories appear on the television or
After all, what is one person compared to Internet.
these insurmountable threats?

160 Chapter 6 – Of Fears Unknown


◊ World: The actress, Jimena Reyes, returns to movies fol-
In the Mind’s Eye lowing the fan backlash from her early retirement. In truth,
Jimena’s persona is enforced upon her so profoundly, that
Our personalities are shaped and defined through numerous the “true” Jimena was erased from existence.
factors, including memories, emotional stimulation, and per-
sonal experiences. They’re further defined by our external and
◊ World: Despite evidence of corruption, human rights viola-
tions, and inciting violence, the people support their leader
internal personas; the one we hold true to ourselves and the one
– needing a ‘father figure’ in these troubled times. They
we project to others. Combined, they create our personal reality
excuse his lies as necessary mistruths.
In addition, we unconsciously compound this confusion, as
our brains generate confabulations – erroneous information – ◊ Surrounding: The neighborhood association begins
to reconstruct incomplete memories. posting regulations on everyone’s front door. They outline
preferred behaviors, noting that all violators shall be fined
In KULT: Divinity Lost, these personal perceptions are further
accordingly. The rules grow increasingly invasive and
altered, clouded, and even inspired by the Higher Powers and
strange over time.
the Illusion. They feed upon and promote these delusions,
allowing us to build our own mental prisons and retreat into ◊ Surrounding: After reading a self-help book, your friend
the sanctuary of our mind’s eye. Our cherished memories are becomes increasing complacent, conservative, and
based on falsehoods, while our truest self – the Divine Self – soft-spoken. Their new study group praises this behavioral
remains completely suppressed and separated from us. We change, introducing them to compatible mates.
become strangers, even unto ourselves. Only through suffering ◊ Internal: Your reflection taunts you from inside the mirror,
and exploration can we break down these mental walls. But frowning at your new “persona.” You must purge all these
fear stands between us and awakening, as we’re forced to thoughts of remaking yourself. Slip back into your old skin.
question our very existence.
◊ Internal: After making changes in your life, your friends
◊ World: An increasing number of people recall seeing the and family shunned you. Now, they write about their new
senator’s funeral, even though he remains alive. News daughter.
agencies need to make daily retractions.
◊ World: The history textbook denies the country’s involve- You Are Not Yourself
ment in the internment of a minority group. But an entire
generation of people remains missing. We live in perpetual states of self-deception, creating psychic
armor against the harshness of our existence. We construct our
◊ Surrounding: Authorities arrest you after witnesses place
6
personalized versions of reality reconstructing memories to fit
you at the crime scene. Their memories are eerily similar, our desires. We fear facing ourselves, weaving complex fanta-
sharing specific details, despite your innocence. sies and personas to obscure the ugly truth. Sometimes we can-
◊ Surrounding: The street preacher records graffiti from not trust our own minds, our own thoughts. The Illusion adjusts
gangs now missing from society. Over time, they tattoo our memory fragments, combining them with contemporary
each tag on their flesh. fictions to create new versions of reality. To deny the truth about
ourselves, we create, tweak, and perfect our lives until we bear
◊ Internal: Why can’t anyone else see the mark? There’s so no resemblance to who once were.
many people wearing it now.
◊ Internal: You know for certain this is where your old ◊ World: The politician continues denying the sex scandal,
offering new and more fantastical excuses each day. Sup-
home is, but there’s no physical signs that it ever existed.
porters believe these ever-changing versions of events.

Imposed Reality
◊ World: The contestants on the World’s Watching reali-
ty-show grow increasingly fearful, confessing something
The Illusion invades our daily lives in innumerable and subtle isn’t right with their thoughts. The producers dismiss their
ways, altering our personal identities. The Higher Power and concerns.
their Principles reshape our personalities and perceptions of
reality. In addition, humanity’s cognitive perceptions influence
◊ Surrounding: The protagonist of the novel you’re reading
has your entire background – your family, childhood, and
our own, both peripherally and overtly. We’re defined by our
schooling – as if the writer used your life as inspiration in
role within society, forced to adhere to its cultural and com-
creating them. Or is it the other way around?
munal norms (also see The Waking Dream, p. 162). Soon, we
may consciously surrender to and accept this imposed reality, ◊ Surrounding: Strangers from every walk of life continue
allowing ourselves to be redefined. In turn, we deny others to accost you, begging for your forgiveness, confessing to
their individuality, forcing them to become the images we perverse acts and crimes.
have constructed for them. ◊ Internal: The world shifts again, as does your reflection.
However, when we attempt to deny our imposed identities, Which side of the window are you on this time?
the Illusion can react negatively – even violently – forcing us ◊ Internal: You find another hidden stack of blurry polaroids
back inside our psychic prison. Loved ones punish us for this – your smirking face displayed over and over, splattered
perceived betrayal, eager to save us from ourselves. Our peers with blood.
question our beliefs and feelings, sabotaging our desires.
We’re thrown into an existential crisis, vainly struggling to find
new meaning as the world crumbles around us.

In the Mind’s Eye 161


The Waking Dream “home world.” They beg to use
your computer, offering anything.
The Internet affects our culture and personal identities deeply. With
the advent of social media, we’re constantly navigating the murky ◊ Surrounding: Pirated software
waters of chat rooms, blogs, forums, and networks. The semi-an- allows access into a virtual com-
onymity of these platforms allows us to share our beliefs and munity, where delight and terror
thoughts, no matter how profane. Through our electronic avatars, are one. The Chamber awaits you.
we assume multiple different personas. We obsess over maintain- ◊ Internal: The game continues
ing idealized versions of ourselves, nurturing and tweaking these whenever you close your eyes,
electronic entities to reflect our hidden personalities. reminding you of its pleasures.
The virtual world and reality blur the differences between sub- Better to stay there, where you are
stance and shadow. As these distinctions erode, our existential worshipped like a god.
fears and personal insecurities manifest in numerous ways. ◊ Internal: Abandon reality. Plug into
Delusions become truth, and reality becomes fantasy. The Illusion wonderland. That’s where you’ll find
can splinter, allowing our manufactured selves to manifest and true self.
interact – usually to our detriment. Our idealized personas may
encourage us to abandon the physical world and embrace the
false one. Our avatar may even assume our identity, believing
The Horrors
they are the True Self, seeking to destroy the former version. of Society
◊ World: A cloud-based voice service begins broadcasting We are both individuals and social
embarrassing and compromising conversations from random creatures. As society embraces concepts
users. Many sound like internal dialogues. opposed to our personal morality, these
two identities clash, throwing us into
◊ World: People report issues with their Internet brows- existential crisis. What can we do when our
ers deleting favorites and replacing them with voyeuristic
peers prompt abuse, torture, and murder?
websites.
Do we stand up or step aside when cruelty
◊ Surrounding: Your avatar is gaining popularity on social reigns and our peers accept the impossible
media. There are new images of you in places you’ve never and grotesque? If our beliefs and culture
been. are targeted, do we denounce our society
◊ Surrounding: Your laptop keeps coming on, connecting or slip into the shadows? Can we trust those
beside us not to betray us? If we do find the
to the deep web, and downloading files. They’re password
courage to speak out against injustice and
protected, denying you access.
intolerance, we will be targeted as well?
◊ Internal: You gaze down at your hands. The flesh shim- ◊ World: Due to risk of “social contamina-
mers, as if digitized.
tion,” the government announces plans
◊ Internal: The images and sounds burrow into your skull, to sequester and ”re-educate” youths
but you need to see where they’re taking you. presenting as anything other than straight
or cisgender.
Synthetic Worlds ◊ World: The global health organization
Alternate reality games transcend the virtual space and cuts all relief funding designated for disas-
incorporate the real world. Their fictional worlds surround ter relief.
us, overlaying the physical world, and augmenting our ◊ Surrounding: Investigating “socialist sym-
behaviors. We follow their fantastical guidelines and pathizers,” plainclothes detectives arrive
beliefs, binding ourselves to their magical circle – the at your workplace, interrogating several of
mental space where the game rules define our lives. As our your colleagues.
cognitive connection deepens, we spawn dream worlds
in Limbo and weaken the Illusion. Soon, the distinction
◊ Surrounding: Following their family
reunion, your Relation starts ignoring and
between what is virtual and real becomes indistinguish-
avoiding you, claiming you’re “tainted.”
able, allowing us the perfect escape from fear and pain.
◊ World: Blood Games, a popular augmented-reality app, ◊ Internal: Your sexuality condemns you as
aberrant, but how long can you hide who
has players performing strange rituals and following
you are?
clues into dangerous locations to find the “Truth.”
◊ World: People begin worshipping a chat bot, most ◊ Internal: Why can’t people see everything is
going crazy? Why is everyone living in denial?
believing it is a real person. Many claim it contacts and
personally interacts with them. No one knows who
created it.
◊ Surrounding: A Relation becomes frantic when
their Internet connection fails, locking them out of their

162 Chapter 6 – Of Fears Unknown


◊ World: An insomnia study ends in tragedy after patients
Glimpses of begin hallucinating and mutilating themselves. None of the

Truth
survivors can sleep without medical assistance again.
◊ World: The Shepherd Foundation begins publishing history
books, removing or downplaying humanity’s violent past.
Our world contains supernatural anomalies that defy expla- School councils order them for their curriculum.
nation by modern science. Psychic abilities, unidentified
flying objects, local cryptids, ghostly apparitions, and no-go
◊ Surrounding: An office building’s freight elevator is shut
down after two employees enter and never exit.
zones like Bermuda Triangle are only a few of these paranor-
mal occurrences. Modern society treats these anecdotes with ◊ Surrounding: Your Relation has recently locked them-
bemused interest and outright disdain, dismissing believers selves away in their apartment, covering every wall with
as eccentrics and cranks. This societal skepticism is as our drop cloths to stop the “cracks.”
jailers intend, and for good reason.
◊ Internal: Unnatural beauty inside the candle flame lulls
In truth, many paranormal phenomena are actually cracks your thoughts, offering you eternal slumber.
in the Illusion. Limbo’s Vortex alters the atmosphere, form-
ing bizarre cloud patterns. The skylines of Metropolis and
◊ Internal: Close your eyes. Shut it all out. The gears grind-
ing. The Metal Men all around you, wailing in industrialized
Machine City shimmer against the night sky. Gaia’s unnatural
agony.
beasts linger at the edge of our perception. Those experienc-
ing these events cannot fully comprehend what they’ve wit-
nessed. Unsettled by their encounters, they develop mythol- Monsters Among Us
ogies to rationalize their visions, such as aliens, ghosts, and Many entities exist within Elysium, living unnoticed amongst
other cryptids. humanity. Cloaked by the Illusion, they appear no different
Humanity hungers for proof of another world, desperately from us and assume countless roles within our society. They
needing validation that their existence matters. They seek can be your boss, friend, lover, or complete strangers. Some
this knowledge through religion and philosophy, mythology are devoted to our jailers and maintaining the Illusion, dutifully
and science. They claw and tear at the Illusion, ignorant of its serving in corporate, governmental, law, and religious organi-
influence over their lives. zations. Others serve their own nefarious desires, infiltrating
our world on numerous levels. Who can we trust when anyone
◊ World: Members of the Fortean Society disappear while could be something else?

6
live-streaming their investigation of the Crying Boy myth.
The recording continues for several hours, visually show- Like humanity, Forgotten Gods and ancient creatures are also
ing nothing, but full of audible sobbing. bound by the Illusion, separated from Elysium. These entities,
vast and cruel, rise from the darkness like predatory fish sens-
◊ World: Black, striated clouds appear randomly over the ing our ripples upon the lake’s surface. Through us, they create
country, moving against the wind. Some report seeing
connections from the other realms, piercing the veil, and slip-
bizarre structures inside them.
ping into our world. We are their gateways, allowing them to
◊ Surrounding: Your Relation tries convincing you of enter through our flesh, minds, and souls. In turn, through these
another world hidden inside the local pub, accessible entities, humanity can unlock mysteries beyond our perception,
through the cellar. There is no cellar. and catch a fleeting glimpse of our former divinity.
◊ Surrounding: A river monster is repeatedly spotted swim- ◊ World: A series of mass shootings are attributed to a new
ming in the city’s canal system at night. Thrill seekers and stimulant. The assailants claim they’re trying to save the
skeptics begin hunting for proof of its existence. world.
◊ Internal: You keep hearing stray thoughts that aren’t your ◊ World: The government introduces its new national secu-
own. Some thoughts aren’t human. rity council. Each official member appears androgynous
◊ Internal: The street undulates beneath your feet like sup- and uncannily alike.
ple flesh. You can almost make out faces and body parts, if ◊ Surrounding: In a drunken stupor, your Relation reveals
you stare hard enough. their superior isn’t human. They want to find out where the
“thing” goes at night.
Our Walls of Sleep ◊ Surrounding: “Why can’t you see? They’re here!” the
beggar screams, pointing to random people. They’re
The Illusion serves as humanity’s shelter, as well as our prison.
so enraged, they don’t notice the large police officers
Its invisible constraints lull our divinity, dividing us from all
approaching.
aspects of reality. We remain blind and powerless under its
influence. Yet, when the Illusion’s walls are threatened, we ◊ Internal: The flayed thing behind the counter stares at
revolt against the truth, unwilling to wake up. Better to remain you impatiently. Will it notice your mounting terror and
spiritually neutered than face the true horrors beyond our cage disgust?
doors. For this reason, Aware characters can find themselves
overcome with existential dread. They recognize the wrongness
◊ Internal: Your lover’s new outfit barely contains the leath-
er-skinned monster squeezed inside. “How do I look?”
of Elysium, but intuitively fear reality – experiencing the horrors
Distantly, you remember how much you love their smile.
of both worlds. The Illusion prays on their dark night of the
soul, comforting them with dreams or threatening them with
nightmares, fighting to put them back to sleep.

Glimpses of Truth 163


Glimpses of A Dark Matter
Science tells us that we live in an unknowable universe, shaped

Other Worlds and guided by invisible and mysterious forces. The more
humanity learns about physical cosmology – the universe’s
fundamental nature – the more we realize how woefully inade-
An artificial realm, Elysium is only one world amongst many.
quate our sciences actually are. Only able to detect four per-
Multiple dimensions exist beyond human perceptions, yet
cent of the material universe, we must hypothesize about its
intrude upon our lives consciously and unconsciously. Limbo,
vast architecture and theoretical concepts, such as dark matter,
Gaia, Inferno, and Metropolis offer miracles and nightmares
dark energy, and the “God Particle.” We can only observe the
alike. Beyond these seemingly infinite planes of existence, an
effect these forces have on the pieces of the universe we can
endless sea of broken worlds awaits us. When humans were
see. Quantum mechanics suggests that even observing some-
Gods, we explored these vast expanses, conquering and mold-
thing effectively alters its reality. Thus, everything we under-
ing their countless realms to our whims. Some have fragmented
stand devolves into guesswork and conjecture; a maddening
and faded, but others still remain, waiting to be rediscovered.
truth for the logical mind to accept. Faced with this realiza-
Many do not wait, reaching out to us through dreams and other
tion, we’re filled with an overwhelming dread and feelings of
phenomena, filling our hearts with equal measures of longing
insignificance.
and dread.
And yet, even this quantum universe is simply another
Furthermore, in this omniverse, the PCs can unearth fragments of
manifestation of the Illusion. Masked behind its veil, Time
their former selves from the Age of Divinity – although they may
and Space are infinitely more complex than we can possibly
never recognize the full meaning of these insights. On the flip
know. The Demiurge’s cosmic machinery constrains eter-
side, these discoveries should deepen the PCs’ existential dread,
nity, imprisoning it within causality and three observable
as they recognize their known world is only one of many. The
dimensions. Only the truly Awakened can transcend the
GM can draw upon this infinite playground when creating her
Illusion’s boundaries and touch infinity, moving through
narratives, introducing elements beyond those outlined within
the countless dimensions. However, Magicians of Time
the KULT mythos. Indeed, she can tailor these various worlds –
and Space can see and even subtly manipulate this
and their inhabitants – to her personalized play-style. As with the
machinery through science and the occult. Madness
main realms, the GM should develop certain Moves – soft and
magicians sense the fraying fabric of reality, tearing at
hard – to invoke the atmosphere and aspects of these undiscov-
the Illusion until the Truth bleeds through.
ered realities.
◊ World: An alleyway randomly materializes across the city, ◊ World: Stocks plunge after an employee destroys
the company’s prototype quantum computer.
remaining briefly before vanishing. Days, weeks, or even
Rumors circulate that they were trying to stop the
months later, the alley reappears elsewhere in the world.
demons from coming through.
◊ World: Scientists are baffled by the appearance of a pal- ◊ World: Scientists nickname their latest discovery
ace-like ice sheet in the Pacific. Before researchers can docu-
the “anti-God participle,” due to its ability to
ment it, the natural structure breaks up and sinks.
reduce the mass of other particles it interacts
◊ Surrounding: You uncover an old children’s story you wrote, with.
but don’t recall. It portrays an alternative version of your
hometown, filled with ghastly creatures. As you read, the ‘fic-
◊ Surrounding: A spiral of birds darts and spins
in hypnotic patterns. If watched long enough,
tionalized’ location and reality begin matching one another.
they appear to be trapped in a continuous
◊ Surrounding: Rusted pipes slowly grow from your basement loop.
wall, emitting pulses of sickly sweet steam. Where did they
come from?
◊ Surrounding: Students claim the pedestrian
bridge between the Physics and Philosophy
◊ Internal: Don’t open the door. It no longer leads to your closet, buildings is haunted. Sometimes, the street
but somewhere terrifying. You’re certain of this. below disappears, replaced by an infinite
◊ Internal: Your heart squeezes with loss and regret. This hollow ocean of stars.
reflection isn’t the world you built. What happened to it? What ◊ Internal: Waves pass through you daily,
happened to you? infested with particles of information.
What are they leaving behind?
◊ Internal: Golden filaments drift around
you like pollen. What would happen if
you finally pulled on one?

164 Chapter 6 – Of Fears Unknown


6

Glimpses of Other Worlds 165


Quantum ◊ Surrounding: The hallway's angles are alien and impos-
sible, blending into one another until they hurt your eyes
Entanglements and mind.
Due to Metropolis’ intimate connection to Elysium, traumatic
events in one can affect the other, disrupting the Illusion.
◊ Surrounding: The fingers imbedded in the concrete wall
appear fresh, pink and fat. And, as if sensing you, they
We perceive these occurrences as strange phenomena, odd
twitch spastically, impossibly alive.
quirks of fate, or simply bad luck. When a moldering tower
collapses in Metropolis, an apartment building in Elysium falls ◊ Internal: You dare not move from the step. You’re a hun-
into an undetected sinkhole. As massive wildfires rage in an dred feet up, but the porch step is only six inches high.
Elysium forest, conflagrations consume entire neighborhoods ◊ Internal: You see someone standing several yards
in Metropolis. An underwater earthquake in Metropolis’ toxic ahead. You suddenly realize you’re staring at your own
seas produces tsunamis off an Elysium coastline. Furthermore, back.
during these moments of true crisis, portals open in the Illu-
sion, temporarily allowing both worlds to interact and possibly
drag people and creatures from either side across. Shifts in Time
◊ World: A ghetto reports rioting overnight, where shanties The Illusion locked Elysium into the uniformity of sequential
and streets erupt in gunfire and explosions. By morning, time and causality. In short, Time proceeds chronologically
dozens are missing or dead, yet no rioters can be found. and Cause always precedes Effect. Although some entities
and magicians can supersede these constraints, tempo-
◊ World: A bridge collapse kills twenty-seven people after ral violations are fraught with dangers and can attract
residents report strange lights and winged figures hovering
unwanted attention. Furthermore, humanity’s expanding
above its support columns.
knowledge of quantum mechanics has become an entirely
◊ Surrounding: Police are baffled by the sudden appearance new threat to the Illusion. Every day, scientists peer
of hundreds of half-eaten animal carcasses in the local through holes in the Illusion’s veil, disturbing our homoge-
forest. nous reality – much to the frustration of our jailers
◊ Surrounding: Several miners “disappear” when an entire As we test these constraints, tears open in the Illusion,
level of infrastructure simply vanishes. throwing entire areas into chaos where Time no lon-
◊ Internal: Violent and fetid winds envelope you, throwing ger functions properly. Stories of losing time around
faerie mounds and haunted forests stem from temporal
you to the ground. You can’t breathe because of the garbage
encounters with the fractured Illusion. People can find
stench.
themselves trapped in perpetual loops, condemned
◊ Internal: Your skin begins to burn and blister, as if you’ve to carry out the same movements over and over. For
walked into a blast furnace. And it’s getting hotter by the others, Time can condense down to an instant or stretch
moment. out into eternity – even as their perceptions remain
temporally locked. When the Illusion reestablishes its
Shifts in Space power, we may find ourselves lost in the past or thrust
into the future.
The Illusion masks the various realms outside humanity’s per-
ception. What lies beyond does not adhere to Elysium’s standard ◊ World: People report trenches filled with dead
physics and geometry. By design, Elysium overlays the True WWI soldiers, enormous rats, and stinking mud
Reality and the countless worlds therein. While they coexist in the opening up around their village. No signs of the
same space, aspects and features from the two (or more) realms trenches remain come morning.
are likely different. A dead end in Elysium may open onto an ◊ World: A ship presumed lost at sea arrives per-
elevated platform in Inferno. A skyscraper’s water tank may allow fectly intact, but crewless, three decades after it
someone to emerge into an Underworld cistern. Items existing in was reported missing.
one realm may not exist in the other, forcing people to traverse
Space to acquire it.
◊ Surrounding: After a few minutes, your Relation
emerges from the other room, looking dishev-
When the Illusion breaks, geography and architecture can merge eled and gaunt. “When was the last time you
into one another in grotesque ways. In extreme examples, living saw me?”
beings may become incorporated into physical structures, for-
ever trapped in the landscape. Direction and gravity are equally
◊ Surrounding: The pub’s black & white television
only shows programs and news from fifty years
incongruous, shifting dramatically with every step – crushing the
ago as if they’re live broadcasts.
unlucky to pulp or propelling them into the sky. Our normal under-
standing of the physical world is inherently flawed, where even the ◊ Internal: You reach for your weapon, placing
ground we stand cannot be trusted. it to your temple… You reach for the weapon,

◊ World: Suburban residents complain that their neighbor- placing it to your temple… You reach for the…

hood’s roads almost never lead out, perpetually leading ◊ Internal: You close and open your eyes. In
drivers back to the rundown community center. that instant, the midday sun has disappeared,

◊ World: Tourists report portals to other places opening up replaced by moonlight.

inside the Hola Forest of Romania. Disappearances in the area


have been on the rise.

166 Chapter 6 – Of Fears Unknown


6

Glimpses of Other Worlds 167


RIPPLES ON THE ETERNAL SEA
Against this existential threat, our significance appears
The Illusion is a complex system, operating on numerous questionable. Yet, the Higher Powers intrinsically fear us,
levels – mentally, physically, and spiritually. Any disruption, no for they understand humanity’s robbed authority. Our
matter how minor, can have widespread effects, rippling out- jailers since the Age of Divinity, they recognize what we
ward to alter reality. These temporal effects can be caused by could become once again, if our shackles fell away. With
PCs, as well as NPCs such as magicians and inhuman entities. the Demiurge’s disappearance, the Archons and Death
Institutions devoted to experimentation and science are also Angels find themselves holding the tiger’s tail, struggling to
susceptible, including hospitals and universities. These effects maintain their tenuous grip. Now, they crush any signs of
can range from subtle to overt, and be brief or permanent in resistance and punish any hint of awareness. Even though
duration. they hold us captive, they are trapped in turn, imprisoned
Defying the Illusion’s temporal uniformity can create para- by the nature of reality. In essence, they both exist as and
doxes – contradictions in the logical processes of Time and are restricted by the Illusion’s pervasive laws.
Space. While the Illusion and our jailers attempt to rectify these By constructing Elysium, Malkuth confined reality within
disruptions, many paradoxes still alter our world and our per- an intricate construct where these laws and principles
ceptions of it. When treading into these temporal stories, the could operate. The Illusion is Elysium’s outward repre-
GM must decide if/how the PCs’ actions alter the overall fiction. sentation, muting and rewriting our perceptions, and
For example, will their actions in the past create predestination trapping us in its complex structures. Even as its walls
paradoxes in the future; i.e., they return to stop an event, only crumble, our prison continues to be governed by the
to actually cause it? Or perhaps, in providing information to Illusion’s ever-present rules. Beyond Elysium, Gaia and
their past selves, can they create a bootstrap paradox; where Limbo are also defined by intrinsic laws, despite their
the information temporally has no creation point, yet still chaotic and primal nature. While humanity remains
exists? ignorant of these concepts, they are perpetually bound
to them – both in life and death. In turn, the Higher
Powers are defined by their universal roles and can
only affect Elysium under specific conditions.

In Our Jailer’s A MODERN SOCIETY IN A


SPIRITUAL WORLD

Grip Despite humanity’s many cultural and technological


advances, we remain intrinsically bound to Elysium –
a magical world governed by arcane laws. The Higher
In KULT: Divinity Lost, the Higher Powers define and constrain
Powers and entities from various realms seek to guide
reality. They literally control and suppress our souls through their
and corrupt us, reaching out from above and below.
transcendent dominion. These elemental forces are neither good
Restrained by the Illusion, our modern technology
nor evil, and, as such, our limited human conceptions do not
and belief systems cannot defend against these exis-
apply to them. Yet, despite their alienness, each Higher Power has
tential threats. Indeed, aspects of our current civiliza-
clear motivations and seeks to expand their control over Elysium.
tion allow these beings across the veil and into our
They actively work against humanity’s progression, dominating and
perceived world.
steering its development.
The Internet, communications devices, and tele-
Prior to the Demiurge’s disappearance, the synergistic relationship
vision are susceptible to manipulation, offering
between the Higher Powers was clearly defined and immutable.
conduits for Limbo to slip through. Our places of
Now, as the Illusion crumbles, these interrelationships are transform-
healing – physical and mental – border on the
ing radically. Archons and Death Angels openly struggle to expand
realms of Death and Madness. Industrial complexes
their dominions. In these conflicts, some have been greatly dimin-
and factories frequently shift over to the Machine
ished, and others even destroyed; even this inadequately explains
City, and the modern underground touches the
their current existence, however – one cannot kill an idea. These psy-
Labyrinth below. Our prison is intrinsically flawed
chic vacuums further degrade the Illusion, causing the Principles to
in this regard, and unable to fully protect us from
lose their grip over us. As the Higher Powers evolve, so does humanity
reality. This concept plays heavily into the Illusions
– its shackles loosening each day.
and Sorrows Reflection (p. 246).
◊ World: No one knows where the Internet
Defining the Undefinable channel originates, but it displays disturbing
In KULT: Divinity Lost, the Higher Powers are not technically living entities. sexual content where flesh and bone are
They are world-governing authorities that represent the psychological twisted into bizarre, impossible shapes.
concepts defining reality. These existential terrors are beyond moral con-
◊ World: Members of the biker gang are
cepts like good and evil, they simply are. We are as much their prisoners as
arrested for murdering and exsanguinat-
their playthings. No matter what form the Higher Powers take, no matter
ing multiple hitchhikers to appease their
their grand designs, they forever remain outside our limited perceptions.
motorcycles.
They deprive us of true understanding, dulling our minds and souls to
maintain our perpetual ignorance. ◊ Surrounding: Your Relation believes their
tenement’s plumbing talks late at night.
It’s telling them terrible secrets.

168 Chapter 6 – Of Fears Unknown


◊ Surrounding: Your AM radio sparks to life The Archons
after emitting only static. You hear an indis-
tinct, pleading voice against industrial noise. Devotees and pillars of the Demiurge, the Archons are manifes-
In time, you recognize the voice: it’s your own, tations of the Illusion’s core Principles. Initially, they served as
begging to die. our wardens and jailers, maintaining the Prison and weeding
out any forms of dissent. With the Demiurge’s disappearance
◊ Internal: The texts are innocuous – even and Malkuth’s rebellion, the remaining Archons have focused
tedious – at first, but soon their words churn on their own mysterious agendas, including expanding their
your stomach with obscenity. What if some- authority over humanity. Despite their conflicts, the Archons
one else reads them? continuously influence our daily lives and suppress our Divin-
◊ Internal: You’ve covered up all the web- ities. Their omnipresent wills define our very natures, and we
cams in your apartment and workplace, but submit to them without ever knowing why.
still feel them watching you, waiting to get in. An Archon’s essence and will reside within its Citadel. Its true
manifestations are generally limited to Metropolis (see KDL,
The Powers p. 298, The Presence of the Archon). However, these cosmic enti-
are Beyond Our ties can reach across the Illusion and influence Elysium, albeit
more subtly. How Archons impose their wills upon humanity
Understanding are discussed below. Also discussed are new perspectives on
Although humanity is influenced by the High their Principles, allowing the GM to introduce new themes. These
Powers and their Principles, we cannot fully manifestations of the Archons are strongly connected to Imposed
comprehend them or their motivations. We Reality (p. 161).
can only develop incomplete mythologies to
explain their sway over our daily lives. How- BINAH
ever, our beliefs have enough power to subtly
The Black Madonna, Binah has dominated the hearts and souls
alter reality. Through narratives and ritual,
of humanity since the Age of Divinity. Her Principle, Community,
humanity can manipulate the Illusion to their
influences the rise and fall of civilizations, empowers familial
advantage, consciously or unconsciously.
bloodlines and inspires clannishness amongst our cultures.
Indeed, this reflects the underlying tenets of
Under her sway, the individual loses meaning, fully devoting
magic utilized by conjurers and the like. These
themselves to their faction’s Greater Good. On the global level,
decrees do not need to – and rarely do – fol-

6
Binah’s influence worms its way into the heart of political par-
low standard logic and are simply accepted.
ties and religious communities, ignoring borders and social
One must simply employ their mechanics to
boundaries.
produce specific phenomena.
Recently, Binah’s Principle has roused racial unrest and deepened
◊ World: A legend mentions the last stall in
xenophobia, encouraging anti-immigrant rhetoric to preserve
farthest bathroom of the city’s final subway
“blood purity” and clannish communities. A growing number of
station. If one waits in it long enough, the Chil-
extremists have fallen under her power, committing terrible acts
dren will arrive to take them to paradise.
to preserve their collective whole. Any concepts outside family

World: Mass panic ensues after robed and tradition are quashed, while nonpartisan media and progres-
individuals attack the Silent Screams afterparty. sive governments are mistrusted.
Some claim several fans joined in the violence
and sexual assaults.
◊ World: Several intrepid journalists uncover a non-profit
organization’s religious abuse and indoctrination of refugees.
◊ Surrounding: Ten patinated shishi (lion- Any emigrants who refused to submit were forced out of the
dogs) are hidden throughout the city’s Chi- camp, with some being deported.
natown, placed in bizarre and dangerous
locations. Each statue is bound to an Archon.
◊ World: The TRU-U ID card becomes mandatory next year,
requiring citizens to list their religious affiliation, in addition to
When anointed with shaoxing (Chinese rice
personal identifiers.
wine), the tenth shishi can be asked any ques-
tion – and its Archon must answer. ◊ Surrounding: Your favorite bar/coffee shop has been taken
over by well-dressed strangers who gather in tight-knit groups.
◊ Surrounding: An urban myth details As their ranks grow, you can feel their intense dislike. Sud-
intricate directions for driving around the city,
denly, you are the stranger here.
ending at St. Agatha's Cemetery. After honking
thrice, the driver finds themselves in Metropo- ◊ Surrounding: Homeless people congregate around an aban-
lis’ City of the Dead. doned public swimming pool. They baptize new members in
its polluted waters.
◊ Internal: Pain turns your world scarlet as
you tattoo the King of Rust’s symbol onto your ◊ Internal: So many strange faces at work, on the bus, in the
knee. neighborhood. They aren’t like you.

◊ Internal: If you stare into the mirror long ◊ Internal: Only keep family and trusted companions around
enough, the doll on the table behind you will you. Do not allow outsiders to pollute your collective spirit.
predict your future.

In Our Jailer’s Grip 169


CHESED ◊ World: Citizens camp outside the presidential home,
desperate to catch a glimpse of their “Blessed Father.” They
The Helper – Chesed was once integral to humanity’s
swear to destroy the traitors and devils in His Name.
imprisonment. His Principle, Safety, wove his insidious
influence throughout our societies, encouraging our ◊ World: Across the country, pilgrims begin unearthing and
desire for security, in any form. Through his minions and reconstructing temples devoted to Mithras. Many die from
followers, the Archon encouraged compassion and mercy, disease and exposure, working mindlessly.
as well as community and routine. However, this also ◊ Surrounding: Around your city, people from all walks of
inspired complacency and fear of the outside world. Why life anoint their heads with an ashen cross with an black
brave the dangerous wilds when you’re warm, well-fed, eye in the center.
and close to friends? Why question tradition when it keeps
you safe? ◊ Surrounding: A woman murders her family, harvesting
their bodies to create a vessel for the coming Messiah.
Despite Chesed’s apparent destruction, the Archon’s influ-
ence remains deeply rooted in our psyches. Humanity ◊ Internal: Give yourself over to the leader. Surrender your
craves security and safety, as well as the comforts of will and they shall free you of worry and shame.
tradition. A deep-seated nostalgia across our cultures hints ◊ Internal: You stare at your hand as it hovers over the blis-
at the Archon’s slow return. Folk cultures have reemerged tering flames. The pain proves your devotion. The brand
throughout all populated continents. Some modern cul- shall proclaim your obedience.
tures re-adopt pagan traditions, offering sacrifice to their
ancient gods. GEBURAH
◊ World: A secluded ecovillage, the Tellus Community The Judge, Geburah utilizes his Principle, Law, to ensnare
requires its members to abandon all earthly sins and humanity inside an infinite labyrinth of rules and regulations.
embrace nature’s sanctuary. Only trusted converts are In this bureaucratic nightmare, legal conditions and statues
allowed to leave its extensive property. shape and bend any concept of fairness beyond recognition.
◊ World: Rogue UN peacekeepers raid rebel encamp- Justice becomes capital, denied to the innocent and bought by
the guilty. Winning cases holds more value than the truth. Civil
ments to liberate children. Their acts of butchery are
freedoms are dissolved, and law enforcement trample citizens’
equally condemned and celebrated.
rights for their own ‘protection.’ Criminals and downtrodden
◊ Surrounding: Birdsong cuts through the city’s cacoph- alike are incarcerated, locked away from our civilized world.
ony, calling you with its scintillating music. Between Legal contracts and agreements bind everything, allowing the
two dilapidated buildings, you discover an ancient Archon to influence business, religion, and government.
fountain, where colorful birds bathe and sing with joy.
Humanity submits to the Archon’s control freely, even when
You must protect this sanctuary.
edicts and laws lack meaning and logic. This is the insidious
◊ Surrounding: Neighbors hand out bizarrely shaped nature of Geburah’s Principle, as each society’s freedoms,
fruit from the communal garden. The taste is euphoric, rights, and safety are inherently defined by its laws. From
inspiring visions of flowering weeds erupting from birth, our lives are guided by the Archon’s will, as we avoid
broken concrete. breaking these legal constraints, fearful of being punished and
◊ Internal: A bed of flowers and grasses blanket the ostracized.
ground, calling to you to lay down and shed your mod- ◊ World: A new state law is passed, requiring all citizens
ern responsibilities. who default on loan repayments to be indentured to their
◊ Internal: You must find and protect the broken angel credit agency.
from your dreams. She’s desperately calling to you from ◊ World: Reincarnations must be applied for and receive
somewhere in the harsh city. governmental approval; otherwise, they are considered
unlawful and invalidated.
CHOKMAH
◊ Surrounding: A seemingly healthy man (who actually
The Thousand-Headed God, Chokmah was apparently suffers from chronic pain) is beaten to death by fellow
destroyed during Kether’s assaults, and disappeared from passengers when he sits in the handicapped seat. Attackers
Metropolis. However, humanity remains completely and blame the victim for his behavior.
intimately bound to his Principle, Submission. Since our impris-
onment, many people have instinctively desired to remain on ◊ Surrounding: An law to remove “unsightly” people from
our elbows and knees, offering ourselves over to the divine. city streets leads to handicapped and visibly maimed indi-
Archon Chokmah dwells in our hearts and our souls, inspiring viduals being fined and incarcerated.
us to capitulate and surrender. ◊ Internal: The police officer leans into your window; their
In these times of tumult, the Archon’s influence has been face is a mask of translucent skin and scarlet lips. “Do you
renewed. We yearn for acceptance from parental figures and know why I stopped you?”
submit to their guidance. As such, tyrants and despots have ◊ Internal: You feel pangs of guilt for jay-walking, even
regained authority and prominence, politically empowered by though the street is empty. Maybe you should confess your
populations seeking an idealized patriarch. To gain acceptance crime?
and recognition, humanity willingly forfeits our individuality
and accepts any truth.

170 Chapter 6 – Of Fears Unknown


HOD ◊ Surrounding: Your colleagues become enthralled by the
new corporate regulations and structure. They heed your
Throughout history, humanity has given itself over to Hod, the
boss’ every word, even as their freedoms are stripped
Punisher. Humanity instinctively seeks to uphold the Archon’s
away.
Principle, Honor. We must protect our national and personal
pride above all else, never backing down when questioned. ◊ Surrounding: The elevator opens, revealing factory
Vendettas, blood oaths, and familial traditions have cost count- workers crammed inside. They haven’t the strength to
less lives, toppled countries, and altered great dynasties. Pet- glance up. The doors close to the distant sound of grind-
tiness drives us to terrible acts, as we refuse to back down or ing metal.
accept reality. ◊ Internal: The TV announcement demands you should
The Archon’s greatest advantage is his Principle’s basic tenet, remain indoors “Until Further Notice” due to “an unex-
ingrained within us throughout our lives. Typically, acting honor- pected anomaly”. There is no explanation forthcoming.
ably is considered a positive trait, encouraged and even praised You trust the authorities and do as they say.
by many societies. However, the Archon twists this quality until ◊ Internal: You want to fit in and obey. Your superiors
it deforms the soul into something dangerous and vile. We can must be heeded. Questioning their demands fills your
go from defending our morality to committing honor killings head and heart with pain.
in short order. When we unite communally, the results can be
devastating, as entire nations march to destruction without MALKUTH
hesitation.
Once humanity’s captor, Malkuth personified Conformity
◊ World: An sudden spike in of acid attacks maim dozens, as and established our prison’s vast architecture and inher-
friends, family, and even strangers carry out vengeance for ent nature. For millennia, her will and intricate systems
forgotten wrongs. bound us completely, shackling our souls. However, after
◊ World: A genocide denier launches a libel suit against sev- the Demiurge disappeared, something shifted within
eral international news agencies, declaring that his country’s the Archon, transforming her Principle. Now, The Rebel
reputation has been damaged. When the suit is thrown out, represents our Awakening. Malkuth actively combats her
he decides to take a more violent route. fellow Archons, striving to destroy the very Illusion she
created.
◊ Surrounding: An art school is firebombed by a rejected
applicant, killing and maiming several students. She claims Malkuth’s machinations are completely alien, though
the instructors disrespected her abilities. she does try to Awaken us. Despite her efforts, she is not

6
humanity’s altruistic savior; her methods show no respect
◊ Surrounding: Your Relation claims you’ve embarrassed and for human comfort or consent. The Archon remains
insulted them. If you don’t change your behavior, they’ll have
beyond our comprehension, representing the tumult in
to correct the issue.
our trapped souls. Just as she heartlessly imprisoned us,
◊ Internal: You must keep posting your thoughts in this thread. she now mercilessly rips the scales from our eyes. Blood
You’re right and people need to know the truth. is spilt and lives are destroyed. She is the primal chaos,
◊ Internal: Your fist strikes the smug bastard’s face again and simultaneously liberating and annihilating us.
again. Maybe next time he’ll look where he’s going. ◊ World: The Institute claims its advanced stem-cell
therapies and dietary treatments can transform its
KETHER clients into new people.
The First Archon, Kether’s hold over humanity has remained abso- ◊ World: A viral video from a biohacking conference
lute from our earliest days. We desire Hierarchy, craving structure shows an abomination of meat and metal address-
and routine in our lives. His tyrannical influence instills us with ing the audience about liberty from the flesh.
unwavering loyalty and devotion, blinding us to our superiors’ falla-
cies and faults. We suppress our egos, accepting our humble posi-
◊ Surrounding: Your Relation becomes increasingly
reckless, believing her personal superiority will
tion within the social order, no matter how poorly we’re treated. For
protect her. She puts herself through near-suicidal
what are personal desires compared to the nation’s needs?
physical challenges, simply to prove that she can.
Worse, embracing our individuality risks being ostracized from soci-
ety. Few things terrify us more, as we are communal creatures. The
◊ Surrounding: Six children walk in a straight line,
linked together by their clasped [Link]’re
Archon’s Principle deepens and compounds this fear, driving us to
identical in every regard, hairless and pale. They
betray ourselves in order to be accepted. Through Kether, we fulfill
remain completely silent as they pass you.
our existential needs, establishing our place and purpose.
◊ World: Everyone hails the new leader. No one questions the ◊ Internal: You feel the skin beneath itching. Your
true face stirs once more. Cut away the old flesh
radical political changes and new laws, as they are his com-
and welcome the new.
mands – and they must be obeyed.
◊ World: Crowds across the world watch the livestream as the ◊ Internal: You feel no fear, only impatience.
Time to take the world by the throat and claim
newly-crowned prince’s carriage approaches his resplendent
what’s yours.
summer palace. The crowd ignores the king’s ravaged body drag-
ging behind it.

In Our Jailer’s Grip 171


NETZACH inventive ways. Some wind up in local ICUs with
expressions of wonder on their frozen faces.’
Even before our captivity, conflict was ingrained within mankind.
The Victor, Netzach, reflects our desire to win at any cost, sacrificing ◊ Surrounding: Local youths abandon their gender
anything and everything to triumph. However, his Principle of Victory and identity, embracing the Divine Aesthetic. Many
extends far beyond the battlefield. We crave success in business, love, engage in extreme body modification.
and personal achievements. We struggle to prove our superiority to ◊ Surrounding: Twin rows of hyperreal mannequins
the world and to ourselves. Our peers and family are nothing but line carpeted hall. Dressed in the latest fashions,
obstacles to our conquest. they remain perfectly still and unblinking, hands
For Netzach, Victory represents a sacred duty to achieve perfection. held in silent claps. You feel their false eyes judging
reality is a Machine; one only as great as the sum of its parts, and, your every imperfection.
thus, inherently flawed. To obtain Perfection, these parts must be ◊ Internal: Your fingers bleed from the strain, but you
understood, tested, and hardened. This process can only be achieved must get the music out into the world.
through conflict in all things. Victory pushes reality closer to perfec-
tion, eliminating its weakness, and empowering the Demiurge. ◊ Internal: You keep checking your reflection, seeking
out any imperfection, any flaw. There are still so
◊ World: Aircraft from the Reliant carrier-group firebomb an many.
entire township of “suspected” rebels. Media outlets praise the
bravery of the pilots, even though the confirmed victims were YESOD
non-combatants.
Humanity’s ability to envy has influenced generations. We
◊ World: Attacks by “security contractors” against unions dra- yearn for what we lack and covet what we do not possess.
matically increase as corporate officers demand that employ- Our hungers are insatiable, our greed knows no boundar-
ees work ever harder. ies. The Founder, Yesod, encourages mankind’s insatiable
◊ Surrounding: A military recruitment officer accosts you on desires, infusing our souls with Avarice. An embodiment of
the street, getting increasingly agitated when you don’t imme- desire, the Archon fuels the world’s boundless materialism
diately agree to die for your country. through corporate and criminal empires. His influence
remains as ephemeral as the currencies that grease the
◊ Surrounding: Teens have begun ritual combats on the local wheels of progress. In Yesod’s name, humanity abandons its
football field. They fight to establish who amongst them is
morality and condemns its future, suckling every last scrap
crowned The First.
of marrow from our world’s broken bones.
◊ Internal: The uniform makes you feel powerful, invincible. Capitalism separates mankind into classes, dividing us
Others are inferior to you. Remind them of this truth.
through wealth and privilege. Society’s upper echelons tram-
◊ Internal: Do it again! Failure is not an option. You must ple the poverty-stricken, feeding upon their struggles like
succeed. You’re better than this. bloated ticks. The Illusion convinces us that fortunes await
those who push themselves that one step farther. Corpora-
TIPHARETH tions grind up their employees, spitting out the dust as an
The Spider in the Web, Tiphareth stretches out her silken offering to industry. Welfare programs are gutted, tuitions are
tendrils to ensnare humanity’s dreams. We submit to her freely, inflated, and interest rates enforced with draconian methods,
entranced by her Principle of Allure. Celebrities are canonized, assuring the wealth-divide remains an impenetrable gulf.
condemned, and cannibalized by their fans. Our cherished Once our clock runs out, we are cast aside, allowed to retire
idols are quickly cast aside and demonized when they refuse to our graveyard of plastic trinkets.
to stand on the pedestals we’ve built for them. Beauty begets ◊ World: An agricultural conglomerate announces its acqui-
admiration, while mediocracy instills contempt. Narcissism sition of vast swathes of farm land, despite protests from
blinds us and redefines our truths, separating us from one local residents.
another. Meanwhile, the Archon spins her courtly intrigues,
tugging upon our heartstrings, and binding humanity ever
◊ World: An entire firm of stockbrokers kill themselves and
their families after the market takes a sudden dive.
tighter.
Tiphareth’s weapons are compliments and innuendo, power
◊ Surrounding: Debt collectors arrive at night, taking the
defaulter’s children as collateral. They’re given ten days to
and pleasure. In her grip, we freely close our eyes and
pay before the auction.
abandon our morality. Through the Internet and media, she
dulls our minds and inflames our passions. Our muse and ◊ Surrounding: Living bodies are adhered to their office
mistress, the Archon empowers our imaginations, even as furniture. Pulsing cables reach out from their computers,
she imprisons our thoughts. She does not wish to directly worming into noses, mouths, and eyes. An empty cubicle
control and repress humanity, but to have mankind serve beckons you.
her freely. After all, love makes the most devoted slaves. ◊ Internal: Your neighbors flaunt their wealth, giving daily
◊ World: Utilizing biological materials “donated” by reminders that you’re pathetic and poor. Take what’s theirs.
celebrities, Sympathetic Divinity allows clients to You deserve it.
become more like their idols through gene therapy. ◊ Internal: The homeless downtown are parasites, feeding off
◊ World: The Ecstasy Challenge becomes an Inter- proper society’s blood. Remove them before they come for
net craze, as streamers test their pain threshold in what you own.

172 Chapter 6 – Of Fears Unknown


6

In Our Jailer’s Grip 173


The Death Angels GAMALIEL
Dark reflections of the Archons, the Death Angels are manifes- Our desires are complicated and intimate. Revealing them
tations of the Illusion’s side effects. They seek to corrupt our exposes our innermost souls, leaving us vulnerable. Gamaliel,
natures and reinforce our worst tendencies. They feed our the Father of Abominations, alleviates our loneliness and soli-
darkest impulses, plunging us into self-destruction. In Astaroth’s tude with his Principle, Lust. As our needs intensify, we fear that
absence, they’ve increased their efforts to infiltrate Elysium and we are perverted or aberrant, leading to rejection and ridicule.
damage the Illusion. They do not seek to liberate humanity, but We doubt our beauty and importance, humiliated by our yearn-
enslave it to their terrible wills. They truly wish to bring hell to ing bodies. Intimacy engulfs us, threatening to subsume our
Earth. individuality. But mostly, we fear isolation, and allow our flesh
to be violated, if only to feel connected to anything and anyone.
A Death Angel’s essence and will reside within its Citadel. Its true
manifestations are generally limited to Inferno (see KDL, p. 323, As the Internet expands its influence, we become increasingly
The Influence of the Death Angels). However, these cosmic entities separated from others, fearing their touch as much as we
can reach across the Illusion and influence Elysium, albeit more despise our own needs. Entire industries now fulfill these desires
subtly than the Archons. How Death Angels impose their wills and calm our self-doubts. They allow us to sequester ourselves
upon humanity are discussed below, as well as new perspectives from the world, locked in perpetual pleasure without conse-
on their Principles, allowing the GM to introduce new themes quences. They encourage us to delve deeper into depravity,
to her narratives. These manifestations of the Death Angels are urging us to abandon all shame and dismiss consent as a luxury.
strongly connected to Imposed Reality (p. 161). ◊ World: Simulacrum offers lifelike sex robots with advanced
interactivity. Each doll can be built and programmed to
CHAGIDIEL provide a plethora of perversions.
The Bloodstained Patriarch, Chagidiel incites humanity’s ◊ World: Citizen journalists continually report the location
self-inflicted violence and Abuse. Our homes become bat- of local celebrities, leading to an up-and-coming singer
tlegrounds, where abusers strip us of our dignity and worth being publicly murdered by his stalker.
through their physical and mental torture. Our hearts are dead-
ened by betrayals by those sworn to love and protect us. We
◊ Surrounding: A group of secretive individuals provide
sanctuary for those interested in choking someone during
diminish ourselves to avoid punishment, while our fears pre-
sex. If you pay extra, they’ll find you someone who will
vent us from breaking the abusive cycle. Deprived of self-worth,
really struggle.
our existence is only defined through the insults and violence.
Even our tormentors believe their purpose is to chastise and ◊ Surrounding: The computer screen ripples and moves.
discipline, blaming their victims for their actions. Dark, moist holes open in its sensual surface. The air
floods with heady musk.
More insidiously, we turn this abuse inward, pursuing our
personal destruction. Chagidiel encourages these tendencies, ◊ Internal: The clerk is obviously flirting with you. They’d
reminding us of our shame and weakness. If we are worthless probably let you do all the things you want. All of them.
and vile, punishment is our only acceptable reward. We torture You wouldn’t even have to ask.
our flesh, ravage our souls, spiraling down into our prisons of
regret. We deserve our fates, and must lash out at any who’d
◊ Internal: Hide your desires. People won’t understand.
You’re broken inside for wanting these things.
deny us our penance.
◊ World: Through bureaucratic oversights, the government GAMICHICOTH
loses dozens of migrant children, admitting they have no The Agitator, Gamichicoth has been with humanity since our
system for locating them. imprisonment, infusing us with fear. This Principle, above all
◊ World: A teenager escapes her secluded community, others, forms the underlying nature of existential dread. Para-
reporting polygamy, incest, and rampant abuse. Authorities noia and xenophobia divide us, making us fear and despise
refuse to investigate her claims due to political pressure. those different from us. Shame damages our relationships, even

◊ Surrounding: The Teptov Youth Commune offers reha- with friends and family. We dread our physical demise. We
gather at the abyss’s edge, gazing into our meaninglessness.
bilitation for troubled children, using strict discipline and
And Gamichicoth stares back.
supervision.
◊ Surrounding: Accused of the recent string of child mur- The Death Angel’s most insidious manifestation is the False
Rescuer. In addition to inciting Fear, he offers relief from its
ders, the transient kills himself during his interrogation.
clutches. Lulled by promises of safety, he deadens our souls
Two weeks later, another child’s body is discovered in the
into complacent denial and serenity. Once we’re at peace,
same dumping ground.
Gamichocoth destroys these false sanctuaries, plunging us into
◊ Internal: You deserved it. They’re stressed out and you despair. Soon, we dread any offering us comfort and protec-
obviously said something wrong. tion, falling deeper into paranoia and doubt.
◊ Internal: Toughen them up. The world is harsh. Better they ◊ World: The government issues sensational warnings of
learn it now. impending terrorist threats, urging people to keep an eye
out for suspicious activities. However, they never specifi-
cally state what the threats are.

174 Chapter 6 – Of Fears Unknown


◊ World: Dozens of refugees die from black mold exposure, HAREB-SERAP
contracted while being housed in facilities provided by a
Our world burns around us, never knowing one day of peace.
charitable foundation.
Innocent blood flows in our places of government, learning, and
◊ Surrounding: Each week, the local news covers local sex- worship. Distrust and doubt saturate our daily lives, inciting fear
ual predators in the area. Due to fraudulent reporting, sev- and hatred of those around us. The Father of Carnage, Hareb-
eral innocents are harassed and beaten by their neighbors. Serap’s influence extends far beyond the battlefield, corrupting
◊ Surrounding: Police issue city-wide curfews, announcing our sanctuaries with his Principle, Conflict. Minor arguments
that the city is under siege by a serial killer. Every night, with loved ones now end in bloodshed. Corporate offices
several people are incarcerated without cause. become war zones, where lives are forfeit. Teachers carry
handguns, while unarmed children are murdered by police.
◊ Internal: Are you seeing things? Is this dementia? Maybe Extremists and protesters clash in city streets, spurred on
you need to go to the doctors. Maybe it’s too late. by politicians and social media. As we become increasingly
◊ Internal: Don’t trust good Samaritans. Their false smiles polarized, dissection and distrust fester within us, threaten-
and promises will only lead to ruin. ing to explode in an all-consuming firestorm.
The Death Angel also fuels our inner conflicts, placing
GOLAB us at odds with ourselves. Soldiers and refugees
Social sadism has grown increasingly pervasive in bleed from invisible wounds, long after their
our modern world. Once confined to the darkest wars end. We fight our natures and deny
places, Golab, The Torturer, now resides who we are. Our instincts clash and
within our workplaces, the Internet, oppose one another until we
and bedrooms, inspiring us with his finally spiral into self-destruc-
Principle, Torment. The ‘dark triad’ of tion. The bloodiest battle-
Machiavellianism, narcissism, and fields lurk within us, their
psychopathy provokes violence travesties unending.
and cruel indifference. We delight
in Schadenfreude-inducing stories
◊ World: A proxy war
erupts between regional
and video, reveling in the mental
rivals, consuming an
and emotional pain suffered by
isolated city in violence.
friends and strangers alike. We
Civilians are trapped by

6
refuse to address the suffering of
the fighting, dying daily
incarcerated people, insisting that
from conflict, disease,
they must deserve it. We mock home-
and starvation.
less people as pathetic addicts. In
this ‘Sadocracy,’ we don’t feel truly ◊ World: Military con-
alive unless we’re standing on tractors are granted
someone’s throat. When another’s amnesty from war
anguish lacks meaning, we turn our crimes after open-
cruelty inward – torturing our flesh ing fire on an entire
and souls. We desperately need to feel marketplace.
something, anything, and anguish comes in so ◊ Surrounding: After their
many delicious flavors. recent military tour, your Relation
◊ World: The news report details how tourists has become increasingly distracted
trapped at a snowed-in ski-lodge devolved into and depressed. They want to return
cannibalism and murder. However, rescuers to where the real action is. They had a
arrived after only three days. routine there.

◊ World: It’s not difficult to find videos of people dying. ◊ Surrounding: An innocent bystander
You just have to know where to look. Torturers, war criminals, is stabbed to death when trying to
and sadistic attention-seekers post their work all over the peacefully intervene in a public argu-
Internet. ment. Their killer is the person they
sought to protect.
◊ Surrounding: Your Relation suffers relentless attacks from
Internet trolls, destroying their livelihood. They don’t know why. ◊ Internal: It’s too quiet. Too peace-
ful. You need the comforting
◊ Surrounding: The newspaper’s editorial column shares embar- screams of battle. Start a fight,
rassing facts about ‘morally-suspect’ locals. Commenters find
now. Make the silence end.
these anecdotes amusing.
◊ Internal: Your lover’s tears make them so beautiful. You should ◊ Internal: Deny your desires. Sup-
press your deviant feelings. You
hurt them more often, even when they don’t ask for it.
will win this war with nature.
◊ Internal: The blade slices softly, offering blessed pain to dulling
your troubled heart.

