Gamemaster's Guide
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
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
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.
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.
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.
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.
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)
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 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.
Collaborative
and investing them more deeply in its continued portrayal.
Additional world-building techniques for NPCs and places
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?
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
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.
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.
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.
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.
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.
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,
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
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.
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
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 Session
point forward, the GM should remember to Address the Char-
acters, Not the Players, thus establishing the game space and
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.
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.”
Map should hold significance for the involved PC, thus pushing the
player to eventually resolve these story arcs.
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.
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
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
STRANGE DISAPPEARANCE
DARK SECRET
◊ 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 CRIMINAL
FORMER MEM
(P
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THE 5TH ST BER OF
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)
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
;
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THE SQUAD - WHO , CHRISTINE <–
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CH
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-
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E
LO L H
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<–
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TO P ITU HUR A RY D HE )
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OFFE THE N TR ELPS C S I N C L E E LAN ITS LO
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R
LED ECT AN
LICTOOTED TO ING THE C’S CITADEL OCI HEY RA HT
<– APP ANG
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
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
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/
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.
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.
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.
◊ 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.
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?
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.
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
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.
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
HIGH CONCEPT
2
The high concept establishes the overall concept and pur-
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
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).
Writing Campaigns 75
Chapter 3
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.
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…
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.
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.
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.
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.
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.
◊ [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.
◊ [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
◊ [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
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.
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.
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
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.
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.
◊ [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.
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
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.
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
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
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
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.
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
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.
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.
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.
◊ 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.
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.
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
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,
◊ 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.
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.
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.
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
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,
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.
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
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?”
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.”
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.
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.
◊ 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.
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.
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
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.
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
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.
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.
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.
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
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.
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.
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.
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”.
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.
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?
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.
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.
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?
◊ 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,
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.
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.
◊ 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.
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.
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.”
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.
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.
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
◊ 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
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?
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
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”.
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
◊ 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
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.
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.
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.
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.
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.
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.
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?
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 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.
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
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.
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.
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.
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,
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
◊ 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.
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.
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
T
hey tell you it goes away, that it gets better.
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.
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.
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?
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
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
10
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?”
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.”
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.
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.
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
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.
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.”
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
14
daunting foe, providing a thrilling
and hard-won victory. tantly – fear.
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.
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.
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.
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.
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
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:
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)
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.
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.
Agenda whimsy into their narratives. In contrast, they must also avoid
the grimmer aspects of KULT: Divinity Lost, such as sexual
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.
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.
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
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.
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
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.
Reading
Card 4: What is its Primary Power?
Card 5: What is its Secondary Power?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Main