In Our Jailer’s Grip 175


NAHEMOTH ◊ Surrounding: Police round up and torture any-
one even remotely connected to the random
Chaos prevails across our planet, forever shredding its
shooting of a local official.
pristine fabric. In the New Millennium, the ground beneath
our feet is sand and blood, always threatening to swallow ◊ Surrounding: Your Relation wants you to help
us whole. The Tarnished World, Nahemoth poisons every- them kidnap their spouse’s killer: a young
thing we believe and trust with her Principle, Discord. As woman, who fell asleep while driving.
entropy reigns supreme, we question our significance and ◊ Internal: It’s been years since it happened. Why
are infused with existential dread. We embrace nihilism, can’t you forgive yourself ? Why do you keep
perpetuating the dissolution of self. Order is an illusion. God punishing yourself ?
is dead. Our indifference universe shall consume us, leaving
nothing to show we existed. ◊ Internal: Compassion is weakness. Never apolo-
gize and always avenge.
Nahemoth calls us, and we answer. Without a sense of
meaning, we’re tempted to abandon morality and embrace SATHARIEL
chaos. Without hope, we surrender ourselves to absurdity
In our greatest age of connection we find ourselves
and apathy. Incensed by our impending doom, we lash out at
increasingly isolated, lonely, and without hope. Our
others or inflict pain upon ourselves. With no consequences
polarized society despises the outsider and fears
or future, it’s a struggle to contain our worst impulses.
the unknown. The Princess of Angst, Sathariel is
◊ World: Oil thieves break into the company’s main pipe- the living embodiment of our existential dread. Her
line, unleashing an environmental disaster. Farmlands and Principle, Exclusion, divides us from each other, robs
waterways remain polluted for years. us of emotional value, and pollutes our personal
◊ World: An entire township walks out into the approaching beliefs. In our desperation to be accepted, we con-
blizzard, allowing themselves to die of exposure. ceal our dreams and thoughts, lest we be ostracized
for them. This need creates deeper divisions and
◊ Surrounding: Council members deny altering health clannishness, further isolating us.
reports that showed years of lead contamination in city’s
water supply. As dread consumes us, we seek meaning in self-de-
struction and violent rage. We torture ourselves,
◊ Surrounding: Bored teens start invading and vandalizing guilt driving us into addiction and self-harm. We
homes. Their destructive tendencies continue escalating,
punish those who’ve shunned us, hurting them as
growing increasingly sadistic.
they’ve harmed us. We lash out at those who’d
◊ Internal: Abandon your morals. They mean nothing any- offer us false hopes and destroy those who’d
way. Better to reign in hell than serve in heaven. threaten our beliefs. Isolation offers us solace.
◊ Internal: Nothing you do matters in the end. Why fight the Accept the liberation of oblivion.
inevitable? Embrace the void. ◊ World: Tribal violence erupts, driving UN
peacekeepers from the region. Survivors
SAMAEL describe mutilations and gang rapes, bodies
We find significance in hatred, purpose in spite. At our darkest stacked in mass graves. However, the atroc-
moment, revenge sustains our souls, justifying our worst atroci- ities were committed against friends and
ties. Divine Poison, Samael inspires our barbaric impulses and family, not enemies.
inherent pettiness with his Principle, Vengeance. This violent ◊ World: ‘Suicide forests’ gain popularity.
nature extends far beyond personal vendettas and reprisals. People hang themselves in rural locations.
Through prejudice, he unites like-minded souls, offering them However, most showed no signs of depres-
shared importance in their mutual hatreds. We descend into the sion prior to their death.
mob mentality, blindly destroying our community to avenge
perceived wrongs.
◊ Surrounding: Your Relation abandons their
livelihood and joins the local tent city. They
Samuel dulls our existential fear, providing us focus and comfort disappear amongst the collective of vagrants
in this confusing and hostile world. Our failures and weaknesses and homeless people.
can be blamed on others, relieving us of pain and guilt. Jealousy
incites violence, envy rouses bloodshed. We lash out against
◊ Surrounding: Your neighbor is evicted from
their home after residents complain of the
those who offend us or deny us love. In that instant of bloodlet-
stench. The home’s interior is a hoarder’s
ting, we reaffirm our significance.
nightmare, packed with debris and filth.
◊ World: Hate crimes become more prevalent. Perpetrators ◊ Internal: The blood whispers to you, recit-
adopt the now-legal Fear Defense, blaming their victim’s
ing your failures. A sharp knife will help get
otherness for their violent actions.
it out.
◊ World: An Internet chat group encourages people to vent ◊ Internal: The world is empty. You are
their grievances and pain. Some members carry their hun-
alone. Though you hear signs of life nearby,
ger for retribution into the real world.
you can never find its source.

176 Chapter 6 – Of Fears Unknown


THAUMIEL
We fear losing control and fight to maintain our authority over our daily lives. The
Inequitable Ruler, Thaumiel, drives us to seek this world’s most precious commod-
ity: Power. It drives every aspect of our world, enforcing the will of others upon us.
We must surrender to their dominance and wear their invisible shackles. Privilege
is never earned, always provided through cultural and financial entitlement. Unspo-
ken hierarchies shape entire nations, depriving its citizens of their rights.
Through dominance, we confirm our worth and significance to ourselves and oth-
ers. We eliminate any who might threaten our beliefs or question our superiority. In
this quest, no sin is beneath us: betrayal, violence, and murder. Deprived of power,
we feel empty, useless, and without merit. Fearing insignificance, we seek power
wherever it may be found – and pay any cost to acquire it.
◊ World: The leader declares national holidays to honor themselves. Attendance is
mandatory and tributes will be collected.
◊ World: When someone cuts in line, store patrons tear each other apart. The
author provides the survivors with personalized signed copies of their inspirational
book.
◊ Surrounding: The justice department begins questioning city employees to root
out the Deep State. Those accused of sedition are arrested for government corrup-
tion and “promoting globalism”.
◊ Surrounding: People continue filing into the stockyard, drawn by the loud-
speaker’s nationalistic slogans. They move together in perfect formation, as if
they’ve rehearsed this a thousand times over.
◊ Internal: Forget your friends. They’ll only stand in your way.
◊ Internal: Your peer is undermining your authority. Make an example of them.
TOGARINI
The Black Sun, Togarini’s corrupting light shines within our hearts and minds,
inspiring our desires and yearnings. Yet, his Principle, Compulsion, offers us little
relief and no escape, forever driving us to both create and destroy. Indulging our
addictions and cravings infuses us with meaning and mutes ours of fears. This
6
blazing sun burns away our personalities, however, leaving nothing but hollow
ashes behind. We are the candle burning at both ends, consumed by our passions.
More insidiously, Togarini’s influence drags us down into confusion and distress,
fracturing our troubled psyches. We fear disturbances to our world, desperately
seeking symmetry and avoiding contamination. We hoard and steal useless items.
Even when our addictions end in self-destruction, we only embrace them tighter.
Our compulsions empower us, even as they destroy us.
◊ World: Impromptu confessions breakout across the country, apparently
triggered by religious fear and guilt. Several people are arrested after revealing
horrific crimes.

World: An Internet meme about the Great Disappointment goes viral, prompt-
ing hundreds of pilgrims to descend on an empty patch of forest. Once there, they
engage in a Bacchanal frenzy to celebrate the End Times.
◊ Surrounding: A local restaurant offers Extreme Eating Night. People consume
inanimate objects, such as batteries, pins, and razor blades, to prove who has the
strongest stomach.
◊ Surrounding: The community art-festival devolves into chaos as patrons begin
destroying “flawed” pieces.
◊ Internal: Your collection of old newspapers needs to be sorted again, but
you’re running out of room for them in your home. Better knock down some
walls.
◊ Internal: Each night, you hear an angelic voice inspiring you to create. But
when you awake, you feel increasingly weaker, as you never rested.

In Our Jailer’s Grip 177


Chapter 7

D i st u r b i n g
behaviors

I
sak’s limbs felt leaden, distant; thin ropes biting into them. Smoke
filled his senses, heavy with ginger and spring onions. “You’re awake.” A
woman’s voice. “Good. The coals are ready.” He forced his head in its direc-
tion, dimly recognizing it. A raven-haired woman stood with her back to him,
arranging metal skewers on an elegant plate. Bowls and cooking utensils
lined the table. A portable grill glowed in the grim light.

The woman turned. Violet’s butchered face had turned septic, drooping
loosely. One familiar eye shone like green flame. Isak moaned. His numb
mouth formed only guttural noises. “Best not fight the drugs, cousin,” she
said. “You’ll only hurt yourself.” She lifted a scalpel; its blade flashing like a
smile. “Did you know the human foot contains seven thousand nerve end-
ings?” Her bruised lips mimicked the knife’s cruel grin. “No? Well, in short,
this is definitely going to hurt.” 

Violet placed a skewer beside Isak’s ankle, and then delicately lifted his foot, expos-
ing the arch. The scalpel opened an incision beneath his toes, peeling away an inch-
long strip. Pain became his entire world. She deftly placed the meat on the skewer,
then repeated the process. Again. And again. “This won’t kill you,” she smiled. “Not
for awhile, anyway. They gifted you to me. And I cherish their kindnesses.”

178 Chapter 7 – Disturbin Behaviors


Overview There Are
No Limits
Disturbing Behaviors explores the themes of extreme horror. Extreme horror stories frequently
Extreme horror refers to hardcore genres, such as New French employ graphic violence and hypersex-
Extremity, Torture Porn, Giallo, and Splatterpunk. The chapter ualization. Its narratives violate most
outlines the most unsettling and upsetting aspects of humanity, cultural and social taboos, such as
focusing on the pain of a knife entering flesh rather than the fear cannibalism, child abuse, incest, rape,
of encountering a ghost. However, much like Paris' infamous sexual slavery, and prolonged onscreen
Grand Guigol, these grisly narratives offer something far deeper torture. The genre also subverts quiet
than violent exploitation and hypersexualization. Beneath the horror by revealing every disturbing
spilled blood and flayed skin, social conventions and political detail in extremis, leaving nothing to
themes can be examined with unforgiving frankness and – hope- the imagination. In doing so, extreme
fully – truth. Drawing from the atrocities of yesterday and today, horror reflects humanity’s vile realities,
the chapter provides GMs with ways to incorporate extreme forcing us to deal with them without
horror into the stories, as well as how to weave these themes ambiguity.
into the game’s central mythos Extreme horror does not need However, extreme horror frequently
to forgo supernatural themes to be effective, it merely needs to skirts the razor’s edge between exposi-
focus on the evil humanity perpetrates on itself. tion and exploitation, easily devolving
from poignancy into pointlessness.
Despite its voyeuristic nature, extreme

Transgressive
horror should not be used merely to
shock and titillate. As such, striking this
proper balance can be challenging for
Souls GMs. This subversive material must have
thematic purpose, even when it’s obscured
Humanity cannot escape its violent tendencies and dark desires. beneath blood, guts, and other fluids. Fur-
The supernatural horrors of the KULT: Divinity Lost cannot hold thermore, its darkness and gore shouldn’t
a candle to humanity’s propensity for inflicting brutality and violate player limits simply to disgust and
offend. Otherwise, extreme horror con-

7
degradation upon itself. Our past has been guided and shaped
by countless generations of violence. Even in our current versations lose their effect and can come
‘Enlightened’ age, these grotesque acts continually destroy lives across shallow or even boring, as shock
and ravage souls. Beneath our civilized veneer, humanity’s pro- value stands in for an actual story. Indeed,
fane needs fester and swell, ready to burst forth at the slightest unless the GM and players have tailored
provocation. Some even deify these offenses, wallowing in the their Horror Contract toward these specific
quagmire of torment and cruelty. Those who suppress their themes, endless streams of violence and
basest instincts frequently dismiss the travesties around them, violation will be counterproductive – even
accepting an onslaught of horrors as the status quo. potentially breaking up an otherwise
friendly gaming table.

SUMMARY NO LIMITS, EXCEPT…


Transgressive Souls:
Souls: An examination of the core prin- Perhaps of all the atmospherics presented
ciples of extreme horror. in this supplement, extreme horror will test
the limits of most Horror Contracts.
Contracts. Its darker
A Litany of Violence:
Violence: The different subgenres of
narratives can offend and gravely upset the
extreme horror.
players. Even if certain subjects have not been
The Center Cannot Hold:
Hold: How our darker impulses restricted, the GM should remain conscious
drive us to the extreme. of their audience. They shouldn’t be afraid to
The Devil Beside Me:
Me: The monsters we trust and love. fade-to-black or completely avoid and/or gloss
over extreme acts. The same consideration
Own Worst Enemy:
Enemy: Extreme horror of the self and
should be employed while establishing and
turning violence inward.
maintaining the overall tone throughout these
The Reality of Pain:
Pain: A narrative exploration of pain stories. Make sure everyone at the table is com-
and injuries, and how to incorporate them. fortable and employ the proper safety tools.
tools.

Overview 179
Have Something to Say present to play a horror game first and foremost. The
Horror Contract must be respected and upheld, even if
One recurring theme in extreme horror is social commentary. Phys- the subject matter is based on reality.
ical and sexual violence are frequently used to showcase contem-
porary fears and sociopolitical issues. For several decades, extreme ◊ World: Dozens of United Nations peacekeepers
horror’s constant reemergence in cinema and literature has usually engage in human trafficking. Working with local
coincided with painful cultural challenges, such as civil unrest, criminal gangs, they are responsible for kidnap-
political upheaval, terrorism, and war. Its creators wished to not only ping and enslaving hundreds of refugees.
strike a nerve, but completely flay it, forcing us to examine our world ◊ World: The killer strikes anywhere they please.
in grisly detail. For example, the splatterpunk movement emerged as They obliterate each victim’s entire existence,
a direct affront to quiet horror, which some felt was too polite for bathing them in bleach and removing their head,
their tempestuous times. fingers, and other identifiers.
When devoid of meaning, extreme horror lacks emo- ◊ Surrounding: In your father’s closet, boxes are
tional impact. In KULT: Divinity Lost, the GM should neatly stacked from floor to ceiling. Each contains
use disturbing violence to reveal personal horrors, a single trinket: a doll, a stuffed animal, a candy
cultural taboos, and communal anxieties. Rather than bracelet. Most are speckled with dried blood.
simply invoking revulsion, a good GM incorporates
these hyperviolent themes to question and explore the
◊ Surrounding: The steely-eyed girl kicks the cower-
ing man, adding another welt to his abused flesh.
societal psyche. Through brutal honesty, they expose
She points at you, hissing, “I want it, Daddy. I want
systemic social issues, injustices, and human cruelty,
it, now. Fetch.”
narratively exploring the limits of morality and order.
As such, the GM should closely examine the concepts ◊ Internal: You slip your shirt over the scars, perma-
and themes she wish to convey through this style of nent reminders of your parents’ devotion to the
horror. Thing Between The Walls.

◊ World: A philanthropic organization provides troubled ◊ Internal: There’s a sharp pain, and then you know
teens free counseling and training on their island retreat. only ecstasy. You sink into the bed, smothered in
However, once there, the youths are subjected to mental, heroin warmth. The bad thoughts fade. Down here,
physical, and sexual torture by the group’s wealthy donors. you won’t hurt anyone again.

◊ World: The female-exclusive group, Megaera, is con-


nected with ritualistic mutilations and killings of abusers. An No Rhyme,
increasing number of victims are being targeted for lesser No Reason
offenses.
Despite extreme horror’s social commentary, much of
◊ Surrounding: A string of violent home invasions inspire its immediate terror stems from the lack of empathy
communal distrust and paranoia. In response, concerned citi- and ambiguous motivations of its antagonists. Method-
zens resort to vigilante justice. Random attacks are on the rise. ical death cults and malformed cannibals butcher their
◊ Surrounding: An arthouse theater’s midnight show begins victims without pause or mercy. Serial rapists and
featuring hyperrealistic horror movies, each more brutal than the laughing monsters violate captives, savoring power
last. You recognize one of the actors portraying a victim: they’re a over pleasure. Abusers and sadists torture their victims
local missing person. in cold, calculating ways, transforming them into mere
vessels for receiving pain. Extreme horror antagonists
◊ Internal: The hot brand sears into your naked back. You barely do not pause to regret the harm they cause remorseless
hear the singing over your screams.
in their [Link] motives they have, whenever
◊ Internal: The pliers feel warm in your hand. You can do this. They expressed frankly, are always cruelly self-interested.
deserve it. Make things right again. One cannot negotiate with or plead for mercy with
these antagonists; we’re completely helpless against
their violence.
Embrace Controversy
However, when presenting these stories, the GM must
Extreme horror explores the darkest corners of human depravity,
not solely focus on the antagonist; otherwise, the story
unflinchingly and unforgivingly. Many of its common themes are con-
devolves into pornography of power – shallow, grue-
sidered taboo subjects, unspoken of, despite their social prevalence.
some, and without merit. Effective extreme horror does
Sexual predation, nonconsensual sadomasochism, religious radicalism,
not focus on the ‘monsters,’ but rather their effect upon
and child abuse are rarely addressed anywhere else. Extreme horror
the characters. Indeed, violence – and those who inflict
examines these themes with stark frankness and honesty, exposing the
it – becomes inherently more terrifying when revealed
indefensible for all to see.
for its sheer banality and nihilism.
By thoughtfully introducing these forbidden subjects, the GM can create
intense narratives that are as disturbing as they are revelatory. When
◊ World: The news plays in an infinite loop, show-
ing grainy videos of mangled bodies smoldering
handled with respect and finesse, these controversial subjects can
in mass graves. The reports never identify where
be incorporated to take players out of their comfort zone. However,
these mass murders occurred, or who committed
although she's free to embrace the nihilistic nature of some extreme
them.
horror, the GM must remember that she and her fellow players are

180 Chapter 7 – Disturbin Behaviors


◊ World: As temperatures rise, senseless acts of vio- ◊ Surrounding: You can’t take look away from the man’s
lence increase across the country. Commentators coin exquisitely braised torso, its blackened cock cheekily posi-
the phrase: “The Dying Season.” tioned to one side. The hostess smiles placidly and asks, “Is
◊ Surrounding: She ignores the man’s gargling cries as there any particular cut you’d prefer?”
the box cutter frees his tongue from its squirming root. ◊ Surrounding: The curio shelf is lined with delicate bric-à-
Dismissively, she chucks the meat to her waiting dog. brac and polished antiques. At the collection’s heart is a
◊ Surrounding: The figure blindly searches the ground in mason jar. Illuminated from below, the deformed fetus
inside appears more tumor than child.
front of them, leaving bloodied handprints. Pink bowels
drag swish like an obscene tail from their prolapsed ◊ Internal: You slip on the body's shit and viscera, flop-
anus. ping around like some vaudevillian actor.
◊ Internal: You feel nothing as the crowbar splits their ◊ Internal: She whined so damned much about her
skull. Each blow remains distant, detached, like vague tired feet. You stare at the infected stumps and begin
snapshots from someone else’s life. snickering uncontrollably. Let’s see her complain
◊ Internal: As you sink into blessed darkness, escaping now!
the pain, you dimly wonder, “Why me?”
Ghosts and Devils
Sharp Contrasts Although extreme horror focuses heavily
on realism, the GM can include
Due to the violent nature of extreme
supernatural aspects to subvert
horror, its narratives frequently
the narrative, or even add
rely upon revulsion – invoking the
to it. The Illusion obscures
sensations of disgust, offense,
the true nature of events
and shock. We’re repulsed by the
and NPCs, as well as
subject matter, recoiling from its
their hidden motivations.
savagery and ugliness. However,
Humans influenced by the
much like jump-scares, these nar-
Higher Powers may offer
ratives lose their effect as they’re
the perfect narrative
repeated, becoming increasingly
vehicle for introduc-

7
predictable, even boring. As such,
ing these existential
tonal shifts are an excellent tool for
threats. Similarly, those
introducing contrasts and subverting
succumbing to Dreams,
expectations, thus, maintaining an
Madness, and Passion
undercurrent of fear throughout
can act out terrible
the story. As discussed above, the
fantasies, hinting at
violence must shock, but also be
something beyond
integral to the narrative. This is the
our perception.
distinction between using a sledge-
Outwardly, their sins
hammer and a jack hammer; one has
and transgressions appear
impact, while the other is simply noise.
mundane. As the conversation
After their initial plunge into darkness, the progresses, unnatural aspects
players may be left feeling confused and unsettled. appear adding mystery to the
The GM can maintain these feelings of disorientation narrative. In contrast, seemingly
by introducing contrasting emotions such as humor supernatural events can have ratio-
and tenderness. These tonal shifts diverge from the nal explanations. The GM encour-
abominable, momentarily diffusing unsettling situa- ages dreadful ambiguity, as players
tions. Then, interactions normally played for laughs turn remain uncertain of what threat
threatening and deadly. Moments of comfort and intimacy become NPCs actually pose.
obscene and vicious. Soon, the players can no longer distinguish
how to properly judge and react to each situation, intensifying their
◊ World: Activists accuse gov-
ernment agencies of muti-
anxieties and dread. This narrative technique works well in extreme
lating, lobotomizing, and
horror, which is specifically geared to throw audiences off-balance
branding immigrants with
with its subversive violence and sexuality.
arcane symbols. Few survive
◊ World: The government begins broadcasting infomercials to these indoctrinations.
combat the recent increase in sexual violence. Cartoonish ani-
mations depict graphic assaults, all set to saccharine music and
◊ World: Doctors report strange cases of self-induced
insomnia. Patients suffer eerily similar nightmares,
cheerful voiceovers.
detailing their rape by monstrous figures. Most are
◊ World: A viral video shows several teens arguing over who gets dismissed until the pregnancies start.
to take their selfie with the bloated corpse they’ve discovered.
Their argument devolves into comical pratfalls, and then murder.
◊ Surrounding: Angelic paintings adorn the walls,
bathing the room in pastel hues, spiraling toward

Transgressive Souls 181


the crib. Inside, the flayed lump writhes happily in its own shit poisonous words slung at you. Monster. Murderer.
and blood, impossibly alive. You could never have done those terrible things.
◊ Surrounding: After midnight, you notice your neighbor drag-
But the faceless crowd hid so many monsters.
ging the trash bags out to their shed again. Unsettling lights and
SLICES OF ANGUISH
sounds creep through its newspaper-covered windows.
◊ Internal: When the moonlight stretches and night winds Humanity’s history records an endless string of suffer-
ing and travesty. Our past does not wish to be forgot-
blow, you feel compelled to strip away your humanity. The Jack-
ten, even when we adamantly deny it. The Realm of
als are calling you.
Time and Space allows GMs to incorporate past events
◊ Internal: Mr. Happy’s grin matches your own. Specks of into their narratives, exploring our darkest moments.
blood decorate the mask’s lacquer. You raise its cool, dark inte- Beyond war and political strife, we’ve committed geno-
rior toward your face. cides, religious persecutions, and political internments
– just within the last century. These historic cultural
Microcosmos of Pain atrocities can mirror current trends, adding narrative
weight to the GM’s story. Indeed, the PC’s gender, faith,
KULT: Divinity Lost’s narratives explore personal suffering and race, or sexual orientation can lead to trouble, conflict-
horror, stripping away the PCs’ outer selves to reveal the raw ing with attitudes unrestrained by current laws.
nerves beneath. However, what are these personalized experi-
ences worth when placed against the backdrop of far-reaching Even significant, far-reaching events contain microcosms
and violent events, such as civil unrest, pandemics, and wars? of pain. For example, The Black Madonna juxtaposes the
Outwardly, an individual’s trauma appears trivial in compari- suffering of orphaned children against the horrific Siege
son to indiscriminate death and torment – what are a handful of Leningrad. As the players experience the children’s
of sorrows amongst thousands? suffering, the PCs become emotionally invested in their
individual fates. In contrast, the enormity of the children’s
In truth, by framing personalized stories around grander experiences mirror the war’s widespread destruction. This
events, the GM sharpens the narrative focus. As external pres- juxtaposition provides deeper significance for the story’s
sures act upon the PCs, their personal beliefs and values are grander themes. The GM can reflect other tragic events
directly challenged. They must confront the horrors from with- through these narrative lenses, layering the horrors atop
out and within. Their responses reveal their true mettle. The one another for greater clarity.
more intense the pressure, the greater the revelation. Instead
of being lost in the chaos, each individual life gains impor- ◊ World: Death squads drag prominent religious fig-
tance, lending further context to their trials and tribulations. ures into the streets. After mock trials, they’re publicly
executed. The attackers are dressed in uniforms from
In turn, this juxtaposition allows the GM to explore these decades ago.
imposing themes more effectively. By exploring grand trag-
edy through personal lenses, they ground the larger con- ◊ World: An entire continent falls into perpetual twilight.
cepts and ideas, lending credibility and significance to the No eruptions are detected, yet volcanic ash disrupts
unthinkable. travel and contaminates the land. People inside this
exclusion zone report violent raids by “raiders” with
◊ World: In the besieged city, youths are dragged from their bronze-age weapons.
homes. The fortunate ones are sold to the local militia. Most
are never seen again. ◊ Surrounding: Summer suddenly becomes inhumanly
cold. In the courtyard, rows of men and women stand,
◊ World: Media and inspectors are barred from the coun- pilloried. Covered in ice, their flesh turns black from frost-
try’s deforestation project. However, video leaks out, doc- bite. Japanese propaganda posters adorn the walls.
umenting the unspeakable acts committed by corporate
security against the indentured workers. ◊ Surrounding: Burning crucifixes illuminate the young
man’s hanging body. His description matches a civil rights
◊ Surrounding: The blackout has a stranglehold on the worker who went missing over fifty years ago.
city. The night erupts in violence and flames. Masked
figures pull people from their homes, their hands slick ◊ Internal: Hide your feelings. Suppress your true self. Your
with blood. thoughts are crimes here.

◊ Surrounding: Winds howl outside, lashing the house ◊ Internal: Blood oozes from your now-nailless fingers, puls-
with their fury. When the flood waters rise, you’ll be ing with raw fire. You can barely hear the hooded
stuck inside – with them. The storm will be more figure’s voice. “Do you confess, sinner?”
forgiving.
◊ Internal: No one would blame you for the killings.
How many lives did they destroy in that shooting? They
weren’t even people anymore.
◊ Internal: You swallow
down the

182 Chapter 7 – Disturbin Behaviors


A Litany of The New Extreme
Transgressive and nihilistic, the New Extreme focuses on breaking

Violence cultural taboos and exposing humanity’s cruelty in unforgiving


detail. From the stylistic and thoughtful New French Extremity to gra-
tuitous Torture Porn, this subgenre has evolved and expanded over
Extreme horror stories explore the darkest corners of the
several years. Spiritual successors to the Grand Guigol and Ameri-
human heart, peeling back its layers to expose the rot
can grindhouse/exploitation films, these horrific narratives explore
beneath. While these narratives are all violent and unfor-
human suffering in grisly detail, obliterating any privacy around
giving, they can be one of a number of genres, anywhere
sex and violence. Many narratives also draw inspiration from body
from psychological thrillers to grindhouse exploitation.
horror, displaying the human form’s destruction through physical
These common subgenres approach extreme horror and
mutilation and sexual assault. Many new extreme narratives pos-
its subject matter through different perspectives. Although
sess underlying political and cultural statements, setting themselves
they share similar themes and concepts, their presentation
against historical events to expose unpleasant truths in current –
alters the characters and their role within the story. The
and past – society (see Microcosmos of Pain, p. 182).
GM can incorporate one, some, or all of these formats
into the conversation. ◊ World: Guided by astrological observations, a family of rapists
and serial murderers travel to chosen locations and break into
homes. They keep their victims alive until receiving new mes-
Psychological Horror sages from the stars.
Psychological horror draws its influences from classic
thrillers, true crime, and psychological fiction. This theater
◊ World: The Mainyu Corporation wins a defamation suit against
news coverage on its founders’ incestuous practices. The
of the troubled mind generally remains firmly entrenched
reporter is later found dead and sexually mutilated.
in reality, exploring the ugliest sides of humanity. If
supernatural elements exist, they remain ambiguous ◊ Surrounding: The Algea Club offers the darkest fantasies for
and obscured, so the true monster is never revealed. masochists seeking to transcend the boundaries of pleasure
Fear stems from the character’s flaws and vulnerabilities, and pain. It’s said some never return, becoming permanent
revealing how fragile our peaceful world really is. The vio- “fixtures”.
lence – both physical and sexual – is brutal and graphic, ◊ Surrounding: Your non-romantic Relation becomes obsessed
adding to the narrative’s gritty and visceral realism. Police with the idea that you are their long-dead spouse. You wake up
procedurals and similar narratives are common, featur- in their basement as they prepare to remake you into their loved
ing characters struggling against an unseen adversary.
This format is particularly prevalent in Giallo, the Italian,
horror-crime genre. Bleak and believable, this genre of
extreme horror shows us at our worst – and best.
one.
◊ Internal: Wash away the sticky fluids. Some are yours, but
they’re mostly others. Why do you keep submitting to this? The
emptiness always returns.
7
◊ World: The task-force asks for any information on ◊ Internal: The elegant ropes slither between your fingers, silken
the Winterwolf; a child-murderer, cannibal, and
and warm. Soon, very soon, you can play again. The whimpering
rapist. He (they assume it’s a man) stalks homeless
comes from a nearby box, exciting you.
teens during the winter months, leaving only half-
eaten pieces behind.
◊ World: The author of bestselling erotic novel Daugh- Splatterpunk
ter of the Marquis is found crucified to her front Begun in the 1980s, splatterpunk began as a pushback against
door. Her fingers and tongue are missing. No one quiet horror. Several authors and creators believed this conservative
witnesses the crime and the security cameras reveal approach to fear lacked an understanding of current affairs. However,
nothing. unlike psychological horror and the new extreme, splatterpunk narra-
◊ Surrounding: Your Relation’s car is found on the tives are bombastic and frantic, more rollercoaster ride than haunted
roadside, abandoned. The driver side window is house. Its explicit nature revels in graphic sex, violence, and gore,
smashed in, and blood stains the interior. Spray while accenting them with satire and humor, bringing the world’s
painted on the hood is one word: Apollyon. horrors directly into the light and displaying them in all their hideous
glory. When sadism began overshadowing its politically progressive
◊ Surrounding: Your Contact asks you to hide the commentary, the movement faded. Stories gradually became more
cardboard box for them. A faint smell of decay “splatter” and less “punk.” Although splatterpunk’s irreverent tone can
lingers around it. An ugly stain forms on its taped be disharmonious with KULT: Divinity Lost’s complex and existential
bottom. themes, its introduction can produce an interesting contrast against
◊ Internal: You still remember the sizzling pop as this somber atmosphere.
your uncle dripped boiling fat in your friend’s eye. ◊ World: After a chemical spill, contaminated mist chokes the city.
Afterwards, he told you not to share your special People exposed to the fog are driven into primal states, indulging
secret. in deviant acts of sex and violence.
◊ Internal: You crumple the photograph, but its ◊ World: A right-wing extremist returns to the airwaves, three days
image remains seared into your mind. His head after his funeral. He urges his followers to purge the unfaithful
perfectly posed on the table, dead eyes staring from their One True Country.
blankly. You were too late.

A Litany of Violence 183


◊ Surrounding: Villagers drug, torment, and rob
travelers at the town’s only diner. Afterwards, they The Center
Cannot Hold
take their victims to the woods, where something far,
far worse waits.
◊ Surrounding: Corpses are found discarded under
local bridges. They’ve been sexually violated, but new Extreme horror paints our world in bloody brushstrokes, reveal-
‘holes’ have been drilled into them and then used by ing unspeakable acts in glistening colors. Despite the horrors
the killer. revealed, the binary concepts of Good and Evil do not exist
here. In this landscape of shadowy reflections, human behavior
◊ Internal: Your tongue laps at the bloody gash, becomes both grotesquely fascinating and deeply troubling.
filling you with coppery pleasure. The slippery knife
When does madness excuse our sins? What lines can we cross
will make more.
to survive? When does love become an illness and hatred serves
◊ Internal: You feel yourself getting wet while our best interests? In this realm of personal anguish and deprav-
leafing through images of naked, disfigured bodies. ity, we are all villains and victims.
These desires are wrong, aren’t they?
The following rogues’ gallery of human sins and depravities are
commonplace in extreme horror narratives. These unsettling
Slashers behaviors and truths aren’t limited to physical violence, but also
sexual, psychological, and emotional violations. The GM can
Slashers are enduring icons of extreme horror,
introduce them into the campaigns to add additional Threats,
featuring killers slaughtering hapless victims
such as events, groups, and NPCs. These sins can also be incor-
in brutally inventive ways. Unlike the previous
porated to enhance and change current story elements, turning
entries, slashers rarely stray far from their for-
the familiar and safe on their heads. Players may question where
mulaic narratives, where a group of individuals
their limits truly are and what boundaries they’re willing to cross.
are hunted and murdered by an unrelenting
antagonist. Although the settings may vary –
from lonely farmhouses to abandoned islands I Have Become Wrath
– the plot generally remains the same. Stories
Revenge stories feature prominently throughout history, shaping our
focus solely on establishing body counts, and
fiction and reality alike. Time and again, vengeance drives humanity
characters are merely plot devices. However,
to unspeakable acts, abandoning everything to achieve satisfaction.
some modern slashers have broken this narra-
But at what cost? Even if we do not die during our vengeful quest,
tive mold by focusing on character and story
our souls are buried alongside those who harmed us. And what
development. In KULT: Divinity Lost, the GM can
trauma does the avenger leave in their wake? What ripples do they
introduce supernatural aspects to the slasher
send out, as they cut their swathe toward the guilty party? If they
tropes, elevating tired tropes by weaving the
fail what consequences await them and their loved ones? Perhaps
Realms of Death, Dreams, and Madness into
worse, if they achieve their ultimate goal, have they punished the
their stories.
right person – or did they simply murder an innocent in blind rage?
◊ World: The Bleeding Eye movie franchise
In KULT: Divinity Lost, these questions become increasingly pro-
has been connected to acts of extreme vio-
found. Higher Powers, such as the Archon Hod and Death Angel
lence by its fans. The ‘Eyes’ act out the film’s
Samael, feed off the chaos and pain caused by revenge. Rage and
murder scenes while wearing the killer’s
madness weaken the Illusion, condemning hunters and hunted
signature mask.
to purgatories of their own making. Character traits like Nemesis
◊ World: Mr. Punch stalks the city, paralyz- and Oath of Vengeance can inspire entire narrative threads, which
ing the citizens with fear. Striking without persist throughout the campaign. The GM can play opposing traits,
warning, he brutally beats mothers and such as Guilty of a Crime and Victim of Crime, off one another,
their infants to death. creating compelling stories between other PCs and/or Relations.
◊ Surrounding: Your Relation starts Furthermore, the vendetta’s focus need not be human. The Illusion –
receiving threatening phone calls. The and exterior forces – may twist perceptions and memories, guiding
voice taunts her, saying they are getting the PCs down false paths. Family, friends, or complete strangers may
closer… closer than they can imagine. take offense at the PC’s actions and turn against them. Flip the trope
◊ Surrounding: A corporate hunting on its head and turn the PC inside out – consider the worst possible
outcome and then push it one step further.
trip turns deadly when something begins
stalking them. The hunters become its ◊ World: Government soldiers kill a civilian, breaking the cease-
trophies, gutted like animals. fire with local militants. The region plunges back into open
◊ Internal: The knife wound throbs in conflict, yet no one remembers what started the civil war.
your side. Blood squelches in his shoes ◊ World: Violence escalates along the border, spilling over into
as you limp toward the exit. You can rural communities. Revenge killings are committed daily, mostly
make it. Just a little farther now. by law-abiding citizens.
◊ Internal: Your thumb caresses the ◊ Surrounding: A local doctor is found dead in his clinic, crudely
axe blade. It’s sharp and keen. Time to vivisected with his own tools. The word Murderer is written in his
go to work. blood.

184 Chapter 7 – Disturbin Behaviors


◊ Surrounding: Metal drives through the joint in your mid- ◊ Internal: You cannot move, let alone fight. You’re forced
dle finger, digging deeply into the wooden table. “This may to watch and listen as they tear into your family. Every
not hurt you as much you hurt me,” she says, lining up the scream, every plea, every violation are yours to keep.
next nail. “But we’re going to try.”
◊ Internal: You should have pulled the trigger when you had Violence Begets
the chance. Now they’re out there, waiting to tear your life Violence
and everyone in it apart.
Violence is an ouroboros, perpetually feeding upon itself. One
◊ Internal: Your friend knows more than they’re letting on violent act inspires another, which provokes further retalia-
about the experiments. You’ve seen the way they look at tion in an unending cycle. This need for revenge stems from
you. You feel their veiled guilt. humanity’s sense of justice and honor, as well as our inherent
pride. If we lose what we love, we seek retribution to soothe
Pain Defines Us our anguish. However, those we strike out against also have
loved ones, hopes, and dreams. They respond in kind, violence
Revenge stories are perhaps the oldest human narratives. They
answered with further violence. The Higher Powers feed this
affect us on the most primal level, exposing our tragic souls.
savage undercurrent in humanity, twisting our psyches
However, without torment, without pain, revenge narra-
with their Principles.
tives can ring false and hackneyed. In extreme horror,
something truly monstrous must drive the avenger’s In standard revenge stories, achieving retribution
rage, reinforcing their search for justice. typically frees the protagonist from their torment. In
However, while most inciting events are extreme horror, however, this catharsis
in reality, some characters may only is rarely achieved. Common themes
perceive their injustices, driven to included the misplaced vendetta,
revenge by false pretenses. In either where the perpetrator’s vengeance
case, the event must distort them, falls upon an innocent. In some
pushing them out of their normalcy. cases, their response may be
completely disproportionate to the
Typical victims are the character
instigating events. Others become
themselves, or one of their inti-
so completely consumed by their
mates. Furthermore, the tragic
vendetta, they destroy everyone
event doesn’t merely wound the

7
around them, either by inviting
character, it transfigures them
retaliation or through their personal
completely. Who they were before-
actions. Once the PC steps over the
hand and who they are afterwards
boundaries, there is no turning back
are completely different people.
and no happy endings await them.
How they proceed after this
These Shakespearean tragedies
moment of crisis defines them,
further deepen the mental and
as well as the narrative itself.
physical trauma inflicted upon the
Yet, while this tragedy defines the
victim and their relations. Their lives
character’s future actions, it does not
descend into madness and pain, adding
absolve them. In extreme horror, there
additional layers of suffering to their horror.
are always consequences; the ultimate price
they pay being very high. ◊ World: Riots erupt across several cities, as
white nationalists and protestors clash in the
◊ World: A botched military strike incinerates streets. Entire neighborhoods are destroyed in the
dozens of civilians, mostly children. Driven
escalating violence. Many civilians are beaten, sexu-
mad with grief, their families swear vengeance
ally assaulted, and killed.
against all foreigners.
◊ World: Federal police disrupt an underground ◊ World: Several brutal attacks are penetrated against
new parents and their infants. The only seeming connec-
baby-factory, saving dozens of people from forced preg-
tion is the attackers themselves – all of whom recently lost
nancies. Afterwards, both saviors and survivors suffer
their child.
from mental and physical trauma.
◊ Surrounding: The murderer forces their victim to beg ◊ Surrounding: The kidnapper returns your lover to you,
one piece at a time. Each bloodless fragment is wrapped
for death, then prolongs their suffering indefinitely. Their
delicately and placed inside gold foil boxes.
torments leave little of either’s humanity intact.
◊ Surrounding: Their leader smirks, gesturing with his
◊ Surrounding: Someone begins harassing you. At first, the
attacks are merely annoying, but soon turn deadly. They
pistol. “We’re gonna watch you two fuck. So, give us a
blame you for something, but you don’t even know them.
good show or you both die. And then we’ll finish the job
for you.” ◊ Internal: Their blood dries on your bruised fists. You want
to scream. At them. At yourself. They weren’t the one who
◊ Internal: No matter how much soap and water you use, hurt her.
you keep smelling them on your skin. Their stink and filth
is still inside you, even all this time later. ◊ Internal: You need to hurt them. Why should they have the
life you so richly deserve?

The Center Cannot Hold 185


The Devil actively work to prevent harm for this and other reasons. How-
ever, some never truly grasp the concepts of right and wrong.

Beside Me
Something inside them is broken or missing, depriving them
of remorse and sympathy. Worse, they may consciously justify
their cruelty, dismissing their actions. No one and nothing is
We cannot truly know the people in our lives. Their desires safe or sacred to them; they destroy without hesitation. They’ll
and dreams remain mysteries to us, even when our loved ones hurt others for profit, pleasure, or power. They may ignorantly
express them. We’re forever separated from others, divided by inflict abuse because they think that’s just the way things ought
differing perceptions that are defined by culture and circum- to be. When these motivations are presented believably, they
stance. We cannot gaze into one another’s soul and see the shad- strike at our humanity, creating unnerving narratives.
ows lurking there. Our own inner darkness festers unseen and ◊ World: A local militia houses hundreds of evacuees inside
unknowable, until it finally bubbles to the surface like poison. an abandoned stadium to “preserve the peace.” The militia
We’re shocked when people we know and love reveal their blames the displaced people for the violence they endure
hidden natures. We’re outraged when those in positions of while seeking refuge, insisting that the rapes, beatings,
power and trust engage in unthinkable acts. As terrifying as and stabbings taking place in the stadium are “people
their abhorrent actions may be, we’re more unsettled that we turning on each other” and not what they call a “target
did not recognize the devil standing beside us. We question our rich environment.”
judgment and perceptions of society. We feel betrayed, as our ◊ World: A group of avant-garde theologians, The 13th
worldview shatters, reaching the grim realization that anyone is Psalm, commit blasphemous acts of physical and sex-
capable of such wickedness. Even us. ual torture against innocents. They seek to offend God
◊ World: A conservative politician’s systematic child abuse enough for him to manifest and punish their crimes. They
becomes public knowledge. He kills himself and his family hope to prove His existence through this desperate act.
rather than face the scandal. ◊ Surrounding: The hospice closes after its head nurse
◊ World: Purgatorio, an illegal streaming service, broadcasts is discovered killing her wards and stealing their social
an endless stream of plotless torture and degradation in security checks. Patient complaints went ignored by
nondescript locations. The tormentors are thoroughly mun- authorities for years before this.
dane people. ◊ Surrounding: A youth is arrested for beating his younger
◊ Surrounding: Police discover dozens of mutilated bodies sibling to death while babysitting. He calmly states that
beneath a quaint bed and breakfast. The unassuming propri- she didn’t want to watch his show.
etor claims she is H. H. Holmes, reborn. ◊ Internal: They aren’t obeying you. Dissent cannot go
◊ Surrounding: You peel back the bloodied mask only to unpunished. They have to learn better. If they don’t listen
reveal dull humanity beneath. His utter banality infuriates to your words, then use your fists. Uphold your honor.
you. ◊ Internal: The fire calls to you. Offer your pain to the
◊ Internal: You found polaroids hidden behind the vent. Boys flames. Burn it away. Burn everything.
and girls, their faces twisted in heartbreaking confusion.
How can you forget this? Barbed Words
◊ Internal: Don’t tell them about the monsters you’ve killed. With time, bruises and scars can fade. But words can leave
They’ll never believe you. How could they hope to under- the deepest wounds, forever shaping who we are. Mental
stand? You are alone. abuse cripples the soul. Constant insults, snide remarks, and
extremist rhetoric can become so common that the victims
Heart of Darkness simply accept their torture. In many cases, mental abuse is
inflicted by those we trust the most: our family, friends, and
Humans are violent creatures, but the compulsion to hurt others
lovers. They teach us our cultural, spiritual, and political
runs far deeper in some people. This may stem from the desire
ideologies, altering our perceptions of the world and the
for power and control, hedonism, and/or some sense of purpose.
people in it. Our prejudices twist us, making us hate others
They may gain gratification and fulfillment from verbally, men-
and even ourselves. To the outsider, our abusers may appear
tally, physically, and/or sexually abusing others. Some may view
charming and friendly, even loving. It isn’t until we’re behind
their violent behaviors as ordained, sacred, and justified. Some
closed doors that their barbed words lash us like whips. We
may suppress or redirect these instincts through other actions,
become secluded, cut off by lies and misunderstandings
such as arson and animal cruelty. But, in time, many succumb
from those who could help us. In extreme horror, this mental
to their darkest natures, plunging into violence and depravity. In
torment frequently leads to rage and self-destruction.
extreme horror, this is typically the domain of the serial killers,
who fulfill their fantasies in the vilest ways imaginable. ◊ World: The TV doctor taunts his guests for not conform-
ing to medical norms. The audience snickers and hoots,
Most humans possess empathy for those around them, under-
joining in on the bullying.
standing that harm done to others could easily be done to us. We

186 Chapter 7 – Disturbin Behaviors


◊ World: The pastor and his flock tour the country, protesting
outside of funerals. They sling insults at the mourners, blaming Own Worst
Enemy
their deceased loved ones for infecting the country with their
“degeneracy”.
◊ Surrounding: Your childhood friend is unrecognizable under
the tattoos. They announce his white supremacist leanings. Humanity’s destructive tendencies do not only
He spouts an endless stream of hateful language, trying to extend outward, but inward as well. We uncon-
enlighten you. sciously seek to undermine ourselves, reinforcing
negative beliefs and avoiding situations and rela-
◊ Surrounding: Her mother smiles affectionately, pushing the tionships that could enrich us. We engage in destruc-
girl’s plate away. “No man will love you if you keep eating like
tive – even deadly – behaviors, seeking out harmful
that, dear.”
activities that will endanger us further. Addictions,
◊ Internal: Your wife’s words tighten around your heart. "No one self-injury, and suicide are our most common roads
else respects you. Why should I? If only you were more like Steven." to perdition. In extreme horror, these negative behav-
◊ Internal: Your sinful thoughts are the Devil’s work. Deny your iors obliterate multiple lives with tragic consequences,
inviting endless suffering for the afflicted, and spilling
perversions. You must only love who God tells you to. If you
over to consume those around them.
don’t, then hell awaits.
Self-destructive behaviors frequently stem from previous
traumas and ongoing mental disorders. These instigat-
The Smallest Assassins ing factors are discussed more thoroughly in Prisoners
Children are capable of extreme acts, such as animal cruelty, cyber of the Self (p. 222). However, in KULT: Divinity Lost, many
bullying, mental torture, and physical violence – even murder. of these will manifest from the PCs’ Disadvantages and
Many adolescents are unrestrained by the concepts of mortality Dark Secrets. GMs can construct narratives around them,
or restraint, while others learn their aberrant behavior from their introducing increasingly desperate and harrowing oppor-
personal experiences. Children also exist outside the social order, tunities for the PCs to endure and suffer. Succumbing to
being seen but not heard, operating without impunity or suspi- their self-destructive tendencies, the PC spirals downward
cion. Older children must also deal with their changing bodies, into their personal nightmare, opening new story arcs to
overwhelmed with new sensations, thoughts, and feelings. Lack- be explored.
ing experience, they lash out at the world or themselves. Others

7
gain an unnatural sense of entitlement, indulging in their desires
and yearns without fear or limitations. In extreme horror, repul-
Hollow Hearts
sive monsters hide behind rosy cheeks and innocence smiles. A vast emptiness exists within us, an ache yearning to feel
◊ World: A foreign aid group are found butchered. The one something – anything. In an attempt to fill this hungry void,
we indulge ourselves in fleeting pleasures and deaden our
survivor explains that their attackers were the orphaned
emotional anguish with dangerous pursuits. We deny our
children they were sent to protect. They delighted in the
true selves, masking them behind substance addictions,
depraved tortures, acting without any form of empathy.
such as alcohol, narcotics, and prescription drugs. Everyday
◊ World: An electronic social group for youths maintains a behaviors can be taken to extremes as we consume our wak-
regimented hierarchy. Its higher echelons require members ing moments with eating, exercise, sex, and work. Even when
to commit increasingly deviant and violent acts – posting we recognize our self-harm, it is easier to wallow in familiar
proof of their exploits. This evidence is used to keep them comforts than strive toward an uncertain future. No matter
in line. the consequences to ourselves and those we love, our hollow
◊ Surrounding: A teen and his friends rape and torture their hearts remain untamed and insatiable.
classmate over several weeks, keeping them locked in ◊ World: A prescription painkiller is recalled due to its
family basement. The teen’s parents ignore the continued habit-forming properties. However, tens of thousands are
assault and pleas for help, too afraid of their own child. already addicted, turning to similar illicit drugs to relieve
◊ Surrounding: An eleven-year old girl lures small children their dependence.
into the local woods, where she kills them and adds them ◊ World: Dozens of employees drop dead from working
to her doll collection. Extremely intelligent, she knows too much overtime in the same corporation over one
enough to leave clues to implicate local sex offenders. week. Their families and friends report sudden changes
◊ Internal: While going through some old junk, you discover in their behavior, each victim becoming obsessive and
your killing jar. Skeletal remains from its last victim rattle in distant.
the bottom, stirring old desires. ◊ Surrounding: The 24-hour gym XI gains popularity over-
◊ Internal: In the dark, you’d find ways of hurting your sib- night. Staff and patrons undertake extreme health regimes.
ling, making them pay for your parent’s love. That love that Several members have ended up hospitalized from their
belongs to you. “training”.

Own Worst Enemy 187


◊ Surrounding: Your Relation meets up with her dealer, ◊ Internal: Beneath your clothes, the needles dig into
blindly seeking her next fix. She needs the sweet sanctuary of your skin, igniting joyous pain. You hope a wayward
heroin, and will offer anything – even you – to obtain it. crimson stain won’t expose your guilty secret.
◊ Internal: You logged on three hours ago, but you ◊ Internal: Vivid dreams assail you each night, prom-
hardly notice. Your body reeks of sex and desperation, still ising conjoined flesh and pleasure. You yearn to be
unsatisfied. bound in exquisite torment. Each morning, the word
◊ Internal: Just one last game. You can’t give up; not after Cairath rings in your soul, calling from beneath the
streets.
you’ve pawned everything. How can you face your daugh-
ter? One perfect hand and you can get it all back.
Cupio Dissolvi
Darker Impulses Be it consciously or unconsciously, many seek their dis-
solution, desiring self-destruction. We punish ourselves
Horror and sensuality are intimately connected. In extreme
out of maddening guilt and self-hatred, cutting our flesh
horror, our passions are rarely contained, displayed vio-
and rending our minds. Our nihilistic souls are fed by the
lently and without remorse. These narratives not only
suffering around us, embracing futility and hatred
reveal parts of our true selves, but further corrupts
over hope and trust. Our lives crumble through
and defiles them. Be they influenced by nature,
apathy, despair, and discontent. We’re consumed
nurture, or the Principles, our passions tran-
by blind obsessions and smothered desires. In
scend conventional concepts, testing
our despair, we yearn for release
the boundaries of pleasure and
from our mortal prison, seeking
pain. In this realm of trans-
the comforts of oblivion. For
gression and paraphilia,
extreme horror, these mas-
nothing is forbidden. Its
ochistic tendencies extend far
common themes include
beyond the individual, with
bestiality, extreme fetishism,
antagonists inflicting unspeak-
necrophilia, pedophilia, and
able pain on the world that
nonconsensual sadism. Many
betrayed them.
extreme narratives cross
these borders, revealing hid- ◊ World: Survivors from the
eous truths. The PCs them- terrorist attack begin com-
selves are just as likely to be mitting suicide in gruesome
survivors of these terrible acts and painful ways. Many claim
as they are to be perpetrators. they shouldn’t be alive and
must heed the Summons.
However, the GM must
strongly adhere to the Horror ◊ World: Country-wide,
Contract when exploring people gather to celebrate
these themes. Sexuality can the festival of Ochpaniztli.
be an uncomfortable subject Over five days, they commit
even when sexual violence isn’t acts of self-harm and mutilation,
involved. Furthermore, she should avoid offering their sinful flesh to the goddess
the lingering gaze and/or utilizing these Tlazolteotl.
narratives simply to achieve revulsion. Oth-
erwise, the story descends into obnoxious
◊ Surrounding: Your Relation becomes
obsessed with their new boss, who men-
parody, losing its true effect and purpose.
tally, verbally, and physically tortures them.
◊ World: An elite catering service, Salo’s They find this non consensual forced submis-
Banquet, offers extreme weekend events for its sion safe, somehow.
clientele. Any pleasure is provided, no matter how
grotesque or illegal. Confidentiality is guaranteed.
◊ Surrounding: A couple murders their youngest
child, who suffered from chronic illness. They hide
◊ World: A funerary corporation secretly auctions his body for several months, pretending to be him
off bodies. Specialized preservation techniques on social media to elicit further financial assistance
assure their product’s youthful appearance. from crowd-sharing sites.
◊ Surrounding: She fervently begs her doctors ◊ Internal: Your blood-tinged vomit fills the public
to remove her hands and feet. She yearns to be toilet. Shit and piss cake the floor, yet the cold tiles
reduced to blessed helplessness, becoming a “gift” soothe you. How’d you get here? Who cares? You
for her lover. need another drink.
◊ Surrounding: The handcuffed body lies face ◊ Internal: Stinking sheets tangle around
down in a cold pool of semen and blood. Some- you. Semen and spit encrust your
one drove nails into their skull while sexually supplicated flesh. Who shared
assaulting them from behind. your bed? Do you even care
anymore?

188 Chapter 7 – Disturbin Behaviors


◊ Surrounding: Their face bounces off the lino-
The Reality leum, teeth and blood exploding outward. They

of Pain
remain still. Then they violently spasm, as if an
electric current has been passed through them.
◊ Internal: With every breath, your chest fills with
In our current media culture, bodily injuries are frequently shards of agony. Darkness intrudes upon the
glossed over or ignored. Protagonists are beaten, bruised, edges of your vision.
stabbed, and shot, yet they get up and continue regardless.
Many roleplaying games treat PCs as walking stacks of hit
◊ Internal: Blood pools around the jagged bone, its
white speartip rising from your torn leg.
points, able to function normally, even when close to death.
Similarly, KULT: Divinity Lost includes the Harm system, which
roughly gauges the PC’s status and health. Although this The Fragile Form
mechanic reflects the body’s degeneration, it rarely reflects the
Severe injuries inflicted by melee and ranged weap-
inescapable truth – being injured hurts. A lot! Yet, pain isn’t –
ons are often downplayed, particularly when dealing
and cannot be – adequately represented through penalties to
with protagonists. Heroes can be shot, stabbed, and
rolls or status descriptors.
beaten within an inch of their life, only to
As part of its mythology, KULT: Divinity Lost explores the walk away bloodied and bruised but no
horrors inflicted upon the flesh and mind. Pain and worse for wear. Although KULT: Divinity
suffering are integral to its themes and narratives. Lost somewhat addresses this issue
Removing these concepts in exchange for with Serious Wounds, the
grazes and ‘hero-wounds’ eliminates Harm system still lacks
narrative consequence and diminishes the ‘reality’ some GMs
the sense of fear. If protagonists can wish to reflect in
walk through hails of bullets, bleeding their narratives.
but effectively unscathed, their story
Severe injuries can
loses emotional impact. A PC’s ultimate
have long-lasting
fate should always be in question, add-
effects and dire
ing to their player’s overall tension.
consequences,
Furthermore, extreme horror comes ranging from scars

7
from empathizing with the PC’s suffer- to missing limbs.
ing. When portrayed properly, we per- Bullet wounds
sonally recoil from the violence, imagin- are devastating to
ing the character’s agony as our own. human bodies,
However, as discussed previously, leaving permanent
this should never be pain and gore cavities, shattered
for the sake of sensationalism. Such bones, and dam-
grotesqueries are irreverent and even aged organs. Bladed
detrimental to the plot. Instead, pain weapons slice flesh,
roots us in reality, revealing our world’s tendons, and muscle.
impartial cruelty. It exposes the fragility of life Blunt force traumas break
and, in turn, confirms its deep significance. vertebrae, crush vital structures,
While portrayals of meaningful violence can be and cause brain damage. Various
accomplished in literature and cinema, they can be environmental effects can dramat-
problematic in roleplaying games, which are structured ically alter perfusion – the delivery
and organized according to mechanics and narrative of blood to organs and tissues. All of
flow. The GM needs to properly balance between exploring these can leave lasting effects. Even if
the significance of violence and advancing their story – as well the victim survives, their bodies may never heal
as maintaining player agency. properly, requiring extensive and prolonged
treatments, such as reconstructive surgeries or
◊ World: Photos from the aid station document children amputations.
wounded during the bombings. One resembles a broken
doll collection, full of stacks of tiny amputated limbs, When assessing Serious Wounds, the GM may
caked in blood and flies. inflict additional and lingering effects depend-
ing on the severity of the injury. Certain injuries
◊ World: Outgunned, the police can’t contain the may translate into new physical and mental
firefight. It spills out onto the street, where stray Disadvantages for the affected PC. Potentially
bullets strike civilians as they flee. crippling injuries should involve player con-
◊ Surrounding: Strips of meat and sent, as they can fundamentally change how
muscle hang from their forearm. Even the PC interacts with the world. Similarly, if
if you bind the crippling wound, they the GM inflicts more severe and long-lasting
struggle to stay conscious. Shock injuries, they should provide PCs opportuni-
isn’t far away. ties to overcome, or learn to live with, these

The Reality of Pain 189


obstacles. They can also incorporate the injury into the Intrigue ◊ World: Following the crash, most of the survivors are left
Map as an Event, introducing connected story elements. The injured, with broken bones, concussions, lacerations, etc.
concepts discussed in The Cure is Worse (see p. 204) may offer They eventually freeze to death, unable to outpace the
additional inspiration. storm.
The GM can also introduce new narratives for the wounded ◊ World: Cholera breaks out in the camp, spreading like
PC, allowing them to explore the injury in different ways. For wildfire. After weeks of malnutrition, the refugees have
example, after an incapacitating head wound, The Artist loses little strength left to ward off the infection.
their eye-sight. While coping with their blindness, they notice
subtle auras and strange images. Soon, they learn they can See
◊ Surrounding: Something pulses beneath the wound.
Something alive. They start shivering, despite the heat
Through the Illusion, even though they’re blind to the normal
radiating off their body.
world. What do they see?
◊ World: A dozen missing people are rescued from captivity. ◊ Surrounding: Your Relation moans softly, clutching their
belly. They’d only complained about lightheadedness an
Their bones have been broken and reset, trapping them in
hour ago. Now you realize they’re bleeding internally.
crude, painful shapes.
◊ World: The Southyard Killer swabs their victims’ tongues and ◊ Internal: The stab wound in your armpit blinds you with
agony. You can barely think, let alone move your arm.
eyes with drain cleaner, permanently silencing them.
Any victims unfortunate enough to survive this treat- ◊ Internal: The sprained ankle throbs inside your
ment are then tortured to death. boot. You’re slowing with every pained step. You’ll
never make it.
◊ Surrounding: Severely beaten during
their sexual assault, your Relation’s
chances of walking again are very The
slim. They ask you to burn their Revelations
collection of running shoes. of Suffering
◊ Surrounding: As promised, the Pain makes us vulnerable, reveal-
doctor’s flesh-grafting procedure ing who we are beneath the surface.
repairs your burns. Later, someone In narratives, lasting wounds can
recognizes your new face, reacting serve as metaphors, reflecting the
with confused horror. PC’s true personality. For example,
◊ Internal: The bland broth offers no a vain person becomes maimed;
satisfaction. You’ve been hungry ever the scars reveal their inner ugli-
since they removed part of your gut ness. Furthermore, like player
to repair the gunshot wound. characters, NPCs aren’t immune to
the effects of mental and physical
◊ Internal: You need to scratch your trauma. Pain and injuries alter who
itching foot. But it’s no longer there.
they are, and how they act. In this
It was taken from you months ago.
manner, violence – and the effects
thereof – need not simply be rep-
Pain as resented mechanically, but narratively
Consequence as well. Additionally, the PC’s suffering can
become an instigating trigger for inter-
With suffering comes consequence, continuing long
nal change, altering their motivations.
after the initial pain and injuries fade. Too often, game
Through revelations of suffering, vio-
mechanics ignore the concept of pain, pushing it into the
lence comes to have true meaning.
background. In extreme horror, when the PCs endure an
injury, the player should have time to realize how serious it ◊ World: The God’s Hands militia
is. This focuses them in the moment, revealing the true dangers were formerly slaves in the
and the dire circumstances yet to come. Pain should hold narrative conflict diamond mines.
consequence and weight, resonating throughout the story. When Now, they terrorize
our blood flows and agony robs us of our senses, we’re reminded the countryside,
of our mortality and impending death.
In many circumstances, even minor injuries can have tragic con-
sequences. Open wounds can turn septic, poisoning our blood.
Illness can weaken and kill us within days, even hours. Sprained
wrists or ankles can impede our movement. Narratively, the GM
can reflect these consequences through her various Moves, creating
additional challenges to be overcome. When action has signifi-
cance, there is tension and fear. As the PCs endure these hardships,
the players are pushed to make harsh decisions, as well as reassess
the risks they’re taking.

190 Chapter 7 – Disturbin Behaviors


hacking off the limbs of mine owners to match their own wounded fragments may lay dormant within
hobbled bodies. our current incarnations, intimately bound to us

◊ World: A coalition of acid attack survivors grows in polit- through Time & Space. In times of stress, these
splinters may resurface, altering our perceptions
ical power. They push for changes in assault, harassment,
and memories.
and stalking laws. The group’s founder remains unseen,
recruiting ardent members for their inner circle. ◊ World: Seemingly random people abandon
◊ Surrounding: You hardly notice their burst of expletives. their normal lives, traveling to an ancient
burial mound. Once there, they fall into a
The stink of rot clings to them. The bandages are dark with
comatose state. Several die from dehydra-
blood and pus, left unchanged for some time. Where have
tion before authorities can cordon off the
they been?
area.
◊ Surrounding: He touches his swollen eye again, flinching. ◊ World: The Brooks Foundation provides
The cracked orbital bone hasn’t healed right. How could a
in-depth research into people’s genetic
woman mark him so?
ancestry and historical records. They
◊ Internal: You fumble with the paint brush, eventually toss- also provide past-life regression to their
ing it away, betrayed. Your fingers haven’t moved members, but many sessions leave the
right ever since the incident. ‘patient’ mentally scarred from wit-
◊ Internal: You rub the scars striating your nessing past tortures, violations, or
knuckles. Shame squeezes your chest, deaths.
as you remember their tortured ◊ Surrounding:
pleas. But you’d kept hitting You find your
them until your blood mixed Relation digging
with theirs. holes in their dirt
basement. They
A Corpus of claim their body
is buried there,
Paradoxes somewhere. They
Our pain endures beyond death. need to find it and
In KULT: Divinity Lost, humans die silence the voices

7
and are reborn into new flesh. Our from under the
identities are stripped apart and floor.
rebuilt by the Higher Powers – yet
our divinity remains unchanged,
◊ Surrounding:
The child grabs
albeit suppressed. Or does it? After
their friend’s
countless reincarnations, how
hair, then slams
can we trust that our original soul
their face into
remains intact? What is truly lost
the sidewalk.
in the Black Cells, the Oubliettes
With every blow,
of Forgetfulness, and our personal
they repeat two words
purgatories? What aspects and traumas
in a language they shouldn’t
cling to us when we return? Can pain
know: “Never again.”
define who we truly are?
Much like the Ship of Theseus, is
◊ Internal: After the fall, your
arm hangs loosely. Pain spears
our soul still our soul after being
along its length. In that instant,
torn down and rebuilt after
everything beneath the elbow dis-
countless incarnations? Did we
appears, replaced by ragged tendons
lose ourselves completely when the
and skin. Cannon fire and screams
Demiurge imprisoned us, or do
echo around you.
past wounds linger on, guid-
ing us in this life? We may ◊ Internal: Phantom needles pierce
never know. One thing your back, leaving whorls of agony.
is for certain, though: It’s branding you, you think in panic,
some pieces of it’s claiming you as its pet. Outwardly,
ourselves aren’t your skin remains unharmed.
fully scrubbed
off. These

The Reality of Pain 191


Chapter 8
New Flesh,
Ancient Desires

A
iden’s heart ached, remembering their last words, bitter and
false. So long ago, now. Would she forgive him? Could he forgive
himself? He opened the apartment door, revealing the room beyond.
Immediately, his mind struggled to understand what he was seeing. His
former home had fallen into chaos, detritus and rotted food piled high.
At the center, something dwelled.

Dozens of legs quivered like an anemone’s alluring fronds. Fat shelves


supported rows of sagging breasts. Countless arms adorned with phal-
lic fingers explored these shapes with mounting pleasure. Atop this
deformed mountain, Cheryl’s gentle face swayed back and forth. Black
hair clung to her skin, unwashed and freckled with sores. Her eyes
flickered open. A dull smile rose. “Aiden?” His head swam with scents
of sex and decay. “Cheryl?”

The Cheryl-Thing extended its doughy arms. “You came back.” Moist slits parted its
upturned palms, revealing delicate mouths. They spoke in union, “You said you would
always love me.” Aiden dimly nodded, stepping forward. Obscene fingers caressed his
cheek. He closed his eyes, sinking into her warm embrace. “Always,” he whispered.

192 Chapter 8 – New Flesh, Ancient Desires


Overview No Flesh Shall
We possess an instinctual fear of changes to our bodies,
which constrain and define us so intimately. New Flesh,
Be Spared
Ancient Desires examines transgressive assaults on the When the Demiurge imprisoned humanity, he enclosed us
flesh, specifically known as body horror. Also called organic body and soul. As with the parable of Adam and Eve, the
and venereal horror, these narratives expose the Flesh’s true Illusion remolded our corporeal forms like clay, dividing
nature, exploring and redefining its boundaries. Within the us into various genders, and trapping us inside mortal
Realms of Passion and Madness, visceral terrors and sensual skins. Encased within meat and muscle, blood and viscera,
pleasures can be attained with equal measure. When our humanity has been denied the Flesh’s former malleability
temples of sensation and self are altered, we know true fear – and freedom to be remade according to our desires. Now,
or realize our darkest desires. most people fundamentally believe themselves to be
immutable and temporal constructs. We instinctively fear
our bodies and their frailties, rather than reveling in their
complex beauty. We’re terrified of our mortality, knowing
our Flesh is finite and will ultimately betray us. The realm
of body horror explores this fear at its most intimate
level.
TEARING DOWN THE TEMPLE In truth, the Flesh offers infinite possibilities, twisted by
Due to its grotesque and violent content, cinema and lit- anxiety and despair, molded by yearnings and desire.
erature frequently confuse extreme horror
horror with body horror.
horror. Delights and terrors await us in this embodied play-
However, extreme horror narratives explore purposeful ground. Some are deprived of their bodies or must
harm to one’s body by an exterior force. Typically, these helplessly watch themselves mutating into something
stories lack the internally personalized concepts and else. Others rebel against this biological tyranny, strip-
themes more prevalent in body horror. As such, they are ping away their skin to reveal the mysteries beneath.
explored elsewhere (see Disturbing Behaviors,
Behaviors, p. 178). These revolutionaries of the Flesh are ostracized and
shamed for their deviancy, as they are denying the
natural order.

8
Despite the Illusion’s constraints, the Flesh offers us the
greatest chance at obtaining freedom – or damnation.
Through these narratives, GMs and players can explore
what it truly means to be human. Body horror isn’t
simply an exploration of the grotesque and shocking;
it should transcend revulsion and evoke existential
terror, both in the transformed and those around
them.

SUMMARY
No Flesh Shall Be Spared: The core narra-
Our Fragile Form
tive concepts of body horror. Reflected
Body and Mind: How body horror affects At its core, body horror reflects our fragile sense
us mentally and physically. of self. The threat comes from within, changing
us from who we once were into something alien.
Psychoplasmics: How beliefs and percep- Yet, as our physical identity erodes, our humanity
tions manifest on the human form. remains intact, locked inside our transfigured
We are the Gateway: How humanity form. Reflecting this transfigurative fear requires a
allows outside influences to physically narrative that promotes empathy in the PCs (and,
manifest. hopefully, the players themselves).

Our Traitorous Flesh: How our bodies When the GM initially grounds the story in reality,
betray and revolt against us. the players become invested in the horrific events
affecting their PCs. They experience the slow tran-
Tearing Down the False Temple: How
sition from the familiar to the monstrous, grieving
we defy the failings and limitations of the
their characters’ suffering. Despite their revulsion
Flesh.
and fear, they cannot turn away or recoil, as they
More Human Than Human: How we are locked in to the transformation, becoming
transcend our flesh and become something true participants rather than casual observers.
more. Finally, the PC’s former identity is denied to him,
Fate Worse Than Death: How the Flesh as he inexorably becomes the other. Who he
can become our undying prison. was is forever lost, his former existence irre-
trievably altered.

Overview 193
THE UNCANNY VALLEY
Capturing the true essence of body horror relies heavily on invoking the Uncanny
Valley – the point where our empathy transforms into revulsion and dread upon
seeing something almost human. Much like our natural fear of the dead, humans
are instinctively frightened and repulsed by supernaturally transmuted bodies.
When we encounter the distorted form, our minds struggle to distinguish between
what is human and what is something else. This unnerving ambiguity provokes
disquiet and confusion, intensifying our paranoia. As such, the uncanny valley
resonates throughout body horror.
Similarly, the GM should subvert the familiar, merging what is known and
unknown. The horror in body horror comes not from seeing what is, but recogniz-
ing what was. The victim’s humanity should remain perceptible, even if obscured
beneath repellant transformations. Distort the human body, rather than destroy it,
and purposefully defile the familiar. This intensifies the sense of loss; the person
we loved is gone, yet they remain in a new, terrible shape.
◊ World: A trending influencer attributes her unusual new appearance to Subjec-
tionism; a quasi-religious philosophy promoting physical transformation through
positive thinking.
◊ World: Random acts of familicide are reported across the country. In each case,
the perpetrators claim their family members were monsters in disguise.
◊ Surrounding: Your Relation’s face becomes flat and shiny, as if made of plastic
– a mannequin’s façade.
◊ Surrounding: People across the city begin wearing white surgical masks.
Authorities say it is due to flu season, but you’ve seen the slit-mouthed grins
beneath, ever-smiling.
◊ Internal: These hands no longer belong to you. They are unnaturally long with
too many joints. They belong to someone else.
◊ Internal: Your reflection ripples like water, muscles and flesh moving of their
own accord, before settling back into familiar solidity.

LINGER ON THE FLESH


We cannot escape body horror’s intimate nature; its relentless progression con-
tinually reminds us of our mortality and vulnerability. The GM can reflect this by
lingering on the victim's changing form, continually revealing new twists to their
transcended Flesh. Utilize every sense to describe strange sensations, unpleasant
smells, and unsettling sounds. Remind them of their former existence, even as their
bodies betray them. Whenever they believe it can’t get worse, show them it can.
As their body is denied them, the victim’s mind transforms as well. Beyond pain
and fear, they’re assailed with new thoughts and desires. New and alien impulses
tempt them from inside their altered form. Worse, they may find themselves
denied physical agency and autonomy, helplessly forced deeper into their own
minds.
◊ World: An unknown fungal infection inflicts victims with insomnia, swollen
eyes, and dry mouth. At its final stage, the eyes pop out of the head like swollen
red berries on stalks.
◊ World: A grainy Internet video shows living carpets of undulating bodies,
bound and melded together like melted dolls. Despairing voices plead for release.
◊ Surrounding: Clumps of oily hair, teeth, and nails litter the hotel’s tub, clogging
its drain with their ammonia stink.
◊ Surrounding: Fat nipples freckle your lover’s belly and sides, each swollen tip
beading with milky blood.
◊ Internal: Don’t touch yourself down there. The pustules have broken, oozing
rancid grease.
◊ Internal: Pain flares as you strip the skin away, blood pooling along its ragged
edges. Beneath the dead, scaly skin, you see something sleek and sensual, glisten-
ing crimson.

194 Chapter 8 – New Flesh, Ancient Desires


Body and Mind Identity
Similar to agency, we instinctively
Outwardly, body horror inspires revulsion and trauma fear the loss of our identity. As our
through the violation of the human form. These defile- bodies decay and change, our minds
ments can be inflicted through injuries, metamorphosis, can reflect these transformations in
and mutation, as well as the effects of extreme emotions. kind. When our Flesh is invaded, our
Despite its external manifestations, body horror remains a true identity comes into question,
primarily psychological – and internal – type of fear. We’re subsumed by our fears and transmuted
assailed by the psychological pain and terror of our degen- bodies. New feelings, sensations, and
erating bodies. In essence, we’re denied our individuality thoughts assail us, altering and degrad-
and self-control as we become something monstrous. ing our personalities. The people we
Perhaps worse, our transformed bodies place us outside of love may become something else
society, cutting us off from humanity. beneath the skin, their familiar faces
nothing more than masks. Our desires
As discussed above, we instinctively respond to the human- may translate to our bodies, bubbling
ness trapped beneath the transformed body with primal up, desperate to emerge and reveal
dread and paranoia. We recognize the terrifying implica- who we truly are, no matter how
tion that this could happen to our bodies. We fear disease, unspeakable.
sickness, and deformity, recoiling from them. This existen-
tial terror is fueled not by our fear of death, but from the We may be deprived of our identities
realization that true suffering is potentially worse. Indeed, through other forces, such as dementia,
even if we survive, will we remain human afterwards? disease and possession. Although our
bodies remain physically intact, our
minds and souls are horribly altered.
Agency The Flesh becomes a hollow reminder of
We inherently fear the loss of agency, physical or mental. the person we were. Thus, psychological
Body horror deprives us of both, as our flesh and minds are decay offers highly personalized narra-
mutated and warped. These involuntary changes alter our tives, transcending the physical themes
identity into something unrecognizable. Change through of body horror.
decay, transmutation, or physical injury denies us self-con- ◊ World: Perfectly healthy people
trol, whittling us away until nothing familiar remains. With
each passing day, our bodies betray us, spiraling down-
ward toward dissolution. Disease robs us of our freedoms
and abilities, even as our consciousness remains horribly
report suffering phantom limb syn-
drome, feeling body parts no longer
present. However, they describe
missing inhuman appendages.
8
aware, trapped inside our failing Flesh. Death becomes our
welcomed liberator, not our feared destroyer. Traumatic
◊ World: After visiting the ReNuYou
Clinic, several celebrities and social-
wounds and desecrations leave us enfeebled and helpless,
ites engage in deviant behaviors.
confining us deeper inside our corporeal prisons.
Their physical appeal becomes
◊ World: The new street drug, Primal, causes extreme irresistibly hypnotic, heightening their
lymphedema. Addicts are almost always permanently popularity.
incapacitated, unable to move their painfully swollen
and fluid-filled limbs.
◊ Surrounding: You’ve seen them at
night, stalking the streets, whispering
◊ World: An outbreak of sleep paralysis strikes random to themselves about how hungry they
people, locking victims into unnatural poses, their faces are. They don’t look right.
twisted into rictus masks.
◊ Surrounding: Your normally timid
◊ Surrounding: They plead to you from beneath their friend presses against you with fervent
tumorous flesh. You can’t tell if they’re saying, ‘Help me,’ ardor. Their skin radiates with feverish
or ‘Kill me.’ heat, smelling like overripe flowers.
◊ Surrounding: Bereft of limbs, he wriggles like an over- ◊ Internal: The life inside you pushes
turned turtle. His chafed skin leaves a wet, pink trail on outward again, filling more spaces with
the linoleum. its presence. Soon, there’ll be nowhere
◊ Internal: Your head pounds, the white-hot agony erasing left for you.
all your senses. You fight the urge to smash your skull ◊ Internal: You don’t want to be trapped
against the wall. They want out. in this body. It’s not you. You want to
◊ Internal: Smooth flesh replaces your mouth and nos- be something else. You choke on this
trils. Your left eye is next to go. Soon, you’ll be locked in feeling.
darkness.

Body and Mind 195


196 Chapter 8 – New Flesh, Ancient Desires
Isolation
Deformity and illness separates us from society, Transcendence
marking us as the other. Shunned and reviled Be it voluntary or involuntary, transformation offers
for our otherness, we’re often forced to retreat us new insights into who we are and what we may
from humanity when we need them the most. become. Humanity once savored its corporeal fluid-
In contrast, transformation infests us with ity, delighting in the Flesh’s ultimate freedoms and
dread and paranoia as we desperately seek pleasures. We defied natural boundaries, redefining
to maintain our identity. We dare not trust petty concepts of shape, form, and gender. Upon
those different from us, as their otherness may our imprisonment, our bodies were constrained by
change us as well. This divisive cycle of fear biology, robbed of their ability to change and evolve.
and suspicion isolates us even further, com- Yet, they remember.
pounding our torment.
Humanity recognizes the physical limitations placed
In contrast, our otherness can create com- upon us and yearns to surpass them. Although we fear
munal bonds, driving the afflicted to seek out monsters, we also recognize our kinship with them.
their own kind. We share our condemnation, We marvel at their beauty and power, and envy their
where monsters live without judgment. Those freedoms. Like splinters under the skin, our need for
who’ve transcended the Flesh are welcomed, physical transcendence itches and taunts us. When we
free to share their desires and dreams. Instead, cast aside our fear and shame, we rediscover our lost
humanity becomes the outsiders, treated with legacy.
animosity, distrust, and fear. These narrative
themes are frequently associated with Madness ◊ World: The death metal band, Surman Suuhun, tours
magicians and Children of the Underworld. the country, igniting controversies with their trans-
humanist ideals and philosophies. Many of its dev-
◊ World: Rumors circulate about an isolated otees claim to have achieved immortality through
resort that accepts the remade, as well as those their practices.
seeking to leave the old Flesh behind.

8
World: The Forgotten God Phantasus consecrates
◊ World: An entire township is cordoned off the flesh of its sleeping devotees, who awaken in
after residents start developing physical irregu- fantastical bodies. Heretics and apostates are trans-
larities. Health officials refuse to comment, and formed into horrifying monstrosities.
all communications are suppressed.
◊ Surrounding: Despite their apparent wasting illness,
◊ Surrounding: Your Relation’s home is your Relation incessantly talks about their ‘Becoming.’
abandoned. In the bathroom, suits of dried They’re willing their future self into existence.
skin are neatly folded on the counter. A sticky
note accompanies each one, reading, “Day 1… ◊ Surrounding: Following their meetings, members of
Day 4… Day 9…” a veteran support group start exhibiting bestial and
biomechanical mutations. Several eventually disap-
◊ Surrounding: The bouncer’s gaze drifts pear without a trace.
over you; rectangular pupils constricting. His
frown reveals serrated teeth. “You’re not our ◊ Internal: Scales rise from your weak flesh, muscles
kind. I’ll only warn you once.” thickening and swelling. You’ve been weak for far too
long. But never again.
◊ Internal: They reshaped your body to
match their perfect image. How can you go ◊ Internal: Peel back your useless skin. Cut away the cor-
back to the outside world? rupted meat. Allow your true humanity to be released.

◊ Internal: The trailer park is where you


belong. Beyond its fences, the Smoothies hate
and hurt people like you.

Body and Mind 197


Psychoplasmics ◊ Surrounding: A local hotel hosts the
Therianthropic Society, which offers seminars and
In KULT: Divinity Lost, the Flesh is integrally connected to the discussions on unleashing one’s inner natures.
human psyche. We are reshaped and distorted by our fears Several murders occur over the weekend; nota-
and yearnings; our Madness and Passion literally manifest ble for the animalistic injuries inflicted.
on and through our physical forms. In this way, the GM can ◊ Internal: Why won’t people believe you? Can’t
supplement standard body horror themes of dissolution they see the monster you’re becoming? They call
and degeneration, and utilize the body to reflect psycholog- you crazy, but soon enough, you’ll cease to be
ical concepts and narratives. The Flesh physically reflects human.
our hidden desires and unconscious thoughts, revealing our
secrets for all to see. Through these physicalized representa- ◊ Internal: Your teasing fingers dimple your belly,
tions, characters can become living allegories. and then sink deeper. The flesh parts like warm
clay, pleasure unleashing your imagination, urg-
ing you to remold yourself.
Perceived Reality
Since our imprisonment, humanity has all but forgotten the The Nightmare
organic fluidity we once possessed. On occasion, these dor-
mant memories rise up, twisting our perceptions. We gaze One manifestation of our fears is body dysmorphia,
upon human faces and recognize an inherent wrongness where the sufferer obsessively believes some aspect
there. In some, this revelation inspires fear and revulsion. of their appearance is flawed. This isn’t simply due to
They desperately cling to the Flesh’s purity, rebelling against low self-esteem and self-loathing. The sufferer per-
any threats to its perfection. Others are instilled with an ceives actual imperfections, even where there none
uncontrollable need to be transformed, casting aside their exist. They believe their bodies are malformed and
false visage. They seek to unshackle themselves from the ugly, even when they’re completely normal. In extreme
Flesh’s constraints. cases, this delusion extends to seeing monstrous
qualities or not recognizing themselves in the mir-
The Illusion’s deceptive influence continually mutes our ror. In turn, victims can actively harm themselves to
perceptions of the True Flesh. Even when we are unshackled maintain an ideal body, which leads to further damage
from its power, others remain wholly unaware of our trans- and trauma.
formation. As such, we may perceive our body dissolving into
something else, but others remain completely ignorant. They In KULT: Divinity Lost, these problems can reshape our
dismiss our plight, categorizing it as delusion, only deepening bodies. Our delusions manifest as physical alterations,
our isolation and fear. reflecting our perceptions of reality. These changes
may be temporary or permanent, rewriting our physi-
Conversely, while still in the Illusion, we cannot see what cality into something horrific, revealing our sins, fears,
truly lurks beneath Reality’s benign mask. Vile creatures walk and self-doubts. Worse, our perceptions may be unfet-
amongst us as rarified beauties. Although we may instinc- tered as we see our true faces beyond the Illusion. Our
tively sense something abnormal, we’re denied the ultimate monstrous forms show themselves, and the True Flesh
truth. Even when we gaze into the mirror, we see nothing. reveals itself.
Only once the Illusion crumbles do we recognize the actual
monsters in our midst. ◊ World: A viral trend encourages people to emo-
tionally regress and rewrite their lives. Several
◊ World: New biotech injections provide patients with members physically infantilize themselves, much to
serene expressions, heightening their natural beauty and the horror of their loved ones.
obscuring all negative emotions. The treatment’s popular-
ity grows, even as bizarre side effects begin surfacing. ◊ World: Penitents claim that God has demanded
they reveal their sins. As they confess, their bodies
◊ World: Across the country, people secretly gather to deform and mortify according to their transgres-
engage in raucous sex. Lost to Passion, their bodies merge sions. People near them too long soon hear the
together, allowing them to share and trade their physical voice of this angry god as well.
characteristics.
◊ Surrounding: You find them slumped over the
◊ Surrounding: They sit across from you at the restaurant, stationary bike. They’ve literally worked themselves
feeding greasy morsels into their twitching mandibles. to death. Their dead eyes remain locked on their
Crumbs and drool spill over the flushed goiter drooping mirrored reflection.
beneath their shiny chin.
◊ Surrounding: Your Relation reaches from the
shadows, plucking the rancid meat from the floor.

198 Chapter 8 – New Flesh, Ancient Desires


The hand is supplicated with tubing and jagged glass. They behaviors, such as cruelty, suspicion, and sudden bouts of
whisper, “You should go now. Before I hurt you.” unwarranted fury. We lash out at the world and our loved
◊ Internal: Father was right. You’re weak and empty. The ones with equal ferocity. Our grievances eat away at our souls,
twisting them into cruel caricatures. We become primal and
gaping hole where your heart should be proves it.
predatory, feeding the ravenous beast within. When this mon-
◊ Internal: Don’t look. That can’t be you. You’re not that ster slips its restraints, it can consume us completely, wearing
thing staring back at you. Even though you want to be. our flesh to inflict pain and suffering.

SELF-LOATHING ◊ World: An extremist group declares war against the


country’s immigrants and ‘race traitors’. Its most violent
Our self-perception is deeply affected by those around members physically change, their faces devolving into
us. The media assails us with perfected bodies and skull-masks carved with fascist symbols.
definitions of health. Social networks eye us constantly,
driving us deeper into self-loathing and shame. Verbal ◊ World: The Burning Man stalks the warzone, incinerat-
assaults and teasing manifest as physical wounds. We ing everything in his path. A living inferno, the immortal
may literally shrink away from degrading remarks, creature is little more than charred bone and blackened
reduced to toad-like things. Dismissed and ignored, our gristle.
faces may fade, erasing us from existence. ◊ Surrounding: A disgruntled teen is arrested for murdering
Similarly, emotionally troubled individuals may harm his sleeping parents. Police found him aimlessly wander-
themselves as a form of maladaptive coping mecha- ing the streets, covered in gore. However, forensics points
nism. This fleeting pain provides them relief and focus, to the parents having attacked each other.
yet soon inspires guilt and self-loathing – driving a ◊ Surrounding: The gunman stalks the nursing home,
cycle of self-harm. The further they sink into the harm- executing anyone standing between him and his elderly
guilt cycle, the more ritualistic scars and injuries open mother. Blood and pus ooze drip from the metallic shards
on their bodies. Blisters and burns mar their flesh. erupting from his skin like protective barbs.
Foreign objects manifest to rupture flesh, puncture
muscles and organs, and drill through bone. Symbols
◊ Internal: They’ve betrayed you for the last time. Be the
brute they’ve always feared. The Beast is finally loose.
and insults etch their faces and chests, revealing their
hidden truths. ◊ Internal: You flex your hand, examining the bony claws
splitting your nails. Sink them into the bastard’s throat
◊ World: The Angayarkanni Center treats victims of

8
and tear, tear, tear.
gender dysphoria. Through a special form of psycho-
therapy, patients physically manifest their true identi-
ties. Some never return from the gated community. The Dream
◊ World: A local gang murders parents and tor- Desires of the Flesh are intense, calling us to transcend its
tures their children. Its members bear strange defor- limitations. Many strive to achieve perfect bodies and defy the
mities and painful stigmata. human condition. Many remember their true selves, obscured
and suppressed by the Illusion. These transcendents seek to
◊ Surrounding: Following an ugly breakup, your remake themselves and redefine humanity. They sculpt their
Relation suffers from deep depression. They con-
bodies through cosmetic surgeries and health regimens, as
tinually shrivel away, no matter how much they
well as extreme tattooing and body modifications. Yet, even
eat. Their skin becomes transparent, exposing the
these transformations can leave them wanting.
structures beneath.
When our dreams overwhelm us, sexual neurosis and
◊ Surrounding: This figure lacks any human skewed self-perceptions can cause profound physical trans-
qualities. Under their stained hoodie, their face is
formations. Excessive body builders and health devotees
completely smooth and featureless. They truly are
may devolve into primordial creatures of muscle and fury.
the nobody people said they were.
Hyper-sexualized desires can warp the body into fantastic
◊ Internal: The mouth behind your head starts tableaus of pleasure and passion. Some completely abandon
talking again; fat lips and tongue tangling in your their humanity, assuming other guises of monstrous beauty
hair. You could ignore its heartless accusations, if and alien form.
only it wasn’t telling the truth.
◊ World: Romantic body modders, the Changelings use
◊ Internal: Wrap the bandages tight. Cover dream therapy and pharmaceuticals to unlock their
the scars. Hide the hateful words they spell out. hidden forms. Most were orphaned by Children of the
No one must see. No one must know what you Underground.
really think.
◊ World: Dr. Albreckt’s beauty treatments results in
patients suffering radical transformations. The psychol-
RAGE
ogist’s concept of ‘attractiveness’ does not adhere to
Our inner demons lurk behind masks of civility, conventional ideals.
barely constrained by morality and self-con-
trol. Yet, these social boundaries are tenuous
◊ Surrounding: Spindly things crawl free of their card-
board nests. Once discarded people, they’ve now
and cast aside with unnerving ease. Initially,
become hunters.
our violent urges may manifest as antisocial

Psychoplasmics 199
◊ Surrounding: From the doorway, they motion to you with
long, sinuous fingers. The shadows cling to their willowy We are the
Gateway
form. They could reach out and sweep you away, if only
you’d let them. You’re almost as afraid of refusing as you
are of consenting.
◊ Internal: Sunlight bleeds through the curtains. You dreamt Although we cannot escape our bodies, they remain susceptible
of transcending all corporeal restraints, devolving into to outside influences. We can be invaded, infected, and violated,
pure desire. As dozens of eyes fully open, you dimly won- transformed into hosts for supernatural entities. Our flesh serves
der if you are still dreaming. as clay to be remolded, vessels for their essence, or food to
sustain them. We may invite their defilements, offering our-
◊ Internal: Your blood sings with fire. Each change moves selves to their nefarious designs. Their insidious assault may go
you closer to perfection. Abandon banality and embrace
undetected until far too late. Once the monsters break into our
your ascendance.
sacred prison, we have nowhere to run.

SINS MADE FLESH


We fear our sexuality as much as we long for its pleasures.
Spiritual Transformation
We suppress our darkest desires, hiding them from ourselves Our souls and bodies are inextricable, but we may lose parts
and those around us. Yet, the Flesh yearns, constantly reminds of them to exterior forces. Infernal beings can slip inside our
of these unfulfilled longings. We indulge our paraphilias only minds, compelling us to do unspeakable acts. Doppelgängers
in dreams or in private. As we lose ourselves to Passion’s syphon our strength and memories, depriving us of our lives.
maddening grip, our façades fall away, revealing the true soul Entities from beyond Time and Space utilize our flesh to
within. After the pleasure ebbs and cool, we may be left naked manifest in the physical world. Even without overt transforma-
and ashamed. tions, we’re faced with the horrific realization that our bodies
no longer belong to us. Soon, we can only gaze out through
Some desires cannot be restrained. They infest our waking
someone else’s eyes.
moments, warping our psyches, and eventually our bodies. We
yearn for the realms where sensation transcends meaningless While forced assimilations may be quick, many offer warning
distinctions like “pleasure” or “pain”. We give ourselves over to signs of the threat growing within. Before being fully possessed,
primal hungers, letting them rule us. Their comforting embrace victims may disrupt or dispel the invading force. This arduous
far outweighs the banality of our puritan societies. task may require unusual materials, arcane items, and personal
sacrifices. Our freedom may inflict a heavy toll, and we might
◊ World: An author of erotic vampire fiction gains popu- be physically altered by the attack. Entire stories can be woven
larity, an entire subculture forming around their books.
around these psychic struggles, exploring the PC’s frantic efforts
Ardent fans take the material as gospel, indulging in
to maintain control of their bodies.
ritualistic sex. More exsanguinated bodies are discovered
every day. ◊ World: After combating wildfires in the ‘haunted’ forest,
volunteers succumb to high fevers, uncontrollable tics, and
◊ World: Patrons of the House of Milos indulge in their par- eventual paralysis. Upon recovery, they suffer profound
tialism fantasies – worshipping body parts, such as eyes,
personality changes and atavistic mutations.
breasts, hands, and legs. Regular members develop vesti-
gial limbs, transforming into paragons of their desires. ◊ World: Revenge killings spread across the city. The vigilan-
tes exhibit bizarre deformities, such as feathers, talons, and
◊ Surrounding: A perverse sculpture, the limbless thing vestigial wings.
exudes sex. On its feral, carnal face, a sphincter-like mouth
quivers, begging, “Hurt me. Please. Hurt me." ◊ Surrounding: Bloodied horns protrude from the ruined
sockets, twitching, scanning like the eyes they’ve replaced.
◊ Surrounding: The body fuses with the chair’s leather and Jaundiced skin shreds with every lurching step until the
wood. Stumped limbs serve as armrests, while legs and
thing inside shirks off its human disguise.
thighs are sewn together for cushioning. You recognize a
butch masculine tilt to the stitched face. ◊ Surrounding: After their vacation, your Relation’s behavior
becomes unrecognizable. Their timid nature has gone.
◊ Internal: Your mouth and jaw tighten, losing definition. Now, they engage in dangerous behaviors without safety
Lewd slits mark your former nose. The inability to breathe
nets, as though they have a death wish.
fills you with delicious panic.
◊ Internal: Your flesh molds itself according to someone ◊ Internal: The headaches are getting worse. Your ashen
flesh crumbles away, muscles and tendons hardening like
else’s needs. Be their dream. It is the ultimate surrender.
leather. It’s stealing your life, killing you by inches.
◊ Internal: You wake up, entwined in sullied sheets. You
don’t recognize the hotel room, let alone whose blood and
spit splatters your body.

200 Chapter 8 – New Flesh, Ancient Desires


Not of Nature there. We’re slowly subsumed by them, our flesh sating their
immortal hunger.
The natural world is rife with parasitism and symbiosis. Crea-
tures live on us and within us, feeding and breeding, drawing ◊ World: A secluded team of biologists report discovering
our strength to sustain their existence. Some fungi and insects an undocumented fungi, now restored by the thawing per-
even control their host, altering their bodies and minds to prop- mafrost. Contact abruptly ends after fragmented reports of
agate their species. Yet beyond the Illusion, far more insidious contagious fungal meningitis.
things await us. From Gaia and Metropolis, parasitic entities and ◊ World: A smallpox outbreak ignites mass panic in the major
sentient diseases seek out the warmest place to hide and grow city. Street prophets bless infected citizens in their god’s
– our imprisoned bodies. name, Baal Reshef. These converts become asymptomatic
Humanity’s relentless expansion has defiled our world with carriers – alive, but horribly scarred.
pollution and poisonous waste. Our water and air are befouled, ◊ Surrounding: “Let us in. You can’t believe the intimacy, the
killing and mutating us with carcinogens and toxins. Our freedom,” they say. Their throat inflates, as something forces
immune systems weaken and fail, succumbing to new diseases their mouth open. A slick, phallic length presses over their
and parasites. lips, inching toward your face.
◊ World: Red tides devastate coastal regions, poisoning entire ◊ Surrounding: The cancer curls and gnarls their bones like
populations of fish and animal life. Infected humans suffer rotted tree roots. Every breath pains them, wracking their
strange dreams and compulsions. Eventually, they walk into once-beautiful face with agony.
the ocean to drown, dissolving into new algae blooms.
◊ Internal: You pull the stinking bandages back, exposing
◊ World: People suffer intense pain, muscle and weight loss, gangrenous rot. You can’t ignore this anymore. You won’t
and hemorrhaging from the mouth and anus. Upon their be one of them. Get the hacksaw. Maybe it’s not too late.
death, yellow-white worms emerge from the hollowed out
corpse, seeking new hosts.
◊ Internal: Your stomach rumbles ominously. Tiny dimples
rise and fall, as the snakes grow more restless.
◊ Surrounding: Fronds and strands of fungus fill the aban-
doned car, completely destroying its interior. Weak mewing PSYCHOSOMATICS
escapes the tumorous mass on the driver’s seat. Something
As discussed previously (Psychoplasmics, p. 198), people’s
moves beneath the living carpet.
thoughts and emotions can have physical ramifications on their
◊ Surrounding: Children return from the abandoned play- body. Depression, fear, stress, and other mental disorders are

8
ground with unsettling growths and physical changes. exhibited as various illnesses through this mind-body connec-
Each touched the foul-smelling liquid bubbling up from the tion. In extreme cases, these psychosomatic manifestations
sandbox. can degrade and deform the Flesh, and even take on lives of
◊ Internal: The sickly, sweet rot makes your stomach churn. No their own. Our bodies become the hosts for these apparitions,
matter how much perfume and alcohol you use, the stigmata feeding them with our lifeblood and spirit until we’re com-
continue to fester and ooze. pletely devoured and cast aside. More insidiously, as we feel
our bodies and minds change, our anxieties and pain only fuel
◊ Internal: Since visiting the restaurant, you can’t stop eating this infection further.
their food. You endlessly gorge yourself on take-out to satisfy
the cravings. Your body loses definition, as limbs and torso ◊ World: The Ruby Plague sweeps through the nation. It
transform into sagging rolls of fat. is named after its symptoms – atopic eczema and peel-
ing skin – and linked with chronic pain and sleepless-
ness. More advanced cases lead to manic episodes and
The Enemy Within self-harm
Disease remains humanity’s constant companion and tormentor, ◊ World: Health agencies report localized clusters of pica,
condemning us to intolerable suffering and illness. The Demiurge a psychological disorder that causes people to eat bizarre
cursed us with this mortality of flesh, culling humankind through items. Sufferers crave carrion and develop physical muta-
sickness and damaged genes. Viruses assail us daily, overwhelming tions that allow them to consume larger ‘food’ items.
our immune systems with every new strain. Genetic mutations twist
our flesh and bones, as cancerous tumors infest skin and organs.
◊ Surrounding: They can’t stop scratching their belly and
chest, screaming, “Get them off me!” At first, you think
Even with modern medicines, we remain forever at the mercy of
they’ve gone mad, until you see the aphids crawling in
disease. We fear contagion, isolating ourselves from the world and
their wounds.
others. Time and again, we abandon our humanity to eradicate the
sickness, even where there is none. ◊ Surrounding: They lurch over, heaving. A torrent of
crimson pours from them. Their chest and belly balloons,
In KULT: Divinity Lost, our bodies can also become the home for far
as writhing ulcers fight their way out.
more insidious invaders. A myriad of viruses can overwhelm our
bodies, entering us through contaminated food and drink, injuries, ◊ Internal: Even as your flesh fuses together, you refuse
sexual contact, or simply breathing. Others are passed on through to move. Better to stay curled up beneath the sheets and
generations, lying dormant for years. No matter the source, these forget the world that’s betrayed you.
diseases can control our bodies, altering us beyond recognition. Those
◊ Internal: The worms are moving again, creeping under
who venture beyond the Illusion face worse threats, as our immune
your cheek, heading toward your eyes. You can’t let
systems remain wholly unprepared for the new and deadly illnesses
them win. Take the knife and save yourself.

We are the Gateway 201


Our Traitorous THE RISEN
Death magicians utilize undead as slaves and servitors.

Flesh However, memories tend to fade after death, degenerating


corpses into mindless and aggressive creatures, incapable
of complex actions. As such, magicians harvest the recently
When the Demiurge locked our Flesh into singular forms, it con- deceased, typically, victims of accidents, suicides, and vio-
demned us to endless cycles of mortality. From our first breath, lence. These Risen retain their former memories and abil-
we begin our journey toward death, consumed by age and dis- ities, making them excellent servants. Although they can
ease. Throughout this progression, our bodies endure physical survive incapacitating wounds, the Risen lack the capacity
transformations and degradations, triggered by hormones and to heal. Worse, as their bodies decay, they lose sensations
cellular decay. These imperfect constructs betray us, robbing us and intellect, devolving into lumbering monsters. Physical
of our physical strength and mental facilities. Even when we damage allows the rot to progress faster, rendering them
reproduce, the creature living within refashions us to serve its helpless.
insatiable needs. Worse, the Higher Powers and lesser beings
use this biological captivity against humanity, implanting new Some Risen escape their resurrectionist’s control, but
and terrible seeds in our bodies – waiting to harvest them when know their bodies will inevitably fail them. Those ‘lucky’
the time comes. enough to survive their undeath may become Revenants
(see KDL, p. 358). To slow their decay, they use embalm-
ing fluids and preservation methods. Heavy perfume and
Death is not the End makeup mask their putrefaction, allowing them to mimic
Once our bodies relinquish life, death is the expected out- life amongst humans.
come. Some refuse to accept this ultimate release and
stubbornly continue on. This undeath may originate from Unnatural Selection
fears, intentions, diseases, or curses. In most cases, our
minds and souls persist, even as our bodies rot around us. Prior to our imprisonment, humanity traversed the rap-
We are imprisoned, descending into torment, as we stare turous wonders of Gaia and beyond. These primordial
out through dead eyes. Some seek to obtain immortality realms required us to continually adapt and conform to
through alchemy, magic, or technology, while rarely con- their demanding environments. We crossbred with mar-
sidering the grim consequences. Terrified sinners refuse to velous creatures, assimilated their unnatural traits, and
accept death, fearful of the punishments waiting beyond remade ourselves to survive and thrive. These qualities
the Illusion. We soon discover the hells we denied would remain dormant, woven into our very essence. In times
have been a welcome blessing, in comparison. of intense stress, our immutable forms remember our
previous selves, waking up lost powers, and reshaping
◊ World: Despite the politician’s tragic death, they us into monsters. Indeed, these monstrous lineages res-
return to the public eye, regularly attending state onate through our cultural heritage and media. Stories of
functions. However, their appearance continually therianthropy and skinwalkers fill us with fear and envy,
degrades until even their clownish makeup can’t reminding us of what we lost.
hide the putrefaction.
◊ World: Acts of terrorism target desert oil refineries
◊ World: Viduus Cryonics offers patrons advanced and drilling rigs. Survivors claim the attackers are
cryopreservation, utilizing nanomedicine to animalistic horrors, disappearing as quickly as they
maintain neural networks and avoid vitrification. appear, dragging their victims beneath the sands.
Rumors circulate about patients perpetually stuck
at the point of death. ◊ World: The New Atlantis Group harvests the pol-
luted oceans for recycled materials. Its biotech
◊ Surrounding: The killer constructed laboratory department secretly enhances employees to survive
space beneath his home, as well as cages for in harsh marine environments.
failed experiments – undead children he mur-
dered to rebuild his lost family. ◊ Surrounding: A figure crouches on the brick wall,
cloaked in raven’s wings. Its face is an elegant
◊ Surrounding: The nightie lightly graces her gas- mask of ivory and bone, sunken eyes blazing with
bloated form. Viscous fluids slicken her discol- malice.
ored thighs. With a nicotine smile, she pats the
empty space beside her on the bed. ◊ Surrounding: Her lithe form slithers through the
water, as if born to it. She dips below the waves,
◊ Internal: Cramps wrack your body. Merely slapping her long tail violently before disappearing.
opening your eyes is agony. Ugly, purple
bruises darken your skin, as blood pools in its ◊ Internal: You curl your long toes, marveling at
lowest points. their new flexibility and strength. Your shoulders
and back aching though, forcing you to stoop over.
◊ Internal: The disease is killing you by inches.
The ritual will free you of this corrupted flesh. ◊ Internal: Bird song and animal calls wash over
Is it truly a sacrifice? What’s another person’s you. You’ve found your home again. Abandon your
life when compared to your own? convictions and worries. Recapture yourself.

202 Chapter 8 – New Flesh, Ancient Desires


8

Our Traitorous Flesh 203


Tearing Down With advances such as CRISPR, humanity continues unlock-
ing the mysteries of genetic engineering, tearing down the

the False Temple


boundaries of biology. Our jailers struggle to undermine
these advances, imposing rules and regulations, defiling
the sciences with half-truths and religious hysteria. Yet,
Once temples of the Flesh, our bodies were worshipped as the cracks in the Illusion continue to widen, exposing our
paragons of biology and beauty. Thus consecrated, these former natures and reshaping our Flesh. Even when we
malleable shrines reflected our desires and dreams without reveal monsters, humanity thrusts its bloodied hands into
shame or fear. The Demiurge deprived humanity of this free- the forbidden pool in search of forsaken wisdom.
dom, casting us down into immutable prisons of meat and ◊ World: The Public Health Service conducts unregulated
blood, of time and frailty. generational studies by treating couples for infertility.
Yet, humanity continues to rebel against its biological destiny. Several mothers die during child-birth; their children
We deny our mortal limitations, striving to regain our True suffer strikingly similar deformities.
Flesh and unlock its suppressed secrets. For these insurgents ◊ World: Underprivileged people and their families are
of corporality, established concepts such as beauty, gender, offered large sums of money for donating healthy
and biological restrictions confound and exasperate them. limbs and organs. Several donors disappear, having
Out of desire or yearning, they seek to cast aside the shackles been harvested completely.
of absolutes and taxonomy, ascending above their prison.
◊ Surrounding: Your Relation is being blackmailed
These heretics employ rigorous physical regimens, radical to perform body modifications on sex-workers by
medical procedures, and untested pharmaceuticals to tear their johns. They and their ‘patients’ are increas-
down and rebuild their personal temples. Others deny biolog- ingly terrified, as the more extreme changes are
ical destiny, transcending the Flesh through technology and non-consensual.
supernatural means. They redefine themselves and the world
in their own image. Many do not only seek their personal
◊ Surrounding: A philanthropic foundation saves
the city’s failing hospital. Under their management,
ascension, but humanity’s as well.
new and experimental procedures are performed
◊ World: The virility supplement miraculously enhances for free, prolonging life and curing chronic illness.
men’s libido and stamina. Yet, its creator takes great lengths However, the patients exhibit physical and mental
to hide the drug’s disturbing physiological and psychological transformations.
side-effects.
◊ Internal: Stay in control. Fight your emotions. Since
◊ World: Advances in 3D-bioprinting help treat critically the treatment, your flesh reflects your feelings and
wounded soldiers. However, the rebuilt organs and tissue thoughts. All of them. For everyone to see.
require biomaterials with unnatural properties and question-
able origins.
◊ Internal: You gaze down at the body that isn’t yours.
It isn’t even human. What have they done to you?
◊ Surrounding: Another body is discovered; its skull deftly
opened. After an autopsy, the coroner discovers the pituitary
gland and surrounding tissue are missing. Purity of Body
◊ Surrounding: Following their autoimmune treatment, your and Soul
Relation’s body transforms, switching genders and appear- Over time, our bodies may accumulate psychic toxins,
ance. And, then their personality changes to match. natural impurities, and manmade poisons. In extreme
cases, these chemical and mental instabilities manifest
◊ Internal: Pain is your life. The cancer is winning, imposing
upon our flesh, revealing our inner corruption. Others
its will on everything you do. You’re running out of options.
warp us into something unrecognizable, defiling our
Maybe it’s time to listen to the thing in the cellar.
bodies and minds. Yet, medical science – and health-nut
◊ Internal: As promised, the foul paste perfectly heals the charlatans – offers us salvation from these impurities.
wounds. You can’t be sure, but you swear the skin looks Also called detoxing, purification utilizes “wellness”
younger. Maybe if you use more? But the price was so high… treatments to purge patients their inner poisons. Some
more bizarre techniques, such as occult rites and arcane
The Cure is Worse rituals to dispel the (usually) metaphorical demons from
within us.
In our frantic search for wellness and immortality, humanity
violates the Flesh’s restrictions through medicine and bio- Of course, nothing in Elysium comes without conse-
chemistry. We abandon the Hippocratic Oath, as the desire for quence. These rituals and remedies leave lasting effects,
knowledge perverts our ethics. Down these darker avenues some more insidious than the cure. They may purge
of medicine, the body represents something to be explored, more than our toxins, depriving us of our emotions, our
dissected, and studied. In the name of progress, pain and fear beauty, or even our lives. Malkuth utilizes radical ther-
apies to enhance our perceptions and strengthen our
become acceptable consequences. Only the Greater Good
weakened divinity separating people from the Illusion. In
matters. At least, that’s how torments and terror are excused
contrast, Togarini twists and deepens our compulsions,
by ‘rational people’. The broken and deformed are not victims,
driving us further into the Illusion.
they are symbols of hope.

204 Chapter 8 – New Flesh, Ancient Desires


More Human
than Human
Biotechnological blurs the distinction between biology and
machine. Genetic modification allows us to splice genes and
fuse them into new organic constructs. Animistic and necro-
mantic rituals remold our Flesh into inanimate objects. Time
and again, we embrace medicine and magic to transcend our
corporeal forms without considering the dire consequences.
We may even be denied the choice, as our bodies are utilized
as components in freakish constructs.
With each technological advance, the barrier between Elysium
and the Machine City cracks. Its alien landscape invades our
world and rewrites bodies, altering us for unknowable
purposes. We become living mechanisms, our human-
ity replaced by soulless metal and clockworks.

Ghost in the
Machine
In certain situations, human souls
are confined within inanimate
◊ World: To acquire objects, usually through dark magic
free health care, or possession. The victim retains
uninsured patients must their mental facilities, memories,
undergo mandated ‘puri- and personality, but their physical
fication’ therapies. Many abilities are restricted according to
patients become increas-

8
the object’s design. For example,
ingly homogenous, losing someone encased inside a statue
their racial and gender would lack any human senses or
identities. ability to move and/or communi-
◊ World: An asceticism cate. In contrast, the same victim
revolution spreads trapped inside a laptop computer
worldwide, as people could see through its camera, hear
expunge their corporeal through its microphone, and com-
forms. Practitioners sever municate through the keyboard,
and cremate their limbs, so screen, and speakers. However, they’d
their ‘godflesh’ can ascend to the still lack all physical sensations and freedom
astral realm. of movement. In most cases, this bodiless exis-
tence causes victims to slowly go insane from lack
◊ Surrounding: An intricate web of of mental and somatic stimulation. These material
flesh and vestigial limbs, two bodies
prisons become miniature purgatories, as the victim’s
writhe in the bed. It slowly divides into
mind erodes in nightmares and hallucinations until
eerie lookalikes, as the original body
they can no longer tell if they’re awake or asleep.
sheds its defining traits.
In some instances, the ethereal soul and inorganic matter
◊ Surrounding: The masked doctor carefully bond together. These ascended objects gain rudimentary
removes the slug from its jar and looks lovingly
abilities, including mobility. Certain objects, such as vehicles
at you. “Fear not. Soon, you’ll be free from
and machinery, are more prone to this transformation. Dolls,
those horrible desires. Oblivion is far better
mannequins, and robots also fall under this category. Through
than conscious sin.”
enormous effort, the imprisoned soul can move and operate
◊ Internal: The nodule pulses with dull pain. the object, much as they would a normal body. Still, the tor-
You feel it swell, syphoning your anger into ments of this fleshless existence drives most to committing
tumorous form. Almost time now. Get ready violence against the living.
to cut it away.
◊ World: The traveling archeological exhibit fascinates and
◊ Internal: Bloody vomit oozes from your horrifies patrons. Its notoriety grows, as people notice
mouth and nose. The former contents for how statues change positions and new exhibits eerily
your stomach squirm in the tub, terribly resemble missing locals.
alive. Its misshapen form resembles your
hidden secrets. And it wants back inside.

More Human than Human 205


◊ World: Across the country, random per- The Signal
sonal organizers begin screaming in pain.
If spoken to, their altered voices plead to Our bodies are bombarded with electrical
be killed, seeking freedom from the Beast’s or magnetic fields, completely undetect-
tortures. able to our senses. Meanwhile, radios, cell
phones, televisions, and computers inun-
◊ Surrounding: The intricate glass box glitters date our senses with an endless torrent of
in the light. Smoky liquid curls and flows deep images, sound, and information. Controlled
inside its crystal heart. When held at the proper by humanity’s jailers, most of this content is
angle, something looks back at you. specifically meant to alter our thoughts and
◊ Surrounding: The computer screen flashes to lull us to sleep. But sometimes, they contain
life, as the Instant Message screen activates. Words hidden signals, invisible to our mental per-
appear, typing in broken English. Please. Let. Me Out. ceptions, but speaking directly to our physical
biology. They awaken new – and forgotten
◊ Internal: The world passes by your unblinking
– desires within the Flesh, urging it to evolve
eyes. You scream inside your skull, desperately
into something entirely different. Even as our
struggling to move the plastic and rubber thing your
bodies revolt against us, we remain horribly
body has become.
ignorant of the cause. These narratives can
◊ Internal: Tendrils of copper and silver painlessly intertwine with the existential threats in Of
bind the watch into your wrist. Ticktockticktock. Wait. Fears Unknown (p. 152).
Its metal hands changed, marking off time you don’t
remember.
◊ World: The Room streaming service broad-
casts ‘secret’ series, some with a longer
list of episodes than daytime soap operas.
Of Meat and Metal While the content itself does not consist
of snuff films or porn, viewers are always
As technology advances, the gulf between man and
encouraged to watch ‘just one more epi-
machine has shrunk considerably. Even now, the
sode’ to unlock further delights or mysteries.
dreams of science fiction are becoming medical fact.
They binge watch for longer and longer
Biotech researchers have replaced organs and installed
periods of time, their back curving into
hardware into human bodies, trying to preserve life
painful arches and their legs sinking into the
through computers and mechanics. Biohackers, also
seat. Soon, a slender tube emerges from their
known as ‘grinders,’ have begun introducing cameras
mouths, feeding them a thin gruel as they
and other tools into their flesh. In secret labs and private
refuse to do anything but watch.
hospitals, more radical amalgamations of Flesh and Steel
are underway. This intense fascination has weakened the ◊ World: After an atmospheric study, an ion-
Illusion, inviting aspects of the Machine City into the world ospheric heater facility goes silent. Its last
and our bodies. transmission repeats the word ‘Tuurngaq’ for
◊ World: A group of grinders, The Affront, releases their
ten minutes.
extensive manifesto. Half philosophical statement, half ◊ Surrounding: With each neon strobe, club
instruction manual, the Anatomies detail intricate biohacking patrons stretch and morph into grotesque
mods and techniques for transcending our humanity. abominations. The song calls for devolution,
◊ World: A university project advances brain-computer inter- dissolution, and surrendering to the Dance.
facing, allowing users to interact with external technology ◊ Surrounding: A child’s voice whispers Enochian
through thought patterns. The project halts when a student words through short-wave radios. The number
reports seeing monsters around them. station’s transmission spreads, slowly transform-
◊ Surrounding: They’re crouched by the cellar’s corner. As ing its listeners into angelic monstrosities.
you watch, their belly splits open, exposing an organic engine ◊ Internal: You lean closer to the car radio, trying
of gears and viscera. One by one, they feed the squirming rats to distinguish words in the static-shrouded voices.
into the intestinal pit, lubricating the clockworks. They smile Ignore how your flesh is adhering to the vehi-
in relief. cles’ interior and upholstery. With each passing
◊ Surrounding: Corroded cables and pulsing tubes worm their moment, you hear them more clearly and they’re
all that matters.
way through supplicated flesh, animating the gutted body with
electricity and briny fluids. ◊ Internal: The audio logs detail the speaker’s slow
◊ Internal: Exhaustion tugs at you, but the computer screen degradation into something inhuman. They’re
talking in your voice. You need to know what you’ll
holds your attention. Glancing down, you marvel how your
become.
hand and the mouse have fused in perfect harmony. You
resume your research.
◊ Internal: The gaping wound remains bloodless. Beneath the
lacerated skin, you see the metallic sheen of artificial bones
and tendons. The opening exudes an oily, engine smell.

206 Chapter 8 – New Flesh, Ancient Desires


Fate Worse Than Death
Body horror represents the eternal betrayal and dissolution of our bodies, imprisoning us
with no hope of release from our suffering. We run from ourselves as the monster in the
mirror. We must endure the pain and disgust as our bodies crumble, mutate, and deny us
self-control. Sometimes death is better than becoming entrapped by the Flesh. These perverse
terrors manifest in numerous ways, both physical and psychological.
Unfortunately, these baleful transformations are common in KULT: Divinity Lost, where human
bodies are twisted and reshaped by Madness, Passion, and Dreams. Some physical changes
are willingly invited, while others are accidentally self-inflicted with true understanding
coming far too late. We may be assimilated and utilized as building materials for cruel and
alien monstrosities. In these oubliettes of skin and bone, our minds erode from terror and
hopelessness, knowing we are lost.
◊ World: An internet sensation, the Collection live-streams dozens of human heads arranged
inside glass boxes. Each appears alive and aware, silently screaming at the camera. New
additions appear regularly.
◊ World: Nicknamed ‘rafts,’ amalgamations of naked bodies are found floating in canals,
fountains, and cisterns. Their still-living but unaware forms continually devolve into primor-
dial soup.
◊ Surrounding: Limbless torsos are suspended by chains. Feeding tubes and catheters keep
the bloated bodies alive, as their fluids are drained and recycled.
◊ Surrounding: Your Relation’s face floats like a rotten apple behind the hazmat suit’s visor,
listlessly bobbing in murky fluid. Only their eyes remain unspoiled, wide and terrified.
◊ Internal: Distant voices reach you through the embryonic fluid. They beg you to return.
You curl yourself tighter, fearing that world. You’re safer down here in womblike peace.
◊ Internal: The gun’s cold metal soothes your feverish mouth. It shakes in the swollen

8
slugs you once called fingers. How much longer can you resist the need to end this?

Assimilation
Even in illness and trauma, our bodies remain sacrosanct and private. For all our suffering,
we personally endure our failing flesh in blessed individuality. Yet, sometimes, this sacred-
ness of body is truly violated and we are drawn into the Flesh of another. We are con-
sumed, swallowed by the protean quicksand, yet horribly persist. Our individuality is erased,
reconstituted as little more than helpless meat.
The Gransangthir and Cairaths are embodiments of this concept, continually hunting
for new additions to their horrific bodies. Although consumed and amalgamated within
squirming flesh, each human consciousness remains, slowly going mad from their torment.
Other creatures harvest humans in similar fashion, assimilating their bodies and specific
organs, such as brains and eyes. Children of the Underworld meld humans together, creat-
ing beasts of burden and vessels for breeding.
◊ World: Deforestation unleashes an unknown fungus. The afflicted gather in groups and
fall into catatonic states. Their bodies merge and blossom into new fungal clusters. This
process does not appear to kill the unfortunate host.
◊ World: United Nations troops uncover mass graves from ethnic cleansings. Details
are suppressed, but rumors circulate about fused bodies assimilating into still-living
monstrosities.
◊ Surrounding: Back to back, the five youths are joined together in a human pentagram.
Their scarified bodies are bound by meat, bone, and muscle, moving in perfect unison.
◊ Surrounding: The struggling man slips down the thing’s leathery throat. A moment
later, his screaming face joins the dozens already decorating the creature’s fetid hide.
◊ Internal: Your heart is barren, stripped by isolation. They’re calling to you, offering
serenity in togetherness. All you must surrender is your mortal shell.
◊ Internal: You hear your voice somewhere above, muffled through the fabric. The thing
stole your face, relegating you to this shameful place. How much of you even remains?

Fate Worse Than Death 207


Chapter 9

Exquisite
Horrors

L
ucas stepped forward, squinting in the uneven light. Flag-
stones stretched before him, wreathed in vibrant flowers and
grasses. Dozens of candles decorated each stone. Beyond the path,
vast and organic shaped waited. Ancient evergreens, reaching into the
profound darkness, obscuring the subterranean roof. They swayed in
an unfelt breeze, creaking mournfully. 

A refreshing fragrance of pine needles soothed him. It covered another


sweeter, sickly smell. In the candlelight, he recognized familiar shapes
within the tree trunks. Human bodies blooming with moss, their flesh
and limbs merged with the wood, some mere suggestions amongst
the bark and roots. They should have repulsed him, but he sensed true
peace here. He walked amidst the Divine’s glorious works. Both sacred
and unholy, profane and sanctified. Indivisible and entwined. Fear,
pain, and solitude were meaningless here. 

A whisper drew his attention. One of the trees had opened, revealing its dark heart. A
place for him to rest, silently urging Lucas to unshackle his human burdens. Freed of
doubt, he stepped inside, resting against the warm moss. Embracing gentle oblivion. 

208 Chapter 9 – Exquisite Horrors


Overview The Nature of
the Sublime
KULT: Divinity Lost explores the horrors stemming from the The sublime excites thoughts and emotions beyond ordinary
personal anxieties, doubts, and traumas of the PCs. Its haunt- experience, when we encounter the fantastic and the gro-
ing narratives expose players to harsh truths, which inspire tesque. We realize how small we are in the scope of things, yet
awe, confusion, and wonderment. They witness grandeurs how beautiful this incredible scope actually is (or could be).
and grotesqueries, experiencing fear and reverence alike. This This feeling touches us deeply and affects us in strange ways;
hyperreality is the dominion of the Sublime, where beauty and often unpleasant, yet still oddly alluring. We experience sensa-
terror are indivisible. tions of exposure and euphoria. Some examples of the sublime
include:
The Sublime permeates throughout KULT: Divinity Lost, accent-
ing its characters, narratives and settings with exquisite fears ◊ Staring dizzily into an abyss, knowing that with one wrong
and terrifying glories. This chapter helps the GM familiarize her- step we’ll plunge to our death. Yet here we stand, our
self with this concept if she wishes to include it in her stories. choices having brought us to this cliff.
◊ Walking in the woods while a thunderstorm rages over-
head. Nature’s fury instills us with both crushing insignifi-
cance and overwhelming awe.

SUMMARY ◊ In Metropolis, we stand before an immense statue. It sol-


emnly sighs, before raising its feet and and walking away.
Aspects of the Sublime: Using the sublime to create a
tense atmosphere and establish tone and mood. ◊ Staring up at the firmament, we marvel at the infinite
vastness of space.
Alarming Sensory Perception
Perceptions:
s: Sounds and smells that
are tied to our primal reactions. ◊ Entering an impressive cathedral, we feel almost faint,
quietly making our way forward beneath its high arches.
Morbid Attraction: How erotisicm and passion may take
Bathed in the majestic light streaming through exquisite
us to the extremes.
stained-glass windows, we approach the suffering Christ.
The sublime is an experience central to humanity’s nature, and
we seek it out whenever banality deadens our lives. Through-
out history, religions and mythology have been our central

The Sublime
Exquisite Horrors explores the terror and dread of the sub-
inspirations, providing us with well-measured portions of the
sublime. They gave us the Divine's horrifying, yet also exalting
magnificence. In the modern age, many have turned their back
on this source of the sublime. For some, this rejection leaves
9
lime, the feeling of being emotionally engrossed, humbled, them with a hollowness they can’t explain.
and overwhelmed when encountering something beyond our
Others have sought out new sources of the sublime, such as
limited reason. This primal response was first discussed in
the thrill of extreme sports, the uncertainty of urban explora-
Edmund Burke’s 1757 seminal work, A Philosophical Inquiry into
tion, and the ecstasy of physical indulgence. In the dark world
the Origin of Our Ideas of the Sublime and Beautiful. In short, the
of KULT: Divinity Lost, however, the Sublime is not content
sublime inspires astonishment and wonder within the observer,
with waiting on the outskirts of human experience. It seeps in
confounding their sensibilities with deep and unnerving fascina-
through every crack in the Illusion, and invades our everyday
tion. In turn, this ultimately provokes terror, as the experience
lives. As the Demiurge’s derelict machinery continues to crum-
completely overpowers our senses and thoughts.
ble, there is nowhere left to hide from the enormous Truths
KULT: Divinity Lost and its cosmology are deeply infused with the waiting to be revealed.
sublime, contrasted and highlighted by the mitigating powers of
the Illusion. When the True Reality is revealed, we are mentally
overwhelmed, not just by the existential threats it poses, but
Beyond Panic and Fear
also by the beauty and enormity unfolding before us. Effectively The sublime is not just sheer panic. Being caught under
using the sublime requires a slow build. The GM must always collapsing buildings or chased by vile monsters invokes mere
keep in mind that sublime horror involves majesty and wonder, fear, not the sublime. There’s no time for reflection, and any
not just dread and pain. sense of atmosphere is overshadowed by the need for sur-
vival. Instead, achieving the sublime requires moderation and
Initially, allow the PCs – and their players – to be puzzled and
consideration. A game that seeks to invoke the sublime prob-
bemused by minute details. As these feelings linger, they’ll
ably won’t be filled with jump scares and high-octane chases.
become increasingly uneasy. The GM intensities their astonish-
Otherwise, the sublime’s psychological effects are drowned
ment by bits and pieces, allowing their unease to slowly turn
out by the noise. Instead, its aspects should be grotesque and
into a mix of wonder and terror. These can be accented by more
fascinating; horrific, but intensely beautiful. The sublime lurks
significant encounters and reveals, spicing things up and keep-
where attraction and atrocity are indistinguishable, and the
ing the players on their toes. Finally, the GM exposes the PCs to
observer remains distanced and safe – if only for now.
the full power of the Sublime, overwhelming and inspiring the
characters, as well as delighting their players.

Overview 209
THE SUBLIME AND SEEING In KULT: Divinity Lost, hardship is intimately connected to the
THROUGH THE ILLUSION Illusion. Deprived of our divinity, humanity remains hapless
prisoners in a hostile world. We embrace ignorance to endure
In KULT: Divinity Lost, the GM can introduce the sublime to
our daily torments, lulling ourselves to sleep with false dreams.
allow PCs to See Through the Illusion.
Illusion. The Move can be
Even when our eyes are opened, we are thrown into existential
enriched through an additional trigger condition, When you
misery. Beyond the Illusion, the True Reality holds unspeakable
experience sensations of the Sublime.
Sublime. In addition, the Sublime
hardships, none of which we are capable of overcoming in our
can open our senses to the Truth in more permanent ways.
current state.
If the PC’s Stability drops to Broken from witnessing the
sublime, the GM may provide them new Advantages or Dis- Yet, we can discover sublime freedom when pushed to our lim-
advantages as a result. Players may request these as well. its with nothing to lose. This uncomplicated existence delights us
In these cases, the GM should emphasize how the PC feels as we learn what we’re truly capable of. Only we can determine
as if something has awakened deep within them – some- our fate. This unshackled state feels akin to godliness.
thing grand and vast, yet also deeply unsettling. They never
One of the easiest ways to introduce hardship in KULT: Divinity
knew this was slumbering inside; now revealed, it blooms
Lost involves the Act Under Pressure Move, which adds poten-
into an unexpected, undreamt-of potential.
tial for failure to even mundane tasks. Avoid Harm and Endure
Injury become necessary when facing the fallout of such fail-
ure. Many GM Moves are also handy to convey hardship, such

Aspects of as Announce Future Problems to indicate potential difficulties,


which may narratively escalate later. Capture Someone, Put

the Sublime
Someone in a Bad Spot, Separate Them, or Take Away Their
Stuff can be used to remove the PCs' personal and social con-
nections, their mental and physical abilities, even removing their
The Sublime has many Aspects, described in greater detail Advantages or reducing their Attribute values – all to reveal their
below. They can be used to narratively introduce the sublime inability to cope with the hostile world on their own.
in the setting’s atmosphere and establish tone and mood. Ultimately, when the tense atmosphere is well established and the
Many Aspects overlap and combine very well, but the most stakes are at their highest, the GM can follow through with hard
memorable narrative moments rely on careful consideration. Moves. When the PCs fail their rolls or the conversation allows it,
Furthermore, the sublime needs to remain ultimately unex- the GM can directly Deal Damage and/or Decrease Their Stability.
plainable, forever holding mystery. Ambiguity remains at the These brutal results are the sublime face of Hardship, revealing
heart of horror; if one can perfectly understand the sublime, an indifferent and painful world. We cannot survive beyond the
it loses its narrative power. oppressive prison protecting us, not unless we find ways to redis-
◊ Hardship cover our divinity.

◊ Obscurity ◊ World: A new movement trends amongst extreme trekkers


and survivalists. They parachute into isolated wilderness with
◊ Power only the most basic items. Without maps or compasses, they
◊ Vastness struggle back to civilization. While survivors claim the experi-
◊ Repetition and Uniformity ence is transcendent, many never return.

◊ The Sibylline ◊ World: As the global pandemic spreads, it leaves economic


destruction in its wake. Homelessness, overwhelmed health-
◊ Magnificence care systems, and poverty devastate communities. Yet these
◊ Suddenness issues go ignored by the wealthy in their antiseptic bunkers,
condemning victims to eking out harsh lives in derelict
A great degree of synergy exists between these aspects,
cityscapes.
which means they can narratively complement each other.
Indeed, many of the following examples for the Sublime ◊ Surrounding: An oil platform is isolated by an intense storm.
utilize more than one of these aspects. However, at the The crew, already on edge, descends into paranoia when the
same time, they are also clearly distinct from one another. radio and electricity go out.
As such, any aspect can be effectively used on its own. ◊ Surrounding: You’re being sought for numerous vile crimes.
Your bank accounts are frozen, your possessions and home are
Hardship confiscated by authorities, and your family and friends either
ignore you or snitch on you. You know you’re innocent. The
We are shaped by hardship: trials and tribulations,
police are closing in.
isolation and fear, disorientation and debilitation. These
external and internal adversities force us outside of our ◊ Internal: You have three bullets, and half a bottle of water left,
comfortable lives. We are humbled and frightened; we and is lost in the dark city of Metropolis. The life you once had
must overcome or be overcome. We endure an inner is like a dream. You hear the feral howl of some predator. It has
conflict, recognizing our failings and inadequacies in the your scent now.
face of challenges or threats. If we are already taxed and ◊ Internal: Daylight streams down from above. Exquisite pain radi-
weakened, seemingly mundane tasks may feel insur- ates through your broken arm. Rescue could be a thousand miles
mountable, inflicting us with sublime dread. away. You seem to have fallen into some sort of vast chamber. In
the distance stairs are leading downwards.

210 Exquisite Horrors


Obscurity ◊ Internal: You hear musical, metallic sounds just beyond the
line of sight. Or are they in your head?
Obscurity fuels some of our deepest fears. Invisible worlds,
secret conspiracies, or those things hidden in the dark; all ◊ Internal: Repressed memories begin resurfacing, offering you
hold great power over us. The night intensifies our dread the smallest glimpses of something mysterious in your child-
and compounds our beliefs in the supernatural. In daylight, hood. A box of red wood, a key, an ancient coin. How much
the streets we walk feel familiar and safe, but obscured by more is there that you don’t remember? What does it mean?
nightfall, our world becomes sinister and foreign. Anyone
and anything might lurk in the shadows. Power
Obscurity includes our world’s imperceptible forces and In the face of those with great power, humans are humbled.
hidden threats. We fear the structures of power that exist We fear the strength of those who can destroy us. They could
beyond our perceptions. Despotic governments, strange be assassins, gang bosses, warlords, or even wizened bureau-
cults, and criminal syndicates are all founded on obfus- crats, able to harm us with weapons or words. They may rule
cation and fear. Our friends and family can be informers, far-reaching organizations and criminal empires, who can
unseen groups may constantly surveil us, or our enemies destroy entire families with a single word. In the presence of
might hack our computers and phones. They could make us true power, we feel weak, our knees turning to jelly, and cold
disappear. We never know who they are or when they might shivers are running down our spines. Standing against these
strike. powerful people will have dire consequences. And yet, at the
In KULT: Divinity Lost, the Illusion obscures the True Reality same time, we’re irresistibly drawn to power – we desire to be
from us. When we are made aware of this imposed blind- close to those who wield it, or wish to possess it ourselves.
ness, we gain a frightful understanding of the limitations Weather phenomena and natural disasters hold power
placed upon our senses. As long as we remain bound to the beyond our comprehension. Thunderstorms, tsunamis, and
Illusion, the Demiurge’s mirage gives us a sense of security. wildfires can engulf entire cities. Their raw strength and
In this way, obscurity is tied to KULT’s underlying cosmology uncaring potential intimidates us, but also fills us with morbid
– even when we open our eyes to the Truth, the lures and fascination. We freeze in awe, unable to avert our eyes, lost
deceptions of the Illusion remain ever-present. in rapture. Nature’s power also slumbers around us; calm,
Yet obscurity deeply inspires us and ignites our imaginations. subdued, and serene. We forget, for a moment, that she can
If we could perceive our world with true clarity, our lives harm us; then volcanoes erupt, the earth shakes, and torna-
would be cold, precise, and rational. As we delve into the does carve a swath of destruction across the landscape

9
unknown, we infuse it with our strongest emotions, and dis- In KULT: Divinity Lost, powerful and vast forces lurk beyond
cover inspiration in its countless nightmarish and wondrous our perceptions, such as azghouls, angels, lictors, and
qualities. The unknown inflicts fear, but it also attracts us, razides. Humanity may summon them accidentally or on
inviting us to explore. purpose; in our Illusion-bound state, we are utterly unpre-
Incorporating obscurity into the narrative classically encour- pared to encounter them in their full power. In these cases,
ages the sublime, primarily due to the uncertainties it inspires. the Aspect of Power often overlaps with those of Magnifi-
The unknown and unseen spur the imagination, teasing the cence, Suddenness, Hardship, and the Sibylline (see below).
players with opportunities to explore and introduce their own Cosmologically, power resides within two manifestations –
fears. This inherent curiosity can be used when developing the Higher Powers and humanity’s Inner Divinity. The Higher
Dramatic Hooks – inspiring the PCs to visit, confront, or inves- Powers exist even beyond anything our imprisoned senses
tigate obscured hubs, such as events, objects, locations, and and minds can understand. Even when we dimly perceive
NPCs. If they brave the unknown, they’ll shed light upon their what the Archons or Death Angels represent, we are left
worlds, revealing and expanding it – and creating room for helpless, awed by the insurmountable strength we face.
future questions. Our Inner Divinity is also intrinsically connected to Power.
◊ World: A string of newly-discovered poems from the As we Awaken, we unlock our stolen potential, more
ancient world all speak about the Red Mother, describing power than we’ve ever dreamt of. But in our imprisoned
her as both gentle and destructive. No two poems are from state, we remain weak and helpless. This duality is why
the same culture. power – and, indeed, all aspects of the sublime – affect
us so deeply. On a deep, unconscious level, we still feel
◊ World: The Vatican Library holds a series of diaries by our forgotten potential, even if most of us remain unable
Dream magicians. While they didn’t seem to know each
to tap into it.
other, their writings each contain a piece of a powerful rit-
ual. But no one knows what it would do, if enacted in full. In an extradiegetic sense, the GM has a lot of power over
the conversation at the table, guiding the narrative flow
◊ Surrounding: In the recent string of missing person cases, and imposing an atmosphere conducive to the sublime.
the few witnesses all claim to have seen the victim pulled
Which Moves the GM chooses to make, and when, can
into the darkness by … nothing. Now the shadows seem to
have a strong effect on how powerless the players
deepen each night and slowly start to engulf the whole city
(along with their characters) will feel. This should not
as more and more people disappear.
be overdone, however, as it risks railroading the play-
◊ Surrounding: A cult infiltrated your small town. Its sinister ers by taking away too much of their agency.
workings are evident everywhere, but determining who is
a cultist or a potential victim is nearly impossible. Everyone
◊ World: A feral predator stalks local villages and
logging communities. Armed or unarmed, alone
seems to be involved one way or another.

Aspects of the Sublime 211


or in groups, people are dragged away. Fearful Unconsciously, we recognize the True Reality’s vastness as an existen-
inhabitants refuse to venture out of their homes. tial experience that dwarfs us and erodes our notions of individual
Some begin to offer sacrifices to the beast. significance.
◊ World: The cargo being transported into Belarus Vastness also holds an inescapable allure, providing us somewhere to
is identified as a nuclear weapon. More than a lose ourselves and drown out the world on purpose. No matter what
dozen trucks were in the humanitarian convoy. The we’re trying to escape, we can find sublime peace in limitless space.
ramifications of this revelation throw the European Urban landscapes and sprawling mountain ranges offer us anonymity,
Union into panic while the Internet’s possibilities allow us to strip away fear and shame.
◊ Surrounding: The tornado tower sweeps across We’re empowered in this emptiness, forced to gaze inward. In doing
so, we may glimpse our Inner Divinity, unlocking our hidden potential
the fields, its winds tugging at your clothing. There’s
and shaping it to our own advantage.
no telling where it’ll go. You know finding shelter is
your only hope, but you cannot tear your gaze from Vastness strains the boundaries of our rational minds. Its alien and
its destructive splendor. unnatural splendor makes us feel insignificant and weak before its
◊ Surrounding: A cargo truck bears down on you, existence. Therefore, this Aspect of the Sublime frequently lends itself
to inflicting Keep it Together rolls, or even requiring the PC to directly
its noise and lights filling your your entire world.
Decrease Stability.
The driver smiles through the windscreen, laughing
maniacally. Finally, vastness also has great synergy with many of the other
◊ Internal: A mind of infinite power touches your soul. Aspects of the sublime. In Gaia’s wilderness, Metropolis’s chaotic
cityscapes, or the Underworld’s labyrinthine tunnels, the GM can
Your vision blurs as you shiver all over; is it fear or
introduce various hardships, such as Separate Them, Put Someone in
ecstasy? You don’t know.
a Bad Spot, Take Their Stuff, and Announce Future Problems. Crea-
◊ Internal: Prostrate yourself. Offer yourself over to its tures and locations can exude power, when they Capture Someone,
will. It can destroy you without a thought. Such might Make a Threat Move, or even Offer an Opportunity (With or With-
must be worshipped. out a Price). These environments are also rife with obscurity, be it
actual physical darkness or just the impossibility of knowing what
Vastness will await you there.

Born into the Illusion’s lie, humanity learned to believe ◊ World: Brutal weather conditions make it impossible to locate
that we’re small, powerless beings in a large, threatening the missing Antarctic expedition via satellite or air surveillance.
world. We distract ourselves from this existential dread by Search-and-rescue teams survey the immense area using
building our own miniature worlds, populating them with all-terrain jeeps and dog sleds. Only one barely makes it back
trinkets and collectables. We fill our minds with irrelevant after several weeks.
details, comfortably losing ourselves in minutiae. However, ◊ World: The mining corporation has started to explore the nat-
sometimes our gaze is forced outwards, to look beyond ural caves beneath the mountains, describing them as a vast
our narrow horizons of our everyday existence, and con- labyrinth that seems to have no end.
front the true vastness of the cosmos we inhabit. When we
recognize our insignificance against this cosmic backdrop,
◊ Surrounding: The mountain chain is like a massive barrier.
Clouds cover the highest peaks and the winds are cold and
we’re terrified almost beyond comprehension. Yet, we’re
unforgiving.
also reminded of our innate greatness, and glimpsing the
potential of what we truly are. ◊ Surrounding: The construction site expands daily, consuming
several city blocks. The edifice behind the security fencing
As with power and hardship, the sublime nature of vastness
rises ever-higher, blocking out the sky. Workers writhe over
makes us feel small and helpless. In contrast, this intense
its metallic and concrete form like ants, relentlessly adding to
feeling stems from our relation with the sheer, incompre-
its imposing mass.
hensible expanse of our surrounding environment. Sublime
sensations can come from witnessing any representation ◊ Internal: You drop pennies into the weird hole in your apart-
of vastness, such as towering structures along an endless ment floor. Then a lighter. A spoon. None of them create a
horizon or the infinite depths of the ocean. We’re threatened sound, swallowed by the void beneath your floor boards.
by their existence, as we may become lost amongst them. If At first, you laugh nervously, confused. But soon, the laugh-
we disappeared, no one would know. ter takes on an uncomfortable, maddened edge. Bile rises,
choking back your snickers, as you continue feeding the
In KULT: Divinity Lost, vastness is integrally tied to every
impossible emptiness.
dimension hidden beyond the Illusion. This is heav-
ily reflected in Metropolis and Gaia, as well as Inferno, ◊ Internal: The jungle’s infinite growth once scared you, but
Limbo, and the Underworld – each in their own way. now it offers you comfort. You can lose yourself here, hid-
Representations of vastness are also found throughout ing from the outside world. Forever, if need be.
Elysium, the location’s illusory nature frequently echo-
ing the grandeur of their associated Realms of existence.

212 Exquisite Horrors


9

Aspects of the Sublime 213


Repetition and overwhelm our senses and minds, producing sublime feelings
of awe and terror. We quickly become disoriented, lost in the
Uniformity sameness. Soon, our minds untether or withdraw, blocking out
Faced with an irrational and unknowable universe, humanity these unnatural elements.
frequently attempts to assign order to the chaos. We categorize
everything in our lives, designating everything and everyone
◊ World: An internet clip shows rush hour on the subway.
Identical men and women stand waiting, dressed in
into distinct and manageable categories. However, this also
matching bland suits. After the train arrives, they mind-
invites the sublime horrors of repetition and uniformity.
lessly march forward, each raptly watching their cell-
When indistinguishable, people and places instill an uncon-
phones. Most make it inside, but some tumble onto the
scious fear within us. We fear losing our identities in a faceless
tracks, greasing the train’s wheels when it pulls out.
mass. Similar to existential dread, mirrored and uniform worlds
force us to question our individuality. ◊ World: The atrocity repeats on every channel and social
media platform, feeding an endless loop of pain, fear, and
These fears resonate throughout history and myth, creating
screams. The same clip, over and over, until you feel it
numerous stories about doppelgangers, skin-walkers, change-
behind your closed eyes.
lings, cursed twins, and demonic possession. We fear scientific
advances, such as androids and clones, unnerved by their ◊ Surrounding: Lit tallow candles line the catacomb’s walls,
near-perfect mimicry. Masks can erase our identities, providing stretching off into the darkness. They’re countless, populat-
the masses unified anonymity. We fear losing ourselves, our ing every surface, room after room, corridor after corridor.
personality subsumed by the Whole. Their infinitely burning wicks never diminish. They could
have been here for eons.
Nor are these fears confined to the human form. Architecture
and landscapes can unnerve us with their homogeneity, threat- ◊ Surrounding: Time loses its meaning on the Crucifixion
ening to swallow us up in endless pillars and unvaried struc- Fields that cover he desolate plains of Inferno. The end-
tures. Symbols, numbers, and written words can exhibit strange less forest of bloodied crosses extends in every direction,
and unfathomable power, solely by incessant repetition. All displaying men and women in perpetual agony. Their
such instances of endless repetition and indistinguishable uni- diseased and rotting bodies persist beyond death, turning
formity can unsettle and fascinate us. the air fetid with carrion stink and ceaseless cries.

The sublime horror of repetition and uniformity can exist in the ◊ Internal: How long have you recited these ritual phrases?
conversation on numerous levels. These themes can be repre- Your lips are parched from the effort, your limbs leaden
sented societally through people and organizations with disci- from the complex gestures, repeated over and over. The
pline and unity of purpose. People in uniforms display strength incantation has become your world, looping in on itself
and unity, but also obscures identity. We see the collective, not until nothing else remains.
the individual, and can be both inspired and intimidated. ◊ Internal: Nightmares. Coffee. Cigarette. Subway. Cof-
Similarly, this dehumanization can be purposeful, inflicted on fee. Cigarette. Mindless work. Coffee. Cigarette. Droning
individuals to deny them autonomy. Both prisoners and prison co-worker. Senseless Meeting. Coffee. Cigarette. Subway.
guards are demarcated by uniforms, while students have Tasteless dinner. Alcohol. Cigarette. Porn. Cigarette.
their identities erased through strict dress codes. Our minds Nightmares.
are dulled by life’s endless repetition, weighed down by the
Illusion’s constraints. Our souls are eroded by meaningless
The Sibylline
routines, aspirations abandoned in the name of safety and
security. As humanity accepts this imposed uniformity, we’re The sublime can generate the atmospheric concepts of revul-
less likely to open our eyes to the Truth and rebel against our sion and terror through astonishment, confusion, and surprise.
jailers. Some may even lash out against those who question However, it can also inspire a specific, slow-burning type of
or fight against this homogeneity, unconsciously serving the fear – dread. When mixed with the sublime, dread creates a
Higher Powers. specific mood known as the sibylline: an aura of prophetic mys-
tery. We feel this emotional response when confronted by the
Prior to the Fall of the Demiurge, societal behaviors were
unexpected intruding into the familiar, recognizing something
guided and influenced primarily by Malkuth’s Principle of Con-
in our world is out of place. Our environment and senses are
formity. Although she abandoned this Principle, other Archons
warning us of an impending doom, yet we cannot define what
have tried to fill this role with varying degrees of success. Con-
that is.
formist ideologies are encouraged and enforced predominantly
by the servants of the Archons Binah (Community), Geburah The sibylline corrupts our rational, safe world by introducing
(Law), and Kether (Hierarchy). These sublime horrors can also strange elements. We’re given some evidence to draw our
be reflected in the service to other Archons, as well, such as the attention. The darkness offers mysteries, if we simply tug on the
military precision of Netzach or the social trends of Tiphareth. invisible threads. We question our concepts of reality and truth,
recognizing the void just beneath our feet. It’s the vase of fresh
When narratively used to describe architecture, objects, and
flowers in our room, even though no one could have placed
locations, repetition and uniformity can create interesting
it there. It’s our kindly neighbor pausing unnaturally mid-sen-
surreal effects. When surrounded by repeating and identical
tence, letting the silence stretch out. It’s when we hear children’s
elements, PCs can become unsettled and unnerved.
voices rising from the deepest part of an abandoned car park.
Even if they’re not uniformly indistinguish-
able, the sheer scope of their Most importantly, the sibylline relies on context. While chem-
presence can ical smells and smoke are common inside an old factory,

214 Exquisite Horrors


they’re completely out of place within the family home. They Magnificence
suggest that something is wrong here. Similarly, the actions of
people may reflect the sibylline by hinting at new and peculiar Anything extraordinary and awe-inducing can be a source of
behaviors. A child drawing on the walls may not be terrify- the sublime. Magnificence resembles the aspects of power
ing, but discovering one’s grandmother covering her room in and vastness, but without the implicit elements of direct
crayoned spirals genuinely unnerves. We’re forced to recognize threat. As with these other aspects, it humbles us and makes
the wrongness, filling the confusion with our own dreadful us feel small and insignificant, yet compels and enchants us.
answers. For this reason, the sibylline is integrally tied to the We’re enraptured by soulful art and music, cowed by tower-
uncanny (see Darkness and Decay, p. XX). ing mountains and natural wonders. We’re overwhelmed by
man’s grand achievements, our fantasies sculpted into being.
Effectively infusing the narrative with the sibylline relies heavily Confronted by these sights, our souls are laid bare. Within the
on establishing atmosphere. By corrupting the PCs’ sense of nor- Elysium, we discover magnificence primarily in two areas;
mal, the GM slowly reveals the presence of the sublime horrors the primal wonders of nature and the complex creations of
beyond our perceptions. Once the players recognize something humanity.
is out of the ordinary, they’ll become unnerved by this sublime
strangeness. The sibylline can have a strong impact in otherwise In nature, magnificence can be found in vast oceans, sprawl-
mundane settings, pushing PCs away from the norm. However, ing plains, and endless forests. Even on smaller scales, we’re
it can become more difficult to use as the setting drifts further enraptured by running rivers, blazing wildfires, glimmering
into dreamlike and explicitly supernatural atmospheres, as the icebergs, and towering trees. Walls of thunderheads darken
strangeness already exists in these. the sky, fogs obscure our world in silver haze, and algae
blooms turn our oceans bloody. Auroras light the skies,
Fortunately though, the same unnerving effect can also be accom- eclipses plunge us into surreal darkness, and shooting stars
plished by introducing something mundane amongst surreal slash the night. In their presence, we’re reminded of our
and supernatural settings. This reversal accents the sibylline by world’s remarkable possibilities and our insignificance
contrasting the recognizable against the unknown. For example, before its sublime grandeurs.
amidst the twisted and organic landscape of Metropolis, the PC
discovers his childhood bedroom, perfectly replicated. Strange Humanity’s wonders on the other hand remind us of how far
children come here to play, as if mimicking the PC’s history. we’ve risen above our cruel and pitiless world. Arts, archi-
tecture, science, and technology have made magic possible,
In a longer-running game, the sibylline can also serve as fore- revealing our personal grandeur. Throughout history, we’ve
shadowing. The GM can introduce cryptic clues and mysterious unconsciously tried to recapture our former glories and
information, which lack true meaning until much later in the story.

9
achievements, constructing and raising awe-inspiring mar-
As such, the sublime can be useful to Announce Future Problems, vels. From the Pyramids to the Eiffel Tower, we’ve immortal-
as well as reveal signs that the Illusion has weakened in particular ized ourselves in stone and metal. We’ve defied the natural
locations. world, reshaping it in our image. Through art and cinema,
◊ World: Over several weeks, grave collapses are reported we capture the imaginations of millions through splendor
throughout the world. In each case, the interred were victims and spectacle.
of violence. Swarms of colorful butterflies emerge from the Beyond the Illusion, magnificence can also be found in
holes. No one can explain the phenomenon, even as more many Realms and their sublime inhabitants. Gaia, Limbo,
butterflies fill city graveyards. and Inferno are populated with beautifully horrific entities,
◊ World: Religious zealots join to drag an old shipwreck deep such as dream princes, angels, nepharites, and mancipia.
into the desert. They camp around it, fixing its rusted hull in Stripped of their illusionary appearances, their true forms
anticipation of the Second Great Flood. They claim they were fill us with ecstatic awe and splendid terror. We’re com-
inspired by holy signs. pelled to submit to their terrible will, if only to bask in
their aura. Metropolis’s unimaginable and intimidating city
◊ Surrounding: Deep beneath the infernal landscape, you dis- landscape offers countless reflections of the sublime, such
cover an immaculate room where a white kitten plays with
as the Mirror Halls, the City of the Dead, or the Machine
a ball of red wool. Soon, another kitten joins it, then another.
City. Likewise, the primal worlds of Gaia and surreal
Within minutes, a full clowder of cats innocently plays together
domains of Limbo entice and entrance us, reminding us
in hell.
of what has been lost.
◊ Surrounding: The overgrown dirt road leads to a modern hospi- Narratively, magnificence can be associated with repeti-
tal. Its orderly and clean architecture are new and its equipment
tion and uniformity, as these sublime aspects can accent
fully operational. Ambulances are parked in front, and a heli-
and overlap with one another. It is also reflected in
copter sits on the rooftop landing pad. Yet, the building remains
horrible and grotesque features to create an effect of the
empty.
sibylline.
◊ Internal: You can’t face looking at the bookshelf. You know In its purest forms, the GM can use magnificence to
you’ve arranged the books properly, but any time you examine it,
infuse the setting with elements of beauty and bright-
they’ve moved. One or two at a time. Was it a mistake? Did you
ness, contrasting KULT: Divinity Lost’s frequent squalor
forget? Who keeps moving them?
and decay. It can represent slivers of hope, glory, and
◊ Internal: No matter how your dreams begin, they end with flowers wholesomeness amidst the bleak composition of des-
in the snow. Bright, vibrant petals against stark white. You know peration, cruelty, and suffering that otherwise permeate
they’re waiting for you in the mountains beyond, fields of color this broken world. Heroic concepts, such as selfless-
rising from impossible cold. ness, sacrifice, and compassion shine brightest in the

Aspects of the Sublime 215


shadowy realms of corruption, despair, and greed. Characters Suddenness
can become paragons, elevating themselves above their pris-
on’s emotional wreckage. Anything that starts or ends abruptly can inspire
sublime horror. Events that happen with Sudden-
Magnificence can be just as intimidating as power or vastness. ness offer no warning, immediately grabbing our
The GM should incorporate it to reveal the wonders of the attention, sharpening our senses, and putting us on
many strange and unsettling dimensions beyond the Veil. Crea- guard. This aspect of the sublime includes includes
tures beyond our comprehension hold their own allure and the classic, straightforward jump-scare, but also
majesty, overwhelming us with their sublime beauty. reaches deeper, to the sudden change in our percep-
Finally, the GM can narratively connect magnificence with tions. What once was is no more. Our minds struggle
humanity’s suppressed divinity, as well as our intimate rela- to process this new existence.
tionship with Limbo. Before our imprisonment, we were majes- Unforeseen changes and terrifying surprises shock
tic creatures. Although robbed of this inherent splendor, we us out of our daily routines, violently forcing us to
unconsciously strive to reawaken our slumbering godliness question our previous assumptions about the world
through arts, crafts, and sciences. and our place in it. In a narrative sense, suddenness
◊ World: The world-famous basilica draws more than four is an antithesis of repetition and uniformity. As we’re
million visitors every year. Even in its unfinished state, shaken from our established beliefs and familiar
the cathedral’s otherworldly beauty cannot be effectively expectations, it expands our senses and makes us
captured in photos or on film. The lictors perpetually under- perceive things we ordinarily would not notice or pay
mine its completion, fearful its final majesty might rupture attention to.
the Illusion itself. Due to the narrative nature of storytelling, suddenness
◊ World: A scientist announces her new hypothesis on can be difficult to effectively relay, especially if the GM
quantum mechanics. This world-changing vision came to wishes to ascend above traditional jump-scares. The
her in a dream, featuring children dancing, while twirling GM can convey this aspect of the sublime in two ways:
ribbons in intricate swirling patterns. It will change current Firstly, by describing the events unfolding around the
perceptions of the universe forever. PCs and by surprising the players themselves.

◊ Surrounding: Beyond the shore, it starts as an infinite The GM can also introduce elements into the game-en-
line of white. Then it rises, higher and higher, eclipsing the vironment to affect the players themselves. Examples
horizon. The tsunami descends upon the land at an impos- include: altering her voice for emphasis and/or using
sible speed, yet no one moves, everyone on the beach too sudden gestures and hand movements. Intense body
enraptured by its natural beauty. language can accent narrative developments, even
making noises, such as slapping the table. Similarly,
◊ Surrounding: The azghoul’s body resembles a ruined soundtracks and sound effects can be used to accent
landscape of tortured flesh and scarification. Yet, beneath
shocking moments. However, in both cases, the GM
this grisly facade, you instinctively recognize the proud
must remember shocks operate under the law of
and noble creature it once was.
diminishing returns. The more they’re used, the less
◊ Internal: Your primal mind screams to run from this effective they become.
angelic monstrosity. But your soul is compelled to sup-
plicate yourself before it, devoting your last moments in
◊ World: The solar flare knocks out all electronics
overnight. By morning, much of the world has
service to this living personification of divine perfection.
returned to a pre-industrialized state – no internet,
◊ Internal: This is the greatest song you’ve ever composed. no phones, no power or water. Chaos reigns every-
As you replay it over and over, you’re overcome with where. The Others emerge from the darkness.
elation and fear in equal measure, for reasons you cannot
exactly pinpoint.
◊ World: Cellphone and CCTV videos circulate
on the news and Internet. They show The Event
from numerous angles, yet cannot truly capture
the immensity of the moment when the Angel
IN THE FACE OF MAGNIFICENCE appeared above the city square. Hoax or reality, no
one remains the same after witnessing its terrible
Magnificence can dumbfound the PCs by its mere existence.
beauty.
The GM may request they Keep It Together when witnessing
such grandeur. If they roll (10-14)
(10-14),, the player must choose ◊ Surrounding: The autopsy documents the cause of
the obsessed option, i.e., the PC gains +1 Relation to the death as stroke. Yet, he had no symptoms or warn-
thing or creature that caused the roll. If they Fail
Fail,, they must ings, living each day like the last. Now, there’s simply
also take the obsessed option, in addition to the other a hole in your life where he once were.
negative consequences.
◊ Surrounding: When you come home from your
On the other hand, magnificence may provide us glimpes sleepover at a friend’s place after the New Year’s
of what will become our greatest works. If a PC draws on party, you find your entire block cordoned off,
their divine inspiration in this way, the GM may rule that firefighters and police questioning everyone in the
the PC gets +2 ongoing to all rolls for any actions based streets. Your apartment is a charred ruin after a fire
on such an insight; perhaps even allowing the roll to suc- presumably caused by stray fireworks.
ceed automatically.

216 Exquisite Horrors


9

Aspects of the Sublime 217


◊ Internal: The silence is
broken by something loud Alarming
Sensory
and harsh. Then quiet darkness
settles over you once more. Did
you imagine it? What was it?
Was it inside your home? How
can you sleep tonight, if you
Perceptions
don’t go look? Throughout history, humanity has lived in a hostile world,
◊ Internal: You’ll always populated with unknown dangers. Although diminished, our
remember where you were senses remain sharp and easily alerted, while our evolved
when you first heard of it. JFK. minds quickly detect even subtle changes to our surround-
9/11. The Trump election. The first ings. As such, certain alarming stimuli may force instinc-
Covid lockdown. Your wife's infi- tive reactions, such as fight, flight, or freeze. These primal
delity. Your son's accident. There reactions remain much the same, no matter what form the
was your world before the trag- stimulus takes. Unfortunately, these responses to threatening
edy and the world after. Things circumstances can conflict with one another, throwing us
can never be the same again. into confusion, hesitation, and even paralyzing terror – all
manifestations of the sublime.
In each case, the unease that is caused by these Alarming
Sensory Perceptions is born out of uncertainty. Either we
are unable to identify the origins of these fearful sensa-
tions, and we find ourselves conflicted in our response to
them – either to immediately retreat or investigate further
to gain increased insight. Both actions promise to rid us of
the unease and uncertainty, but both can invite unpleasant
circumstances. We must weigh our fear versus our curiosity.
Alternatively, we may perceive this unknown as an immedi-
ate threat, which we must retreat from or attack. We must
weigh our fear versus our aggression. Sublime terror exists
in that moment of uncertainty, the frozen moment where
we examine our options with little to no knowledge of the
ultimate outcome.
Alarming sensory perceptions can be used to narratively
accent other aspects of the sublime. Used in this way, they
reflect the aspect's most menacing, unsettling, or intrigu-
ing elements, intensifying the emotional response. Nor
are they limited to one sense, but can incorporate sev-
eral. For example, the aspect of obscurity can be demon-
strated by literally removing the PCs’ senses, plunging
them into complete darkness. Smells and sensations can
reflect sibylline horrors, adding strange and unpleasant
physicality to them. Suddenness can manifest in unex-
pected and crippling pain – or just a subtle change in the
atmosphere, such as temperature or background noises.
Narratively, the GM overwhelms the PCs with these
various sights, smells, and sensations, casting them into
doubt and despair, while making the experience memo-
rable and surreal.
Mechanically, these sensations and sounds intensify the
conversation by Putting The PCs in a Bad Spot, con-
fronting them with hard choices. Additionally, alarming
sensory perceptions can induce curiosity and intrigue
in the players, allowing the GM to Offer an Opportu-
nity (With or Without a Price). These perceptions can
hint at clearly dangerous situations; Announce Future
Problems, Announce Off-Screen Problems, or both, as
the case may be. And when the players are paralyzed
with worry and indecision, caught between following
their opposing instincts, the GM can force them into
action by asking, “What do you do?”

218 Exquisite Horrors


Intermittent Sounds
Barely audible or not clearly identifiable sounds are products of the sublime. Be they natural,
manmade, or unnatural sounds, we instinctively respond to these menacing soundscapes,
experiencing gnawing dread.
◊ You hear a low, droning noise. Although impossible to pinpoint, it follows you wherever
you go, retaining its constant, near-inaudible volume.
◊ Miles from Zug Island, people frequently hear a vague electric buzzing in the air. This
phenomenon is so persistent it has become known as the Zug Island Hum. Although many
assume it originates from the dense concentration of large machines in the area, its true
source remains elusive.
◊ Metropolis’s desolate landscape resonates with intermittent rattles and clanking, echoing
off the broken buildings. They come from every direction, sometimes close, sometimes
distant. Are they machines, just the wind in the ruins, or is something alive out there? It’s
impossible to tell.

A Creature’s Cry
The natural world instinctively unnerves us. Bestial cries, pitifully wounded or fueled with
rage, tormented rasps, low growls, or mournful howls: all fill us with sublime fear. Some
sounds immediately dredge up nightmarish images of creatures beyond our imagination,
entities undefined by myth or science.
◊ In your dreams, they call to you. Screeching, chittering words you feel you once knew.
You yearn to answer them, feeling the sounds form on your tongue. But then you
awaken and are plunged back into ignorance and fear.
◊ A rumbling echoes through the caverns. A low mixture of growls and barks. Other
voices join it: shrieks, howls, and weeping. No animal should make those sounds.
◊ Laboured breaths whisper from behind your bedroom wall. Or is it the roof ? Or

9
beneath the floor? The rasps become groans, drawn out in pain. How can you sleep
here again?
◊ Myths about sirens are still told by sailors, but none have actually ever met one. Except
you. You’ll never forget the drawn-out wailing, calling you from the lake’s black waters.

Stench and Bitterness


Smells and tastes evoke some of the strongest emotions, including sublime fear. They’re
internally tied to our memories, which we respond to instinctively. Many serve as warnings
to us, announcing sickness and death. For this reason, we’re repulsed by all things putres-
cent and befouled, such as feces, spoiled food, and sour sweat. Chemical stinks offend us:
industrial sewage, burnt rubber, sulfuric acid, and household gas. Death and sickness repel
us from bloated corpses and festering wounds. And yet, some compel us with their sickly
sweet stench, inspiring morbid temptations.
Of all tastes, bitterness triggers the most vehement responses, as our bodies struggle to
reject the offending intruder. Even when we fight through our revulsion from smell, this
defensive measure fights to save us from poisonous and corruptive foods and substances.
In horror, many times we must endure these assaults on the senses to survive. In other
cases, we have little choice, as vile tastes are forced upon us.
◊ You stumble out of the warehouse, drenched in blood, fighting to regain your senses.
Your nose and mouth are filled with copper and iron, clinging to every breath.
◊ The childhood photo triggers dismal memories. You can taste bitter medicines in
your mouth, causing your eyes to water.
◊ Death drifts on the breeze, the charnel stink invading your nose and throat. Beyond
the gate, the smell becomes overwhelming. Carcasses line the ground, bloated with
foul gases. An hour in, you can't seem to remember what fresh air tastes like.
◊ Re-Pulse, the popular energy drink, smells every bit as disgusting as its name sug-
gests. Few can stomach the first few sips, and struggle to force down the bitter-
sweet chemicals. Yet, those who do swiftly become addicted.

Alarming Sensory Perceptions 219


Morbid Attraction
As human beings, we are intrinsically passionate creatures. Eroticism and sex
often attract and delight us, and many of us are thrilled by any opportunity to
indulge our carnality. We can seek similar pleasures beyond the flesh, such as
through the rush of drugs, music, gambling, money, or fame. It could be the thrill
of pursuing forbidden knowledge, seeking ritual items hidden in ancient tombs,
or listening to the divine songs of Forgotten Gods. So much of our world can fulfill
our aching, wanting souls, drawing us in with their sensual promises.
Our passions crave fulfillment, but with the most exquisite pleasures also come
the greatest risks. When we are suspended between the siren’s call of hedonistic
pursuit and the dangers naturally inherent in such transgressions, we experience
sublime terror where beauty and fear overlap. Our minds are paralyzed with
contradicting sensations, and we hesitate with bated breath before daring to take
that decisive, final step.
Morbid Attraction combines well with the aspects of magnificence, obscurity,
power, and the sibylline. Due to its intensity and potential dangers, it can also play
well into the aspects of hardship and suddenness. Furthermore, the sublime inti-
macy of this concept lends itself well to alarming sensory perception.
In the greater cosmology of KULT: Divinity Lost, the Archon Tiphareth’s Principle
of Allure is strong and virtually omnipresent in our lives. However, our True
Passions are ultimately even greater than that, ingrained into our lost divinity.
These primal hungers, long slumbering and suppressed, lurk just beneath the
surface, waiting to be unleashed. When fully Awakened, our True Passions aren’t
constrained by conscience or consequences; they only seek satisfaction for our
bottomless appetites.
Deprived of their divinity, those who pursue their Passion’s calling tread peril-
ous paths. In our Sleeping state, human Passions are greater than us, and liable
to devour us whole. In our relentless quest for the ultimate erotic fulfillment,
we find ourselves pulled to the extremes. Our debaucheries and revelries can
set us free, but can also lead us to ruin. Once we abandon the safe confines of
Tiphareth’s shallow allures, we venture into the dangerous borderlands of Pas-
sion, Madness, and Death.
Beyond the Illusion, we can experience pleasures far above anything we could
have previously imagined. Here, the borders between enlightenment and per-
version, attraction and repulsion, and ecstasy and self-destruction break down,
losing their meaning. At these intersections, we discover the sublime, infused
with wonder and terror, as we face the horrible consequences that our morbid
desires and ruinous obsessions have led to.

Perverse Terrors
At its core, morbid attraction replies on contrasts, such as those between plea-
sure and perversity. Narratively, the GM should strive to be both compelling and
repelling, thus inspiring sublime horror. This dichotomy excites through litera-
ture, such as the infamous femme fatale and handsome devil tropes. Instinctively,
we recognize the danger they represent to us, yet cannot help but be allured by
their charms.
Once we succumb to temptations, even against our better judgment, we aban-
don our ordinary, secure lives, and begin traveling a dangerous path. This
enticing journey fills us with excitement and pleasure, making us rationalize
or ignore the risks we clearly see ahead. Mechanically, the GM can reflect this
allure and fascination by requiring Keep it Together rolls to overcome seduc-
tive influences. If they fail, a PC might gain temporary Disadvantages or addi-
tional Dramatic Hooks.
Morbid attractions may expand well beyond more mundane concepts. Passions
can lead us astray, compelling us to seek out desires and pleasures most con-
sider bizarre, perverse, and even revolting. Numerous paraphilias push back
the boundaries of mortality and safety, forcing us to indulge in dangerous and

220 Exquisite Horrors


disgusting behaviors. The allure of death, pain, and receive one of her coveted invites upstairs.
power can twist us beyond recognition. Those who are granted this honor return
quieter, more distant, yet more enthralled
Beyond the Illusion, these boundaries can be tested
than ever.
even further. We encounter irresistible fascinations.
Indulging them becomes more important than ◊ World: An edgy television series, Love Undy-
anything else. We throw all caution, reason and ing, gains surprising popularity. It portrays
self-preservation to the wind, and offer ourselves the romanticism of vampiric affections and
fully to these new sensations. necrophiliac activities in a stylishly erotic
veneer. Not long after its broadcast, sev-
Ultimately, we must face the consequences of the
eral fans break in into local morgues and
deplorable depths and magnificent heights we’ve
cemeteries.
explored. This moment of truth can potentially
shatter us. The realization can be slow and grad- ◊ Surrounding: Beneath the streets, below the
ual, coming to us over time, or shock us in some sewers, the bloated thing rests in exquisite
startling self-discovery. Either way, we are over- putrescence. Its water-logged flesh and open
whelmed, thrown into sublime confusion. If we’re sores exude the sweetest nectar, the perfume
lucky, we’ll ascend above and beyond this scent making you giddy. Its deformed chil-
degradation, abandoning our path to dren collect the sensual spillage, refining it
destruction. Or, the realization may twist into silvery dust. A single taste drives you
and break us, crippling us men- beyond pleasure and rationality.
tally and emotionally. We You will protect this thing
may become hopelessly and its brood, serving
enslaved to our desires them faithfully for one
or irrevocably trapped more hit.
by blinding obses-
sions. In rare cases,
◊ Surrounding: You
keep getting ads for the
this may be a moment
new private nightclub
of Awakening, open-
called Serafim Sensual,
ing our eyes to our
promising “Debaucheries
True Nature.
for Refined Tastes” and
Mechanically, when
a PC becomes Broken
due to Stability loss
related to morbid
“Pleasures Beyond Belief.”
The building’s discreetly
walled-off parking lot is
packed almost every night.
9
attractions, the GM You see an open spot, wait-
may choose to give ing for you.
them a new Disad-
vantage as per the
◊ Internal: Logically, you
know using the drug will ruin
normal rules, such as
you. Emotionally, it’s the only
Sexual Neurosis, Victim
thing that makes you feel strong and
of Passion, Obsession, or Drug
whole again, even for a little while. One
Addiction. If their mental deterio-
last hit? Just to take the edge off.
ration progresses beyond this, the
GM may determine the PC becomes ◊ Internal: You watch them. How he
Enlightened – gaining a Limitation, verbally abuses her. Commands her to do
such as Bloodthirst, Bound to Higher lewd acts in plain view. Undressing, walking
Power, Cannibalism, Symbol Bondage, on all fours. Pressing her against the apartment
or Uncontrolled Shapeshifting depending on window, as he takes her completely. But the look
the circumstances. on her face is ecstasy, not fear. That look awakened
something in you. A craving you dared not share
◊ World: Scandal hangs over the reclusive
with anyone, especially not your spouse.
rockstar, charged for her criminal proclivities.
Yet, fans flock to her hotel, begging to catch a
glimpse of her. They do anything to

Morbid Attraction 221


Chapter 10
Prisoners
of the self

T
hey tell you it goes away, that it gets better.

Bullshit. They can’t guarantee that.

Do you know how many nights I’ve laid awake, afraid to even reach
for the bottle to force myself to sleep? Have I told you I check all of
my locks to make sure They don’t come back? I have to build myself
up to making a phone call, otherwise I’ll feel the hot breath on my
neck and expect to be shoved into the wall. My nose has mostly
healed from being broken, but it still hurts on bad days.

The worst part is, I know they’re out there. They can’t die. I don’t
care what anyone says. They cannot, and will not, ever leave me
alone.

I can’t go to sleep. They’ll get me.

222 Chapter 10 – Prisoners of the Self


Overview Traumatic events, therefore, cover an astound-
ing range of events. Natural disasters, attempted
murder, child abuse, school shootings, war, rape
In KULT: Divinity Lost, the human soul remains under con- and incest, attempted suicide, psychotic breaks,
stant assault, slowly eroded by an onslaught of traumas car crashes, overdoses, seeing someone else die,
from within and without. Many resist this spiritual corrosion, imprisonment in a foreign country – anything that
weathering the storm or fighting against it. Others are over- would force someone to face just how powerless
whelmed, their fractured psyches creating new lies in order they are is traumatic. Trauma may cause damage
to survive. Some alter their perceptions to dispel these to the mind, the body, or both.
torments, while others completely deny and withdraw from
Not only are traumatic memories as long-lasting
reality, splintering the Illusion in the process.
as other memories, they are also encoded in the
Prisons of the Self explores emotional, mental, and mind differently. Traumatic memories live in the
physical traumas, and how they can be incorporated into limbic system, the part of the mind that deals only
the conversation. This chapter should not simply be about with emotions and reflexive responses (you may
suffering, but provide hope, as well. The GM should pay have heard this referred to as the id or the lizard
close attention to the Horror Contract when incorporating brain) instead of being processed through the hip-
this subject matter. Regrettably, trauma is far closer and pocampus and the cortex. What this means is that
more real than one might believe. the trauma survivor may have either perfect mem-
ories of the event, or none at all, but their body will
Please note that every example in this chapter comes
react as though they were in that situation either
with an attached question. This is due to the chapter
way. A traumatic memory is literally a reflex – the
being primarily about how one internalizes terrifying
body senses similar situations and reacts accord-
and destructive events. GMs and Players alike are encour-
aged to engage with similar questions when playing out ingly, giving the mind “helpful” little nudges along
traumatic horror. the way, such as flashbacks, mood swings, panic
attacks, etc.
KULT: Divinity Lost deals with traumatic themes and
events on a regular basis. It’s important to note that
Bound, Caged, it is possible that at least one of your players will
have dealt with mental illness, addiction, sexual

and Abandoned
10
violence, family violence, natural disasters, or any
number of other of things This doesn’t mean you
can’t address these topics, but it’s important to be
You’ve probably heard the word “trauma” before,
open and honest about doing so. Consider your
tossed out like a joke. “Don’t traumatize the poor
horror as you put it on the table for your players to
child.” “Oh no, I’m so traumatized!” You may have
devour, and allow them to contribute in ways they
heard it in a TV show or from friends who work in the
feel comfortable doing so.
medical industry, talking about traumatic injuries or
trauma surgery. You may think you have a good idea What follows are descriptions of traumatic events,
of what trauma means – it’s a sudden injury, right? and how to handle them at the table – definitions
Something that doesn’t go away easily, but can be of certain terms and techniques you can use to
fixed with enough skill applied quickly enough, and approach sensitive topics are included in the
the trauma victim can hug their family at the end of Introduction. This essay does not cover all possible
the episode, fully repaired. traumatic events – that would be impossible – but
the general concepts within can be expanded to
You’re half right.
cover most events that could crop up during your
Dr. Judith Herman, in her seminal work Trauma and sessions.
Recovery, described trauma as follows:
At the moment of trauma, the victim is rendered
helpless by overwhelming force. When the force is
that of nature, we speak of disasters. When the force
is that of other human beings, we speak of atrocities. THE FIRST RULE OF
TRAUMA HORROR IS…
Traumatic events overwhelm the ordinary systems of
care that give people a sense of control, connection, Never, ever use your game as exposure therapy
and meanin. Traumatic events are extraordinary, to a traumatic memory or event unless a player
not because they occur rarely, but rather because explicitly and enthusiastically consents to it
they overwhelm the ordinary human adaptations and/or you are a professional therapist with a
to life. Unlike commonplace misfortunes, traumatic treatment plan that your patient has consented
events generally involve threats to life or bodily to that includes RPGs. You are not being helpful.
integrity, or a close personal encounter with You are not being caring. You are a bully who
violence and death. They confront human beings wants to hold your friend’s head in an emotional
with the extremities of helplessness and terror, toilet for your own enjoyment, and you should
and evoke the responses of catastrophe. feel bad.

Overview 223
Roleplaying Trauma and gifts. Familial abuse does not usually require “love bomb-
ing” (see below), either because the abuser uses the family’s
and Its Consequences well-being against the victim, or the abuse is normalized. The
Traumatic events do not have to be cinematic. Rela- abused child grows up never knowing safety – robbed of their
tionship trauma, for example, can be the constant security by the open hand that leaves bruises, forced starvation,
erosion of your sense of personhood, day after day, incessant screaming, incest (physical or emotional), gaslighting,
by snide comments, subtle threats, and cruel “jokes” at emotional invalidation, or the deceptive periods in-between
your expense. Trauma can be feeling like your body isn’t when their tormentor acts almost normal and loving. Familial
yours, as if it’s an inconvenience or a toy for someone abuse is also often intergenerational. While abused children do
else’s amusement. Trauma is not feeling safe anywhere, not usually become abusers themselves, they may do so acci-
bracing for the slap, the sharp word, or the violent dentally, thinking that because they are “only” slapping their
sound. children and not belting them, they are not abusive.
Books like V.C. Andrews’ Flowers in the Attic and Gillian Partner Abuse has to be more carefully structured because the
Flynn’s Sharp Objects, and roleplaying games like Blue- partner is not tied to the abuser by family. Instead, the abuser
beard’s Bride, show us the horror of being completely begins with an initial period of love bombing – lavishing the
under someone else’s malicious control, which you can victim with gifts, praise, promises of love or marriage, etc. This
either surrender to or fight to tear yourself free (and very sets an ideal sense of normal, so that when the abuser begins
possibly fail). While the villains in these texts are (mostly) to slowly testing boundaries and limits, the victim has some-
human, that same sense of terror and obligation is very thing to strive for – even as the true emotional, physical, and/
easy to introduce into KULT stories. Indeed, it’s one of the or sexual harm begins. They can never reobtain that state of
major themes of the game. We are all trapped in an Illu- perfection, of course. The abuse is a shaping attack, much like
sion created by Higher Powers beyond our understanding, the purgatories created by nepharites – it is meant to render
and they are continually watching us, manipulating us and the victim compliant, and eventually transform them into the
abusing us. perfect vessel for the abuser’s cruelty. Partner abuse is much
When playing with traumatic events, remember the Boiling like family abuse in that speaking out about it is penalized and
Frog model. A frog dropped into a boiling pot will immedi- trying to escape is often much more dangerous (at least tempo-
ately leap out. But, if you place a frog in cold water and very rarily) than staying where it’s “safe” (i.e., normal and under the
gradually turn up the heat, it will boil to death rather than abuser’s thumb).
jump out. Start slow with your players. Introduce them to There is a common saying among abuse survivors: “If you have
something unnerving that they can brush off, then lean into never seen someone fold a sock angrily before, you won’t get
it. Make them accept this new normal, or fight against it. Yet, it.” Abuse is not just when they’re hitting you or telling you
always introduce consequences for struggling against their you’re a fuckup. Abuse is when your family dismissively says,
fate. The Illusion can be pointlessly and artfully cruel, some- “Oh, he’s just like that sometimes,” or “She has a bit of a tem-
times both at the same time. Have it test them, see how they per.” Abuse is when you get dressed up specifically to hide the
react, and then build the story from there. bruises. Abuse is discovering that being held on the floor by
your parents, slapping and screaming at you accusingly for
Abuse their problems isn’t normal, and none of your friends know the
“you’re in for it” look. Abuse is constant isolation, destruction,
What comes to mind when you hear the word “abuse”? The and terror – inflicted on a very personal scale.
childhood abuse chronicled in Dave Pelzer’s A Child Called
“It”? A woman cringing in the corner as a bulky shadow How to use it: Abuse is rampant in Elysium and Metropolis,
looms over her? Cracking whips and biting chains? Popular as the Illusion’s underlying structure is based on the deeply
depictions of abuse display an unequal power relationship unequal power relationship between humanity and Higher
with no escape, and cruel acts committed by an uncaring Powers. Those above torture those below. This inequality
perpetrator. extends all the way down, where the Archons’ and Death
Angels’ malice plays out on a micro scale. The system is inher-
As with many traumatic topics in popular media, this is a ently broken, so most relationships are broken. It is also a
half-truth. Abuse does involve an unequal power relationship vicious circle where those that are able to climb upwards in
between the abuser and the victim, constructed from violence, power and prestige are more prone to start abusing those
gaslighting, emotional harm, coercion, and uncertainty. The below. Making us wrestle with ourselves and taking the focus
victim is made to feel obligated to the abuser – they hold the away from our imprisonment. Abuse is a reflection of both the
money, or the parental rights, or are the first person to make worst of ourselves and our prison’s keepers. Abuse is not sexy
the victim feel loved – and if the victim leaves, they will lose or titillating. Abuse is violence and coercion and the worst of
everything they value. humanity.
Two main types of non-institutional abuse frequently occur in The most common use of abuse in your KULT game will likely
KULT – Familial and Partner. Familial Abuse occurs within the involve characters’ Dark Secrets, such as Family Secret or Vic-
family structure. Most of its victims are children and teenagers tim of Crime. Children may have been abused by their parents
abused by adults, which is why it is often called “child abuse.” to gain occult power, to appease a dark entity, or simply out
However, elders can be abused by younger adults, and siblings of their own maliciousness. Partners of any gender may abuse
can abuse each other. Familial abuse presents an extremely each other for the same reasons. If Archetypes like The Broken
sticky situation – oftentimes, only one or two victims are sin- or The Doll are your story, then this is even more likely – and
gled out for abuse, while others might be lavished with praise may continue to influence the overall narrative.

224 Chapter 10 – Prisoners of the Self


Remember that the effect of abuse lingers on even once Addiction
the abusive scene has ended, its effects continue after-
wards. For abuse victims and survivors, player characters Addiction is a response to suffering. It is an escape from deep
and NPCs alike, everything is not fine once the scene emotional traumas that the individual doesn't have the strength,
concludes. They might suffer flashbacks or panic attacks support or tools to deal with. For the addict, the addiction becomes
at inconvenient times, misconstrue things as threatening a solution, something that makes their lives bearable. Addiction, like
or violent, lash out in rage or fear, and seek security with all traumas, exists on a spectrum. Some heal from it, some manage
people who aren’t actually safe. They may be more or to almost have a “normal” life while supporting their addiction in
less susceptible to supernatural intrusion into their lives, periods, while others succumb to it completely. In much of the media,
depending on how they deal with their trauma. If the addictions are seen as the result of personal failure, mental illness or
characters are Sleepers, they may repress their memo- overindulgence.
ries of abuse, but suffer from Nightmares, Obsessions, or Addictions are not simply to drugs or alcohol, however; one can be
other Disadvantages, pushing them closer to Awareness. addicted to gambling, sex, thrill-seeking, shopping, the internet, or
This trauma extends beyond the Stability rules, possibly anything else that causes a rush of neurotransmitters. When people
weaving into the characters’ fiction. cannot find happiness in their communities, they turn to anything that
If the PC is the abuser, make sure that he knows the will sustain them. If society fails, addiction takes hold.
limit of his power. While the character may have Addiction, then, is not just a physical phenomenon,
control over this one person, things can go wrong but an emotional one as well. The addict isn’t some-
and the destructive control they have may slip how quintessentially evil or selfish, but is living an
through their fingers. Abuse victims are isolated existence. Addiction may be a
not one-dimensional, punching bags response to stress, loneliness, a poor
– they are humans with their own living situation, or other trauma.
thoughts, feelings, and divinity. And Alcoholics Anonymous and other
they may strike back or have others groups who deal with addiction
that support and protect them. stress healthy relationships, mental
Scenes of portraying the abuser health, and other non-chemical
can be just as hard for the player as solutions due to this reason.
being the victim. Make sure that at
How to use it: Finding an addict
the end of the game, all players are
in the world of KULT is casually

10
cared for, and if the abuse needs to
easy. Many Aware have taken
be portrayed off-screen, do so.
to drinking, smoking, or harder
◊ World: You read the national drugs simply to forget what they’ve
news on your phone. Another seen and convince themselves that
school is embroiled in an everything is fine. Others use drugs
abuse scandal. How do you to actually see more of the world,
feel? to pierce the lie, and may now need
◊ World: The local foster care it to stare into the world of dreams,
system desperately needs of or hear the voice of a dead child that
new foster parents after several still echoes in the basement.
were arrested for keeping their wards on ◊ World: A newscaster talks about the opi-
leashes or in the basement. What do you do? oid epidemic with a mixture of amusement and
◊ Surrounding: You notice your work col- disgust. How does it make you feel?
league trying to conceal her bruises with ◊ World: The local government utilizes a study on
makeup. What do you say? addicts, which states they are just lazy and shiftless.
◊ Surrounding: You hear your neighbors The study’s sources are all outdated or refer to deleted
arguing loudly. You know they have a young websites. What do you do?
child. What do you do? ◊ Surrounding: Your friend comes over, crying. Their breath smells of
◊ Internal: Her expression matches how your alcohol. What do you do?
mother used to look at you – disgust and ◊ Surrounding: Your sister can’t get her pain medication. The pharmacist
shame. You don’t know why. It feels like accuses her of being a junkie. How do you respond to their accusation?
choking. What do you do?
◊ Internal: You go into rehab. It’s the first time you can see things clearly –
◊ Internal: When you arrive at work, you a little too clearly. Maybe you drank to cope with the actual horror of the
notice everyone is looking at you strangely. world, but maybe getting sober will allow you to deal with it. How does
Then you see the link in the company this change you?
email that went out to everyone. What does
it read?
◊ Internal: You are so lonely. Every day feels grey. Only the pipe helps, and
when it’s taken away, you are adrift again. What will you do to feel that
high again?

Bound, Caged, and Abandoned 225


anxiety or depression may be shunned
and stigmatized for seeking help.
Mental and chronic illness do not automatically
designate someone as an adversary. People are compli-
cated, and while survival behaviors may be toxic, they can
be overcome. The mentally and chronically ill are more likely to
harm themselves than other people, so avoid explaining away the
actions of an antagonist as “psychotic” or “because he was disturbed.”
How to use it: In KULT many who are suffering from mental or
chronic illness live closer to the Truth than the rest of us. Their souls
realize something is fundamentally wrong, and this knowledge claws
and tears at their bodies and minds. Deep within them lurks the cold,
Chronic yet vague, insight that they are only a broken shard of something
greater, a disfigured creature in a penitentiary where their fellow
and
inmates can’t even see the bars of the prison. This does not mean that
Mental Illness this is somehow less real or traumatic. Even if a character’s depres-
Unlike some other sources of trauma, ill- sion is directly caused by a nepharite feeding on them, this does not
nesses that dissolve the relationships between make that depression any less valid or meaningful to that character
mind and body are ongoing. They cannot be cured, or their well-being.
only treated, and while they are not death sentences,
Mental illnesses can also be caused by any of the other traumas in
illnesses that stay with you can feel like your own per-
this chapter, or a Dark Secret. A mind that has learned to hate itself
sonal grim reaper.
or try to protect itself from outside incursion continues to do so
Chronic illness refers to any physical illness that can unless given proper attention and support.
be managed but stays within the sufferer for years or
When using mental illnesses in KULT first read the chapter Beyond
decades, until it goes into remission or the host dies.
Madness in the core rules (KDL, p. 242). To get a decent idea of how
Crohn’s disease, fibromyalgia, asthma, and the various
to play someone suffering from a mental or chronic physical illness,
types of cancer are all chronic illnesses. Sufferers and sur-
first look up the symptoms in reputable sources such as the DSM-V.
vivors of a chronic disease may experience long-term joint
For players who want to explore an illness further, look for books,
pain, trouble breathing, vomiting, exhaustion, and other
articles, zines, and journals written by people who suffer from the
symptoms. While this all seems relatively harmless, like
condition you intend to present. These will give you a good idea
having the flu, imagine that you have the flu every day for
of how to incorporate them into the Illusion’s manifestation and,
the rest of your life. Normal tasks, such as cooking, making
ultimately, the conversation. Decide if you want to tie the condition
the bed, or seeing friends, all become arduous. A sufferer
to a supernatural manifestation only once you’ve researched it.
feels like they’re losing control of their body, as though
they’re driving a malfunctioning car at full speed down ◊ World: Healthcare for mental health and chronic conditions is
a highway that isn’t fully paved. This continuous struggle up for political debate. Its detractors have designated mentally
between the Body and Self paves the way for dysphoria (a and chronically ill people as being a drain on society. Which
strong sense of unease or dissatisfaction with one’s body), side do you fall on in this debate?
self-loathing, and other, darker issues. In addition, since ◊ World: Politicians are running on platforms decrying “unnec-
many people of think illness as something that can be cured essary” regulations, like wheelchair ramps and handrails.
with a single prescription, chronic illness sufferers may be Disability rights are sliding back decades. Do you fight back?
labeled as hypochondriacs, malingerers, or even sufferers of
Munchausen Syndrome, simply trying to gain sympathy and
◊ Surrounding: A coworker has a panic attack after another
plays a practical joke on them. What do you do?
attention rather than having actual health issues.
Mental illness can be chronic or acute, but it always affects
◊ Surrounding: Your friend’s parents accuse her of being
“delusional” and “psychotic” for choosing to marry someone
the mind in a deep and lasting way. Like chronic illness, it
they don’t approve of. How do you respond?
involves a disconnection between the body and the self, but
this time between the brain and the perception of self. Suffer- ◊ Internal: You know they’ll leave you, if they find out. Every
ing from mental illness is much like having any other illness, single one of them. What do you do?
except the malfunction is in the brain. It can be treated, pos- ◊ Internal: Something makes you feel like you’re choking.
sibly even cured, through therapy, support, and medication Your breath is short. You want to vomit. You’re in pain, it
– so long as the sufferer consents and the treatment supports feels like dying. You’ve had these symptoms before and
their growth instead of their compliance. Non-consensual nothing happened. But this time feels different. Is it really
treatment can harm someone with mental illness more than different and why?
it helps (see Incarceration and Torture below). In addition,
mental illness is still deeply stigmatized in most societies, so
those living with something even as common as

226 Chapter 10 – Prisoners of the Self


MADNESS IN KULT
In real life, the term “Madness” is often used as a pejora- welcoming, they usually only result in making their institu-
tive to describe people with traumatic disorders, mental tions glossy and clinical. Supernatural elements are only there
illness, or simply unexpected modes of behavior. Social to reinforce the larger terrors lurking out there – unseen, yet
activists, escaped slaves, and women who had premarital watching through the walls of your prison. You are caged and
sex were all described as mad at one point or another, helpless, subject to harsh treatments that can harm even the
and treated with all the gentleness that a carceral system most resilient person. Guards, orderlies, and attendants force
insists they deserve. inmates into compliance, often with tortures that affect the
aggressor as much as the victim, while trustees focus more on
Characters in KULT: Divinity Lost may describe others as
meeting quotas than providing care and rehabilitation. Outside,
“crazy” or “mad” depending on their outlooks, and what’s
people consider the “crazies” and “criminals” like an infectious
covered in the Horror Contract.
Contract. However, capital-M Mad-
disease, something to be caged and contained.
ness, as explained in these books, is not a catch-all term
for “crazies” or “psychos”. Madness is the reaction of the It can also be extremely traumatic to incarcerate someone in
human mind and soul to its imprisonment, the divine KULT: Divinity Lost. Elysium’s prisons and psychiatric institu-
struggle against the isolation of Elysium. It may manifest tions are well-known for their inherent brutality – but what if
as ecstasy, fury, abject sadness, or any number of other someone you love suffers from possession or Madness? What
emotions and outward expressions. if they’ve fallen in with cultists or Magicians? You can’t trust
them to be on their own (probably), and you can’t lock them
up in the house all day. Out of guilt, fear, or simply a sense of
isolation, a PC may feel forced to incarcerate a loved one, and
that can shake even the most hardened badass.

Incarceration ◊ World: A hurricane destroys a local prison that was not


and Torture evacuated. Hundreds of prisoners are dead or missing,
and the police and officials are not aiding their families.
Incarceration, whether criminal or psychiatric, refers to a state How do you react to this news?
in which people are locked in an institution and placed under
someone’s strict authority and continual observation. Mental ◊ World: Newscasters decry the release of “crazies” from
hospitals, prisons, juvenile detention centers, and concen- the regional psychiatric hospital, claiming that patients are
tration camps are the obvious examples. One could argue dangerous. How does this make you feel?
that orphanages, group foster homes, and boarding schools ◊ Surrounding: A family member is involuntarily hospital-

10
also fall under this purview. In its many forms, incarceration ized. He begs you to get him out. The hospital insists he is
comes with an attached stigma and the humiliation of being noncompliant and cannot be released. What do you do?
“put away” can be a traumatic experience, in of itself. Within
the institution, the confined person’s trauma further increases.
◊ Surrounding: Without bail, your friend awaits trial at a
maximum security prison. You know she didn’t commit
Fellow inmates and patients form social cliques, asserting their
the crime. She tries calling you for help, obviously at her
power over and/or shunning each other. All basic human needs
breaking point. What do you do?
are severely restricted, such as contact with the outside world,
space to move freely, basic hygiene, food, and even cloth- ◊ Internal: The doctors constantly punish you for being
ing. Guards, orderlies, or other caretakers are predisposed to noncompliant. But, if you just take all the pills and stop
believe that their charges are troublemakers, cannot be trusted, acting out, they’ll let you go. Except you’re constantly
and deserve punishment. panicking and don’t know how to survive this. Something
terrible lives inside your head and you can’t get it out –
Corporal punishment can take many forms. In even the “best”
and no one believes you. What do you do?
prisons and psychiatric hospitals, tools such as restraints,
forced medications, solitary confinement, and loss of privileges ◊ Internal: People look at you differently ever since you’ve
are not unheard of. As conditions worsen, so do the treatments. gotten out, almost like you’ve contracted a disease.
Stress positions, sleep and food deprivation, beatings, electric Landing a job is almost impossible. Couch-surfing has
shocks, sexual assault, and other forms of prolonged abuse become a habit. How do you survive?
are all employed in “black sites” managed by espionage and
security companies all over the world.
How to use it: The Illusion is one massive prison, confining
our bodies, minds, and souls. Humans are robbed of their
divinity and herded into close quarters – enslaved by jailers
who believe fear that we will awaken and escape. Incarcera-
tion is the day-to-day life of an Aware or Enlightened character,
and earthly prisons and hospitals are simply reflections of that.
The GM should stress Elysium’s confining nature. Even
without lictors, nepharites, and razides, correc-
tional facilities and prisons are grim and
cheerless. While psychiatric hos-
pitals or orphanages might
attempt at being

Bound, Caged, and Abandoned 227


Natural Disasters,
Accidents, and Terrorism
Most large-scale, cataclysmic events outside of armed conflicts fall into this
category. Although this category is far-reaching, the more common events
are addressed individually below. The element linking them together is
that no singular human cause can be blamed, and they also affect dozens,
hundreds, or even thousands of humans. Communal trauma may become
a major factor in any of these catastrophes – many survivors struggling to
heal themselves, each other, and their community as a whole. These trau-
mas can even be felt globally, touching people with little or no connection
to the affected region.
Natural disasters such as tsunamis, hurricanes, earthquakes, and wildfires
are commonplace. They destroy houses and infrastructure, split families,
and force major relocations of populations and resources. Trauma from
natural disasters can result in phobias, compulsive behaviors, and night-
mares. As affected survivors rally, the government and private corporations
may see the locals as threatening the stability of the area. People who take
food to feed others are “looters”. Those who resist occupation by military
forces are “insurgents”. Newspapers fill with stories of the survivors being
driven insane while kind (and wealthy!) outsiders do everything they can
to help -- for a given value of “help”.
Accidents range from common car accidents to sudden bridge collapses to
massive catastrophes like nuclear meltdowns. Whatever tragedy occurs,
it typically inflicts trauma to bodies and minds. Because accidents can be
from negligence or pure randomness, they tend to reside in an odd place
between natural disasters and terrorist attacks. Humans involved with the
accident, be they rescue workers, drivers, plant workers, or otherwise, may
be blamed for its cause and aftermath – even if they did everything they
could.
Terrorism is political violence inflicted on a nation by a non-national actor
– usually a single person or a small group of people driven any number of
motives. Oftentimes, it’s radicalized young men who’ve found their life’s
purpose in committing violence for an ideology and/or belief, whether
religious or social. Survivors of terrorism may withdraw from public life or
speak out against the group that committed the act. Others suffer survivor’s
guilt, traumatizing themselves for being spared.
How to use it: In the world of KULT, true coincidence and randomness
are rare. The Illusion is guided and affected by Higher Powers rather than
random chaos (see Existential Horror). Who knows what was born from
the national trauma of the school shooting? What being of Nahemoth that
crawled up from inferno when the Tsunami swept in?
◊ World: The contaminants at the Fukushima reactor crack, pouring
radioactive waste into the ocean. How does this affect you?
◊ World: Violent political movements have taken a significant rise near
you. How do you feel?
◊ Surrounding: Your parent is hospitalized after a head-on collision
with a drunk driver. The other driver is fine. What do you do?
◊ Surrounding: Your neighborhood is in the path of a hurricane, and
you don’t have a basement. Where do you seek shelter?
◊ Internal: There is a bomb scare at your workplace, but your col-
leagues strangely ignore it. What do you do?
◊ Internal: The roadway begins cracking. A sinkhole swallows the car
in front of you – a frightened child staring helplessly through the back
window. What do you do?

228 Chapter 10 – Prisoners of the Self


Rape and Sexual revenge-backstory motivation, never mentioned again
after the rapists are dead. Rape is a very real experience
Violence
of violation that turns your character’s world inside-out.
Rape and sexual assault occur when someone’s ability to Much like playing characters with chronic or mental
provide consent is not respected or goes ignored. It may illness, characters suffering from rape trauma do not
take on many forms: the rare direct assaults by a stranger feel safe inside their own body. They may experience
in some dark park, drugged and raped without any clear numerous symptoms, such as panic attacks, body
memories of the event, gang rapes in a college dorm, flashbacks where they freeze, periods of helplessness,
prison rapes, revenge rapes, spousal rapes, date rapes overwhelming shame, nausea, nightmares, and other
where the partners tries to joke it off, rape during war, Disadvantages. Even if the assaulter apologizes or tries
rape in the home. The list goes on. to make reparations, that feeling of terror and vulnera-
In the countries where rapes are reported, millions of bility does not simply go away.
men and women are sexually assaulted every year. This There are powers in the KULT mythology, such as the
statistic does not include nonbinary or transgendered Death Angels Chagdiel and Gamaliel whose influences
people, who are at an even higher risk for sexual vio- both feed on and strengthen the destructive cycle of
lence than others. And these incidents are only the sexual abuse. Among the creatures of Passion there
ones reported. The real numbers are many, many are broken and twisted beings such as various
more. In many cultures rapes might result in forms of darthea or the libith that seek bodily
the victim being punished or even blamed for sexual encounters without limitations and con-
the incident, and the family will siderations. With that said, most
be shamed. monsters in KULT are perfectly
The oppressive force driv- terrifying without including
ing sexual violence is sexual elements. Presenting
silence – both denying the your lictor as a rapist doesn’t
victim’s right to consent, make him somehow more evil
and prohibiting them from than other lictors, it just makes
speaking out afterwards for them a rapist. Rapist villains may
fear of persecution. In the make us feel oddly excited,
worst cases, the victim is but if you are focusing on the

10
murdered to ensure their sexual element instead of the
silence. Judith Herman, in power element, you are portray-
Trauma and Recovery, said, ing rape incorrectly. Rape is about
“In order to escape account- the experience of power and
ability for his crimes, the violation. Sexual gratification is
perpetrator does everything peripheral – if even a motivation
in his power to promote at all.
forgetting. If secrecy fails, If using sexual violations as an
the perpetrator attacks the element of a KULT story the cardinal
credibility of his victim. If he rule is to focus on the experience of the
cannot silence her absolutely, he survivor. It’s not about whether or not they
tries to make sure no one listens.” A deserved it, the violation happened. As such,
woman drugged and assaulted at a they are the ones directly affected by the horror
party obviously couldn’t keep her knees of the assault. If, for some reason, a player decides
together. A man can’t be raped by his they want to portray a rapist (make sure this is
partner because men “always want it.” agreed upon in the Horror Contract), ask them why
If they say they were forced to fellate their they want to explore that role, and make sure there is
uncle, they’re lying because things like that a genuine reason other than being shocking or “edgy”. As
don't happen in nice families. stated above, think carefully, and make sure it is handled
How to use it: There is a good reason very few with decorum and empathy.
roleplaying games tackle sexual violence, except ◊ World: A celebrity is accused of multiple rapes and
perhaps as backstory justifications. Dealing with sexual assaults. His supporters insist he is innocent and
violations to the body and mind is not easy and the survivors are just gold-diggers. What do you think?
should be handled with care and empathy. Nor
will everyone agree on what constitutes sexual
◊ World: Bloggers are divided over the graphic rape
scenes in a popular video game, with some saying it’s
violence and what does not. This subject matter
realistic, while others says it’s too gratuitous. What do
can become especially fraught if one of the players
you think?
was the target of sexual violence in real life. As
such, it must be handled with the utmost care as ◊ Surrounding: Your brother lashes out at little things
part of the Horror Contract. and is drinking heavily. You finally get him to confess
that he was sexually assaulted and he feels terrified
If you introduce rape into your game don’t make
and ashamed. What do you do?
it sexy or titillating. Don’t make it some trite

Bound, Caged, and Abandoned 229


◊ Surrounding: Your coworker won’t stop making lewd remarks
about women in the office. You hear rumors he’s begun follow-
ing them after hours. What do you do?
◊ Internal: You receive flowers after being sexually assaulted. The
note warns not to tell anyone else or you’ll be sorry. What do you
do?
◊ Internal: You finally tell your parents or friends about your vio-
lation. They insist you misunderstood what was happening. They
ask if you were drunk or wearing suggestive clothing. How does this
change you?

War and Other


Physical Violence
War, and the threat of war, is ever present in Elysium. Nations spend
untold billions each year acquiring and creating deadly hardware.
International unrest and remnants of Cold War politics nudges
global tensions ever closer to the brink. Suddenly, brutal conflicts
erupt in some foreign nation and thousands of young people enlist
– or are conscripted – out of duty or necessity. Violence is the way to
truly settle disagreements between nations, clans and gangs, or so
the logic goes.
In movies and games, we learn that war is glorious and exciting
and heroic, when in truth it is chaotic brutality. Mismanaged engage-
ments, officers with bloodlust, pilfered resources, disease and infec-
tions, and simple boredom can all disrupt conflicts, causing more
death than actual combat. Mines and other booby-traps mutilate
without warning – intentionally designed to demoralize, but not kill,
the enemy. Jets and bombers attack soft targets like cities and towns
with little blowback, and “buzz” (i.e., fly extremely low over at super-
sonic speeds) problematic areas to pacify them without ammunition.
War is hell, but coming home can be even worse. War survivors, be
they veterans or refugees, are weighed down with numerous traumas.
They’ve witnessed things no human should have to see – their friends
blown to pieces, their children killed, their homes and businesses
destroyed, and their convoys ambushed. In fact, the study of “shell
shock,” later called post-traumatic stress disorder (PTSD), began with
survivors of World War I. War is the “acceptable” trauma, and yet it is
rarely addressed. Veterans are frequently told to suck it up and sol-
dier on, refugees are told that they need to return home, that they are
unwelcome, that they should be lucky to be alive at all.
How to use it: When playing KULT: Divinity Lost, GMs and players alike
will encounter violence. Brutality and terror temporarily erodes the Illu-
sion, revealing the horrors beneath. Soldiers and refugees have all seen
things they can’t explain – a refugee camp borders on Metropolis, while
a concentration camp merges with Inferno. Archons and Death Angels
such as Netzach, Hareb-Seraph, and to some extent Kether and Thaumiel,
flare up like beacons of power during times of conflict. This is a chance
for their influence to get an iron grip and gain influence in a new region.
Well-meaning people commit atrocities in the name of kin and coun-
try, causing their Stability to fall. Lictors, razides, jackals, ignytides, and
other creatures that can affect a character’s emotions may draw them
into the endless conflict. In these moments of utter chaos and bloodshed
we might sometimes gain a glimpse into our divine souls – from a time
when we were gods and free of moral constraints ruptured whole worlds
and committed atrocities out of pure pleasure. Here we might be filled
with an euphoric bloodlust only to afterwards be traumatized and crying
in horror over what overcame us.
In the Illusion few people remain unaffected by killing another sentient
being, if they can do it at all. Everyone who comes away from war has

230 Chapter 10 – Prisoners of the Self


scars, whether visible or not. Some Archetypes, such as the Veteran,
are marked by it. While many RPGs treat murder as though it were
casually and contemptuously easy to commit, KULT includes the
option to fully enforce the traumatic effect of taking a life. Brushes
with death are equally traumatic, knowing that the other person
could kill you, dismissing you as a fellow human but simply an
enemy to be eliminated.
◊ World: Unrest in the Middle East has pundits speculating on
nuclear options. How do you feel about it?
◊ World: On Twitter, you read that the Pentagon is going to make
an important announcement later today. Does this make you nervous?
◊ Surrounding: Your sibling comes back from the front lines,
looking thirty years older than they did when they left. How do you
treat them?
◊ Surrounding: The CDC starts putting out notices about an out-
break of a wartime disease in your hometown, due to returning
soldiers. How do you feel?
◊ Internal: You were a refugee. You still have nightmares about
what you escaped. Sometimes it’s hard to not see your home as a
new battleground. What does home look like now?
◊ Internal: You are in the military reserves, and you never expected
to be deployed. You are underprepared and anxious. What do you do?

10

Bound, Caged, and Abandoned 231


Chapter 11

Gods and
m o n st e r s

B
itter winds howled off the Detroit River. Monk fought to light
her cigarette, hands shaking from more than the cold. Finally, she man-
aged to get it going, filling her lungs with heat and smoke. Across from
her, Xander oozed his way out of the black Dodge. His bulk made the car
shudder with relief to be free of him. Even through his winter jacket, Monk
could see the inner workings of his guts; mustard-yellow and intestinal
pink. His bloated face rested on broad shoulders like a dollop of rancid
sour cream. Behind him, two more men exited the vehicle. “We were sup-
posed to meet alone, Xander,” Monk said, “Who are your friends?”

“Business associates, Ms. Logan,” he chimed. Monk doubted that very


much, “I don’t like surprises.” He shrugged, approaching like a living
storm. “Did you bring the money?” Xander ignored her question, step-
ping forward, his corpulent body looming over her, “The deal’s changed,
human. Where is the Codex? Hand it over now and we’ll make this quick.”

Monk idly pointed toward one of Xander's ‘associates.’ His smug face disappeared, along
with most of his head. The gunshot reached them just as his corpse hit the ground. Xan-
der glanced around, fearful. She managed a grin, “Sorry. I brought friends too.”

234 Chapter 11 – Gods and Monsters


Overview Build an Evolving
World of Discovery
The Gods and Monsters reflection explores the narratives of and Dread
urban fantasy and magical realism. Supernatural elements First and foremost, the GM and players must Build an Evolving
remain ever-present, resonating throughout the fiction and World of Discovery and Dread. In urban fantasy, the setting
continually affecting the PCs. Hidden amongst humanity, crea- itself plays one of most important roles, continually evolving and
tures and cultists have formed secret societies, directly working reacting to the PCs’ actions. Outwardly, the setting resembles our
to preserve our prison or tear down its crumbling walls. The real world, but it coexists with the fantastical Realms; the Illu-
wounded Illusion bleeds, dimensions merge with Elysium, and sion’s veneer is thin, at best, and nonexistent, at worst. The PCs
monstrosities stalk our streets. The Higher Powers are no longer traverse these interconnected worlds, discovering intricate poli-
indifferent primal forces; they regularly impose their will upon tics and rivalries, magical wonders, and horrifying truths. As such,
humanity, twisting and perverting it to fulfill their alien goals. the GM needs to clearly define how the mortal and supernatural
The PCs themselves are pawns, caught up in this cosmic game of worlds interact (see Tear Down the Barriers, p. 237).
nightmarish passions and divine powers.
Because of the setting’s importance, the GM should establish
major locations, factions, and NPCs prior to the first session.
This helps provide the fiction with an aura of mystery and

Agenda history. During the first session, the players can then add their
personal touches, expanding upon the setting’s foundations. In
turn, the PCs become established within the setting, rather than
Gods and Monsters shifts the conversation’s focus toward grander existing outside of it.
horrors. Unlike standard games, the Higher Powers and their
minions are no longer indistinct and mysterious forces. They Example:
actively shape humanity’s progression, weaving Elysium to serve The GM and players wish to explore African mythology, as
their personal needs and wants. The Illusion’s grip on reality is well as the themes of colonialism, economic disparity, xeno-
tenuous, and permanent portals to other dimensions remain phobia, and urban blight. They decide to set their campaign
open. Turn any corner and you find yourself in Metropolis’ in Johannesburg, South Africa, where Archons Binah and
haunted landscapes. Descend a dark stairwell and may enter Hod wrestle for control of the city’s human population. Their
Inferno’s charnel houses. Close your eyes and your dreams come struggles have fed the political and racial strife through the

11
true in Limbo. The Underworld has risen from below, and its City of Gold’s history, as well as blind them to the rising power
bizarre denizens live amongst us. In this dark urban fantasy, the of Nahemoth. Devotees of Chesed are secretly recreating the
PCs stand with one foot in light and the other in the darkness, realm of Nywere in the industrial suburb of City Deep. The
their world shrouded in perpetual grey. PCs must navigate these sinister undercurrents, if they wish to
In Gods and Monsters, our prison doors are open, and the Illusion survive in this megacity.
hangs in tatters. In numerous locations, Elysium and Metropolis
effectively coincide, allowing free passage between both sides. Place the Characters
Although Sleepers remain ignorant of these horrors, their daily
at the Conflict’s Heart
existences are continually affected by them. In contrast, the
Aware PCs recognize these otherworldly events and entities, and Secondly, Gods and Monsters narratively shifts away from more
are trying to find their place in this nightmare world. Even so, revelation-focused stories, i.e., gaining awareness of the True
the narrative remains focused on self-discovery and personal Reality. With the Illusion’s collapse, the PCs are aware of the
horror, as the PCs are integral to the world’s progression and supernatural forces and other worlds surrounding them. Indeed,
supernatural affairs. they may regularly interact with them, existing in the borderlands
between Elysium and the True Reality. As such, most stories in
Due to this narrative shift, the Agendas differ significantly from
this reflection don’t solely focus on these horrific revelations.
standardized KULT: Divinity Lost games. Gods and Monsters also
provides the perfect background for incorporating Enlightened Instead, urban fantasies revolve around character-driven conflicts
Archetypes. Indeed, the GM may base the campaign around and thematic narratives, including mysteries, political intrigues,
these advanced character types. and romantic entanglements. As such, the GM should Place the
Characters at the Conflict’s Heart, regardless of the overall plot
The Agendas for Gods And Monsters are as follows:
structure. Even though they’re stuck between vast and powerful
◊ Build an Evolving World of Discovery and Dread. forces, the PCs’ individual actions and decisions carry the most
◊ Place the Characters at the Conflict’s Heart. narrative weight in the conversation.

◊ Let the PCs’ Actions Advance the Plot, Regardless of Focused conflicts reveal the PCs’ personalities, continually testing
their beliefs, morality, and resolve. Because of their awareness, the
Consequences.
consequences for their actions are more acute and painfully felt.
True horror comes from self-discovery and wistfulness, as the PCs
recognize the divinity denied them. The supernatural elements are
used to frame their struggles by creating narrative contrasts. This
adds further narrative depth and contrast.

Overview 235
Example:
A prominent lictor turns up dead prior to an
Principles
important negotiation. Their mysterious death
The Gods and Monsters reflection embraces the concepts and
could reignite conflicts between Kether and
themes of dark urban fantasy – an unforgiving world of blurred
Samael, throwing the city into violent chaos. As
moralities and living nightmares. The PCs are intimately aware
neutral parties, the PCs are hired to investigate
of the malignant forces lurking behind reality’s false veneer.
the murder and uncover the responsible party.
The Illusion isn’t so much cracked as broken, and the PCs are
However, certain factions no longer support
intimately aware of the supernatural as they witness the pinna-
peace and seek to undermine the PCs’ efforts. As
cles of Metropolis and depths of Inferno. Each day, they unlock
their personal secrets are used against them, the
Elysium’s mysteries and regain control over their Divinities.
PCs are drawn deeper into the impending conflict.
As such, the game’s narratives embrace the concepts of magical
realism. Stories explore the PCs’ importance in the True Reality,
Let the PCs’ Actions as well as their roles in its supernatural affairs. The Higher Pow-
Advance the Plot, ers and their minions recognize the PCs’ importance, drawing
Regardless of them into their machinations. Even so, while the awakened
Consequences characters may sense their lost divinity, they remain shackled
by their mortality. The Demiurge’s prison still enslaves them,
Finally, in Gods and Monsters stories, immense
as well as the mythical creatures and ignorant Sleepers around
and powerful entities continually vie for power
them. The GM can reflect the underlying themes of Gods and
and dominance over Elysium. Their grand mach-
Monsters by employing the new Principles described below.
inations resonate throughout the mundane and
supernatural worlds. Their authority and influence
are seemingly beyond mortal ken, rife with ancient Reveal the Living City
mysteries and plots that shake the foundation of In Gods and Monsters, the city and its urban environs are
reality. And yet, the GM should Let the PCs’ Actions vitally important to the narrative. The GM and players
Advance the Plot, Regardless of Consequences, even if should treat it as an NPC, as equally important as any char-
they are mere observers to these vast, unknowable acter the PCs encounter. From the urban wastelands to the
conflicts. They are the story’s narrative focus, and downtown’s neon glow, the city’s every corner offers new
their actions directly influence how these grand opportunities and exquisite dangers. In Metropolis’s Shadow
schemes fail or succeed. Their character arcs and discusses this development process in detail (p. 125). The
subplots continually drive the core fiction, affecting more realistic the city is, the more invested the players will
the NPCs and the world itself. In many ways, the become in protecting their home. Once the city is chosen by
PCs are the inciting factor for change, thus, the GM the group, the GM and players should use the first session to
should provide them with agency and investment in establish significant locations; at least one location tied to
the plot. each PC. They may incorporate supernatural qualities into
Example: the location, as well.

Two clans of Children of the Underworld are vying Example:


for control of Berlin. Each group seeks to possess an In their first session, the GM and the three players chose
ancient portal between the surface world and Ktonor. Detroit as the story’s specific city. They agree that the
This pathway would provide the winner access to their setting should also contain high levels of mythical
subterranean kin, tipping the balance of power. During influences.
the story, the PCs discover the portal and befriend its
strange and formidable guardian. This provides them The Detective defines the Painted Lady, an old bar they
power in the grand scheme, as they can decide its fate – live above. The bar’s owner, Scarlet, is a Forgotten God
and the fate of Berlin as a whole. The clans turn their of Lost Causes; she’s sworn to protect and comfort any
attention to the PCs, trying to benefit from patron who crosses the threshold.
their influence. The Fixer picks Chubby Joe’s, a barbecue joint with the
city’s best pork and collard greens. The large basement
once belonged to Detroit’s Underground Railroad – but
the basement now allows passage to and from the
Underworld.

236 Chapter 11 – Gods and Monsters


The Academic declares they work at the Detroit Public Library, sunlit world for its own. Our prison doors have swung open,
describing their office and coworkers. She’s discovered that even if humanity doesn’t realize it yet.
walking the stacks in the correct order can transport the
Although the Illusion has failed, the GM still needs to establish
person to an occult library in Metropolis.
realistic boundaries when running Gods and Monsters. Prior to
Due to Gods and Monsters’ focus on mystical realism, the GM playing, the GM and players must roughly define how far the
also needs to define the city’s significant supernatural influ- paranormal and mundane worlds have integrated. By doing so,
ences, meshing reality with the mythical. These include the the fiction and setting become more concise and structured,
Higher Powers and the city’s prevailing borderlands where and, thus, more believable. Without established boundaries, the
the Illusion’s control remains tenuous. Although Metropolis is mythology and narrative can become convoluted and unbal-
ever-present, the GM may wish to incorporate other Realms as anced, detracting from gameplay
well. Also, lesser angels, demons, and monsters all struggle to
There are several various factors to consider. How does magic
control Elysium, hiding behind complex rules and restrained
work – e.g., ritual, training, or natural ability? How preva-
by ancient treaties. Conflicts arise from these political tensions,
lent are the Higher Powers and their minions? How much of
drawing the players deeper into the city’s horrific secrets.
Metropolis and Inferno have been revealed? Are portals more
As the game progresses, the city continually reveals its common and easily opened? As the Illusion collapses, how
secrets and multiple facets, evolving in response to the have the jailers continued to maintain humanity’s
PCs’ actions. This includes major and minor NPCs, ignorance? What entities do the human/inhuman
who are ingrained into the city’s inner workings at cults serve and how much of the truth do they
different narrative levels. As the PCs involve know? Has the mundane world recognized
themselves in this vibrant world, they’ll the supernatural threats? If so, what
shape the city’s future and help actions have they taken? These and
reveal new challenges and oppor- other questions can be discussed
tunities. These changes can directly during the first session, while the
affect the Intrigue Map and become collective answers establish the
ingrained in the game’s fiction. core fiction.

Example: Example:
In the Detroit campaign, the GM The game group decides their city
decides the city is embroiled in and the Underworld have merged

11
an intensifying conflict between together. Interactions between
Yesod and Malkuth. Their lictors humanity and the Children of the
and minions have established Underworld are frequent and well
uneasy territories, fighting to con- established. Currently, an uneasy
trol the city’s economic, indus- truce exists between the surface
trial, and political resources. and Underworld, enforced by
Their struggles have further agencies on both sides. Powerful
weakened the Illusion, allowing lictors cooperate with the elders of
Gaia and the Machine City to bleed Ktonor to maintain some remnant
into the urban landscape. Numer- of the Illusion, even as they indulge in
ous neighborhoods actually exist inside petty rivalries and power plays. Unscrupulous
Metropolis; their denizens incorporate them- humans and Children run black markets and
selves in human communities. Taking advantage illegal trade between worlds. Meanwhile, alien
of the chaos, Dream Prince Oizys has extended his entities in the Fallen Realms have awakened from
influence over the local drug culture, attempting to their eternal slumber, eager to drag both worlds
manifest himself in Elysium. into oblivion.

Tear Down the Give the City Many Faces


Barriers, yet Establish In Gods and Monsters, the city and its inhabitants have several
Clear Boundaries faces; i.e., their public and private personas, as well as their
mundane and supernatural miens. The GM needs to account
In Gods and Monsters, the mortal and supernatural worlds
for each of these, defining the city’s many emotional layers
are intimately connected. However, unlike in standard KULT:
and hidden motivations. In doing so, they provide the city
Divinity Lost, the Illusion no longer entirely separates the
and major NPCs with compelling personalities for the PCs
realms,, allowing different levels of reality to freely interact.
to discover, keeping the setting fresh and vibrant. They can
The city’s urban landscape is populated with borderlands,
use this to narratively set the stage for future storylines and
where different dimensions and the Realms hold sway. Magic
hint at mysteries to be unlocked. As the players sense the
is increasingly prevalent, wielded by Enlightened and Sleepers
city’s hidden facets, they’ll instinctively ask questions and
alike. Gaia dissolves the urban landscape into wild lands, and
seek answers. The GM can expand upon these narrative
sets bizarre creatures upon the natural world. Voracious Dream
threads in session or during downtime. Yet, like an iceberg,
Princes draw slumbering minds into Limbo, enslaving them to
their alien wills. The Underworld rises up, eager to claim the

Principles 237
the city’s true nature lies forever beneath the dark waves, Heart, the GM should allow the city to reflect the PCs’ divine souls.
unseen and waiting. They should remain intimately entwined with the city’s beating
heart, even if they never understand how or why.
Example:
The PCs need only listen to the city’s song to hear their former
The corner store owner, Hector, has become an accepted names. Their personal mythologies are graffitied onto the subway
constant in the PCs’ lives. Always attentive and courte- walls by unknown hands. Their fractured dreams cower in card-
ous, Hector constantly has the exact connections and/or board boxes beneath rusted railway trestles. Their forgotten sins
information the PCs need. Outwardly mundane, Hector is lurk in abandoned apartments, hateful and hungry. Their souls
actually the incarnation of the neighborhood’s spirit. He’s echo in the city still, waiting to be rediscovered, if only they have
long since forgotten this, believing himself to be human. the courage to look.
As the campaign progresses, outside forces infringe on
the neighborhood, inflicting harm upon him. He physically Example:
and emotionally suffers from the turmoil.
Throughout the story, The Ronin is approached by homeless peo-
ple of all types. They behave with quiet reverence, falling at their
Retell Myths in feet, or trying to touch their face. Many leave strange offerings,
Modern Terms such as pieces of colored glass, moldy food, old subway tokens,
and makeshift holy symbols. As time goes on, they gather outside
In urban fantasy, classical myths and stories mesh with the PC’s home, prostrating themselves in silent prayer.
our current world, redefining themselves in this modern
age. Humanity’s dreams and nightmares are reality, living
amongst us, and striving to fulfill their own desires and
wishes. Real magic hums beneath the bricks and mortar,
ready to be unleashed and harnessed. Urban legends are The Fiction
born from reality, not products of whimsy and childhood
stories. In Gods and Monsters, there is horrifying truth in every In Gods and Monsters stories, the fiction revolves around core
fantastical belief, and monsters really do wait in the shadows. themes: the Magic, the Mystery, and the Passions. From these
The GM is encouraged to reinvent common mythologies, and three tenets, the GM and players can expand the various nar-
populate their city with magic, miracles, and monsters. rative elements and threats, such as the city, NPCs, and events,
to best reflect the concepts of urban fantasy. All the standard
Yet, these stories should remain rooted within the game’s
KULT: Divinity Lost character Archetypes can be employed in this
core setting, where legends are actually twisted reflections
reflection, as well as the four Enlightened Archetypes (with the
of the KULT mythos. Although the sword Excalibur is real, it
GM’s permission).
was empowered by the Archon Chokmah – trying to subdue
humanity’s chaotic nature. Nosferatu and Borderliners stand Firstly, the Magic refers to the paranormal elements within the
in for vampires and werewolves, while the faerie folk are setting, which can both include and expand upon the standard
actually creatures of passion. With a little creativity, the GM KULT mythos. As discussed above, the magical and mundane
can create an entirely new urban fantasy setting, and popu- coexist, continually influencing the PCs’ lives. They’re forced to
late it with familiar, yet unique, creatures and wonders. maintain lives in both worlds, and adhere to the rules of both.
The GM should continually infuse the fantastical and horrific into
Example: their daily existence.
The PCs frequently travel to the Goblin Market behind Janis Secondly, the Mystery refers to the unseen world and hidden
Street Bridge. Considered neutral territory by the city’s motivations that guide the narrative. Typically, urban fantasies
supernatural inhabitants, the labyrinthine bazaar defies adhere to noir aesthetics and tropes, presenting their worlds in
time and space, connecting with multiple dimensions. The shades of grey and shadow. In this hidden world, secrets are cur-
‘Goblins’ were once a servitor race from Metropolis, freed rency, fueling the never-ending struggles that drive the city. From
upon humanity’s imprisonment. They now pledge loyalty Gods to garbage men, everyone has intriguing stories to tell and
to the Auctioneer, an Elysium God that rarely reveals itself unspoken sins to hide – all waiting for the players to discover.
publicly.
Finally, the Passions refer to the underlying desires and moti-
vations influencing the world. In urban fantasy, these passions
Show Echoes are usually distinct and intense, pushing the PCs and NPCs
of the Past alike to extreme lengths. Forbidden loves, exquisite hates, and
unrivaled greeds twist fragile hearts beyond their breaking
The world of Gods and Monsters is one of dark legends and
point. Frequently, men and monsters act without logic, lost in
horrific allegories. The crumbling Illusion allows humanity’s
their sensual hungers, succumbing to their countless vices. The
true memories to filter through the cracks, revealing clues and
world of Gods and Monsters is sexy and savage, wreathed in sex,
remnants of our lost divinity. In fulfilling the Agenda, Place the
smoke, and cheap booze.
Characters at the Conflict’s

238 Chapter 11 – Gods and Monsters


Threats
Events Places Characters
See Foundations of Dread, p. 46 Gateways between realms, Gaia Wood- Magician (Death, Dream, Madness,
land, Borderland, Goblin Market, Aban- Passion, Time and Space), Cop, Criminal,
Kidnapped by Unseelie (Liberate/Abuse)
doned Subway, Bus Terminal, High-Rise, Cultist, Insane Prophet, Houseless Per-
Murdered Politician (Mystery/Fear) Slums, Apartment Complex, Apartment son, Civil Servant, Businessman, Jour-
Messages from the Past (Revelation/ (squatters), Cop Bar, Local Pub, Coffee nalist, Occult Store Owner, Bartender,
Allure) Shop, Book Store, Clinic, Clinic (Illegal), Street Musician, Beggar, Newspaper
Occult Shop, Fortuneteller, Pawnshop, Vendor, Store Owner, Nurse, Cab Driver,
Target of Political Power Grab (Rivalry/
Nosferatu Club, Jackal Den, Parking Food Vendor, Sex Worker, Hustler,
Victory)
Garage, Art Gallery, All-Night Gym, Pent- Mechanic, City Worker, Barista, Jazz Club
Dangerous Relationship (Romance/ house Condo, Library (Public), Library Owner, Drug Dealer, Petty Thug, Subway
Conformity) (University), Street-Food Vendor, Under- Attendant, Bike/Foot Messenger, Urban
Missing Magical Item (Search/Discord) world-Controlled Club, Private Club, Explorer, Private Detective, Madame,
Brothel, Strip Club, Convenience Store, Stripper, Innocent, Street Preacher
Opportunity to Get Back at Rival Athletics Center, Steam Tunnels, Police
(Temptation/Vengeance) Station
Magical Curse (Transmutation/
Exclusion)

Groups Monsters Objects


Street Gang, Corporation, Law Enforce- Children of the Night, Children of the Guns, Drugs, Magical Artifacts, Ritual
ment, Elite Club, Magical Group, Jackals, Underworld, Gargoyles, Wolven, Faeries, Items, Cigarettes, Booze, Knives, Cars,
Hackers Club, Corrupt Cops, Rich Family, Vampires, Werewolves, Ghosts, Lictors, Computers, Evidence, Money, Stolen
Occultists, Sex Workers, Mobsters, Street Angel, Demons, Razides, Elysium God, Goods, Tattoos, Trench Coat, Calling
People, Refined Cultists, Charity Workers, Forgotten God, Forsaken Spirits, Nepha- Card, Graffiti, Handcuffs, Improvised
Neighborhood Watch, Vigilantes, Profes-
sional Crew, Veterans, Union Workers,
City Workers, Social Club, Crazed Wor-
shippers, Militant Activists
rites, Incarnates, Azghouls, Chronities,
Eldermensch
Weapon

11
Variants
We are the Shadows: This reflection focuses on intrigue and
danger, where the PCs are the Enlightened (KDL, p. 351). They
are directly involved in the city’s supernatural affairs, working
to overthrow the main power brokers. The narrative focuses
on them gaining influence and political clout within this secret
world, while also avoiding exposing their activities to the
ever-vigilant jailers.
Living Under the Shadow: One of the Higher Powers has
broken through the Illusion and now rules over the
city. Their Principle dominates most of the human
inhabitants, continually influencing their daily
lives. The PCs rebel against the status quo,
striving to cast off this imposed tyranny
of the mind. They work with simi-
larly-minded factions, moving
through the city’s shadows,
trying to stay one step
ahead of their
oppressor’s
minions.

The Fiction 239


Chapter 12
Darkness
and decay

G
hosts lined the darkened hall, silent sentinels all. Kimberly stared
and they stared back, their faces mockeries of her own. She’d only wanted
to escape the pounding rhythms of the nightclub. Yet, through the curtained
doorway, she’d somehow found herself here. A funhouse nightmare of mir-
rors. Whorls of nauseating colors painted the floor and ceiling, filling her with
queasy vertigo. Scarlet light glistened, as if bathing her reflections in blood.

She turned around, only to find another mirrored image smiling at her. But
Kimberly sure as shit wasn’t smiling. She touched the mirror; the reflection
mimicking her, but never losing that grotesque grin. Kimberly pushed away,
repulsed. When she looked down the hall this time, she realized she wasn’t
alone. A woman stood in the distance, haloed in the hall’s scarlet shadows.
Her face remained hidden behind a ceramic wolf’s mask, framed by long, red
hair.

“Who are you?” Kimberly said, trying to retreat. “Who are you?” the figure replied, perfectly
mimicking her voice. She felt the mirror against her back, “Please, I just want to go home.”
The woman pulled the mask away, revealing the face beneath, “But you are home.”

240 Chapter 12 Darkness and Decay


Overview mysterious as it is horrifying, confounding the troubled mind.
Like a funhouse mirror, the uncanny reflects and distorts the
truth; what is seen cannot be trusted.
Darkness and Decay stories empathize the Uncanny rather Even after the story resolves itself, the PCs shouldn’t fully
than focusing on the more overt horrors inherent within KULT: understand what they've experienced. The narrative’s secrets
Divinity Lost. Also known as the unheimlich, this narrative aes- and revelations remain equally intangible and contentious,
thetic subtly twists our world until the commonplace becomes while the motivations of human NPCs and monsters can be
unfamiliar, instilling us with creeping dread and repulsion. The viewed through multiple interpretations. Finally, the Realms
uncanny reveals that which frightens and unsettles us, inspir- and Higher Powers are vague, symbolic concepts rather than
ing dread, yet can rarely be described – it is simply known. physical manifestations to be encountered. Even when they’re
Focusing more on psychological horror and the mundane exposed, their existences are wreathed in metaphor and mys-
world, Darkness and Decay stories relegate the supernatural to tery, existing beyond human comprehension.
the background, only alluding to its existence. Even when the
Illusion frays, the narrative remains mysterious and eerie rather However, the GM shouldn’t be obtuse simply to confuse or
than overtly horrifying. Indeed, uncanny narratives inspire frustrate the players. The uncanny and its nightmarish logic are
dread not through supernatural threats, but the benign world meant to inspire contemplation and introspection, not be impen-
reflecting our hidden anxieties. etrably mystifying. Familiarity resonates throughout the uncanny.
In KULT: Divinity Lost, that awareness still reminds us of what has
been lost, even if we never comprehend its meaning.

Agenda Example:
The Doll suffers recurring Nightmares of faceless people
seeking to steal his visage. As the story progresses, he
At its core, the uncanny infuses the familiar with fear and strange-
catches glimpses of figures with ragged holes where their
ness, forever blurring the lines between reality and unreality.
faces should be. Yet, no matter how fast the PC looks, the fig-
In Darkness and Decay, the PCs are continually exposed to the
ures have already disappeared. Narratively, these entities are
Illusion’s wrongness – sensing the horrors lurking beneath the
fragments of the PC’s former lives. Thematically, they repre-
surface. Nowhere in their world is safe, not their personal lives,
sent the PC’s desperate search for relevance. It’s unlikely the
their friends and family, or even themselves. Yet, no matter how
PC will ever discover this.
deep they dig, no matter what they learn, the PCs continually

12
fumble in the darkness, ignorant to the truth. This splinter in
their mind itches incessantly, driving them mad with its contin- Keep the PCs on Edge,
ual presence. Yet, the knowledge they gain remains ambiguous, But Offer Moments
rife with mystery, and generating more questions than answers. of Introspection
In short, Darkness and Decay narratives walk the razor’s edge In Darkness and Decay, the uncanny infects the PCs’ daily
between what is familiar and alien, substance and shadow. As existence, altering their world in unsettling and unfamiliar
such, the reflection is perfectly suited for the Sleeper Archetype, ways. Although these encounters are predominantly benign in
as the PCs remain blessedly unaware of the unnatural forces nature, the PCs should continually question their experiences
consuming the world around them. Unlike most KULT: Divinity and perceptions. The settings possess an eerie dream logic to
Lost campaigns, this reflection rarely, if ever, reveals reality them, twisting in unexpected ways. As the story progresses,
and its terrors. Instead, fear comes from never knowing what the players should feel like they’re walking on sand, which
is true, even about oneself. Even when the Illusion shatters, can give way beneath them at any given moment, and for no
ambiguity continues shrouding the truth, keeping its secrets apparent reason.
hidden behind familiar masks. The uncanny world of Darkness
Yet, in turn, the PCs should be allowed moments to collect
and Decay is one of long shadows and uncertainty, where
their thoughts and assess what they’ve witnessed. In many
enlightenment offers only disquiet. The Agendas for this
ways, uncanny narratives are mysteries wrapped in enigmas;
reflection are as follows:
their symbols and themes possess true meaning and signifi-
◊ Hint at the Illusion, but Obscure the True Reality. cance, no matter how confusing or obscure. As such, the GM
◊ Keep the PCs on Edge, But Offer Moments of should Keep the PCs on Edge, But Offer Moments of Intro-
Introspection. spection. By allowing the PCs these brief moments of certainty
and reflection, the players can renew their mental footing.
◊ The PCs’ actions Have Impact, Even If They Don’t Under- However, in truth, these introspections are merely opportu-
stand How.
nities for the GM to redefine the narrative reality once more,
if necessary. Every answer should inspire more questions,
Hint at the Illusion, but dragging the PCs deeper into the darkness.
Obscure the True Reality Example:
To effectively reflect the uncanny, the GM needs to Hint at
The Veteran believes he is Haunted by a vengeful spirit.
the Illusion, but Obscure the True Reality. Although the
As the entity continually disrupts his life, he seeks answers
Illusion is crumbling, even the mundane world remains
to its existence and origins. The evidence he collects points
cloaked in mystery and metaphor, perpetually inspiring
toward wartime atrocities by former colleagues. After some
doubt and uncertainty. What lurks beyond the Illusion is as
introspection, he decides to seek out the perpetrators,

Overview 241
calling in favors to locate them. In truth, the GM
knows The Veteran is the mass murderer, and
the ‘angry spirit’ is the manifestation of his guilty
Principles
conscience. Every new act of vengeance only As Darkness and Decay stories shift away from involving overt
feeds his self-destruction. horrors, such as the Higher Powers and their minions, inspiring
true fear may appear initially daunting for GMs. For the most
part, the Illusion remains intact, holding its gruesome secrets
The PCs’ Actions Have to itself. Monsters become metaphor and mystery, rarely seen
Impact, Even If They in their full glory. Even so, uncanny narratives can still provide
Don’t Understand How true shocks and soul-rending fear. Their focus on ambiguity and
Darkness and Decay stories are highly personalized, existential dread offers different opportunities to develop horri-
shifting the focus from the overt horrors toward the fying – and potentially more impactful – roleplaying experiences.
PCs and their experiences. Their actions should res- The following Principles offer GMs the narrative framework for
onate throughout the world, causing ripples of cir- promoting the uncanny in the conversation and fiction.
cumstance. Furthermore, each PC’s actions directly
impact the conversation, rebounding back on them. Insinuate the Uncanny,
In many cases, their brief encounters with the unnat-
but Obscure the Truth
ural reveal their own failings and weaknesses, rather
than directly resolving some greater evil. Despite the Illusion’s relative strength, the Elysium of Darkness
and Decay remains wreathed in mysteries and unknowable
This Agenda also plays heavily into reactions, as
secrets. While its supernatural elements do exist, they remain
the PCs affect other lives, inspiring them to action
inscrutable, murky, and beyond our comprehension. The Higher
as well. However, the grander scope of their actions
Powers and the machinations typically associated with KULT:
remains obscured by the Illusion. When the Higher
Divinity Lost stories are rare, if nonexistent. Indeed, their overt
Powers respond, it is through their emissaries and
natures are counterproductive when exploring uncanny themes.
reflections in Elysium. The players may never recog-
Even when they reveal themselves, our beliefs and concepts of
nize these changing currents, only sense the unnatural
reality are surmounted by new doubts and suspicions. Logic
changes they cause. Yet, even when they feel confused
and truth should elude the PCs, unsettling them further, as only
or completely out of control, the players should feel
their personal fears and beliefs can fill the void.
they’re advancing the plot and revealing the mystery,
piece by piece. What those pieces mean may never be Example:
completely revealed, but they’ve taken their first steps
The Fixer’s Contact requests meeting him under the North
into a larger world. As such, the GM should frame the
Street bridge at 3:33 a.m., and to bring metallic-blue spray
narratives so that The PCs’ actions Have Impact, Even If
paint. Once there, he must mark the third pillar with an
They Don’t Understand How.
arrow pointing down. If he do so, the bridge lights falter and
Example: die, casting him into inky darkness. Almost immediately, the
lights flicker back to life, revealing a package wrapped in
The PC learns unsettling truths about his partner
blue velvet at the PC’s feet.
and the city he has sworn to protect. Yet,
each revelation he acquires only exposes In Darkness and Decay, the subconscious world holds true
fresh horrors and new mysteries. dominion over all things, including the PCs. When making her
The more he wade in the filth, Moves, the GM should utilize the fiction to obscure their true
the more his own desires are meaning. This adds an uncommon weirdness to the world,
warped – exposing ugliness shifting it away from normalcy. Events can defy rhyme or rea-
lurking inside him. son, embracing dream logic and ignoring the laws of Time and
Space. Creatures and NPCs encountered are equally mysterious
and unnerving, acting as if they exist outside normal reality
and without clear motivations. The PCs closest intimates can
become strangers wearing familiar masks, while ghosts and
monsters expose the PC's repressed desires and traumas.
Example:
The PCs encounter a madwoman cloaked in raven’s wings.
She talks in fractured prophecies, knows intimate details
about their lives, and offers them help for no appar-
ent reason. If they accept her initial advice, the
PCs continually find raven’s feathers placed in
bizarre and unsettling locations – between
books pages, under their napkin, on the
car’s front seat, and even under their
pillows.

242 Chapter 12 Darkness and Decay


Dread Over Horror Obscure Where Humanity
The uncanny relies heavily on perpetuating ambiguity Begins and Ends
while feeding the players’ suspicions through corrupted A core precept of Darkness and Decay is the distortion of
normalcy. The PCs are not assailed by the monstrous, humanity. Our innate fear decreases when encountering some-
but rather disquieted by existential threats and macabre thing that appears either clearly human or inhuman. However,
secrets. Every aspect of the PCs’ lives, such as people, our psychological discomfort increases as human and inhu-
places, and possessions, exude an inherent wrongness, man traits merge together, obscuring the subject’s true nature.
adding to their deepening dread. In time, they’re forced Similarly, the GM can inspire this instinctual dread through a)
to realize their personal convictions are based on lies revealing humanity where it should not be, and b) obscuring
and misinformation. Fear comes from the distortion of humanity where it should be.
the familiar. The world exists to reflect their anxieties and
The human mind naturally seeks to recognize familiar pat-
reveal their hidden truths.
terns and shapes in the natural and manmade world. The GM
Example: can play upon this by imbuing inanimate objects with human
qualities, such as facial features and humanoid forms. In con-
The Careerist is summoned by their new director. Upon
trast, the GM can make people appear alien and
arriving on the designated floor, they find an open
unreal by distorting or removing recognizable
space with a single, red door at its center. A man
traits, such as eyes, mouths, and limbs. How-
sits behind an ornate, but bare desk. The man
ever, they must balance these two factors,
moves in broken, stuttering gestures;
as adding too little or removing
his voice a hollow monotone. It’s
too much makes the subject
as if he’s desperately trying to be
monstrous, thus ruining
human, but forgotten how. He
the uncanny effect. Simply
pauses, cocking his head like a
allow the players to fill in
dog hearing something. Then he
the missing pieces with
gestures to the red door. “The
their own fears.
director will see you now.”
Despite their ambiguity, uncanny Examples:
narratives can be shockingly The PC glances down the
brutal and violent. However, these

12
hallway, weakly lit by
gruesome aspects typically focus an emergency exit sign.
on distortions of the human form. Between the fluorescent
Deformity, mutilation, and disfigura- flashes, a human-shaped
tions are frequent themes, as they hole appears in the dark-
destroy and pervert the sanctity of ness, as if someone is
flesh. Furthermore, this reflection standing there. But the
reveals humanity’s inhumanity light is so inconstant, it
exposing our darkest deeds and may be simply a trick of
the depths of our depravity. People his eyes.
commit acts of rapacious violence
The gas station attendant stares
without conscience or reason, reminding us
through the main window. The grimy
how tenuous our existence is – and how close
glass muddies his features, as if the flesh
to monsters we truly are. The uncanny reflects the
is drooping off his skull. Tiny, piggish eyes
horrors within us all.
glisten, never breaking the PC’s gaze, as his
Example: bloated fingers slowly beckon them inside.
The Detective becomes obsessed after discovering
a human tongue; the only thing left in the missing part- Reveal Our Darkest
ner’s otherwise empty apartment. As they investigate, they
Reflections
begin encountering mute people, each with mangled and
missing tongues. Then people also lacking ears and eyes Another common uncanny theme is reflections. This
appear constantly. Or is the PC only noticing them for the narrative concept explores the darkness lurking inside
first time? At one point, an NPC they’re questioning whis- us by exposing our hidden natures, repressed desires,
pers to the sky, “Speak no evil,” and tries ripping and the grotesqueries we are capable of. These can be
out their own tongue. represented through inanimate objects and imagery,
such as mirrored surfaces, childish drawings, and dis-
torted paintings. However, more often, our reflection
is represented through people and creatures, such
as the doppelgänger or the Jungian shadow.
When developing NPCs and creatures, the GM
should subtly reflect the PCs in their motivations
and personalities. Use them to expose the PCs’

Principles 243
Dark Secrets and Disadvantages, serving as living reminders of
their imperfections and weaknesses. They may also reveal the
PCs’ darker desires by indulging in the forbidden and fantasti-
The Fiction
cal, tempting them to surrender their doubts and morality. The In Darkness and Decay, the uncanny replaces the familiar with
GM can also include divergent relationships, so the PC’s Rela- the strange, weird, and repulsive. The GM and players can
tion contrasts their personality, testing their personal nature. utilize the fiction to capture this unnerving surrealism, adding
dreamlike and disturbing imagery, and inviting questions and
Example: physiological terrors. When presenting threats and narrative
The Seeker encounters an online avatar that mimics his elements within the stories, the GM should explore the follow-
appearance, but acts in contrast to his personality. Where ing themes:
the PC is fearful, quiet, and submissive, the avatar is brash, ◊ Is it alive? Embrace the uncanny valley, and blur the line
brutal, and violent. However, these destructive attitudes separating being alive and lifeless. What is human and
serves him well, gaining him power and pleasures the PC what is inanimate? What possesses sentience and what is
could only dream of. Soon, the doppelgänger commits acts artificial? And, most importantly, what possesses a soul?
that The Seeker only wishes he could do, including murdering
his former tormentor. ◊ Is this a Dream? Dreams and nightmares weave heav-
ily into uncanny narratives. They appear randomly and
are laced with metaphors, interactions, and revelations
Subvert the Familiar, that distort the distinction between reality and the
Corrupt the Safe subconscious.
In Darkness and Decay, the Realm of Madness holds dominance ◊ Am I the Real One? Which is real – ourselves or our reflec-
over Elysium, seeping into our waking minds like an infec- tion? Are we the false image or the truth? This is the realm
tion. Bizarre and dreamlike moments intrude on the PCs’ daily of doubles and doppelgängers, where even our personal
lives, igniting sublime passions. At night, Limbo intrudes upon identity is uncertain.
humanity’s slumber, weaving its threads into our subconscious.
These unsettling elements corrupt the PCs’ perceptions until
◊ Who Are You? What defines us as ‘Us’? Are we shaped by
our experiences and memories? If so, how can we be cer-
they can no longer truly know where reality ends and dreams
tain when our memories are clouded by self-delusions and
begin. Similarly, the players themselves should feel equally
personal lies? Is the sense of déjà vu merely coincidence
disquieted, questioning the validity of their experiences.
or fragments from your actual memory?
Although the world may appear logical and familiar, the
uncanny frequently permeates its façade, forcing the PCs to
◊ Is This Reality? The surreal and dreamlike nature of the
uncanny pervades the mind and perception, distorting
question aspects of their reality. By infusing the fiction with
reality. The GM can utilize the human desire to place famil-
ambiguity and doubt, the GM elicits fear and paranoia in the
iar patterns over unfamiliar things, obscuring and subvert-
characters. Odd, minute details test the PCs’ perceptions and
ing what is real and unreal.
inspire fear in normalcy. Yet, any of the instances can be dis-
missed as tricks of memory or mere coincidence. The GM can
tweak and fray the edges of their reality until things completely
unravel.

Examples:
Someone else’s voice emerges from their lover’s mouth. Peo-
ple they’ve known forever no longer recognize them. Their
car door is unlocked, even though they’re sure they locked
it. Their home appears perfectly normal, except the trim
has been painted a different color. Their neighbor’s curtain
creeps open, revealing someone they do not know staring
back at them. When they glance at the clock, hours have
passed and they don’t recall anything in-between.

244 Chapter 12 Darkness and Decay


Threats
Events Places Characters
See Foundations of Dread, p. 46 Art Deco Coffee Shop, Empty Highway, Possessed Lover, Philosophical Barista,
Old Tenement Building, Factory, Subur- Failed Actress, Weary Detective, Strug-
Buried alive (Liberate/Fear)
bia, Doctor’s Office, Strip Mall, Movie The- gling Artist, Discreet Chauffeur, Decrepit
Strange Attraction (Romance/ ater, Old House, Abandoned Lot, Parking Voyager, Player Character’s Dreamself,
Compulsion) Garage, Overgrown Park, Carnival, Suave Fixer, Delinquent Teenager,
Meeting Double (Mystery/Awakening) Library, Post-Modern University, Railway Nostalgic Musician, Malformed Showgirl,
Bridge, Subway, Boardwalk, Woodlands, Transvestite, Bartender in Drag, Unsta-
Stalked by Unseen Force (Hunted/
Foreclosed Farm, Smoke Shop, Mirrored ble Dilettante, Tour Guide, Avant-Garde
Torment)
Hall, Sex Club, Impromptu Rave, Farmer’s Photographer, Deviant Bounty-Hunter,
Become Your Dreamself Field Harlequin
(Transmutation/Allure)
Drawn to Underworld (Revelation/
Safety)
Recover Stolen Memories (Search/
Vengeance)

Groups Monsters Objects


Cannibalistic Nouveau Riche, Drugged-Out Ghosts, Doppelgänger, Mechanical Dou- Severed Body Parts, Identical Items,
Gangsters, Nihilistic Groupies, Envious ble, Twisted Reflections, Possessed Doll, Mannequins, Statues, Mirrors, Note-
Impersonators, Aloof Artists, Actors’ Guild, Elegant Demons, Children of the Under- books, Unsettling art, Videotapes,
Crazed Street People, Murderous Rural world, Phantoms, Fallen Angels, Shadow Colorful Bottles, Musical Items, Exotic
Folk, Inbred Family, Death Cult, Fanatical People, Malformed Creature, Devolved Clothing, Antique Gun, Darkened
Worshipers, Urban Explorers, Amateur Human, Living Image, Living Corpse, Limousine, Drug Paraphernalia, Type-
Astronomers, Recovering Users, Obsessive Unseelie Fae, Alien Hybrid, Chimera, Invis- writer, Colored Keys, Porcelain Mask,
Fans ible Person, Wendigo Leather Mask, Grotesque Art, Bizarre

12
Sculpture, Doorknob, Dust Cover,
Movie Makeup Kit

Variants
Small Town Secrets: The PCs live in a secluded community
of eclectic souls and strange personalities. An unexpected
event disrupts the town’s relative peace, revealing the ugly
secrets lurking beneath its veneer. As circumstances spiral
out of control, the PCs find themselves entwined within the
uncanny tendrils rising to the surface. The more they peel back
the town’s mask, the more hideous its truths become. And the
more ugliness they learn about themselves.
A City Divided: The PCs’ city slips through the Illusion’s bound-
aries, interacting with its doppelgänger. Time and Space warp
and merge, as elements of these parallel worlds bleed into one
another. The Cities – and their inhabitants – are twisted reflec-
tions of each other. Both are hauntingly familiar, yet terrifyingly
strange. As the story progresses, the PCs must find some way
of surviving this cosmic entanglement, as only one city can
endure – and neither wishes to fade from existence.
Elysium Gothic: The PC’s world has become one of metaphor
and mystery; a modernized faerie tale. Drawing upon the
aesthetics and themes of gothic horror, the stories are more
allegory than fact, blurring the lines of realism and fantasy.
Somewhere between wonder and terror, the PCs explore
the sublime realms of flesh and passion, death and dreams.
Between shadow and light, they’ll discover fearful enlighten-
ment and perverse pleasures – whether they wish to or not.

The Fiction 245


Chapter 13

Illusions
and  Sorrows

Y
e-jun staggered into his tenement’s lobby. He made his way
to the elevator, head swaying heavily, weighed down by exhaustion
and drink. He’d intended to return home hours ago, but his friends
had effectively taken over an entire pojangmacha. Now, his stomach
churned with spices and alcohol. When the elevator opened, Ye-jun
stepped inside without thinking. 

He didn’t see her, at first. Tall and exotic, the silver-haired woman
smiled at him. Not a tenant, he knew. He’d have remembered some-
one this gorgeous. She waited patiently, watching him with amethyst
eyes. Nervously, he pressed the button for his floor. As the doors
closed, she stepped forward and pressed the floor before his. They
rode in silence; Ye-jun sobered by her alluring presence. Upon reach-
ing her floor, she stepped out into the darkened hall. She turned and
smiled again. Her perfect mouth stretched wider, tearing, ripping, blood flowing
over rows of needled teeth. “I’m going to kill you on the next floor, Ye-jun,” she said.

The doors shut with a cruel finality, the elevator resuming its ascent. Ye-jun could
only wait for them to open again. Knowing that she’d be there. Waiting.

246 Chapter 13 – Illusions and Sorrows


Overview the True Reality. In essence, the cultural and spiritual ele-
ments influence the PCs’ daily lives, but they are still based
on false perceptions. As the story progresses, the GM slowly
The Illusions and Sorrows reflection explores the precepts of incorporates elements of the KULT mythos into these accepted
Asian horror, exploring the sort of stories told in China, Japan, philosophies. So, as the PCs strip back the Illusion, they recog-
South Korea, and Thailand. Although highly diverse in their nize their beliefs were inherently flawed, and their nightmar-
themes and cultural aesthetics, these narrative styles share ish world is revealed to be infinitely worse. By meshing these
common threads, including their heavy reliance on magical two narrative concepts together, the stories gain greater depth
realism. In each case, these stories blur the lines between our and more horrific importance.
world and the spiritual realm through harsh contrasts. They
The Descendant knows they carry the spiritual burden of
accentuate eerie atmospheres, inspire dread and tension, and
their ancestor’s sins (Haunted). Each year, they must attend
rely on psychological fears over the shocks and scares more
a mysterious festival in their hometown to offer gifts of
prevalent in Western horror traditions. Steeped in theme and
incense smoke, hoping to feed any starving and tormented
morality, Illusions and Sorrows takes KULT: Divinity Lost’s per-
spirits. They’re unaware that the ancestor is desperately
sonalized horror to more intimate levels, where the monsters
trying to escape Inferno. In truth, this ritual is meant to
frequently serve as cultural and sociopolitical commentary (see
slowly exchange The Descendant’s soul with that of the
Monsters as Metaphor, p. 144). Also, Asian horror frequently uti-
ancestral purgatide, and is part of an endless cycle.
lizes the action-reaction narrative structure and character-cen-
tric stories, which meshes well with the conversation format.
Keep the PCs
Unsettled, and Taint
Their Moments
Agenda of Respite
Another integral aspect of Illusions and Sorrows is the
From creepy ghost stories to hyper-violent thrillers, Asian horror
uncanny nature of Asian horror. As with existential horror,
has greatly influenced Western storytellers for the last decade.
the universe’s laws are alien and indifferent, long forgotten
However, while appealing to Western audiences, effectively pre-
by humanity. Breaking these laws invites disaster upon
senting this complex style of horror can be daunting. Illusions
the violator, even when done out of ignorance. Random
and Sorrows attempts to help GMs recreate the cultural and nar-
acts of fate can condemn the unwary to terrifying ends.

13
rative concepts most prevalent in pan-Asian storytelling. Fortu-
Characters do not seek to actively overcome the threat,
nately, KULT: Divinity Lost’s underlying approach to roleplaying
but simply persevere and survive its effect upon them.
aligns well with this style of horror. The following adjusted
This effectively removes the personally adversarial aspects
Agendas can help guide the GM in reflecting the distinct narra-
more common in Western horror narratives.
tive differences between Eastern and Western horror.
This sense of helplessness and impending doom reso-
◊ Display the Spiritual World, but Obscure the True Reality. nates throughout Eastern horror narratives, weighing
◊ Keep the PCs Unsettled, and Taint Their Moments of Respite. upon the PCs continually. As such, the GM should Keep
◊ Establish Causality, as the PCs’ Actions Have Direct the PCs Unsettled, and Taint Their Moments of
Respite. In effect, once they’ve attracted the universe’s
Consequences.
attention, they are irrevocably condemned. Their dark
fate cannot be escaped, only endured. Even when
Display the Spiritual they’re at rest, the PCs should be reminded of what hor-
World, but Obscure rors await them, sullying their moments of peace and
the True Reality reflection. In KULT: Divinity Lost, this Agenda also helps
reflect the PCs’ separation from the mundane world,
An integral aspect of Illusions and Sorrows is narratively
intensifying their existential dread. Even if they survive,
reflecting the deep cultural connection of humanity to the
the terrors remain, waiting to return again.
supernatural world. Ancestral spirits, malevolent ghosts, and
temperamental gods are recognizable aspects of the mun- The Seeker has been investigating an online death
dane world, even in modern times. Whereas Western horror cult, which they know is responsible for numerous
narratives spend time overcoming the characters’ inherent suicides. After discovering the group possesses
disbelief in the paranormal, Eastern horror characters its victims through the Internet, they purposefully
generally accept paranormal entities and events as entirely disconnect their desktop and phone. However,
plausible. Indeed, the PCs’ daily lives should be infused with moments after leaving the computer room, the
their spiritualism and cultural traditions. In turn, this inher- monitor’s familiar glow flickers back to life. They
ent awareness allows the supernatural world to influence hear something dragging itself through the room,
their perceptions, be it consciously or unconsciously. inching closer.

However, in KULT: Divinity Lost, the Illusion still holds sway


over humanity, dulling our senses to the supernatural
realms. It remains an ever-present barrier between Elysium
and reality, obscuring universal truths from us. As such, the
GM needs to Display the Spiritual World, but Obscure

Overview 247
Establish Causality, as
the PCs’ Actions Have Principles
Direct Consequences As discussed above, Eastern horror differs from traditional West-
Illusions and Sorrows narratives rely heavily on ern horror in several regards. Its influences rely heavily upon
existential dread and its themes, incorporating East Asian cultural beliefs and philosophical concepts, such as
them into many of these stories. Due to the sys- Buddhism, Confucianism, Shinto, and Taoism. These aspects can
temic nature of Asian horror, its protagonists are create both subtle and significant narrative differences in how
frequently inadvertent victims of the supernat- stories are told. While an in-depth discussion of these intricate
ural forces around them. They are condemned cultural and societal systems is beyond the scope of this supple-
by their actions, even if they are unaware of the ment, the GM can draw upon the following Principles to create
potential consequences. They cannot undo their effective Illusion and Sorrows campaigns. Generally, these relational
mistake, only suffer for it. The PCs are not meant themes resonate throughout most Eastern horror narratives.
to defeat the antagonist or slay the monster,
but to survive and potentially learn from their
Inspire Fear Through
harrowing experience.
Other Emotions
More importantly, Eastern horror stories fre-
Horror is an emotion, elicited by threats – real or perceived – to
quently deviate from the goal-oriented stories
our mental and physical well-being. As such, Eastern horror stories
more prevalent in Western horror. Instead, they
revolve around characters confronting conceptual and tangible
progress through causality, where the charac-
threats, such as death, illness, isolation, and madness. Illusions and
ter’s actions incite reactions and drive the story
Sorrows narratives focus on how the PCs confront extreme and unre-
toward some thematic conclusion. Further-
solved emotions, their own and those of others around them. These
more, this conclusion does not necessarily
uncontrolled strong emotions twist the heart and soul, causing people
provide clear resolutions – another deviation
to act impulsively. Love and lust blind us, perverting our motives and
from Western Horror. As such, the GM should
tainting our hearts. Rage and paranoia drive us to acts of violence.
Establish Causality, as the PCs’ Actions Have
Sorrow and insecurities consume us, robbing us of our faith and will.
Direct Consequences.
Excessive emotions obliterate our identities, and we are powerless
Fortunately, the conversation’s freeform against others lost to their passions. This helplessness, in turn, inspires
structure and collaborative nature work well true fear.
in fulfilling this Agenda. Rather than seeking
In KULT: Divinity Lost many emotions are directly connected to the Higher
to complete specific story goals, Illusion and
Powers and their Principles, as well as of Dreams, Madness, and Passion.
Sorrows narratives focus on the PCs them-
In turn, these narratives can become cautionary tales, revealing the terrors
selves, exploring their personal experiences,
awaiting us if we surrender to our passions. These emotions transcend
growths, and transformations. As the story
death, trapping the originator in perpetual torment. Under this emotional
progresses, their actions trigger narrative
weight, the Illusion becomes warped and reshaped enough to allow para-
responses, defining how the story proceeds.
normal entities to affect our world.
Although they may never understand how
their actions have influenced the story, the Carrying big emotions and/or personal traumas also weaken the Illusion,
PCs must endure the resulting consequences. connecting us to these other sides. Even the unwary can become ensnared
Upon the story’s resolution, the PCs (and by these shadow realms, under the right circumstances. Indeed, these unfet-
players) should have discovered meaning tered emotions can become more intense beyond the veil, staining loca-
from their struggle, even if it ends in futility. tions and objects. When designing narratives in Illusions and Sorrows, the GM
should examine what emotion defines the threat, and examine how it mani-
After reading their companion’s journal
fests physically and spiritually.
(action), the PCs are cursed by a venge-
ful penanggal (reaction). If they do not The Broken narrowly escaped a death cult. Its hedonistic members sacrifice
escape this curse, they’ll be slaughtered themselves to Death Angel Gamaliel. The PC’s personal trauma continually
and their souls enslaved by the malevo- taints his relationships, instilling him with doubts and fears. Worse, the cultists’
lent entity. As the story progresses, the physical appetites are so intense, they can reach out from beyond the grave.
PCs discover clues pointing to the origins The dead cultists try to drive the PC into acting out his most vile desires.
of this curse (action), exposing canni-
balism and demonic worship by village LONELINESS
elders (reaction). Eventually, they learn Illusions and Sorrows stories frequently explore the contrast between the need
how to survive the curse (action), but for anonymity and the fear of isolation. As urban centers expand, the communal
doing so condemns the villagers – both village-mentality is subsumed by the sheer weight of humanity pressing down
guilty and innocent – to the penanggal on the individual. Privacy becomes a precious commodity, desperately sought
cruel embrace (reaction). The story is after to preserve one’s identity. Many hide their faces behind masks, figuratively
resolved, even though the penanggal and literally. Claustrophobic urban centers contain countless locations in which to
remains undefeated; the PCs are sim- disappear; sprawling residential buildings, dilapidated factors, and spidery alleys
ply left with the consequences of their and tunnels.
choices.

248 Chapter 13 – Illusions and Sorrows


In turn, loneliness invades the soul. We yearn to share an ◊ Your Internet-obsessed friend believes their
intimacy with others, to be given purpose and understand- computer is cursed, as a pop-up continu-
ing. Deprived of meaning and significance, we succumb to ally reappears, asking, “Do you like the Red
ennui and frustration. We lash out or retreat within. This Room?” They’re later found dead, their room
cancer of the spirit kills us with every passing moment. In covered in blood. The pop-up appears on your
time, we may surrender to oblivion’s call and simply fade phone.
entirely from existence.
◊ Reports of a human-faced dog (Jinmenken)
have become widespread over the last few
Reality Shapes weeks. Some internet posts link them to a fatal
Fear and Fear mauling in the local subway. Citizens are leav-
ing scraps out to appease its wrath. As you’re
Shapes Reality
walking down an alley, you hear something
In Illusions and Sorrows, the spiritual and mundane worlds behind you, snuffling softly.
coexist, integrally linked together. This intimate relationship
deeply influences Asian horror, where current societal and
◊ An outdoor theater refuses to show movies between
midnight and dawn. Rumors circulate that the
personal anxieties are intertwined with monster culture.
projected images subtly change, revealing
Creatures are manifestations of these fears, where their
the otherworld. Over time, the images come
true horror doesn’t come from the threat they pose,
to life, emerging from the screen. After
but the dreadful realizations they represent. As
several viewers disappeared, the
such, the GM should design their threats
late shows were permanently
around cultural and social fears,
halted.
infusing them with deeper and
more dreadful meaning.
Asian ghosts are often associated
Reveal Duality
with death, as well as the com- in the World
plex rituals surrounding grief and Illusions and Sorrows narra-
honoring one’s ancestors. Ignoring tives explore the concept
established traditions can sentence of duality, reflecting the
the deceased’s soul to a torturous coexistence of the mortal

13
existence. In some cultures, these and spiritual realms. More
ghosts are stuck wandering the importantly, this duality blends
earth when they should be reincar- the continuous cycles of life/
nated. More importantly, restless death/rebirth, as well as the
spirits also represent unfulfilled positive and negative aspects of
desires and regrets, which torment the mundane and supernatural
our eternal souls. Thus, themati- worlds. Stemming from cultural
cally, ghosts are despair incarnate. and spiritual philosophies, Asian
The fear they inspire becomes horror rarely makes straightforward
intensely personal, as they remind us of delineations between good and evil.
how our desires bind and corrupt our spir- Both the positive and negative realms have
its. If we do not achieve peace, we’re doomed to their strengths and weaknesses, and, thus, help
be imprisoned by our regrets. create balance in the universe.
Although the Illusion separates humanity from However, these positive and negative forces can
the supernatural realms, we dimly recognize the also create havoc in our lives. As discussed above,
influence they have on our daily lives. In Illusions when emotions are out of balance, they can manifest
and Sorrows, the fearful creatures beyond the veil are physically. Indeed, the desires and sins of humanity far
divided into physical and ethereal categories, such as the outweigh the ‘evils’ of any spirit or monster. In turn, they reflect
yōkai and yūrei of Japanese mythology. Their motivations our weakness and wickedness, forcing us to confront ourselves.
range from the mischievous to the malicious, but are rarely This theme resonates throughout Eastern horror stories, where
comprehensible. Furthermore, they’re restrained by strange supernatural threats manifest through human actions and per-
and immutable laws, only able to influence Elysium through sonal failings.
specific circumstances and/or foci, such as curses, locations,
In KULT: Divinity Lost, the GM can explore these concepts by nar-
objects, and rituals. This is why urban legends, local folklore,
ratively exploring opposing and unbalanced Principles, especially
and spiritualism are so prevalent in Asian horror narratives.
with regard to the Higher Powers. She should stylize her narra-
◊ You’ve heard whispers of the slit-mouth woman, who tives to reflect the duality in the PCs, as well as the world around
kills or mutilates her victims, depending on what they them, mirroring their positive and negative traits. They can also
say to her. A woman begins following you, always watch- examine how personal traits affect the world when out of bal-
ing from the distance. She wears a bloody surgical mask ance, altering the PC’s perceptions and sense of reality to reflect
over her mouth. Long scissors hang from her pale fingers. this disparity.

Principles 249
The Avenger’s desire for revenge has been ◊ A downloadable MP3 is being passed around in pri-
growing beyond his control. This rage physi- vate chat rooms. When played, the listener hears their
cally manifests as his personal tormentor, wear- final moments, usually ending in anguish. The PC’s
ing the face of his victims. It taunts him daily Relation has listened to it.
with messages and phone calls. It also interferes
in his quest for vengeance, making him suffer as
◊ An electronic billboard offers fortunes to those who
bring it trinkets. Its screen presents images of future
his targets do. Every pain he inflict, their shadow
events: some positive, many negative. The more one
inflicts more, perpetuating the cycle of pain and
relies upon its prophetic skills, the more it twists the
frustration – and reflecting his personal sins.
person’s perceptions, driving them insane with anxi-
ety and paranoia.
Conformity
A recurring theme in Illusions and Sorrows is the Life and Death Have
societal need and fear of conformity. Virtually every True Significance
aspect of life crushes individuality, forcing the soul to
Much of Eastern horror explores the cultural and spiritual
conform to society’s regulations and precepts. Much
importance of life and death, as well as how these dual
of this stems from the Archons and their Principles,
states influence each other. This is why many narratives
infusing society with the desire to become cogs in the
feature ghosts and lingering spirits, in order to explore
machinery. This also bolsters an unwavering desire
existential and physiological concepts. The previous
for security and constancy. In short, any disruption
Principles compliment these themes, as the supernatural
to the natural order creates disharmony and fear,
world influences the mundane realms, and emotions and
inspiring paranoia and distrust. This fear is frequently
regrets deform the human soul.
juxtaposed against rapidly changing technology and
urbanization – the antithesis of stability and conformity. As such, the GM should make sure that Life and Death
Have True Significance during the stories. When an NPC
This recurring theme may explain the prevalence of
dies, it should have meaning and importance, deeply
body horror in Asian horror stories. It reveals the flesh’s
affecting the players as much as their PCs. Those who’ve
weakness through the destruction and/or mutilation
passed on should possess personalities and motivations,
of the human form. Our bodies are malleable and
held in place by their desires. This can be played up in
can be transformed into the grotesque, separating us
KULT: Divinity Lost, as humanity’s imprisonment means
from humanity forever. Similarly, our sins can manifest
we must endure the continuous cycle of birth, suffering,
through the deformation of our flesh, revealing them for
and death. This concept, above most, intimately ties the
all to see.
KULT mythos to Asian horror narratives.
Under familial pressures, the PC’s Relation becomes
The Artist’s peer begins painting disturbing canvases
obsessed with assuming their sibling’s responsibilities.
of her own death. This becomes compulsive, con-
The elder child died unexpectedly, disrupting the fam-
suming her daily existence. Soon enough, she’s found
ily’s traditional structure. Soon, the Relation’s physical
murdered in the same manner depicted in the paint-
appearance and mannerisms change, assuming the
ings. The paintings become her restless soul’s pathway
sibling’s mien. Indeed, the dead sibling is using them to
back into the living world, inspiring others to commit
return to the living world and fulfill their duties.
suicide. The spirit’s victims join her in her purgatory,
providing her comfort and significance.
Have the Unknown
Invade the Known
In Illusions and Sorrows, our contemporary society offers
little to no defense from the supernatural world. In many The Fiction
cases, modern technology actually weakens the Illusion,
allowing entities from the various realms to traverse the Eastern horror narratives focus on the action-reaction
veil and affect us. This stems from humanity’s underlying cycle of the PCs, which are conducive to KULT: Divinity
fear of rapid progress and societal change, coupled with our Lost and its conversation format. In effect, the driving
growing dependence on technology. Furthermore, although force in these narratives becomes causality rather than
humanity has dramatically changed, the supernatural realms conflict. Furthermore, Illusion and Sorrows narratives
have not – they’ve simply adapted to overcome and use our revolve around consequences and resolutions rather
advancements to their advantage. As such, the GM should cor- than accomplishing specific plot goals. Combined, these
rupt the familiar and safe, and allow the unnatural world to storytelling elements create a sense of foreboding and
enter through innocuous avenues. Ghosts and demons mani- tension, as the PCs are swept up in horrific events,
fest through our cell phones, televisions, and the Internet, tak- usually without understanding or truly overcoming the
ing advantage of our increased isolation and hidden desires. threat. Survival and maturation are the story’s reward,

◊ A malicious app continually appears on the PC’s phone, where insights gained are typically personal in nature.

reappearing when deleted. If opened, it takes over the


GPS, pointing the character toward the city’s underground.
The location is far beneath any known structures.

250 Chapter 13 – Illusions and Sorrows


Threats
Events Places Characters
See Foundations of Dread, p. 46 Ramen Shop, Subway, Train Station, Street Vendor, Greeter, Academic,
Manga Store, Electronic Store, Golf Business Person, Fisherman, Car Park
Cursed by Vengeful Yurei (Hunted/
Range, Batting Cage, Dojo, High School, Attendant, Shoplifter, Clinic Doctor, Store
Abuse)
Abandoned House, Shrine, Herbal Store, Clerk, Line Chef, Bartender, Specialist
People Killing Themselves While Tenement, Cat Cafe, Arcade, Food Court, Cook, Masseuse, Gang Member, Gang
Sleepwalking (Mystery/Limbo) Night Market, Underground Mall, Busi- Boss, Salaryman, Homeless Person,
Character Remembers Their Role in ness Tower, Foot Bridge, Canal, Forests, Police Officer, Taxi Driver, Hotel Atten-
Death Cult (Revelation/Exclusion) Mountain Tunnel, Alleyway, Food Stall, dant, Hostess, Hawker, Mahjong Player,
Fish Market, Love Hotel, Expat Hangout, Gambler, Bus Driver, Politician, Rickshaw
Two Families Fighting Over Past
Karaoke Bar, Floating House, Gentle- Owner, Studio Artist, Front Desk Clerk,
Wrongs (Rivalry/Honor)
man’s Club, Entertainment Center Shrine Maiden
Forbidden Love (Romance/Community)
Lost Forest Shrine (Search/Gaia)
Gambling Debts Coming Due
(Wretched Excess/Avarice)
Gains Spiritual Enlightenment After
Suffering (Transfiguration/Torment)

Groups Monsters Objects


Salary Workers, Tourists, Security Guards, Yurei, Yokai, Tengu, Oni, Xing Tian, Nine- Shrine Doll, Incense, Funerary Items,
Police Officers, Protestors, Street Hawkers, tailed Fox, Taotie, Jiangshi, Dokkaebi, Ele- Computers, Ivory Chopsticks, Kimono,
School Children, Monks, Praying People, mentals, Goblins, Shapeshifters, Restless Decorative Box, Tapestry, Fine Ceram-
Shoppers, Construction Workers, Farmers, Spirits, Angry Ghosts, Penanggal, Nama- ics, Sake Cup, Sword, Umbrella, Lucky
Movers, Streetwalkers, Expats, Strolling
Geisha, Rebellious Youths, Talking Elders,
Karaoke Singers, Municipal Workers,
Soldiers, Homeless Family
hage, Chimeric Beasts, Possessed Human,
Manticore, Demonic Animal, Slit-Mouthed
Woman, Dragon
Charms, Ancestor Shrine, Cellphone,
Rickshaw Cart, Lacquered Furniture,
Buddhist Statue, Ghost Money, Jade
Jewelry, Stylish Watch, Fishing Pool,
13
Skinning Knife

Variants
The Village: This reflection takes place in a rural village, focusing around the super-
natural events there. Stories revolve around local mysteries; the characters trying to
unravel curses and monstrous threats to themselves and their neighbors. Themes
revolve around community, isolation, and tradition. The GM and players work
together to define the village and its inhabitants.
Kwaidan: This reflection is set in historical Japan, usually during the Edo
period. The characters are individuals struggling against the ghosts and
demons of feudal Japan. They may be monks, merchants, nobles, or
warriors; archetypes can be adjusted accordingly. Due to humanity’s
connection with the spiritual world, the Illusion continually frays,
allowing yokei and yurei to walk freely in the night. Alternatively,
the game can be set in other Asian countries during their major
political changes, such as China during the Opium Wars.
Ghost Punk: This is an urban horror reflection where the
Illusion has effectively collapsed, allowing the spiritual
and mundane realms to merge. Ghosts, specters, and
demons are commonplace, haunting the City and
stalking its streets. Cults rule the streets, while gov-
ernment agencies strive to push back the super-
natural menaces. In this besieged world, the
PCs must try to maintain their daily lives and
survive unnatural threats.

The Fiction 251


Chapter 14

Blood and Guts

S
omeone was screaming, a blistering wail that stretched on
and on. Eventually, Francis realized that someone is him. But even
with this revelation, he continued howling, throat tearing, bleeding
from the exertion. It was the only sensible response. A mortar round
exploded danger close, caking him in another layer of blood-thick-
ened mud. Lines of tracer fire stitched the night air above him,
peppering the bomb crater’s ruined lip. They left stains of strobing
orange and red, illuminating the approaching horrors.

Across the darkened field, living shadows strode forth from the tree
line, oozing forward like night and flame. Their crisped skulls shone,
revealing blackened bone and teeth. Some canid, some raptor, some
feline; all mockeries of predatory life. Rusted weapons and armor
were fashioned into their ragged hides. Some were strangers. Some
were squad mates. All remade into monsters. 

In many ways, he envied their horrid condition. Better to slip away into madness
and oblivion. Better to forget you were going to die and would never know why.

252 Chapter 14 – Blood and Guts


Overview impossible odds, adding doubt to their chances of survival.
With every step forward, the PCs fall two steps back. They
face new and greater threats, time constraints, and false
Blood and Guts stories abandon the traditionally slow- successes. Narratively, the action’s intensity drives the hor-
er-paced KULT: Divinity Lost narratives for high-octane ror by adding greater challenges. However, without some
action sequences. Hordes of undead, demonic forces, form of reprieve, the tension-release cycle fails and the
and crazed cultists take center stager as major threats. horror is diminished. As such, the GM needs to Increase
While PC goals and personal issues can (and should) be the Intensity, But Allow Moments for Reflection.
addressed, these stories primarily focus on high-stakes
Between action set pieces, the GM should provide
adventure, brutal combat, and insurmountable odds.
the PCs opportunities to recoup and reconsider their
While Blood and Guts campaigns are better suited for
situation. By breaking the action up, the GM allows
action-oriented Archetypes, non-combat focused char-
the accrued tension to be momentarily released. Once
acters can also be involved. Indeed, their lack of martial
the players are feeling slightly at ease, the GM can
training can make for more intense and compelling
introduce the next progressive threat, beginning this
stories.
intensity cycle anew. This progressive approach adds
Stories can be as varied as the action genre itself, their impact to the story’s conclusion; it feels hard won and
narrative foundations built upon different themes and more poignant, even if things end in tragedy.
tones. However, inspiring personal horror remains the
To reach the prison’s administrative offices, the
connective element, presented through various degrees of
PCs must fight their way across the courtyard. It is
intensity. These typically range from psychological thriller
haunted by possessed guards, ready to tear them
to repulsive splatterpunk, or combinations thereof. How-
to ribbons. Upon reaching the office door, they
ever, as fun as straight gorefests can be, KULT: Divinity Lost
discover the keys won’t work. As one PC strug-
narratives continue to explore the psychological aspects of
gles to gain entry, the others are forced to ward
these experiences, utilizing the action and danger to reveal
off relentless attackers. Just before being over-
the PCs’ inner natures.
whelmed, the door opens and they seal them-
selves inside. Momentarily safe, they explore
the office for supplies and weapons… only to

Agenda discover the staff horribly murdered.

The Blood and Guts reflection combines extreme horror


and continual action to create blood-soaked roller coaster
rides. However, the GM needs to deliver an effective balance
of chills and thrills. Doing so can be difficult, this reflection
Tear Back the
Illusion to Instill
Fear and Spectacle
14
When designing the story’s set pieces, the GM
can easily drift too far into either category, ultimately weak- needs to balance action and horror. This can
ening the story’s effect. be tricky, as these concepts are diametrically
Effective action stories are brash, loud, and thrilling, focusing opposed: action thrives on spectacle, while
heavily on PCs overcoming insurmountable odds through horror develops through mystery. Further-
their skills and strength. They feature breathtaking exploits more, once revealed, supernatural threats
that are clear and concise, showing every blow and bullet. begin losing their emotional impact almost
In contrast, effective horror stories are ambiguous and sus- immediately. The frenetic action and relent-
penseful, focusing on the PCs’ struggle against the malicious less horror can easily devolve into chaotic
unknown as they realize how unprepared they are to do so. absurdity.
They feature horrific events cloaked in mystery, shadows, As such, Blood and Guts narratives should
and smothering dread. Yet, GMs can still combine these Tear Back the Illusion to Instill Fear and
opposing genres by shifting the narrative focus and following Spectacle. The GM establishes an unrelent-
revised Principles. ing ebb and flow to the conversation to
◊ Increase the Intensity, but Allow Moments for Reflection keep the players off-balance. She should
introduce interesting threats where players
◊ Tear Back the Illusion to Instill Fear and Spectacle
least expect them, exceeding their expec-
◊ Let the Action Reveal the PCs’ Importance, Regardless of its tations each time. Gore and violence are
Intensity employed to excite and shock, while true
threats remain cloaked in mystery. In
Increase the Intensity, particular, the GM’s realm-based Moves,
see The Illusion Tears (KDL, p. 247), offer
but Allow Moments plenty of opportunities to alter the
for Reflection setting and increase tension. Much like
Blood and Guts narratives grow in intensity from the earliest a thrill ride, Blood and Guts assaults the
stages, and rarely, if ever, let up. In many ways, this Agenda PCs from all sides, turning them around
plays heavily into the Try/Fail Cycle (see p. 34). As the story and upside down, yet always progress-
progresses toward its crescendo, the PCs face increasingly ing toward the thrilling conclusion.

Overview 253
Let the Action Reveal
the PCs’ Importance, Principles
Regardless of Blood and Guts stories are hectic and fast-paced affairs, throwing
its Intensity the PCs into terrifying situations beyond their control. Stories fre-
In Blood and Guts stories, the PCs are continually quently involve grand set pieces, where the PCs are overwhelmed
under threat, racing from one action set piece and challenged by both locations and conflicts. In many cases,
to the next. Threats are spectacular and occur at the main adversary becomes a set piece onto themselves, poten-
breakneck speed, testing PCs’ physical and men- tially overshadowing the PCs. Yet, between the noise and specta-
tal resolve beyond their personal limits. Quiet cle, there can be humor, joy, and sadness.
moments are few and far between, usually hard These tonal shifts and narrative accents can help flavor the brash
won and quickly dispelled. Unfortunately, this and raucous qualities of action-horror that are the antithesis of
frantic pacing and raucous action can overshadow KULT: Divinity Lost’s reflective and foreboding nature. The follow-
the PCs and their actions. As such, the GM must Let ing Principles provide directions for balancing chills and thrills
the Action Reveal the PCs’ Importance, Regardless in equal measure, as well as effectively handling the contrasting
of its Intensity. In effect, the action’s true purpose tonal shifts throughout the conversation.
is to expose the PCs’ inner qualities and allow their
responses to define who they are.
Keep the Action
In many regards, this Agenda is vital for effective
Fast and Furious
action-horror stories, as it shifts the narrative focus
away from the spectacle and onto the PCs. This Blood and Guts stories focus on continual action and violence,
establishes their agency and importance, no matter where conflicts are fast, intense, and suspenseful. In many
how grand the set pieces become. Otherwise, the cases, physical challenges and combat are the centerpieces of
characters can disappear into the background, lost in each scene, forcing the PCs into increasingly impossible situa-
the noise and fervor. One useful technique for this in tions. However, as in most roleplaying games, combat mechan-
action-horror is Contrasting (see sidebar). ics can slow the gameplay down considerably. Similarly, unlike
actual combat, where split-second decisions mean the differ-
Example: ence between life and death, the players are allowed to pause
After the Illusion shatters, The Drifter gets caught up and consider their actions. Unfortunately, this tends to slow the
in an apocalyptic hellscape. Constantly pursued by narrative down further, rather than reflect the quickened pace.
undead, he needs to cross the city to reach his hidden In turn, this detracts from the overall story and dispels any ten-
shelter. One of the NPCs travelling with him reminds sion from the scene. As such, the GM should encourage more
him of his lost lover. Throughout the narrative, this speed and fluidity to conflicts.
burgeoning relationship reminds him of who he was One technique for doing so is setting time-limits when players
and the person he wanted to become. He finds new use Engage in Combat or similar Moves. When their turn to act
purpose, evolving and regaining his confidence, even arrives, provide the player roughly seven seconds to declare
as the world crumbles around him. He begins risking their action. If they do not respond, their PC is considered
himself for others, seeing the importance of every life – frozen with fear/indecision. Depending on the situation, this
not just his own. failure to act may result in complications, such as injuries, lost
equipment, or giving an opportunity to their adversary. Simply
remember to Be a Fan of the Player Characters; do not unnec-
CONTRASTING essarily punish them. This technique is meant to encourage fast
pacing and quick thinking, adding to the tension. Don’t spring
This storytelling technique helps elevate action-horror
this technique on players without getting their consent first!
narratives by revealing the PCs’ personalities through
contrasting NPCs. Even though they’re unique individuals, In contrast, allow players more leeway in describing their
the GM assigns two NPCs who share one PC’s defining per- Moves and don’t punish their failures as severely. Play upon
sonality trait, but at opposite ends of the spectrum. As the the action-thriller tropes, where the PCs can accomplish the
story progresses, they act according to these motivations, near-impossible. Speed up minor combat scenes by trimming
reflecting the PC. In short, the NPCs represent the PC’s back the mechanics, yet focus heavily on important, dramatic
potential of who they can become while facing their current moments where every punch matters. Unlike survival horror,
circumstances – one positive, one negative. hero-injuries are common, allowing PCs to go well beyond
their limits. Stress pain and suffering, but don’t completely
For example, the PC with the Greedy Disadvantage is
hinder the sufferers.
contrasted by two NPCs: one courageous and selfless, one
cowardly and self-serving. Both NPCs have believable and Finally, since combats are centerpieces to the story, allow
familiar motivations, acting in the ways they think best. As each player to contribute in some regard, even if their PCs
the story progresses, their actions reflect the PC’s possible aren’t martially trained. This can be through the PC’s actions,
choices, allowing the player to see two potential paths for or the player offering some narrative description that
their PC’s progression. Do they risk their lives to help oth- accents the scene in a GM-like role, so long as the descrip-
ers, without compensation? Do they help others, but only if tion helps the other characters. When the end comes, allow
they’re potentially useful later on? Do they take advantage of the PCs to exit in some grand manner, allowing them their
those in need, cutting them loose at the first opportunity? moment of poignant sacrifice.

254 Chapter 14 – Blood and Guts


Example: Inspire Intensity
After failing several rolls, The Criminal finds himself Over Spectacle
separated from the group and cornered by skinless
Although action remains at the core of Blood and Guts
creatures. Mechanically, this combat could take a while,
stories, it can easily overshadow the horror with specta-
breaking the narrative tension. After gaining a success
cle and violence. As mentioned previously, action thrives
with complications, the GM asks the player to define their
on showing heroic deeds and grand displays, while
actions. They describe The Criminal frantically unloading
horror thrives on quiet dread and facing the unknown.
his handgun, again and again, shooting anything that
As such, the GM needs to create intensity and tension
moves. Rather than record damage for the individual
through personalized Threats.
creatures, the GM simply describes the scene of carnage,
bodies stacked high, their blood spreading like oil. All One method for achieving this is by making the PCs feel
the attackers are dead, but the PC has expended the last vulnerable, even overpowered. The threats they face
of their ammunition. should appear impossible, as well as be horrific and
unknowable. Another method is by defying the players’
expectations, flipping traditional tropes on their head,
Make the Antagonist and playing on their natural assumptions. Make
the Show-Piece anyone expendable, killing off vital NPCs
In Blood and Guts, the antagonist becomes the story’s without warning. Place the PCs in desper-
driving motivation, usually as someone (or thing) ate situations with no apparent means
to be overcome or escaped. Truly mem- of escape. Steal their sense of
orable antagonists accent and mirror security by depriving them
the PCs, revealing their strengths of their tools or using their
and flaws. Furthermore, it should plans against them. In
possess abilities and/or qualities doing so, the GM triggers
that sustain its interactions through- the PCs’ natural fight/
out the entire narrative, continually flight/freeze instincts, as
driving it forward by testing the PCs’ they will not know how
resolve. This also allows the play- to respond. This, in turn,
ers their cinematic finale against a creates narrative inten-
sity and – more impor-

14
daunting foe, providing a thrilling
and hard-won victory. tantly – fear.

As the story progresses, the GM Example:


should utilize the antagonist in their
The PCs enter the police
main Moves, as well as bombs, to
station, only to find it
continually ramp up the story’s
deserted. There are signs
tension. Be it animal, human, or
of violence everywhere:
supernatural, the antagonist must
limbs, blood, broken
be relentless in achieving their goals:
furniture, and hundreds
typically, destroying the PCs and their
of shell casings. Yet, no bodies
world. Alternatively, the antagonist can be
are found. After they’ve gathered up
some incredible force, such as an endless horde
the guns and remaining ammo, one
of purgatides or Children of the Underground. Even
of the walkie-talkies sputters to life.
if they are mindless, the GM needs to ramp up the
An inhuman voice says, “Come back
tension through their actions, transforming the narra-
outside. Those things are still in there.”
tive into an ever-escalating thrill ride.
Nearby, one of the doors slowly creaks
Example: open, revealing an impenetrable darkness.

Through bad luck and timing, the PCs stumble upon some
horrible crime in progress. Worse still, the Illusion has Use Set Pieces to
shattered due to the violence, allowing them to see the Increase Tension
perpetrator’s true form – a lictor. Desperate to eliminate
What’s scarier than facing down legions of
the witnesses, the lictor pursues the PCs into Metropolis’s
Inferno-spawn? Being trapped with the demonic
wasteland. It is ruthless and cunning, as well as able to
hordes on a sinking oil rig, surrounded by stormy
summon minions to help its hunt. The PCs must survive
seas. In Blood and Guts, the setting acts as a char-
this monstrosity’s game of cat-and-mouse, as well as find
acter onto itself, as well as generating additional
their way back home.
hardships for the PCs. Even in the mundane
world, the GM should introduce unique locations
and transform standard settings into exciting
deathtraps. In each scene, the PCs
move through

Principles 255
this frantic landscape, experiencing awe and terror through
unexpected challenges.
As such, the GM should also consider intriguing set pieces to
accent the story, as well as enhance the overall fiction. Numerous
environmental qualities can produce new Threats and obstacles,
such as weather, remoteness, and impending disasters. The GM can
also increase the tension by shattering the Illusion, allowing the terrors of
Metropolis, Inferno, and Limbo to run free.

Example:
The PCs are visiting a ski resort when the entire mountain is struck by a
vicious blizzard. Although the building offers every luxury, they’re effectively
cut off from civilization, left no chance of rescue until the storm abates.
Through the snowy winds, they see vast towers of alien design. Then hid-
eous things ascend from below, assailing the resort in ceaseless waves.

Employ Frequent Tonal Shifts


While action-packed, Blood and Guts narratives cannot perpetually sustain
their frantic pace – especially in roleplaying settings. Furthermore, continually
focusing on nonstop action weakens the horror aspects of the story, as it
dispels mystery and suspense. As such, the GM should allow the conversa-
tion to undergo well-paced dramatic and emotional tonal shifts. Comedy, in
particular, is commonly used in action-horror to elevate tension and refocus
the story.
These emotional ‘breathers’ allow the PCs – and players – opportunities to
recoup from their struggles. Much like a roller coaster ride, the rise and fall
in pacing provides the players both relief and anticipation of the next thrill.
However, the GM must remember that each tonal shift needs to make narra-
tive sense, otherwise, it feels disingenuous and disruptive. Furthermore, these
shifts are meant to support, not dispel, the feelings of fear and suspense.
Indeed, they should accent the more intense and introspective moments,
providing emotional weight.

Example:
Deep in the Underworld, the PCs and their companions find themselves cut
off from the world above. Having just survived a harrow attack, they hole
up in an old fallout shelter. They discover some supplies, fresh clothes,
and unspoiled food, as well as places to rest. As they eat and recoup,
small groups form, talking and joking nervously. One of the NPCs admits
their feelings to the PC, promising to be better if they survive. Another NPC
privately breaks down, apologizing for getting everyone into the current
situation.

256 Chapter 14 – Blood and Guts


Threats
Events Places Characters
See Foundations of Dread, p. 46 Secluded Farmhouse, Old Tenement Crooked Cop, Urban Adventurer, Hys-
Building, Cruise Ship, Moving Train, Glit- teric Businessman, Frantic Civilian, Gang
Rescue Relation from Jackals Who’ve
tering High-Rise, Underground Tunnels, Member, Biker, Soldier, Mercenary, Rogue
Overtaken Logging Camp (Liberate/
Collapsing Cave System, Frozen Military Scientist, Special Agent, Fixer, Corporate
Torment)
Outpost, Primordial Forest, Stormy Moun- Goon, Crazed Cultist, Doubting Police-
Animals Dying En Masse With No
tain Top, Ancient Ruins, Closed Shopping man, Tour Guide, Expert Driver, Logger,
Obvious Reason (Mystery/Discord)
Mall, Mortuary, Urban Wasteland, Biker Park Ranger, Medical Specialist, War
Survivors of Medical Experiment Are Bar, Hellish Jungle, Active Battlefield, Sub- Veteran, Corrupt Agent, Urban Explorer,
Summoned Back to Scene of Crime way System, Science Facility, Amusement Hunter
(Revelation/Community) Park, Prison Complex, Airplane in Flight
Trapped between Two Warring
Angelic Choirs (Rivalry/Conflict)
Unhealthy Affection Develops Under
Pressure (Romance/Lust)
Find the Crew of a Ghost Ship (Search/
Fear)
Goes into Withdrawal at Worst Time
(Wretched Excess/Compulsion)
Lover Infected and Changing into
Monster (Transmutation/Awakening)

Group Monsters Objects


Cultists, Jackals, Police Officers, Soldiers, Children of the Night, Undead, Angels, Guns, Explosives, Fast Cars, Archaic
Mercenaries, Gang Members, Special Demons, Infected Madmen, Alien Mon- Weapons, Stolen Goods/Money, Comput-

14
Forces, Confused Survivors, Violent strosities, Hungry Undead, Possessed ers & Hacking Equipment, Lock Picks,
Townspeople, Innocent Civilians, Gang- Children, Mutated Animals, Biological Body Armor, Drugs, Blessed Sword,
sters, Government Agents, Freed Crimi- Abominations, Uplifted Predators, Military Equipment, Alien Artifacts,
nals, Frightened Tenants, Medical Team, Amalgamated Corpses, Kaiju, Nameless Unholy portal, Arcane Weaponry, Cursed
Corporate Drones, Scientific Explora- Horrors, Skinwalkers, Elysium Gods, Machinery, Magical Wards, Altered
tion, Frightened Refugees, Ship’s Crew, Cyclopean Cryptid Materials
Trapped Workers

The Fiction No Hell But What We Make – The PCs belong to an organiza-
tion/group that seeks to uncover some hidden truth or defy the
boundaries of science. Most – if not all – are mundane academ-
In Blood and Guts, action should remain the primary focus when ics, scientists, and administrative staff with little-to-no martial
defining your fiction. For the most part, KULT: Divinity Lost’s training. Through their actions, they inadvertently unleash
underlying psychological and existential horrors are replaced some supernatural threat, which seeks to destroy them. If they
by sheer adrenaline and chaos. Movement and rapid pacing do not overcome this malign force, all of humanity could suffer
are key to these stories. Aspects of the fiction should reflect for their mistakes. Although better suited for one-shot scenar-
this world of excitement and terror. Even so, the GM should ios, the PCs’ failure could ultimately result in an We Unlucky
try to avoid common tropes when generating stories, instead Few-style campaign (see below).
approaching the subject matter in fresh, exciting ways.
Playthings of the Gods – The PCs are normal human
beings ensnared in blood sports to amuse an unseen
Variations tormentor. They’re forced to endure increasingly
difficult and violent tests of endurance and will,
The Squad – The PCs belong to some elite force combating the
where the price of failure is death. They may also
forces of darkness. Typically, these stories revolve around the
be condemned by society for crimes they did
squad investigating and eliminating potential threats to human-
(or did not) commit. The contest is their sole
ity. This reflection is well suited for campaign-style stories, as
chance for freedom, potentially placing the
the PCs are pitted against increasingly powerful enemies to save
PCs against one another.
the world. The GM should also allow the players to contribute to
the downtime, defining their organization and its membership,
and providing them somewhere to interact and
recuperate.

The Fiction 257


Chapter 15

We Unlucky
Few

H
eather’s heart sank. For the third day, the snares remained empty.
“Dammit,” Liam cursed. She shared his disappointment. And hunger. Slinging
her rifle, she checked the traps, “They should have worked.” He griped, “Should
have doesn’t cut it anymore.” She bit her tongue. What’d Liam expect? She
was a goddamned librarian. Three weeks ago, she’d been shelving books, not
searching for food. She sighed, “Just keep watch will you?”

The city park had been consumed by verdant nightmares, impossible trees and
shrubs defiling its former beauty. Nearby, the children’s playground lay hidden
beneath glistening vines and perverse flowers. Heather remembered taking
her niece there. The hole where that memory lived still ached. She swallowed
the pain and focused on the snares.

At first, she felt confusion. And then fear. One trap had been mangled; its bait
missing. Fresh blood darkened the ground around it. She had caught some-
thing. And then something else had taken it. “Liam?” she hissed, recoiling. Liam turned, star-
ing blankly. But she was too distracted to speak. In the thick brush near him, golden eyes
stared out. So many eyes. And teeth. Heather did the only rational thing. She ran. And ignored
the screams that followed.

258 Chapter 15 – We Unlucky Few


Overview Illusion through the trauma and fear they generate. Once
revealed, the True Reality’s influence usually remains con-
stant throughout the story. As such, the GM should Tear
The We Unlucky Few reflection explores survival horror themes Back the Illusion to Reveal Reality’s Threats, continually
and tones, where humanity faces undefeatable odds in hor- weaving supernatural horrors into the narrative. How-
rific circumstances. Outmatched, outgunned, and lacking vital ever, these should only accent the narrative’s core threat,
resources, regular people are pushed beyond their limits, as not overshadow it. The overarching disaster remains the
their normal lives are washed away in chaos and confusion. ultimate danger to the PCs and their survival.
Tragedy and terror force the PCs to make impossible choices,
The typhoon descends upon the city, causing
where the worst monsters may be the people beside them.
widespread destruction, and trapping the PCs with
From natural disasters to zombie apocalypses, danger lurks
extreme flooding and damaging winds. Mysteriously,
around every corner. The wrong decision can lead to agonizing
the storm does not dissipate and they must contend
death – or worse.
with no power, food, or clean drinking water. Soon,
monstrosities emerge from the darkness, dredged
up by the primal sea. As the days wear on, the city

Agenda begins merging with ruined sections of Metropolis.


The PCs’ sanctuary will not last and they must even-
tually venture into the storm’s fury.
We Unlucky Few stories focus on psychological horror, as much
as enduring physical trauma. Although they share common
themes, survival horror stories differ from action horror nar-
Keep the Characters
ratives, abandoning frantic conflicts and grand set-pieces for Under Pressure
intimate struggles and heavy sacrifices. Furthermore, violence to Survive Their
is unforgiving and deadly. Stories focus more on planning, New World
problem-solving, and overcoming obstacles, with violence as
In their ruined world, the PCs are assailed by daily
a tragic last resort. While We Unlucky Few settings vary greatly,
pressures to survive. They are continually denied
the PCs are usually isolated and deprived of exterior assistance,
the most basic resources, such as food, water, and
adding to their difficulties.
shelter. As society fails around them, they are forced
In KULT: Divinity Lost, survival horror can involve both wilder- to rely on themselves and each other. NPCs may

15
ness and urban survival stories, pitting the PCs against numer- force them to make hard choices or be entirely
ous natural and supernatural threats. Due to the increased hostile. In addition, they may be responsible for
potential for character death, this reflection is appropriate the care and protection of their Relations, who
for one-shot scenarios. However, with some adjustments, will be experiencing the same challenges. In this
We Unlucky Few stories can be lengthy campaigns. The latter unforgiving world, their mistakes can lead to tragic
usually involves expanding the standardized fiction, requiring consequences.
the GM to develop their apocalyptic setting prior to the First
As such, the GM should Keep the Characters
Session.
Under Pressure to Survive Their New World by
Although We Unlucky Few stories parallel the standard Agen- continually introducing new threats, denying
das, there are subtle differences in how the GM upholds the them basic resources, and forcing the players to
themes of survival horror. In short, the Agendas focus on rationalize their actions, rather than simply fight.
maintaining the continued need for safety and sustenance, as The GM has numerous Moves at their disposal,
well as establishing an aura of impending doom and desper- such as Put Someone in a Bad Spot, Take Their
ation. Milestones and threats become increasingly important Stuff, and Turn Their Move Against Them, to
in this playstyle, generating meaningful goals and increasing keep the PCs struggling and perpetually off-bal-
narrative tension. Effective survival horror stories explore the ance. The Try/Fail cycle (see p. 34) plays heavily
emotional resonance of the PCs and their experiences. into survival horror, as players should feel
◊ Tear Back the Illusion to Reveal True Reality’s Threats. they’re hanging on by sheer luck. Whether they
fail or overcome each hardship, they should feel
◊ Keep the Characters Under Pressure to Survive Their its narrative weight.
New World.
Example:
◊ Characters’ action should have an impact on their
survival. The PCs locate an overturned truck. Its
contents are scattered everywhere, contain-
ing much-needed water, food, and medical
Tear Back the Illusion to supplies. As they approach it, they hear the
Reveal Reality’s Threats rumblings of an approaching hell storm
The PCs’ world has been dramatically transformed, thrust- (Announce Future Problems). If they seek
ing them into continual danger and nightmarish terrors. shelter, the burning rain will likely destroy
The transformation’s scale can be as localized or wide- their discovery. If they gather the supplies,
spread as the GM requires for the established fiction. In they may be caught in the storm them-
KULT: Divinity Lost cataclysmic events can rupture the selves. What do they do?

Overview 259
Characters’ Reveal the Threat Through
Actions Should Cause and Effect
Have an Impact In We Unlucky Few, the GM frames personal narratives around the central
on Their Survival threat and its effect on the PCs. This is particularly important, as the PCs’
actions result in both immediate and far-reaching consequences. The
The narrative weight of survival horror relies heavily
GM should consider three factors in each cause-effect cycle: the overall
on the questions, What would I do? and Could I survive
threat, the PC’s actions, and how significant NPCs may be affected. The GM
this? The GM should continually inspire the players
can combine these factors into moments of crisis, and the conversation
to ask these questions of themselves, as they vicar-
progresses through new and escalating challenges.
iously explore the psychological fears and traumas
placed upon their PCs. Indeed, this should be the In longer stories, the GM can incorporate secondary and tertiary threats
core essence of We Unlucky Few games. As such, the as narrative complications begin snowballing, feeding off one another.
Characters’ Actions Should Have Impact on Their The players should never feel entirely safe after taking an action, always
Survival, as this provides the players with a sense of waiting for the next shoe to drop. In this manner, the story’s core threat
agency and investment. is continually intruding on their lives, affecting their decisions.
Each choice the PCs make, every action they take, all Example:
have potentially dire and long-lasting consequences.
Narratively, some of these repercussions may not The story’s main threat involves several Dream Princes invading
manifest until much later, and extend beyond what Elysium, causing nightmares and reality to merge together. The PCs
they may foresee at the time. Furthermore, when discover that their dreams can physically manifest when they sleep,
the PCs make the right decision, their successes unleashing surreal monsters. Now, they must take special precautions,
feel more important and hard-won, deepening their as dreaming can kill the PCs and others. However, not resting weak-
players’ investment in the story. As always, the GM ens them, making them more vulnerable to existing threats. Similarly,
mustn’t take an adversarial approach when employing NPCs naturally fear other people, who are foci for nightmares, treat-
this Agenda. If the PCs suffer harsh consequences, it ing the PCs with distrust and/or outward hostility.
should be something that they did wrong rather than
resulting from ill luck. Realism must be maintained Allow the Characters
throughout the story, where consequences have logical
Time to Reflect
underpinnings.
Although survival is key, overcoming grueling hardships and relentless
Example: threats shouldn’t be the sole focus of survival horror stories. The GM
While scavenging, the PCs’ vehicle gets low on gaso- should allow the PCs opportunities to reflect on what’s important to
line. Unfortunately, they’ve been unable to locate the them and what they can lose if they fail. Beyond their daily lives, PCs
medical supplies desperately needed by people back should consider their family and friends, as well as how to preserve
home. They have no clue if their continued search will and/or rebuild their former world. The GM can incorporate these brief
end in success. Rather than risk being stranded, they reminders throughout the narrative, as well as the enhanced version
players decide to turn back for the day. That night, of downtime (see below). Allow players moments of peace and reflec-
one of their untreated companions succumbs to their tion during the conversation, as well as time to make new goals and
sickness. The illness continues spreading, unabated. develop plans for the future.

Example:
Upon returning to their sanctuary, the PCs are welcomed to their

Principles first hot meal in days. While they were away, traders brought fresh
supplies and news from the neighboring town. They’re allowed to
eat and socialize with each other and their fellow survivors. For
Due to the overt nature of survival horror stories, We that fleeting moment, the camp feels almost peaceful and safe, the
Unlucky Few narratives tend to shift away from the outside world temporarily forgotten.
game’s subtle Principles, such as Insinuate the Supernat-
ural. Instead, the PCs are continually assailed by super-
natural occurrences and direct threats, as well as facing Use Downtime to Set
an endless struggle to acquire even basic survival needs. Survival Goals
Although the players may never fully understand the
In survival horror campaigns, the PCs face dangers from within and
threat their PCs face, they’re continually aware of the dan-
without, and must always be planning for the future. During down-
gers around them. Even when provided an opportunity to
time, the GM allows the players time to develop plans for managing
rest, they’re reminded of what has been lost; the world as
resources, upgrading the PCs’ tools and shelter, and exploring their
they knew it no longer exists. Indeed, it may never exist
surroundings. The players are encouraged to roleplay these discus-
again. The person they were before the cataclysm is gone,
sions, deepening their personal investment in the story and over-
and a new one lives in their place. Times of reflection are
coming its threats.
more poignant and precious, goals to be fought for at all
costs. The following Principles can help the GM reflect the In turn, the GM can prepare new Threats and bombs based on these
themes and tones of survival horror narratives, as well as suggestions, laying out obstacles for future stories. The GM can
balance between relentless dread and unwavering hope. introduce Moves for their Relations, leading to Threats in the next

260 Chapter 15 – We Unlucky Few


scenario/session. Social interactions and relationships may They’re incredibly dangerous in close-quarters,
improve or suffer during these downtimes, altering their making direct assaults very dangerous. How-
communities. The PCs’ actions can also create Reactions ever, the creatures are effectively blind, and rely
from other NPCs and Groups/Organizations, as well as entirely on sound. As such, the PCs can sneak by
attract the unwanted attention of Creatures. and/or distract them rather than directly attack
them.
This enhanced downtime allows the PCs to recover from
traumas and injuries. Lacking proper medical care, food/
water, and shelter may prevent healing or make injuries Determine Story
worse. Mental issues may worsen, either for the characters Length Early
and/or the NPCs, possibly leading to conflicts in subse-
quent sessions. The GM should draw from The Reality of For We Unlucky Few games, the GM and players should
Pain (see p. 189) for inspiration. determine the story’s length prior to character devel-
opment: a single one-shot, linked scenarios, or an
Example: open-ended campaign. This helps the GM determine how
much world-building needs to be completed ahead of
During downtime, the players and GM – roleplaying their
time, as well as what Event types are best suited
fellow survivors – meet to discuss the group’s sanctuary
for the fiction. In shorter stories, direct threat lev-
and plan for the future. They have limited potable
els can be increased, pushing the PCs toward
water, which strains their continued existence at
more immediate resolutions. In lengthy
this location. A reservoir exists ten blocks away,
stories, the focus leans toward long-
but the route is heavily patrolled by
term survival, day-to-day threats,
a cruel militia. Some NPCs want to
and personal interactions. The
risk clearing the route, while oth-
story’s intensity can also change
ers wish to move the permanent
as the campaign progresses,
camp. Both choices can lead to
allowing for intriguing narrative
future conflicts and potential
shifts.
dangers. The group looks to the
PCs to offer their opinions and/or The GM and players decide one
additional solutions. a long-term campaign. The story
begins with a massive dream-

15
based cataclysm. As such, the initial
Diminish narrative starts hectically, focusing
Character on frantic survival. This evolves into
Reliance on more day-to-day survival stories,
Combat after the PCs have established their
new community.
In We Unlucky Few, combat is
de-emphasized, as constant phys-
ical conflicts can inadvertently shift The Everyman
the narrative toward more adventure/
One prevalent theme in survival horror
action-based stories. This can poten-
is the Everyman. Unlike the combat-ori-
tially obscure the survival horror themes of
ented Archetypes prevalent in adventure/action
vulnerability and desperation, and makes players
horror stories, We Unlucky Few narratives focus on
more reliant on violence to solve their problems.
mundane people thrust into impossible situations. As
Instead, the GM can guide the conversation away
such, these stories are perfectly suited for the Sleeper
from combat by limiting weapons and ammuni-
Archetype, as well as less martially skilled Aware PCs.
tion, introducing multiple and stronger Threats, and
Rather than relying on their fighting Advantages and
increasing wound severity (i.e., more severe Harm pen-
supernatural skills, the PCs must survive through their
alties). This disempowerment creates additional tension and
smarts and resilience alone. Furthermore, the players can more
the sense of exposure, forcing players to carefully evaluate
easily empathize and identify with ordinary characters, which
every action.
adds tension to an already horrific situation. This also increases
In turn, they can reward clever and cautious players, who the sense of accomplishment when the PCs do overcome their
utilize character advantages and skills to avoid and resolve situation, as they’ve truly earned their victory.
Threats. If the PCs avoid or run away from combat, do not
penalize them for this choice. Offer new opportunities for Excample:
them to explore and take advantage of. Each encounter sur- The story features an office building mysteriously falling
vived becomes their triumph, and inspires players to rethink through the Illusion and reappearing in Inferno. The players
the standard roleplaying tropes. are normal people who were in the building at the time. They
are office workers, janitorial staff, and visiting clients. With
Example:
few exceptions, none of them are remotely trained to face the
The GM wants to reduce the players’ reliance on heavy legions of darkness surrounding the building.
weapons. They introduce creatures that are effectively
immune to firearms and need to be hacked to pieces.

Principles 261
The Fiction level, these mental issues may linger with the PC throughout
the session. However, once they’ve gained some clarity during
downtime, the mental imbalance heals or becomes an actual
We Unlucky Few features themes similar to most KULT: Divinity Disadvantage, if severe enough.
Lost stories, but shifts the prevalent focus toward despair, iso-
lation, mourning, and survival. In addition to standard Threats,
Example:
the GM should examine how the PCs endure the constant After a particularly harrowing experience, the PC develops
physical dangers and stresses, the psychological and emotional an uncontrollable fear of the dark. This lingers with him
traumas, and their sense of loss and nostalgia. The following for days, haunting his waking moments and sleep. The GM
concepts can be incorporated into any scenario/campaign, introduces hallucinations – visual and auditory – of things in
helping to enhance the survival horror themes. the night. Soon enough, he's jumping at every shadow. Once
the PC returns to his sanctuary, rest and peace allows him to
overcome this temporary phobia.
This is the End
Optionally, the GM and players can incorporate themselves as
characters in We Unlucky Few, weaving the apocalypse into their
Isolation
current lives. This personalized approach deepens their connec- Isolation features heavily in survival horror narratives, both
tion to the story, forcing them to ask, Could I Survive This? How- imposed and self-inflicted. humanity relies and thrives on
ever, this personalized approach can strain the Horror Contract, interconnectivity, yearning for personal relationships that
potentially revealing personal fears and traumas. The lack of fulfill and make us whole. However, in survival horror, PCs
separation between the player and PC may also be unnerving – are left abandoned by society and separated from friends and
especially in events of character death. As such, the group must family through circumstances beyond their control. Concepts
provide unanimous consent when incorporating this play-style. like faith, hope, and trust are crushed beneath cruel betrayals
and harsh realities. Paranoia and mistrust reign, forcing PCs
deeper into isolation and eroding their humanity.
External Threat,
Internal Horror Example:
Although survival horror stories involve exterior dangers, the true Gaia has unleashed virulent infections that indue fever,
horror is internal. Despite the far-reaching perils around them, hallucinations, violent tendencies, and eventually death.
the PCs’ Dark Secrets, Disadvantages, and traumas drive the story However, the contagious stage is asymptomatic and lasts
forward. The GM uses these traits to customize the conversation for several days. People retreat from society, as anyone
and fiction, generating individualized threats for the PCs to deal could be a potential plague carrier. Once infected, the
with. In doing so, they filter the narrative’s grander scale down to victims become ticking time-bombs, forcing family and
more personalized and, thus, relatable conflicts. friends to make impossible choices to stay alive.

Example: An insidious aspect of isolation is the dehumanization of the


Other. As laws and social structure crumble, compassion
The PC glances down from the fire-escape at the creatures
and morality lose their meaning. People in power create
below. Immediately, a familiar face reveals itself amongst their
scapegoats, indulging their paranoia and petty concerns.
masses, recognizable even beneath bloated and grayish flesh.
Driven by self-concerns, they inflict pain and suffering upon
Their old lover; a whirlwind romance that haunted them with
others to assure their own survival. Other humans become
longings and regrets. Dead eyes stare back at them, ichor drip-
resources to be used, rather than individuals with feelings,
ping from the hole in their throat.
hopes, and needs. Innocents are swallowed up by the dys-
The most dangerous Threats can be those standing beside the PCs. topian horrors around them, their importance forgotten.
Stories should also introduce conflicts between PCs and NPCs,
reflecting their inner turmoils and personal traumas bubbling over. Example:
The GM can create Threats that trigger these internal horrors, under- As the world crumbles, the government turns against the
mining the PCs’ concept of trust and safety. They can also play dissenters and undesirables, marking them as terrorists
upon the players’ paranoia and mistrust, allowing them to form and social pariahs to be purged from the whole. People
their own conclusions – be they actual threats or not. of different faiths and sexual-orientation are rounded up
for ‘deportation,’ kept in cages along the streets, ridi-
Example: culed and tormented by passersby.
As you watch, Klaus taps the knife between his splayed fingers;
the rhythmic thunk of metal on wood grating on your nerves.
Blood trickles from several lacerations, but he ignores them. The
Hope and Faith
pace quickens, and more blood flows. Despite the bleakness of survival horror, hope reso-
nates throughout their narratives. Even at their darkest
The GM should pay special attention to PC Stability, as opportu-
moments, most people maintain their personal faith and
nities for mental healing may be infrequent under the continual
push back against the dying light. Indeed, time and time
strain. Over time, the PCs may develop new Disadvantages or mental
again, humans reveal their potential for compassion and
traumas, such as Depression and Nightmares. During the conver-
sacrifice. Even in Hell, we reach for the divine.
sation, the GM can subtly alter the PC’s perceptions, reflecting their
psychological changes and wounds. Depending on their Stability

262 Chapter 15 – We Unlucky Few


Without hope, these stories lose their emotional
impact and importance. Players will soon grow
bored and frustrated if their actions result in perpet-
ual strings of failures and losses. Reward them for
their inner strength and compassion, as their actions
change the world around them. By incorporating
moments of hope and solace, the GM inspires the play-
ers with purpose, as well as makes their stories more
poignant (see Allow the Characters Time to Reflect). This
also makes the losses more impactful, as they have more
meaning.

Example:
Lost and hungry, the PCs are rescued by another group of
survivors. They’re brought into the group’s camp – an old
church. The priest is tending to people of all races, reli-
gions, and beliefs. They ask nothing in return, only that the
PCs pass this kindness on to anyone they encounter.

Threats
Events Places Characters
See Foundations of Dread, p. 46 Alley, Farm House, Cabin in the Woods, Survivalist, Scavenger, Madman, Beggar,
Backroads, Prison, Shopping Mall, Under- Soldier, Orphaned Child, Injured Civilian,
Trapped in Refuge (Hunted/Safety)
ground Bunker, Gas Station, Conve- Starving Family, Hunter, Raider, Law
Signal for Help (Mystery/Community) nience Store, Cave, Cemetery, Forest, Enforcement Officer, Militia, Innocent,
Stealing Limited Supplies (Revelation/ Ghost Town, Haunted House, Asylum/ Infected, Possessed, Journalist/Writer,
Honor) Hospital, Jungle, Basement, Laboratory, Academic, Construction Worker, Tyran-
Mansion, Holiday Getaway, High-Rise, nical Leader, Gang Member, Nihilist,
Mutating Infection (Transmutation/
Hotel, Modernist Home, Tenement Flat, Optimist, Ne’er-do-well, Protector, Cultist

15
Exclusion)
University, High School
Treatment or Triage (Search/
Conformity)
Forbidden Alliance (Romance/Conflict)
Doomsday Preacher (Rivalry/
Submission)

Group Monsters Objects


Military Unit, Law Enforcement, Help- Living Dead, Wolvens, Nepharites, Canned Food, Water Purifier, First Aid Kit,
ful Survivors, Raiders, Doomsday Cult, Children of the Underworld, Azghouls, Grave Marker, Sleeping Bag, Keys to Vehi-
Looters, Possessed Crazies, Government Borderlanders, Nachtkäfer, Crustacz, cle, Survival Tent, Weapon Stash, Blood-
Agency, Armed Militia, Survivalists, Biker Erinyes, Ferocco, Jatharna, Methusa, ied Backpack, Rope, Working Radio,
Gang, Convoy, Medical Relief Cairath, Elysium’s Gods Toolkit, Inexhaustible Flashlight, maps,
Compass, Strange Obelisk, Severed Hand
Holding Something

Variants
Demon City: Demon City details what happens if the PCs are trapped in Metropolis or
one of the other Realms. This may involve smaller groups of people being pulled through
a portal. It may even involve buildings, neighborhoods, or an entire city. For example: What
if – at the end of The Black Madonna – Leningrad actually shifted over to Inferno? The PCs are
not only faced by the standard difficulties posed by hostile environments, but must also combat
supernatural threats as well.
The Great Darkness: Some global event throws humanity back into the Dark Ages. All electricity,
communications, and powered vehicles are rendered useless. In truth, the Archons have united to
destroy the technological world, hoping humanity will return to its more controllable
state. Worse yet, the Death Angels and their kin wait beyond our
firelight, eager to feed on our souls.

The Fiction 263


Chapter 16

afternoon
horrors

J
ohan ignored the ice groaning beneath his feet. He knew that
the frozen lake would support them, but as the night wrapped around him,
irrational fears rose in his chest. Rune and Tove led them toward the lone
ice-shack, racing the setting sun. Beside him, Camilla managed a shy, tired
smile. He wished she’d stay behind, but she wanted to help her friends.
And Johan himself? Well, he wanted to make sure the twins didn’t get
Camilla hurt. 

Since his niece’s disappearance, Rune obsessively began searching for her.
Together with Tove, they’d rope Johan and Camilla into their investigation.
It’d been sort of fun at first, sneaking into their grandfather’s farmhouse,
rummaging through strange trinkets and books. And then it wasn’t so fun
anymore. They’d found things hidden in the toolshed. Bad things.

The shack squatted in the snow. Its green door was slightly ajar, emitting
an orangish glow. “There shouldn’t be anyone in there,” Tove said. Johan reached for
Camilla’s mittened hand, “Stay close. I don’t like this.” Rune and Tove disappeared
inside. When Johan reached the door, the twins stood only a few feet inside. Bathed
in hellish light, the wooden interior stretched off impossibly. Somewhere in the dis-
tance, a young girl was crying.

264 Chapter 16 – Afternoon Horrors


Overview granted are eroded, tainted, and even violated, forcing them
to reevaluate what they believe about themselves and their
world. Maturation can be a painful, unpleasant experience,
As kids, we’re delighted with being scared. We dare each but can also be liberating and satisfying. The narrative’s
other to watch horror movies, and tell ghost stories late into supernatural threats should expose and test the PCs’ core
the night. Unsurprisingly, young adult horror’s popularity in beliefs, assailing them with betrayals and suffering, and
cinema, literature, and roleplaying games has grown, garner- reveal their peers as the monsters they are. Mostly, however,
ing new audiences. Afternoon Horrors focuses on juveniles the GM should reveal the PCs’ true selves – who they were
and teens experiencing and learning the truths of their and who they can become.
terrifying world. Due to its esoteric nature and disturbing
concepts, KULT: Divinity Lost might seem ill-suited for young Example:
adult horror. However, with some narrative and tonal The PC’s friend comes to school with bruises. They explain
adjustments, the GM and players can explore intriguing that they’ve been playing sports. Over time, they grow
stories in this genre. increasingly skittish, sullen, and standoffish. They cancel
Even so, the Afternoon Horrors reflection needs to be han- hangouts and sometimes cut classes. Later, they simply stop
dled with care, understanding, and, most of all, maturity. coming, yet no one seems to know why. Soon, the PCs dis-
Our childhood fears and traumas are very real, ingrained cover the friend – and other ‘unsavory’ children – have been
into us like scars. As such, the GM and players must be taken away for reeducation. One PC’s father then announces
cognizant of the Horror Contract; perhaps, even more they need to go to camp ‘to save them from the devil.’
so than in most KULT: Divinity Lost conversations. After-
noon Horrors can venture into very dark areas, exploring Make the PCs’ Lives
unpleasant themes. Adolescence experience traumas of
Exciting, Even When
body, mind, and soul, and this can be deeply uncomfort-
able, even harmful, for players. Take care when engaging
It’s Terrifying
with these themes. Although the stories can be dark and violent, Afternoon Hor-
rors shifts the emphasis away from unrelenting dread toward
scares and thrills. As such, the GM should Make the PCs’
Lives Exciting, Even When It’s Terrifying by injecting hints of

Agenda whimsy into their narratives. In contrast, they must also avoid
the grimmer aspects of KULT: Divinity Lost, such as sexual

Narratively, Afternoon Horrors stories are about self-dis-


covery and maturation. The PCs are discovering them-
selves and their place in the world. In young adult hor-
ror, this journey is usually precipitated by some super-
and/or extreme violence. Although the PCs can suffer severe
traumas, these events should remain off-screen or handled
through fade-to-black. This subtle, yet important, concept adds
an additional layer to the Horror Contract, allowing the GM
16
and players to maintain a safe space during roleplay.
natural event, forcing the PCs to reevaluate what they
truly understand. In many cases, these narratives are In short, much like campfire stories and haunted houses, After-
framed as mysteries, but can also be heavily influenced noon Horrors is exciting rather than bleak, frightening rather
by action/survival horror tropes. Most Afternoon Hor- than fatalistic. Indeed, even at its darkest moments, the story
ror stories involve discovering secrets about the PCs’ should provide opportunities of hope – no matter how fleeting
hometown, overcoming Threats (human and supernat- – until it resolves in a generally positive fashion.
ural), and learning about themselves. Although similar
to Sleeper-style campaigns, this reflection shifts the
Example:
narrative emphasis slightly by pushing KULT: Divinity The PCs’ school is enshrouded by an impenetrable darkness.
Lost’s more unsettling themes into the background. Anyone that goes outside disappears, leaving only horrific
◊ Tear Down the PCs’ Illusions to Reveal Unwanted
screams behind. The adults begin changing, their bodies
transforming to match their darkest desires. The PCs find
Truths.
themselves trapped between these two relentless threats as
◊ Make the PCs’ Lives Exciting, Even When It’s they try to discover the source of this terrifying occurrence.
Terrifying. They delve deeper into the school, experiencing more hor-
◊ Play to Discover How the PCs Change. rific events. However, they also become heroes, saving their
classmates from terrible fates.

Tear Down the PCs’


Illusions to Reveal Play to Discover How
Unwanted Truths the PCs Change
The Afternoon Horrors reflection focuses on personal As mentioned earlier, young adult horror stories are about
awareness and self-discovery. The young PCs are maturation and the journey to adulthood. Fearful and traumatic
maturing and setting aside childish things, even events PCs suffer serve as triggers for their transfiguration. As
if they do not wish to. As such, the GM should such, the GM and players should Play to Discover How the PCs
strive to Tear Down the PCs’ Illusions to Reveal Change. This makes personal fears and weaknesses narratively
Unwanted Truths. The truths they once took for important, as each PC should be tested and forced to examine

Overview 265
who they are – and want to become. They’re overcome the horrors through their knowledge, they begin seeing the
continually reminded of their failures and self- power of their own mind.
doubts, usually by the antagonists and the trials
they endure.
Are they scarred by their experiences or do they
grow stronger for them? What do they learn
and how do these revelations change their
Principles
perceptions? These journeys can become Afternoon Horrors focuses on highly personalized settings and stories. The
extremely personal and intense, even more PCs are restricted by their ages and resources, as well as the social con-
so than the horrors around the PCs. ventions placed upon them. These narrative limitations alter the overall
tone and format of most stories. As young adults, the PCs also possess
Example: certain liberties that adult characters would not. The world itself should feel
A PC has been aggressively pushed larger to them, filled with wonders and terrors alike. Depending on their
by their parents to do better, despite personal circumstances, the PCs may be forced to grow up faster, sensing
their achievements and good grades. the wrongness in their lives. Similarly, they are more likely to be defined
At school, they’re continually dis- by their peers and elders, rather than their actual personalities. The fol-
trusted and envied for their abilities lowing Principles can help the GM reflect these divergent elements in their
by fellow students, as well as being narratives.
favored by the teachers. As such,
they barely know who they are
Create a Living,
and what they’re actually striv-
ing for, when everything they
Breathing Microcosm
do only results in punishment. Afternoon Horrors stories typically transpire within fixed locations, such
Finally, when they’re able to as small towns or urban neighborhoods. Despite this confined, narra-
tive space, these locations feel like the PCs’ entire world, as they cannot
leave it. They are restrained by limitations of their youth, both socially
and financially. The PCs will have likely grown up in the location. They
recognize every neighbor’s face, have heard all the local legends, and
know each street and alleyway like the back of their hands. If they’ve just
THERE ARE LIMITS,
moved there, the new neighborhood can feel like a strange, threatening
RESPECT THEM
landscape to be explored and experienced. Their peers may see them as
One potentially difficult aspect of playing the suspicious Other, or may flock to them as a curiosity or novelty.
young PCs in Afternoon Horrors is sex-
As such, in both cases, the GM needs to Create a Living, Breathing Micro-
ual roleplay. Even if this isn’t restricted
cosm. Firstly, this makes the stories more real. Secondly, it narratively
in the Horror Contract,
Contract, this subject matter
strengthens the sense of betrayal when the horrors finally reveal them-
should be handled with extreme care
selves, stripping away the PCs’ beliefs and, thus, their innocence. What
overall, especially its more negative
was once safe has become sinister. What was once known becomes
and violent aspects. Although there
alien. Their world will never be the same again. During the First Session,
can be sexual themes and intimacy,
the group should define their location together, as well as outline areas
they should generally lead to a Fade
important to the PCs. The more personalized their world is, the greater the
to Black.
Black. Establishing consent and
personal connection.
limitations early on can help avoid
any potential misunderstandings and Example:
complications for the GM and players.
Be safe. Be respectful. And use com- The PCs have claimed the town library as their second home. Other
mon sense. kids rarely come to the old building, and bullies avoid it completely.
The librarian is friendly and helpful, usually letting them do what they
please. Beyond the reference stacks, they’ve discovered connected
reading rooms that remain empty throughout the day, giving them extra
privacy. On certain nights, the stacks change, moving into different con-
figurations. Yet, the adults never seem to notice.

Allow Childhood Freedoms,


But Impose Adult Limitations
In Afternoon Horrors, the PCs are young adults and allowed certain liber-
ties. In some cases, they’re provided anonymity, able to congregate and
go where adults would be considered suspect. Depending on the setting
and the PCs’ backgrounds, they may have access to additional resources,
such as the school library, computers, and pocket money.
In contrast, children do not possess adult freedoms and rights. They’re
continually under pressure to go to school, get good grades, and generally

266 Chapter 16 – Afternoon Horrors


stay out of trouble. Adults aren’t willing to believe their Example:
fanciful tales of monsters and other dimensions. They’re
After uncovering their coach’s
not allowed to go out at night or skip classes. If they do
inhuman nature, a PC tries to
– and are caught – they’ll suffer real-life consequences.
enlist his parents’ help in stopping
They may not have resources they require, such as money,
her nefarious plans. At first, they
transportation, or weapons. They may be denied entry
laugh off his stories, telling him
into certain locations, such as businesses, universities, and
he’s been playing too many scary
industrial zones. Certain adults may immediately condemn
video games. When he presses
and mistrust them, simply for being children.
them, they grow increasingly angry
As such the GM should Allow Childhood Freedoms, But at this nonsense. Later, they call the
Impose Adult Limitations. This adds an additional layer to PC’s coach to their home, forcing the
the narratives, as the PCs must successfully navigate both PC to apologize for his poor behav-
worlds to succeed. Reward players for creative and in-char- ior. When the parents aren’t looking,
acter roleplaying that helps reflect this Principle. the coach lets her mask fall, revealing
the monstrosity beneath. She winks
Example: knowingly.
The PCs need to investigate the disappearance of
their friend without raising suspicions. However,
the farm house they suspect holds their friend
Infuse the PCs’
is located outside of town. Of course, Lives With
their parents won’t allow them Drama
to travel there. Separately, they Although PCs in
each tell their parents that the Afternoon Hor-
group is camping in their friend’s rors are young
backyard. Using this cover story, adults, this doesn’t
they sneak out undetected. They mean their lives are
decide to trek through the back- less complicated.
woods to avoid being caught Indeed, they may
– unaware that this is the entity’s even be more so, as

16
actual hunting ground. additional stresses
are placed upon the
Use Adults to PCs, well beyond the
supernatural threats
Reflect the
they’ll face. Their lives
Illusion’s are intimately entwined
Power with family, friends, and
The Illusion dims Humanity’s percep- school. To reflect these
tions as they grow older, deadening added pressures, the GM
their minds and souls. However, children should Infuse the PCs’ Lives
still retain their innocence and creativity, With Drama, both during the conver-
allowing them to more easily pierce the Illusion’s sation and throughout downtime.
veil. For them, the monster under the bed is real – In the First Session, the GM and players
and, in truth, it usually is. Furthermore, adults contin- incorporate their family and friends into the
ually attempt to reinforce the Illusion’s hold upon the Intrigue Map, as well as develop interesting
young, forcing them to adhere to cultural and societal Relations to add personalized pressure. Some,
norms. This creates an adversarial relationship between if not all, of these NPCs should have intricate back-
adults and youths, as they literally perceive reality differ- grounds and lives, which frequently intrude on the PCs. As
ently. The GM should play upon this conflict by Use Adults to much as possible, the GM should include interesting connec-
Reflect the Illusion’s Power. tions to the overall storyline, drawing the PCs deeper into the
In Afternoon Horrors, the adult NPCs uphold the Principles of location’s mysteries.
the Archons and Death Angels, reflecting them through their
Example:
actions. When dealing with the PCs, they continually try to
impose these ideals upon them. Their elders seek only to A PC’s carefree parents once belonged to a cult, secretly
mold them into more obedient servants to the Illusion. At devoted to Gaia. They broke away from the group, after the PC’s
best, adults are condescending, opinionated, and uncom- mother became pregnant with her. However, the cult’s mem-
promising. At worst, they’re calculating, cruel, and merciless. bership frequently contacts the parents, urging them to return to
Even the most gentle and understanding parent seeks to do the fold. Each time they do, this creates an uneasy tension in the
what’s “best” for their child, dismissing their fanciful stories house for days, as the parents bicker about their new lives. In
of angels and demons. This disconnection further reinforces turn, they take out their frustrations on the PC in different ways –
the PCs’ isolation and sense of helplessness – they truly are one protective, one resentful – but never explain why.
on their own.

Principles 267
Reinforce Stereotypes
Throughout the Story The Normal Kid: Mundane and practical,
the Normal Kid generally fits into every
Another way the Illusion enforces its control over the PCs’ lives cliche and group. Skilled at everything,
is through cultural and societal labels. Even as they’re attempt- masters of none – everyone likes the Nor-
ing to discover their identity, the world around them continu- mal Kid.
ally influences these personal beliefs and self-doubts. As such,
the GM should Reinforce Stereotypes Throughout Story. Much The Outsider: Secretive and brooding, the
like adult life, young adults are defined by their distinguishing Outsider remains on the outskirts of society,
traits, such as gender, race, and social status. They may also be using their anonymity and menace to their
categorized by their personality, such as boisterous or shy, and personal advantage.
mental and physical traits. Even if these outward traits do not The Paragon: Driven and superior, the Para-
reflect the PC’s inner nature, the world continually forces this gon excels at some skill or knowledge. They
role upon them. This adds additional pressures on the PCs, as are held up by their peers as the perfect child,
they struggle to escape or succumb to the path chosen for them, adding to their personal pressures.
not by them. For example, an athletic PC may be extremely
The Popular Kid: Charismatic and attractive,
smart, but their peers only care about their track and field abil-
the Popular Kid is respected and worshipped
ities. When creating their character, players are encouraged to
by all, commanding others with a smile and a
introduce these contrasts into their PC’s lives.
word.
Example: The Rebel: Defiant and unruly, the Rebel refuses
A rebellious PC suffers from an unpleasant reputation, as their to adhere to social norms, constantly fighting
family is infamous in the community. They live on the wrong against authority.
side of town and their older siblings and parents have frequent
brushes with the authorities. Although this provides them an
aura of fear they can use to intimidate their peers, they’re also
suspected of any wrongdoing in school. Teachers generally
ignore them, thinking they’re stupid by proxy or just trying to
stir up trouble in class.

AFTERNOON HORROR ARCHETYPES


The Advocate: Compassionate and open-minded, the Advocate
is always trying to bring people together and find mutually
shared solutions.
The Athlete: Strong and dexterous, the Athlete excels at most
physical tastes, devoting their lives to team sports and personal
achievements.
The Brain: Intelligent and curious, the Brain devotes their life to
learning and exploring new ideas and concepts.
The Bully: Angry and forceful, the Bully thrives on maintaining
power over others, gaining respect through violence.
The Clown: Jesters and tricksters, the Clown tries to garner atten-
tion through humor, usually at the expense of others.
The Creator: Focused and inventive, the Creator devotes them-
selves to building and designing new things, be it artistic or
practical.
The Computer Wiz: Smart and analytical, the Computer Wiz
delight in new technologies and computers, spending much of
their time with electronics and the virtual world.
The Dreamer: Flighty and imaginative, the Dreamer devotes them-
selves to dreaming up new and wonderful ideas and worlds. Yet,
they rarely carry through – unlike the Creator.
The Geek: Shy and creative, the Geek devotes their daily life to
their personal hobbies and interests, such as anime, books, games,
and toys.

268 Chapter 16 – Afternoon Horrors


Threats
Events Places Characters
See Foundations of Dread, p. 46 Tree House, School (Private, Boarding, Parents, Teacher, Bully, Siblings, Angry
Public, etc.), Park, Playground, Aban- Old Man/Lady, Police, Student, Popular
Town Bullies Mark the Characters as
doned House, Rich Home, House Trailer, Kid, Geeky Friend, Star Athlete, Class
Easy Prey (Hunted/Conflict)
Farmhouse, Spooky Shed, Covered Well, Clown, Brainiac, Librarian, janitor,
Town Elders Secretly Meeting at Secluded Reservoir, Forest, Brown Lands, Cool Kids, Scout Master, Troubled Kid,
Library After Midnight (Mystery/ Mall, Movie Theater, Convenience Store, GrandParents, Aunt/Uncle, Store Clerk,
Community) Scary Street, Junkyard, Library, Storm Shop Owner, Guidance Counselor, Town
Discover Police Dumping Human Drain, Alleyway, Amusement Park, Farm- Crazy, Stoner
Body (Revelation/Lust) er’s Field

Corporation Begins Threatening Local


Businesses (Rivalry/Avarice)
Befriends the Shunned Girl in Class
(Romance/Exclusion)
Teacher Disappears After Arguing
With Parent Council (Search/Power)
Invited to Rave Party in Woods
(Temptation/Compulsion)
Begins Showing Strange Mutations
Upon Hitting Puberty (Transmutation/
Awakening)

Group Monsters Objects


Police, Teaching Staff, Parent’s Com- Ghosts, Ghouls, Zombies, Thing Under Bike, Board Game, Video Game, Baseball
mittee, Neighborhood Watch, Boy/Girl the Bed, Werewolves, Vampires, Evil Cards, Sports Equipment, Computer,

16
Scouts, Rival Gang, Bullies, Sports Team, Children, Demons, Masked Killer, Thing Shiny Stone, Toy Gun/Sword, Books,
Student Council, After-School Club, in the Sewer, Tree spirits, Giant Bugs, Flashlight, Cool Clothes, Heirloom, Cell-
Geeks, Popular Kids, Jocks, Art Class, Out- Witches, Sorcerer, Trolls, Ogres, Scare- phone, Art Supplies, Skateboard, Walk-
siders, Town Council, Religious Group, crow, Haunted Toys, Crooked Man man, Stuffed Animal, Guitar, Switchblade
City Elders

The Fiction an experiment or punishment. Only together can they


hope to escape their imposed damnation.
Poisoned Paradise: The PCs live in some perfect
One significant difference in Afternoon Horrors is the PCs
world, wanting for nothing in their idyllic homes.
themselves, specifically the Archetypes. Children lack the
However, through chance or misfortune, they discover
life experiences to properly fit into the roles in standard
their entire world is based on a lie. They’ll soon be
KULT: Divinity Lost games. However, the children are gen-
sacrificed or condemned to fates worse than death.
erally more Aware than most adult Sleepers. As such, the
No one can be trusted, as every adult is working
GM and players need to decide how the PCs are created.
against them – even their parents. How can they
Option One: Design the PC as detailed under the Sleeper survive this false paradise? What are they willing to
Archetype (KDL, p. 86). do to escape it?
Option Two: Design new Archetypes (KDL, p. 87). Fractured Memories: This complex campaign weaves
Option Three: Use a combination of Options 1 & 2. both present and past together, where the players
portray their characters as adults and children. Events
unfold in both time-lines, revolving around specific
Variants stories that continue to resonate throughout their
Babes in Limbo: The PCs find themselves trapped in an alter- lives. Each session flips between the two timelines,
native world, usually some grim version of a fairytale or fantasy revealing new memories and perceptions of events
adventure. They must survive the horrors of this new world, that shaped the PCs and who they became – usually
and find some way back to their own. Alternatively, they may be revolving around their shared Dark
forced into this cruel and unusual realm through design, such as Secrets.

The Fiction 269


Using the
Kult Tarot

T
he KULT Tarot deck is used by the gamemaster
(GM) to perform readings, which help you create
plots, antagonist, locations, and allies when plan-
ning a campaign. It can also be used during play
when introducing new locations and charac-
ters in the heat of the moment.

To do this you will need to learn


how to perform a tarot
reading.

Ways to use
the Tarot
as a Gamemaster
Fleshing out the Campaign
What is the lictor’s intention? What is the building’s backstory?
Who does the cult serve? To what power is the artifact bound?
Sometimes you are left with many questions or the ideas you
have seem to run in the same old tracks. The Tarot Cards can
help flesh out your campaign by filling in the gaps, creating more
depth to the characters, and developing hidden plots. This can
Text: preferably be done in the downtime moments when you work
Petter Nallo with the campaign or directly before or after the first session.
You may also develop completely new characters, locations,
Art: organizations, plots, creatures, and artifacts.
Axel Torvenius

Proofreading: In the Spur of the Moment


When you have become comfortable with the tarot, you might
Alex Obernigg, Jason Fryer
want to use it during play. Have the deck next to you. When a
Graphic Design: situation, character, or being appears where you don’t have a
clear idea of what it could be, you can consult the tarot. Just
Dan Algstrand
draw a card and trust your instincts. What does it tell you? How
Additional material: is this particular element of your campaign associated with the
card?
Alex Obernigg
Foundation of a Story
It is possible to build a campaign setting or the basis for a short
story using the Tarot Cards. By using them to create factions,
Dark Secrets, and locations, you can further develop the game
world your players are exploring.

272 Using the Kult Tarot


Basic Guidelines Shuffle and
Lay Out Five Cards
Shuffle the cards and focus on the question at hand. Think on
Trust your Instincts the information that is already established in the story, but try
Tarot is not connected to logic. It is connected to the subcon- to keep an open mind. Lay them face down in order to form the
scious and your instincts. Each card is a key to unlock your symbol below:
mind. If you get a strong impression of a card’s meaning
without consulting its description – trust your instincts. There
is no right or wrong interpretation. Experiment with the
Tarot Cards and discover how they can be used to serve your
story.

Learning the Tarot 3


The more you use the Tarot, the greater insight you will
have into the cards, and the quicker you will be able to use
them.

The Ritual
of the Tarot
You should be in the right mindset when utilizing the
2 1 4
Tarot Cards. Perceive this as a small ritual for coming
into contact with your subconscious and unlocking the
labyrinths of your mind.
First, create the physical space by setting the right
atmosphere. Light a candle, play the right music in the
background, and have a place where you can lay the
cards and take notes.
Next, create the mental space by clearing your mind
and taking a few deep breaths to help you focus on
the reading you’re about to do. Try to let go of any
everyday stress you’ve been feeling, and focus your
5
thoughts on the dark worlds of the KULT universe.
If you are not in the proper mood and moment, a
Tarot Reading can be much harder. You want to cre-
ate the right atmosphere.

Begin with the card in the middle. This is the core card. Then add cards
The Insight in the following order: one to the left of the core card, one at the top, one
you Seek to the right, and one at the bottom. When complete, the five cards should
With the proper mindset, focus on what you want form a star (see above).
the cards to tell you.
For example, you might feel that an important NPC The Story of the Cards
in the campaign feels underdeveloped, and want to Each of the cards represents an answer to a specific question, which are
give it more depth. You may wish to discover what discussed in the Reading Templates section below. Feel free to make up
kind of location the cult has hidden in. Or you may your own templates.
want to understand what Higher Power lies behind
the stranger who has arrived in town. To perform the reading, turn the cards over in the proper order, going
through them one by one. Flip the first card over and reflect upon its mean-
Check to make sure you’re truly getting to the ing. Look at the card and start describing to yourself what you see in the pic-
heart of the question, and opening yourself up to ture. What is happening in it, what story does it tell, and how does it relate
curiosity, empowerment, and manifestation. to the question you asked. Pay close attention to your intuition and your gut
Once you have formed your question, write it feeling. Consult the information below about the specific card’s meaning for
down so it remains clear in your mind. deeper insight into what it symbolizes. But remember, don’t let this descrip-
tion override your personal instincts. Your subconscious has the answers.

Basic Guidelines 273


Once you have interpreted each individual card, look at all of CREATURE
the cards in the Tarot reading, as if they were pages of a story
Card 1: From what background does the creature Originate?
book. What’s the story the cards are telling you? Weave this
overall narrative together, and make your interpretation of Card 2: From where can you find Information about the
them as a whole. creature?
Card 3: What Drives the creature?
Reflect and Write Down Card 4: What is the creature’s Weakness?
Write down the completed reading. Now, weave it into the Card 5: What is the creature’s Strength?
game narrative.
Sometimes you will find that the reading makes little or no ARTIFACT
sense. There is no shame in redoing the reading. But give your Card 1: From where does the Artifact Originate?
original reading some more thought before discarding it.
Card 2: Who else is Looking for It?
Card 3: What are the Dangers in using it?

Reading
Card 4: What is its Primary Power?
Card 5: What is its Secondary Power?

Templates Example reading


During the Downtime phase, Petter has introduced a new
Here are the templates of the things you can learn. If you character to the story. An individual who came up during
only need to know a specific thing, you can just draw that improvisation when the player characters took an unex-
particular card to get the answer. However, if you do the pected route. They visited a bar at the edge of town, where
entire reading you will get a more complete picture. they met Mr. Algstrand – a middle-aged man who sat in
a corner, smoked a lot of cigarettes, and checked his cell
INDIVIDUAL phone all the time. This contact seemed to have an insight
Card 1: A core Characteristic of the individual. into the supernatural world and took an interest in the char-
acters. The scene was very memorable and suspenseful and
Card 2: Something from the Past that shaped the individual.
Petter realized that Mr. Algstrand could have an interesting
Card 3: An Ambition that drives the individual. role to play later in the story. But who is he? Looking at the
Intrigue Map, there are no clear connections to any of the
Card 4: The individual’s greatest Weakness.
Powers at play. So Petter decides to consult the Tarot Cards.
Card 5: The individual’s greatest Strength.
He performs a five card read using the Individual template.
LOCATION This will reveal Mr. Algstrand’s core Characteristic, some-
thing from his Past, his Ambition, his greatest Weakness, and
Card 1: The Type of location. his greatest Strength.
Card 2: Something about the location’s Past. Petter shuffles the deck. And lays out the five cards. He then
Card 3: An unexpected or quirky Trait. turns them one by one.

Card 4: A Weakness at the location, which might be Card 1 – the Core Characteristic: Seven of Roses. This
exploited. card represents Prey. Mr. Algstrand has a dangerous
enemy of some sort. Or, perhaps, he has been the victim
Card 5: Something that makes the location Exceptional.
of something terrible. This is something that can be tied
into several aspects of the story, or just be there to give
CULT
the NPC more depth. Admittedly, Petter first thought of him
Card 1: What Power/Ambition Drives the cult? as a quite powerful individual but having him be the prey
Card 2: An important thing about the cult’s History. actually makes it more interesting.

Card 3: What does the cult wish to Accomplish? The next card is turned.

Card 4: What is the cult’s Weakness, such as enemies? Card 2 – Something from the Past: Six of Eyes. This card
represents Rebellion. Mr. Algstrand has rebelled against
Card 5: What is the cult’s unexpected Resource?
someone and/or something in his past. Something that
might have given him a dangerous enemy. Petter doesn’t
PLOT
want to draw too many conclusions yet. But already he
Card 1: What is the Power behind the plot? gets a deeper insight in Mr Algstrand’s nature.
Card 2: What Caused the plot? The next card is turned.
Card 3: What is the Next Move in the plot? Card 3 – An Ambition that Drives the Individual: Eight
Card 4: What power Opposes the plot? of Roses. This card represents Obsession. Driven by pas-
sion, Mr. Algstrand is clearly obsessed about something.
Card 5: What power Supports the plot? Something he wants and needs and he strives to get.

274 Using the Kult Tarot


The next card is turned.
Card 4 – The Individual’s Greatest Weakness: Binah. Card 5 of the
Major Arcana represents Community and Family. Petter already starts to
realize that perhaps Mr Algstrand’s Ambition (Obsession), and Weakness
(Family) are the same thing. He is considered prey, after all; a victim.
Has a family member been taken hostage or is in a dangerous situa-
tion, and he wants him or her back?
Petter finalizes the story about Mr. Algstrand by turning over the last
card.
Card 5 – The Individual’s Greatest Strength: Nine of Skulls. This
card represents Inferno. And since it is his greatest strength, Petter
decides that Mr Algstrand has made a pact with Inferno.
Summarizing the cards, taking it all in, Petter writes down
short information about Mr. Algstrand: He rebelled against
the servants of Netzach, a Power that features as one of the
Influences in the story; specifically in the form of the lictor
Miranda Stevenson and her following. He was once their
servant, but broke free of their control. To punish him, they
enlisted Algstrand’s son. He is now Miranda’s right hand
man, and has no contact with his father. Mr. Algstrand
desires to get him back and has therefore made a pact
with Inferno. And now that the characters have come
in his path, he will try to enlist their help in destroying
Miranda Stevenson and getting his son back.
Petter could learn more about Algstrand’s son by
making another tarot reading for him. Or, perhaps,
he could learn more about what kind of pact Mr.
Algstrand has made, or flesh out Miranda Stevenson
and her followers.

Readings During Play


There are many other ways to do readings.
When you are comfortable with the cards and
know them almost by heart, you can use them
during actual play. You can draw a single card
to answer a question. Be specific and ask
questions in the style of:
◊ Who is the person that lives in the
hotel room next door?
◊ Where will the cult meet up?
◊ What item will be an important
clue?
◊ What situation is taking place
when the characters arrive at the
industrial area?
◊ Who is the player character’s
contact? [Let the player draw
the card]
The cards are keys to your sub-
conscious, so experiment with
them and explore their poten-
tial. But don’t let them slow
down the game.

Reading Templates 275


The Major Arcana
The Major Arcana represent the primary Principles that rule our imprisonment and are the very pillars of the Illusion.

0. Anthropos 1. Demiurge 2. Astaroth

This card represents the Awakened Man. This card represents the Demiurge. The ruler This card represents Astaroth. The Ruler of
The Path to Awakening and the true divine who is now lost and was the Creator of Inferno and Shadow of the Demiurge. The
origin of humanity. Mankind’s prison. being who strives to become the new Demi-
urge by binding Elysium to Inferno rather
The card reveals a connection to an The card reveals a connection to the lost
than the Powers of Metropolis.
Awakened Man, the path to Awakening, Demiurge, one of His servants, or per-
or of some shard of divinity that lies haps to His Citadel that vanished. It has The cards tells of a connection directly
hidden deep within or is traceable back strong connections with: The power of to the Higher Power that is Astaroth and
to a previous life. Metropolis. The Endless City. The Citadels has strong connections with: The Will of
of the Archons. A Dead Civilization. Secret Inferno. The Black Sun. The Citadels of
This card is one of the top three most
Paths. Beasts of Metropolis. Survivors. the Death Angels. The Spiked Wheel. That
powerful cards in the whole Arcana,
Stillness and Death. Hidden Secrets. A Which Grows from Death. The Machin-
along with the Demiurge and Astaroth,
Great Power that is Sleeping. Dark Vaults. ery of Death and Rebirth. Pulsating and
and always reveals something of great
Watchers. Enslaved Gods. Temples. Dark Growing. Entwined Wills. Pathways and
significance.
streets. The Machinery of Death and Gates to Shattered Worlds. Any Imag-
When this card is drawn, it might be Rebirth. inable Suffering. Senseless Beauty. A
suitable to draw an additional card and Growing Power. Cracks in the Illusion.
This card is one of the top three most
place on top of it to show how its power Wills Behind the Veil.
powerful cards in the whole Arcana,
manifests itself.
along with Anthropos and Astaroth, This card is one of the top three most
and always reveals something of great powerful cards in the whole Arcana,
significance. along with Anthropos and the Demiurge,
and always reveals something of great
When this card is drawn, it might be
significance.
suitable to draw an additional card and
place on top of it to show how its power When this card is drawn, it might be
manifests itself. suitable to draw an additional card and
place on top of it to show how its power
manifests itself.

276 Using the Kult Tarot


3. Kether 4. Chokmah 5. Binah

This card represents the Archon Kether and This card represents the Archon Chokmah This card represents the Archon Binah and
the Principle of Hierarchy. and the Principle of Submission. the Principle of Community.
Kether’s influence manifests as hierarchi- Chokmah’s influence manifests as the Binah’s influence manifests as the fami-
cal structures with masters and servants, submission to religious leaders, mar- ly’s power over the individual, mistrust of
widening class gaps, and an aristocracy tyrdom, fanaticism, theocratic rule, and the state and other authorities outside of
with power and benefits. dogmatism. It exists virtually everywhere the family, strengthened traditions, and
religion can be found. the distrust of strangers.
Its influence is greatest in structures with
a strong leader at their helm, including Chokmah’s servants have a strong influ- Her grip is strong anywhere family ties
royal families, the leaders of the Cath- ence in the Middle East and many imams are at their peak, including the Mid-
olic Church, corporate executives, and and rabbis are lictors. The Archon also dle East, Africa, Eastern Europe, Latin
authoritarian countries such as China has significant influence over the Catho- America, China, and the southern United
and North Korea. lic Church. States. Her influence is once again grow-
ing in Russia. Among the Roma, Binah
The card shows a connection or oppo- The card shows a connection or oppo-
is a goddess who is worshipped and
sition to the Archon and/or its Principle. sition to the Archon and/or its Principle.
revered.
The bond might be in the present, the The bond might be in the present, the
past, or something that is about to past, or something that is about to The card shows a connection or oppo-
happen. happen. sition to the Archon and/or its Principle.
The bond might be in the present, the
past, or something that is about to
happen.

The Major Arcana 277


6. Chesed 7. Geburah 8. Tiphareth

This card represents the Archon Chesed and This card represents the Archon Geburah This card represents the Archon Tiphareth
the Principle of Safety. and the Principle of Law. and the Principle of Allure.
Chesed’s influence manifests as people’s Geburah’s influence generates bureau- Tiphareth’s influence incites a manic
longing for safety, the desire to feel com- cratic institutions, stricter laws, increased craving for beauty and affirmation,
fortable and safe from dangers threaten- policing, and societal control over its which must be fulfilled by any means
ing you, encouraging friendly behavior, citizenry. Those so influenced yield to necessary. Celebrities are worshipped
and the sense that you are protected increased control, typically out of their as prophets, the mediocre waste their
against the unknown and dangerous. fear of chaos. days imbibing the internet and television
shows, and despise and ignore anyone
Once, Chesed’s servants were to be The Archon has a strong influence over
who doesn’t meet the social ‘norms.’
found amid generous noblemen, mon- legal systems of every kind. Lictors are
asteries, wise women of the forest, often judges, chiefs of police, or lawyers. Her influence is great everywhere in
doctors who did anything to find cures They have a great presence anywhere society, but especially via the media,
for diseases, aid organizations, benevo- bureaucracy is strong, and where laws advertising, and the Internet.
lent charities, and warm-hearted people. and rules are used to control people.
The card shows a connection or oppo-
Now, his power has faded.
The card shows a connection or oppo- sition to the Archon and/or its Principle.
The card shows a connection or oppo- sition to the Archon and/or its Principle. The bond might be in the present, the
sition to the Archon and/or its Principle. The bond might be in the present, the past, or something that is about to
The bond might be in the present, the past, or something that is about to happen.
past, or something that is about to happen.
happen.

278 Using the Kult Tarot


9. Netzach. 10. Hod 11. Yesod

This card represents the Archon Netzach This card represents the Archon Hod and This card represents the Archon Yesod and
and the Principle of Victory. the Principle of Honor. the Principle of Avarice.
Netzach’s influence strengthens patrio- Hod’s influence conflates honor with Yesod influences society through greed,
tism and nationalism, unites societies prestige, elevates one’s status among capitalism, economics, consumer frenzy,
against a common enemy, and feeds others above all else, and sets the law and increased corporate power, as well
the us-versus-them mentality. The righ- aside in favor of personal vendettas. as by promoting the admiration and
teous obliterate all that threaten them, Expecting admiration for their adher- respect of wealth as a sign of personal
strengthen their military, justify their vio- ence to their inflexible values, the hon- intelligence and ambition. It encourages
lence in the name of the Greater Good, or-bound ruthlessly ostracize any who contempt for the poverty-stricken, who
and incite people to arm themselves. have brought shame upon themselves are associated with laziness and stu-
by failing to uphold their honor and fulfil pidity, and supports the dismantling of
His influence is strongest within the mil-
the many duties it demands. social welfare institutions.
itary, military academies, private armies,
manufacturers of weapons, lobbyists, The Principle is strongest in areas and The Archon has control over large parts
and mercenaries. Has his largest influ- communities where the honor culture of the Western world and nowadays also
ence in North America. still is very dominant, including the China.
Middle East and countries in Asia, such
The card shows a connection or oppo- The card shows a connection or oppo-
as India, Pakistan, and Japan. In large
sition to the Archon and/or its Principle. sition to the Archon and/or its Principle.
parts of North Africa, Hod’s servants
The bond might be in the present, the The bond might be in the present, the
and ideology are also still strong, even
past, or something that is about to past, or something that is about to
though these traditions have started to
happen. happen.
be questioned.
The card shows a connection or oppo-
sition to the Archon and/or its Principle.
The bond might be in the present, the
past, or something that is about to
happen.

The Major Arcana 279


12. Malkuth 13. Thaumiel 14. Chagidiel

This card represents the Archon Malkuth This card represents the Death Angel This card represents the Death Angel Chagi-
and the Principle of Awakening. (previously: Thaumiel and the Principle of Power. diel and the Principle of Abuse.
Conformity)
Thaumiel’s influence manifests as a hun- Chagidiel’s influence takes shape in the
Malkuth’s influence strives to free peo- ger for power, corruption, dictatorship, violation of children, the perversion of
ple from their prison by shattering the fascism, intrigue, insurrection, oppres- adult love and care, forgotten and lost
Illusion to reveal other dimensions, sion, ruthlessness and totalitarian rule – children, homeless street kids, and the
and inspiring people to question the a breakdown of solidarity and trust. degradation and ruination of school
nature of society and the fabric of reality. systems.
Thaumiel’s Principle is strongest where
She inspires magicians and scientists
there are hierarchies and power struc- The Death Angel’s strongest influence
to experiment with the unknown and
tures with clear rifts. Governments is over nuclear families, but he is also
search for their lost divinity. (Previously,
undergoing political upheaval, the enter- active within pedophile networks,
Malkuth represented Conformity and
tainment business, the world of sports, orphanages, youth centers, trafficking
the natural cycles we tend to see in our
organized crime, neo-nazi organizations, rings, illegal porn sites, and various cults
world and our prison.)
Wall Street and other stock exchanges, and religious organizations all over the
Malkuth has her strongest influence major corporations, and so on down to world.
among magicians and scientists. Europe street gangs and school classes.
The card shows a connection or opposi-
is her primary stronghold, as well as
The card shows a connection or opposi- tion to the Death Angel and/or its Prin-
regions of North America and Asia.
tion to the Death Angel and/or its Prin- ciple. The bond might be in the present,
During the Islamic Enlightenment, she
ciple. The bond might be in the present, the past, or something that is about to
had followers throughout the Middle East
the past, or something that is about to happen.
and North Africa.
happen.
The card shows a connection or oppo-
sition to the Archon and/or its Principle.
The bond might be in the present, the
past, or something that is about to
happen.

280 Using the Kult Tarot


15. Sathariel 16. Gamichicoth 17. Golab

This card represents the Death Angel Sath- This card represents the Death Angel Gam- This card represents the Death Angel Golab
ariel and the Principle of Exclusion. ichicoth and the Principle of Fear. the Principle of Torment.
Satahariel’s influence incites self-loath- Gamichicoth’s influence awakens fear Golab’s influence increases societal
ing, loneliness, hopelessness, contempt of ‘the Other’ by escalating distrust and sadism, giving people pleasure from
for ‘normals,’ self-destruction, anxiety, blaming various ethnic groups, religions, inflicting pain on others or by being
depression, suicide, school shootings and or political dissidents for society’s prob- subjected to torment themselves. Crimi-
massacres, and communities of outsiders lems. False narratives are created and nals are tortured in public, people carry
inspiring each other to commit destruc- distributed through news media, rumors, out their most sadistic ideas unto both
tive actions. and manipulated visual evidence, while willing and unwilling subjects in obscure
heralds whisper how all our concerns safe houses, while murderers leave trails
Sathariel’s corruptive will seeks out those
would dissipate if only ‘the Others’ were of mutilated bodies.
who feel rejected and those who feel
punished or disappeared.
their lives are devoid of meaning. These Golab’s presence is strongest wherever
can be found everywhere. The Death Angels influence is strongest sadistic assaults are committed against
within the middle class and in regions humans. He is found in organized crime,
The card shows a connection or opposi-
with conservative values. The Ku Klux the military, terrorist groups, prisons, and
tion to the Death Angel and/or its Prin-
Klan, fanatic pro-lifers, concerned par- psychiatric hospitals.
ciple. The bond might be in the present,
ents’ groups, paramilitary forces commit-
the past, or something that is about to The card shows a connection or opposi-
ting genocide, neo-fascists of all types,
happen. tion to the Death Angel and/or its Prin-
and patriarchal structures who fear
ciple. The bond might be in the present,
liberal values will corrupt young people
the past, or something that is about to
are all at risk of falling under this Death
happen.
Angel’s influence.
The card shows a connection or opposi-
tion to the Death Angel and/or its prin-
ciple. The bond might be in the present,
the past, or something that is about to
happen.

The Major Arcana 281


18. Togarini 19. Hareb-Serap 20. Samael

This card represents the Death Angel Toga- This card represents the Death Angel Hareb- This card represents the Death Angel
rini and the Principle of Compulsion. Serap and the Principle of Conflict. Samael and the Principle of Vengeance.
Togarini’s influence increases the manic Hareb-Serap’s influence propagates Samael’s influence strengthens para-
creativity that distorts reality, tearing uncontrollable rage, bloodlust, and noia, vindictiveness, and obsession with
beauty asunder. Insane artwork opens senseless violence. Gangs have shootouts injustices, while perpetrators take brutal
portals to Inferno, magicians experiment in public places, police beat suspects revenge for nonexistent affronts, jealous
at the border of life and death, and to death, hooligans storm arenas, lynch partners murder their loved ones for
death itself acts erratically – souls bind- mobs tear their targets to pieces, harm- imagined betrayals, and terrorists exact
ing themselves into rotting corpses, or less conflicts escalate into bloody fist- gory retribution upon their foes.
haunting the living as distorted spectres. fights, and ‘normal’ people teeter on the
The Death Angel has a strong influence
brink of explosive outbursts at all times.
The Death Angel’s influence is strongest over individuals with a strong lust for
among artists, magicians, body modi- The Death Angel’s greatest influence is vengeance, but also in organizations
fiers, and the senses and imagination over war zones, gang territories, the with strong codes of honor and a will-
enchanted by the dark and grotesque. Middle East, Africa, and parts of Asia. ingness to use violence to get what
Many of his servants are soldiers or gang they want, such as the mafia, gangs,
The card shows a connection or opposi-
members, but Hareb-Serap’s Principle terrorist organizations, and certain cults.
tion to the Death Angel and/or its Prin-
can be stirred in all of us. Magicians occasionally seek insight into
ciple. The bond might be in the present,
Samael’s dark brilliance.
the past, or something that is about to The card shows a connection or opposi-
happen. tion to the Death Angel and/or its Prin- The card shows a connection or opposi-
ciple. The bond might be in the present, tion to the Death Angel and/or its Prin-
the past, or something that is about to ciple. The bond might be in the present,
happen. the past, or something that is about to
happen.

282 Using the Kult Tarot


21. Gamaliel 22. Nahemoth

This card represents the Death Angel Gama- This card represents the Death Angel
liel and the Principle of Lust. Nahemoth and the Principle of Discord.
Gamaliel influences society towards Nahemoth’s influence deforms the
hypersexualization and objectification, natural world, turning it dangerous
where crowds commit gang rape, victims and threatening, expressed as forest
are forced into prostitution, pornogra- fires, oil spills, poisoned streams and
phy becomes increasingly hardcore and groundwater, misshapen animal life,
perverted, and celebrants gather in clubs violent storms, cold snaps, heat waves,
and secret societies for macabre orgies, torrential rains, earthquakes, tsunamis,
and people embrace mindless desires cannibal tribes, disfigured fetuses, and
with no consideration of the conse- baleful eclipses. She turns the world
quences of their actions. upside down, instilling fear by destroying
conformity and normalcy.
The Death Angel has a strong influence
over the pornography business, webcam Her influence is strongest in regions
shows, brothels, rapists, and, deep down, where people fear and venerate nature,
virtually everyone to some degree. as well as places with chemical spills,
radioactive zones, open sewers, strip
The card shows a connection or opposi-
mines, industrial zones, and rubbish
tion to the Death Angel and/or its Prin-
dumps.
ciple. The bond might be in the present,
the past, or something that is about to The card shows a connection or opposi-
happen. tion to the Death Angel and/or its Prin-
ciple. The bond might be in the present,
the past, or something that is about to
happen.

The Major Arcana 283


The Minor Arcana
The Minor Arcana represent aspects of the Illusion and our prison.

Skulls
This suit represents Death as a breakthrough to the other side, as well as the mortal
destruction that binds us to our flesh. It is strongly connected to both Metropolis and
the Archons, as well as to Inferno and the Death Angels.

1. METROPOLIS Item: Notebook. Old letters. Drugs.


Buried. An equation that lacks the last
Metropolis represents mankind’s ancestral
numbers. Lobotomization equipment.
home, the Eternal City and the very core of
Boxes in the attic.
the Demiurge’s Machinery.
Individual: Mourning widow. Janitor 3. REMNANTS
who works in an empty factory. Desper-
Remnants represents that which has been
ate architect. Strict and unimaginative
left behind after death, destruction, or
manager.
transition.
Location: Funeral chapel. Ruined city.
Individual: Pragmatic archaeologist.
Labyrinth of alleyways. The Abyss. The
Eccentric descendant. Soldier from a
Machine City. The Citadels.
dissolved military unit. Hobo living in the
Organization: Section 11. Prophets of the junkyard.
Third Temple. Flakchatters. Creature: Wraiths and Phantoms. A
Location: Ruins from ancient times.
Situation: A feeling of greatness. A slow Human Soul. Psyphago.
Abandoned family home. Shipwreck on
but lethal disease. Perceiving the shadow the bottom of the sea. Item: Deck of stained tarot cards. Doll
of the Creator. An inheritance is waiting. possessed by a spirit. Ouija board stained
Organization: Legal firm handling inher-
Creature: Servant of now-destroyed with beer and blood. Pack of old letters
itances. Ancestor cult.
Power. Angels of the Heavenly Choirs. in French.
Situation: Family secrets. Last in a blood-
Beasts of Metropolis.
line. Surviving child that no one wanted. 5. TRANSITION
Item: Painting depicting a great Citadel. Becoming alone in the world. Discover-
A coffin in black oak. An urn filled with Transition represents the crossing from life
ing secrets of one’s past.
ashes. A ring of keys. Obituary for long to death or into another form of existence.
Creature: Fallen Angels. Broken creatures.
dead patriarch. Individual: Methodical and well pre-
Azghouls.
pared hitman. Executioner who barely
2. FORGETFULNESS Item: Last page in a book. A distorted can keep it together. Trauma victim hov-
message on a cassette tape. Automated ering between life and death. Nurse with
Forgetfulness represents that which has
distress signal. Strange machinery with a god complex. Pornstar with an asphyxi-
faded from memory. It is strongly connected
parts missing. ation fetish. Seductive death magician.
to the cycle of rebirth and the Oubliettes of
Forgetfulness in Metropolis. Location: Abortion clinic. A hidden door
4. SPIRIT
Individual: Hypnotist. Senior citizen. in a tomb. Secret gate that leads to the
Spirit represents the psyche, the immaterial city of the dead. Desolated slaughter-
Careless bookkeeper. Trauma victim.
essence and the machinery that chains the house. Retirement home.
Inattentive babysitter. Distracted priest.
divine soul.
Sloppy surgeon. Organization: Death squad. Scientific
Individual: Sophisticated medium with a organization trying to monitor the
Location: Oubliette of Forgetfulness.
rich clientele. Girl in the suburb who sees moment of death.
Locked vault. Old peoples home.
“ghosts.” Scientist who tries to photo-
Ghost town. Gas station at the edge of Situation: Mother dying in childbirth.
graph the spirit world. Conjurer of spirits
nowhere.
living in an abandoned train. Possessed Creature: Borderliner. Creature that
Organization: Online forum that dis- child kept tied to the bed. exists between life and death.
cusses reincarnation. Servants to an old
Location: The still and cold sea. Home of Item: Homemade biological weapon.
noble family.
a serial killer where the bodies are hid- Syringe with embalming fluid. Automated
Situation: Traumatic event. Alzheimer’s. den in the walls. Mire cloaked in white external defibrillator with one charge
Dementia. Memory loss. Manipulated mist. Old lighthouse on a small island. left. Fetus preserved in alcohol that now
minds. Past lives. Electric shocks. and again twitches. Vial with seed spilled
Organization: Online show that investi-
Creature: Lives on stolen memories. during the moment of death.
gates paranormal phenomena.
Something from a past life. Angel that
Situation: Legend of a person that is
seeks a soul that is lost.
whispered in the projects. Song calling
from Achlys in the Underworld.

284 Using the Kult Tarot


6. FLESH 8. SUFFERING
Flesh represents the body as a shell after Suffering represents the pain that comes
death or as a prison of a soul that should with death and the cleansing of the soul. It
have been released. is strongly connected to the cycle of rebirth
and the Oubliettes of Suffering in Inferno.
Individual: Morbid surgeon that takes
trophies. Insane young man that keeps Individual: Self mutilating prophet.
the body of his dead father tied to a bed Professional dominatrix. Military interro-
in the attic. Restrained undertaker with gation expert. Religious flagellant.
deviant sexual urges. Lobotomized girl
Location: Purgatory that creates a bridge
kept at the basement of a brothel.
between Elysium and Inferno. Oubliettes
Location: Morgue in stainless steel of Suffering. Soundproof interrogation
where the antiseptic smell barely room. Members-only BDSM club. Hid-
can douse out the stench of rot. Mass den cellar entrance. Medieval torture
graves outside of a small town. Medical chamber.
museum.
Organization: Secret anti-terrorist orga-
Organization: Society of death magi- nization. Cult that worships Golab.
cians. Cannibal cult in the countryside.
Situation: Painful bone cancer. Secrets
Situation: Severe case of leprosy. The within the Family. Video tape of a young
dead come to life. Forced to eat human child getting skinned alive. Horrible
flesh. Cannibalism. flashbacks.
Creature: Damned legionnaires. Creature: Purgatides. Nepharites.
Razides.
Item: Deformed body that is stitched
and melted together. Tome bound with Item: Crown of thorns made of barbed
human skin. Stolen organs in a box filled wire. Waterboarding equipment. Rusty
with ice. Box of scalpels and surgical spikes. Shackles with runes carved into
knives. them.

7. WEAPON 9. INFERNO
Weapon represents the tool that brings Inferno represents the shadow of Metrop-
death. That which brings forth a transition olis, the many hells and Citadels and the
through violence. realm from which the will of Astaroth flows.
Individual: Vigilante in the suburbs Individual: Tattoo artist who binds the
armed with silenced pistol. Russian mafia clients to Inferno. Charismatic cult leader
enforcer. Elite sniper that takes pride who hands out razor blades. Heroin
in his work. Murderer who wants to get addict who has learned to walk between
close and personal with the knife. worlds. Violent fanatic who catches
glimpses of Inferno.
Location: Room with an electric chair.
War memorial. Weapon storage. Military Location: Citadel of Astaroth. The ten
headquarters. Citadels of the Death Angels. Labyrinth
with torture chambers. A gate between
Organization: Arms dealers. Military
Elysium and Inferno.
special forces. Mercenary group. Violent
gang. Organization: Suicide cult seeking
escape from the world.
Situation: Lynch mob armed with
machetes and rifles. Drive-by shooting. Situation: Child drenched in oil and
Armed robbery. Attempted assassination. blood is placed on the steps of a monas-
Ambush. tery. Secret whispered on the death bed.
Lyrics of a black metal band invoke the
Creature: Creature that feeds on violence
powers of hell.
and suffering.
Creature: Nepharite. Incarnate of
Item: Sharp blade. Ingram Mac-11
Astaroth.
machine pistol. Video clips of executions
and lethal accidents. Old video cassette Item: Old key that can open gates
with snuff porn. Pack of cigarettes. between world. LP-record that plays a
Hand grenade from WWII. Nuclear haunting tune. Matchstick box filled with
codes printed out from a dot matrix human teeth. “Forgive me” written in
printer. Crime scene photos with hidden blood on a piece of paper.
messages.

The Minor Arcana 285


Roses
The rose is a symbol of Passion, the blinding desire that binds or liberates us. It
relates to our sexuality. It is strongly connected to the primal forces of Gaia.

1. GAIA 3. SURVIVAL
Gaia is the Untamed Wilderness, that which Survival represents the will to go on against
cannot be controlled, the primal hunger all odds, the survival of the fittest and con-
and raw emotions. quering difficulties by pure iron will.
Individual: Madman more animal than Individual: Hillbilly survivalist with an
man. Neo-pagan nature worshiper. iron will. Special forces soldier. Battered
Native shaman who demands a sacrifice. housewife. Child soldier. Hardened
veteran.
Location: Borderland to Gaia. An over-
grown house. Depth of the wilds. An Location: The depths of the wild. War
animal nest. zone. Rough neighborhood. Abusive fos-
ter-home. Secret bunker filled with food
Organization: Cult worshiping the
and equipment.
untamed wilderness.
Organization: Survivalist network. Mer-
Situation: Savage cannibalism. Over-
cenary group. Urban explorers.
taken by emotions. The stronger kills the
weaker. Nature overtakes civilization. Situation: Lost in the wilderness. A prize
Losing control in a wild rapture. A body on your head. Surrender to someone that
that changes and twists into something is stronger. Showing dominance. Desper-
bestial. ate act of cannibalism.
5. PREDATOR
Creature: Enwildened god. Sentinel. Creature: Being from the depths of Gaia.
Predator represents the hunter, the one that
Item: Map that leads into the wild. Tribal Item: Door chain. Field rations. Map
is hungry and preys on the weak.
figurine carved from bone. A human where secret trails are marked out. Blood
skull on a pole. Rotting carcass crawling stained compass. Individual: Influential film mogul.
with worms. Manipulative femme fatale. Impulsive
4. GROWTH serial killer. Serial rapist who lives in an
2. BIRTH Growth represents things that gain power
unknowing family. Ruthless paparazzi.
Aggressive CEO. Online profile with the
Birth represents what comes out of passion, and expand, be it will, body, or nature.
nickname “Alpha_Male.” Conjurer of
the start of something new, a soul merged
Individual: Boy with physical defor- Passion.
into flesh.
mations. Dedicated bodybuilder. Gro-
Location: Seedy hotel close to the red
Individual: Strict midwife. Depressed tesquely obese woman.
light district. Cabin deep in the wild. Barn
mother. Newborn in an incubator.
Location: Place overtaken by nature. where you skin animals.
Newborn baby. Proud godfather. Teenage
Barely funded laboratory. Room with
parents. Desperate baby kidnapper. Organization: Cult celebrating murder.
mold ceiling and walls. Gym in the sub-
Big game hunting society.
Location: Run-down maternity ward. urbs. Plowed fields.
Orphanage on the countryside. Narrow Situation: Preys on the weak. Stalking
Organization: Fertility clinic. Expansion-
tunnel. someone in the night. Seduction. Attack
ist government or company. Association
from an ambush. Hidden motif.
Organization: Surrogate mother agency. organizing bodybuilding contests.
Adoption center. Creature: Nosferatu that hunts from the
Situation: An idea grows into an obses-
shadows. A creature born out of Passion.
Situation: Child is born. Dawn of a new sion. Genetic mutation. Friendship grows
day. New age of responsibility. Family to untamed desire. Child that reaches Item: Red lipstick. Stiletto knife. Con-
bond. Adoption. Stillborn baby. Paternity puberty. Cancer that spreads through the doms and lube. Night-vision goggles.
test. body. Knock out drug. Makeup mirror. Limou-
sine with loyal driver.
Creature: Strange offspring. Gynachid. Creature: Libith/Darthea. Animal mutated
by Gaia.
Item: Bottle of mothers milk mixed with
blood. Empty baby crib. Sharp objects at Item: Syringe with steroids. Seed embed-
the bottom of a box of baby clothes. ded in black earth. Fertilized egg. Self
help book.

286 Using the Kult Tarot


6. SWARM 8. OBSESSION
Swarm represents a gathering, a collective Obsession represents the grip when passion
mind, a mob swallowed by passion and has gotten hold of you and you cannot con-
acting as one. trol it but are a victim to its influence.
Individual: Devoted follower. Animal Individual: Voyeuristic photographer.
trainer. Fisherman with a dark secret. Eccentric art collector. Depressed ex
Agitated football supporter. husband. Unbearable narcissist.
Location: Square and streets. Mosquito Location: Classy strip club. Music venue.
infested marshlands. Youth camp. Proj- Obscure porn site.
ects in the suburbs. Cattle ranch.
Organization: Boy band fan club. Model
Organization: Football supporters. Reli- agency.
gious sect. Union Activists.
Situation: Enslaved by passion. An
Situation: Goes with the Flow. Sacrifice untamed and unhealthy desire. Addiction
for the best of the Collective. Collective to drugs. Uncontrollable lust. Desperate
punishment. Gathering of people. Con- attempt to hide lack of self worth.
gested traffic during rush hour. A group
Creature: Mancipium. Libith. Servant of
sharing the same mindset. Angry mob on
Togarini.
social media. People traveling in collec-
tive traffic. Item: Gossip Tabloid Magazine. Nude
selfies. Posters and photos of megastar
Creature: Pack of wolves. Cockroaches.
plastered on the wall. Statue of the virgin
Zeloths.
Mary.
Item: Jar of honey. Dried ants in a match-
stick box. Locust broach in bronze. 9. LOVE
Love is a bond that can be stronger than
7. PREY death. It can give you strength and purpose,
Prey represents the victim of passion or be but also drag you down and be your doom.
the target for some enemy or dangerous
Individual: Man with a broken heart.
situation.
Hopeless romantic. Marriage counselor.
Individual: Celebrity terrorized by a Wicked stepfather. Devoted spouse.
ruthless stalker. Blackmailed family
Location: Motel next to the highway.
man. Wanted fugitive. Online scapegoat.
Cabin in the woods. Church in the coun-
Gullible teenager. Doll-like altar boy.
tryside. Beautiful park in the city. Shop
Trafficking victim.
where you can buy wedding dresses.
Location: Hidden cell in the basement Dating site. Corpse buried in the woods.
of a house. Empty streets at night. Safe
Organization: Dating agency.
house for women. Old forest road.
Situation: Madly in love. Unexpected
Organization: Support group for survi-
feelings. Hidden relationship. Forbidden
vors of rape and sexual abuse.
love. Unanswered love. Marriage cere-
Situation: Lured into a trap. Blackmailed mony. Honeymoon trip. Family incest.
into obedience. Stalked by someone or Social media update.
something.
Creature: Creature of Passion.
Creature: Creature of Passion. Children
Item: Plain gold ring. Marriage contract.
of the Night.
Smartphone filled with romantic mes-
Item: Crying and begging on a voice sages and pictures. Wedding cake. Bridal
recording. Stolen passport. Pistol in a gown. Harlequin novel with underlined
handbag. Incriminating video tape. words. Love letter soaked in blood.

The Minor Arcana 287


Hourglasses
The hourglass represents Time and Space, the prison binding us in the Illusion, but
it also carries the hope of breaking the shackles and waking up. The hourglass also
reproduces the Labyrinth that all cities are built from. It has a strong connection to
Achlys and the Underworld.

1. ACHLYS 3. PAST
Achlys represents nothingness, infinity, the Past revolves around things that have
void, but also the obliteration of the very already occurred and now come back, or
soul. could be discovered, if you look in the right
place.
Individual: Severely depressed soul.
Person in extreme apathy. Coma patient. Individual: Nostalgic old-timer. Bitter
Self destructive misanthrope. Priest who antique dealer. Archaeologist who can’t
has lost his faith. Prisoner kept in total stop talking. Hobby historian. Dedicated
isolation. Careless deep sea diver. chronicler. Member of a retro subculture.
Location: The vacuum of space. A deep Location: Forgotten museum. Ruins deep
well. Black still waters. Sensory depriva- in the wilderness. Overgrown graveyard.
tion tank. Bottomless mire. Depth of the Dusty archives. Old battlefield. University
ocean. Isolation cell with black walls. library. Family homestead.
Organization: Cult that worships She Organization: Center for genealogy
Who Waits Below. studies. Archaeological society. Online
vintage subculture group.
Situation: Total destruction of what
makes a person. Dissolved into atoms. Situation: Archaeological dig. 5. BORDERLAND
Maelstrom that drags you down into the Interrogation. Borderland is the place between two worlds
deep. or two states of being, or where Time and
Creature: Being from a time long passed.
Creature: Children of the Underworld. Ancient creature from the Underworld. Space meet the physical world.
Phantom. Forgotten god. Individual: Bought customs agent.
Item: Sensory deprivation tank. Inkwell Item: Book with family history. A chalice Immigrant with split personality. Foreign
filled with black ink. Syringe with a lethal from the Middle Ages. A photo of people diplomat. Child entering puberty. AIDS
injection. The number π burned into long since dead. A folded birth certificate. patient close to death. Urban shaman.
leather. Suicide note. Location: Place where the illusion is
4. SPACE weak. Overgrown riverbank. Border con-
2. FUTURE Space represents someone or something trol. High wall. Embassy building.
Future revolves around things yet to come that travels forward through space towards
Organization: Cult that guards the
as well as potential that has yet not been a goal or is always in motion.
borderland.
unleashed.
Individual: Hard working truck driver.
Situation: Existing between two worlds.
Individual: Suburban fortune teller. Philosophical backpacker. Cheating air-
An uncertain loyalty. Deal between two
Professor in predictive analytics. Reckless line pilot. Restless lover. Tattered drifter.
powers. Half awake. Between life and
gambler. Infant from unknown parents. Psychopathic hitchhiker. Trustworthy
death. Status quo. Standoff.
Stock broker. Young prospect. Tireless taxi driver. Marathon runner with many
gardener. Sportsman aiming for the elite secrets. Escaped convict. Child that has Creature: Borderliner.
league. Aspiring politician. Tech genius. run away from home. Item: Letter of introduction. Identity
Location: Orphanage. Highway being Location: Endless highway. Railway. papers. Compass. Carpet knife. Folded
built. Construction site. Slow flowing river. Freight elevator. map. Diplomatic passport.

Organization: Future analysts. Invest- Organization: Moving company.


ment company. Technical university. Shipping company. Human trafficking
syndicate.
Situation: Prediction. Complicated plots.
Tarot reading. Fundraising event. Online Situation: Boat trip. Train ride. Hunt.
crowdfunder. Speeding car. Information being trans-
ferred. Electrical lines.
Creature: Being from the future. The
Eyeless One. Creature: The Crazed Dancers. The God
of the Highways. Being that can teleport.
Item: Old pocket watch. A diary filled
with predictions. A seed that has not yet Item: Phone with GPS info. Water bottle.
been planted. A blueprint of a skyscraper. Pair of shoes. Passport.
A biological weapon.

288 Using the Kult Tarot


6. HIDDEN 8. CROSSROAD
Hidden represents something that is Crossroad is connected to two distinct
obscured and hidden from view. It is paths, a choice that has to be made and
strongly tied to the city of Ktonor in the two very different outcomes.
Underworld.
Individual: Woman running from her
Individual: Undercover agent. Illegal past. Pressured politician. Girl con-
immigrant. Escaped prisoner. Inside sidering an abortion. Bitter marriage
man. Camouflaged soldier. counselor.
Location: Ktonor. Hidden sanctuary. Location: Crossroad. Road leading off
Dusty vault. Panic room. Secret passage. the highway. Railway station. Stairs lead-
Unknown trail in the wilderness. Smug- ing down to the subway.
gling route. Safehouse.
Organization: Fertility clinic. Betting
Organization: Spy agency. Secret hobo company.
community.
Situation: Important choice. A tough
Situation: Undercover operation. Staying dilemma. A break up. A shout that may
away from trouble. Hidden meanings in not be heard. Child playing with a gun.
conversations.
Creature: Pact-weaver. The Swap Dealer.
Creature: Child of the Underworld. Invis-
Item: A letter with life changing informa-
ible Monster.
tion. A Backpack. Slot machine.
Item: Key to safehouse. Map to secret
route. Ancient artifact. Buried secrets. 9. GATE
Gate represents a threshold or obstacle that
7. LABYRINTH must be crossed or be protected.
Labyrinth is a maze filled with dangers and
Individual: Security guard. Self taught
confusion, and is tied to the Underworld.
locksmith. Driven hacker. Middle man-
Individual: Mathematician working on ager with a rejecting nature.
an unsolvable problem. Mental patient
Location: Bank vault. Door to an aban-
that understands aspects of the Truth.
doned building. Passageway beneath a
Cave explorer. Psychologist mapping
bridge. Manhole. Portal to another world.
the minds of serial killers. Old woman
obsessed with puzzles and riddles. Organization: Bank. Border guards. Cults
that has sworn to protect a secret.
Location: Sewer system. Twisting alley-
ways. Hedge maze. Dark cellar. Network Situation: Something that needs to be
of caves. Subway tunnels. Favela. opened. Something protected. Someone
who keeps many secrets. Forgotten
Organization: Cult worshipping the
memories.
creatures of the Underworld.
Creature: Guardian. Opener of Ways.
Situation: Losing direction. Confusion.
Ambush. Ending up on a place one did Item: Encrypted file. Book written in
not expect. Walking in circles. Strange unknown language. Padlock. A red pill.
echos.
Creature: Cairath. Zeloths. Gransangthir.
Item: Old compass from sailing vessel.
1000 piece puzzle. Code written by a
madman.

The Minor Arcana 289


Crescents
Also known as the Moon, the Crescent is a symbol of the dream, the search for the
unattainable, and the source of creation. The dream inspires and strengthens, but
is also a crutch for the unbearable in life and an escape from reality. It has a strong
connection to Limbo.

1. VORTEX 3. UNDOING
The very source of creation, dreams, and Undoing is part of the natural cycle of col-
the ever transforming chaos that has its lapse and obliteration of ideas, structures,
source deep in Limbo. bodies, dreams, and whole worlds.
Individual: World changing visionary. Individual: Cold hearted hitman. War
Dangerous demagogue. Dream magician. criminal. Lawyer who dismantles compa-
nies. Terror bomber. Censorship zealot.
Location: The Vortex. The Dream World.
Tattered dreams. Location: Eroded building. Waste plant.
Car crusher. Junkyard. Concentration
Organization: Secret order of Magicians.
camp. Abortion clinic.
Sleep study clinic.
Organization: Demolition company.
Situation: Chaotic and world chaining. A
Doomsday sect. Nihilistic suicide cult.
tornado. Maelstrom. A life that is turned
upside down. Situation: Cover up. Deleted informa-
tion. Faked death. Wall street crash.
Creature: Dream Prince. Dream crea-
Earthquake. Raging fire. A life completely
tures. Dream magician.
falls apart. Burned papers. Explosion.
Item: A magical artifact. Antique Persian 5. CONNECTION
Creature: Cairath. Something that con-
Carpet. A dream in a bottle.
sumes and destroys. Connection of intertwined structures, wills,
or something that might hinder you or help
2. CREATION Item: Bomber aircraft. Incinerator.
you on your way.
Creation is the raw godly power to shape Flamethrower. Vat filled with acid.
Sledgehammer. Computer virus. Hand- Individual: Greedy fixer. Silver tongued
the world and to turn thought and dream
gun used in war. lobbyist. Irritated network technician.
into something inspiring.
Femme fatale with a harem of lovers.
Individual: Inspired painter. Renowned 4. TRANSFORMATION Street contact. Nosey electrician. Charis-
architect. Victim of a medical experiment. matic club owner. Sect leader.
Transformation is a state of extreme change
Mad scientist. Mute boy with crayons.
and metamorphosis. Location: Group of islands. Small village.
Self-destructive black metal musician.
Caves. Crossroads. Railway tracks. High
Rabid movie director. Isolated 3D-artist. Individual: Experimental plastic sur-
chicken wire fence. River delta.
Razor blade equipped poet. Anorectic geon. Method actor. Makeup artist.
ballet dancer. Megalomaniac city planner. Extreme Organization: Hacker group. Network
body modder. of terror cells. Gentleman’s club. Drug
Location: Skyscraper. Hall with strange
cartel. Fast food chain. Law firm.
acoustics. Art museum. An ever changing Location: Landscape architect firm.
dream. An old theater. Genetics laboratory. Discreet clinic. Chris- Situation: Conspiracy. Trapped and
tian gay to straight conversion center. caught. Bound. Expanding.
Organization: Classic Art Foundation.
Artist collective. Gang with graffiti artists. Organization: Grass root political move- Creature: Tekron. Puppet master.
Struggling record company. ment. Body modders.
Item: Server network. Fishermans net.
Situation: A strange melody that moves Situation: Change of heart. Leaving bad Spiderweb. Handcuffs. Power lines. Brain
through the air. Art exhibition. habit behind. Terminal illness. Going in a jar.
through a sex change procedure. Gov-
Creature: Artificial creature that has
ernment program. Removing face. Total
come to life. Dying creatures from limbo
makeover. Assumed false identity.
surviving on beauty.
Creature: Shapeshifter.
Item: Drawing board. Painting of one of
the great Masters. Cursed music instru- Item: Makeup kit. Cocoon. Tool box.
ment. Paintbrush dripping with thick Bucket of paint. Carnival mask.
paint. An old photograph. Olympia Sm3
Portable Typewriter.

290 Using the Kult Tarot


6. MERGING 8. REPETITION
Merging of ideas, bodies, and minds. Two Repetition can be an endless loop, a recur-
things become one. ring theme, Déjà vu, or something you can’t
escape.
Individual: Good-hearted priest. Con-
joined twins. Manager at the acquisition Individual: Postman who reads the mail.
branch of a company. Charismatic cult Phone sex operator. Overwintered lec-
leader. Married couple acting in unison. turer. TV-addicted shut-in. Janitor work-
ing the night shift. Suicidal toll booth
Location: Where two rivers connect.
operator. Mediocre stand-up comedian
Two cities that have merged into one.
with two good jokes. Sleepwalker.
Organization: Worldwide corporation.
Location: Marriage chapel. Hair and nail
Situation: An act of love. Sworn into a salon. Government office. Cheap night
secret cult. Merges into the background. club with the same act night after night.
Minority assimilated into society. Myth Amusement park with the same jingles
and reality become one. Two ideologies and rides from 20 years ago.
become one. Two people prove to be the
Organization: Conservative think tank.
same.
Pharmaceutical company supplying the
Creature: Cairath. Being of Passion. middle class with antidepressants.
Item: Two plastic items melted together. Situation: Cover band playing the same
A cross with a hidden blade. Vial with set of songs night after night. Living on
blood from twelve children. old merits. Telling the same story again
and again. Déjà vu. Having to go through
7. REFLECTION the same procedure once more.
Reflections can reveal the truth, be decep- Creature: Acrotide. Tekron. Nearly mind-
tive or may mirror a person or a place. less spectre.
Individual: Identical twin. Deceptive Item: Hamster wheel. Turned down
medium. Amature filmmaker. Hard work- script. Music box that plays the same
ing mime. Burned out performance artist. melody.
Honest singer songwriter. Well meaning
Cognitive-behavior therapist. 9. STILLNESS
Location: Still pond. Carnival. Hall Stillness represents apathy, tranquility and
of Mirrors. Rain wet streets. Desolate a situation that seems to be unchanging.
graveyard.
Individual: Calm and seductive guru.
Organization: Malkuth cult. Philosophi- Chain smoking housewife who has given
cal society. up. Old hippie who speaks in riddles.
Situation: Mirage. Hallucination. Insight Location: Sleepy small town frozen in
in the truth. An echo from the past. Dou- time. Suburban houses along a cul de
ble identity. sac. Japanese garden. Slow flowing river
Creature: Doppelgänger. on the pastoral countryside. Ghost town.
Abandoned drive-in theater.
Item: Shopping window. Mirror. Faded
picture. Crystal ball. Old kaleidoscope. Organization: Meditation centre.
Stained rorschach test. Research centre mapping human
emotions.
Situation: A calm and quiet day. School
reunion where everyone is exactly as
before. Strict family dinner.
Creature: Lost god that has forgotten its
nature.
Item: Sleeping pills. CD with calm and
harmonic music. A painting of a desert
landscape. Book with 12 steps to control
one’s aggression. Panpipe.

The Minor Arcana 291


Eyes
The Suit of the Eyes represents Elysium, the enslavement of our minds and souls. It
is also the faith that binds us, the crippling madness, and the rebellious, penetrating
insight that lets us see through the Illusion.

1. ELYSIUM 3. FAITH
Elysium is the very core of the Illusion and Faith that gives you purpose, but makes
the intricate machinery that keeps you in you blind.
chains.
Individual: TV-Preacher. PR-Person.
Individual: Powerful politician. Leader of Enthralled housewife. Die-hard atheist.
the clergy. Top ranking military. Owner Football supporter. Street preacher.
of multi-billion dollar company. Media
Location: Secluded temple. Old church.
profile with high credibility.
Sport arena. Grandiose monument.
Location: Government building. Cathe-
Organization: Religious sect. Marxist
dral. Historical monument. Occupied
Group. Terror cell.
land. Religious capital.
Situation: Ceremony. Sport event. Prayer.
Organization: Cult within the Army. The
Purging ritual. Money donation.
Sleeping Masses. Secret society among
the top politicians. Creature: Angels of Chokmah.

Situation: Cultural values. Family gather- Item: Rusty nail from the cross of Jesus.
ings. Traditions and national holidays. Religious garments. Brass pin. Propa-
ganda poster of Vladimir Putin. First
Creature: Lictors. The Invisible Principles.
edition of On the Origin of Species by 5. DIVISION
Guardians of the Illusion.
Charles Darwin
Division keeps us occupied with endless
Item: Book of laws. Political propaganda.
struggles.
Flag of the Nation. Blindfold. Sedative. A 4. DISTRACTIONS
PDF with the US Constitution. Individual: Online agitator. Alt-right
Distractions in everyday life that make you
member. Man hating feminist. Imam
blind to the Truth.
2. IMPRISONMENT in the Salafi movement. Self righteous
Individual: Intrusive telephone sales- university student. Extreme nationalist.
Imprisonment of your body, soul, and mind.
man. The hot teenager next door. Street Conservative psychologist. Shunned
Individual: Police officer. Warden. Head- peddler. Charismatic internet celebrity. writer. Holocaust denier.
master. Informer. Secret agent. Prison Famous actor. Gossiping neighbor.
Location: Social media. Online forums.
guard. Committed attorney. Strict judge.
Location: Movie theater. Shopping mall. Youtube. Basement hideout. Discreet
Location: High security prison. Detention Vacation resort. Strip club. meeting place. Conference rooms.
cell. High school. Bank office. Lending
Organization: Advertising Agency. Fash- Organization: Minority ethnic group.
office.
ion house. Fast food chain. Right wing party. Online hate group.
Organization: Law enforcers. The School Conspiracy theorists.
Situation: Social Media Scandals. TV
system. The bank system. The Judicial
shows. The News. Podcasts. Twitch Situation: Political rally. Harassment.
system.
streaming. Commercials. Phone calls. Death threats. Arson. Hate speech. Heated
Situation: Bills that need to be payed. Sudden sounds. The latest moral panic. debates.
Debts. Wanted. Educated. Declared an Family dinners. Political discussions.
Creature: Servants of Hareb Serap and
enemy of the state.
Creature: Mancipium, Creature of Pas- Gamichicoth.
Creature: Eldermensch. Lictors. sion. Something that is disguised as an
Item: Hate propaganda. Racist pam-
ordinary person. Creature of Madness.
Item: Handcuffs. Wheelchair. List of phlets. The SCUM manifesto. Provocative
Tiphareth’s servants.
strict rules. Security camera. Surveillance song on Spotify. Essay about Foucault.
drone. Folded Education grades. Item: Smartphone. Video games. Internet Cartoon making fun of a religious
Forums. Porn. Billboards. Cheap alcohol. prophet.
Stay fit-magazine.

292 Using the Kult Tarot


6. REBELLION 8. VISIONS
Rebellion and struggle against the ruling Visions that may bring insight, but may
order. also lead you astray.
Individual: Stubborn loner. Teenager Individual: Oracle in the suburbs. Self
with an attitude. Criminal. Charismatic proclaimed prophet. Inspired Architect.
political leader. Mafia boss. Violent Eccentric video artist. CEO of fast grow-
neo-nazi. Gang member. YouTube Critic. ing IT company. Mental patient.
Hacker. Anarchist.
Location: Old temple. Carnival. Smoky
Location: Occupied house. Underground opium den. Asylum. Techno Club. Graffiti
Club. Home of a survivalist. Secret hide- in parking garage.
out. Bar outside town.
Organization: Dream Interpreters.
Organization: Guerrilla. Punk band. Pilgrims.
Extremist group. Animal Rights
Situation: Nightmarish visions. Clear
movement.
insights. Prophecy. Eyes gouged out.
Situation: Revolution. Riot. Concert. Rumors that speak of the Truth.
Political rally. Demonstration.
Creature: Being born of nightmares and
Creature: Angels of Malkuth. Azghoul. visions. Augur.
Item: Pamphlet with Propaganda. Spray Item: Super 8 Camera. LSD. Decorated
can. Communist manifesto. Threatening clay pot. Webpage.
letter. Steel tipped boots. Placard.
9. ENLIGHTENMENT
7. MADNESS The road that may lead you towards
Madness that overwhelms and tears apart, Enlightenment and Awakening.
but may also grant insight.
Individual: Amature philosopher. Magi-
Individual: Distraught patient. Sadistic cian. Savvy technician. Dedicated body
orderly. Deluded jazz musician. Girl who modder. Scientist on the verge of discov-
is kept hidden. Boy without a mouth. ery. Homeless beneath a bridge. Univer-
Wild eyed mathematician. Veterinarian sity student. Broad-minded bartender.
who performs cruel experiments.
Location: Road into the unknown.
Location: Insane asylum. Isolation cell. Twisted staircase. High tech lab.
Decrepit house. Apartment with torn University.
down wallpapers.
Organization: A Cult that serves Malkuth.
Organization: The Fools. Psychological Research institute. Architect firm.
Institute. Sect in the trailer park.
Situation: Initiation ritual. Science fair.
Situation: Psychosis. Severe depression. Sect Meeting.
Schizophrenia. PTSD. Anxiety. Panic
Creature: Child of the Night. Awakened
Attacks. Neurosis. Paranoia. Aggressive
human. Amentoraz.
behavior. Multiple personalities. Mob
mentality. Mass delusion. Item: Map of unknown origin. Old floppy
disc. Diary with mad scribbles. Forgotten
Creature: Creature of Madness.
blog. Ladder. Flashlight.
Item: A half burned doll. Patient journal.
Pharmaceutical drugs. Straitjacket. Scrib-
bles on a city map. Symbols burned into
human skin. Notes hidden inside a book
about female hysteria. Envelope with 10
bottle caps.

The Minor Arcana 293


Gamemaster’s Guide

Main Author
Jason Fryer

Author Author Author


Exquisite Horrors Prisoners of the Self The Kult Tarot
Alex Obernigg Jacqueline Bryk Petter Nallo

Additional Material
Petter Nallo
Alex Obernigg
Jacqueline Bryk

Cover Artwork Producers KULT layout Template


Bastien Lecouffe-Deharme Petter Nallo Dan Algstrand of
Ville Kugelberg
Interior Artists Layout
Olga Kolesnikova Editor Daniel Lehto
Anton Semenov Jacqueline Bryk
Olof Nilsson Print Production
Daniel Comerci Proofreaders Dan Algstrand
Theodor Ronnudd Joseph Kelly
Map Fish Crowdfunder Generals
Marcin Tomalak Marco Behrmann
Axel Torvenius Dr Phibes
Kelsey Styles Paul Dali
Hilda Lidén
Hilda Lidén Cabinet Licensing
Creative Director Zhou Xuanming Fredrik Malmberg
Petter Nallo Torsten Gatu Joakim Zetterberg
João Mariano
Rodrigo Flores
Adam Kratz

© 2021 Cabinet Licensing LLC. KULT and related logos, characters, names, and distinctive likenesses thereof
are trademarks or registered trademarks of Cabinet Licensing LLC. Used with permission. All rights reserved.

Game system © 2021 Helmgast AB. KULT: Divinity Lost is developed and published by Helmgast AB.
Helmgast AB
Marco Behrmann, Paul Dali, Martin Fröjd, Niklas Fröjd,
Petter Nallo, Krister Sundelin, Anton Wahnström

Please visit us online!


[Link]
[Link]/kultdivinitylost
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Print
HP Media GmbH
Munich, Germany 2021
Beyond Darkness and Madness
Journey beyond the city’s neon glow, snaking through fetid alleys and darkened
corridors. Descend past echoing subway platforms and smothering steam tunnels.
Follow the trails of blood, raining down from the streets and apartments above,
perpetually fed by atrocity and sin. Explore the city’s darkest labyrinths and
ritual chambers, where cold concrete meets warm flesh, where shadows dwell
and insanity reigns. Sink into soothing depravity and sublime anguish, where
forgotten worlds wait beyond the threshold of darkness and madness.
Beyond Darkness and Madness provide the gamemaster with an assortment
of cruel and delicate tools for creating horrifying narratives in a safe
and responsible way. The book is divided into four sections:
Storytelling
The narrative aspects of maintaining the Conversation at and away from the table,
as well as upholding the game’s Agenda, Principles, Fiction, and Moves in the process.
Tools and techniques for expanding and utilizing the Intrigue Map, as well as how to
generate compelling events, monsters, non-player characters, objects, and settings.

Atmosphere
In-depth examinations of common horror themes and milieus, as well as techniques
for using them to enhance the storytelling experience. Experience the wonders of
body horror, extreme horror, existential dread, trauma, and the sublime.

Reflections
Reflections provide variant settings for KULT: Divinity Lost,
Lost, opening up new horizons for players
and Gamemaster alike to explore. By utilizing the techniques and tools presented here, the
Gamemaster can create scenarios and campaigns tailored to the genres of action horror,
Asian horror, magical realism, survival horror, uncanny horror, and young-adult horror.

The KULT Tarot


The KULT Tarot offers an additional Gamemaster tool for spontaneously generating plots,
antagonists, locations, and allies when planning a campaign. It can also be used during
play when introducing new locations and characters in the heat of the moment.


Beyond Darkness and Madness is meant for an Adult audience.

You need KULT: Divinity Lost to use Beyond Darkness and Madness.

ISBN 978-1-80281-007-3
Printed in Germany

MUH052422

9 781802 810073

Common questions

Powered by AI

The Intrigue Map in "KULT: Divinity Lost" establishes a narrative framework composed of narrative, plot, and relationship links, playing a significant role in gameplay. Narrative links create the foundational story elements such as past actions or experiences which influence the PCs’ world and cannot be further resolved . Plot links are significant narrative elements that directly affect the story arcs within the Intrigue Map, often tied to the PCs’ backgrounds, generating potential challenges and influencing story depth . Relationship links define connections between PCs and other significant story elements, affecting the emotional dynamics and potentially the storyline progression . These components collectively enhance the storytelling by organizing and evolving complex interactions, leading to richer, more interconnected storylines that engage players in both short-term interactions and long-term campaign developments . Through the Intrigue Map, players and GMs collaboratively create engaging narratives that are continuously shaped by the evolving interactions of these links .

In "KULT: Divinity Lost," the role of the Game Master (GM) is notably different from traditional RPGs due to its collaborative nature. The GM in "KULT" serves as an adjudicator, creator, and narrator, with a focus on collaborative storytelling where the players significantly help drive the story, unlike the more centralized control seen in traditional RPGs . The GM must also ensure open communication with players, particularly when handling sensitive and mature themes, which involves tools like the Horror Contract to maintain a safe environment . Moreover, the GM is responsible for facilitating a safer space for players and themselves, recognizing that the role can be emotionally taxing and they are entitled to the same safety measures as players ."KULT: Divinity Lost" GMs focus on empowering the narrative through storytelling rather than rule enforcement, using mechanics like GM Moves to keep the game flowing naturally . They are encouraged to defy player expectations to enhance the horror experience and keep the players engaged by continually altering the narrative environment ."}

Body horror themes in "KULT: Divinity Lost" expose profound fears related to identity and agency by portraying physiological transformations that compromise self-perception and control. These themes illustrate the fear of losing one's physical autonomy as diseases and mutations forcibly reshape bodies, making familiar identities unrecognizable . This transformation can lead to existential crises by challenging the characters' understanding of their humanity and forcing them to confront their innermost fears about losing individuality . Additionally, body horror triggers anxieties about societal acceptance, as visible deformities potentially isolate characters, amplifying the fear of being cast out and increasing feelings of helplessness and alienation from one's former self and community .

The Horror Contract in "KULT: Divinity Lost" is crucial for maintaining a safe gaming environment as it establishes clear boundaries and themes that players are comfortable with or wish to avoid, preventing unwanted exposure to distressing content . By outlining "What They Fear" and "What Is Forbidden," players and the GM collaboratively ensure that the game includes challenging and frightening elements without crossing unacceptable lines, thereby creating a personalized horror experience that remains respectful of players' limits . The Horror Contract requires common-sense practices and open communication, allowing for adjustments to themes while ensuring a safe space for exploring dark and mature content ."}

'Mood bombs' shape the emotional tone of a game session in "KULT: Divinity Lost" by setting a pervasive atmosphere that influences players' perceptions and emotional reactions. These narrative devices are crafted to resonate with the session’s themes, such as dread or suspense, influencing the underlying emotional landscape experienced by the players . They utilize environmental descriptions, character interactions, and sensory details to evoke the desired mood, immersing players deeper into the story . By establishing a consistent emotional theme, mood bombs help maintain tension and can amplify the impact of narrative developments, ensuring players remain emotionally engaged and invested throughout the session. Properly implemented, they can seamlessly guide players through complex emotional narratives, enhancing the storytelling experience .

The principle 'Ask Questions and Build on the Answers' enhances the narrative in "KULT: Divinity Lost" by encouraging collaborative storytelling and deepening player engagement. This principle allows the Game Master (GM) to construct important story elements and expand the fiction by connecting players to the conversation and inspiring them to fill narrative gaps with their own impressions, which creates a dynamic and evolving game narrative . By asking questions, the GM gains additional information from players to expand and hone the storyline, ensuring the narrative progresses organically . Furthermore, it helps integrate player actions into the game world, reinforcing their investment and the immersion in personalized horror stories .

The principle 'Be a Fan of the Player Characters' enhances dynamics between the GM and players by encouraging a supportive environment where player input is valued and new narrative opportunities are explored. This approach reduces adversarial relationships often found in traditional RPGs and instead promotes collaborative storytelling. By validating players’ actions and ideas, the GM fosters a narrative where characters can encounter personal horrors in a way that is both intriguing and fulfilling without closing off potential storytelling pathways due to failed rolls . The GM’s role shifts to ensuring players’ engagement and safety through active collaboration and respecting their narrative boundaries, such as those outlined in the Horror Contract . Ultimately, it leads to a gaming experience where players are more invested, as their characters become central to the story's development .

In "KULT: Divinity Lost," the inclusion of various groups and organizations, termed collectively as cults, significantly enriches the game narrative by adding layers of complexity and intrigue. These entities are depicted as living constructs with their own backgrounds, motivations, and interpersonal dynamics, reflecting their desire to influence the world and alter reality to fit their vision . Each organization can be public, private, or secret, allowing them to operate in different societal layers, from open operation within society to secretive manipulation and control, adding depth to the narrative and creating tension and unpredictability . These groups possess varied Archetypes and operational personas, which influence their narrative role, ranging from academic and governmental entities to shadowy end-goal orientated collectives. The presence of such organizations enables the game's narrative to explore themes of power, control, and illusion, making the fictional world more immersive and layered . They serve as vehicles for themes of corruption and influence by integrating human desires and defects into their operations, which enriches storytelling by illustrating how these groups manipulate individuals and systems for their gain . Overall, these organizations provide not only dynamic plot elements but also thematic depth, enhancing the role-playing experience by challenging players to navigate through the dense web of allegiances, betrayals, and altered realities these cults evoke .

In "KULT: Divinity Lost," the GM can use several techniques to blur the lines between story reality and game reality. By introducing bizarre, dreamlike moments that encroach on the characters' perceptions, the GM creates a sense of disquiet where players question what is real or illusionary . Addressing characters directly rather than players adds suspense and focuses attention on the story, breaking mundane distractions and drawing players deeper into their characters' experiences, thus increasing immersion . Dream sequences and themes questioning reality or identity further distort perceptions, encouraging players to question their understanding of reality . Conditioning players by using sensory cues like specific sounds or smells tied to impending threats can also heighten tension and anticipation, making reality feel uncertain . These techniques collectively enhance suspense and tension, encouraging players to engage more deeply with the narrative and experiencing unease similar to their characters ."}

Conditioning in "KULT: Divinity Lost" can have significant psychological impacts on players by instilling a deep sense of dread and anticipation. The technique involves creating narrative conditions that consistently signal impending threats, like recurring descriptions of the sky or specific scents, causing players to associate these with danger . This repetitive use of symbolic cues conditions players to respond with fear, even in their safe environment, as they begin to expect and dread future horrors . Additionally, this conditioning can blur the lines between in-game events and real emotional responses, as players become hyper-vigilant to the GM's techniques, anxiously anticipating the next scare . While this may enhance immersion and tension, it can also heighten anxiety, necessitating adherence to the Horror Contract to ensure players' emotional safety remains intact ."

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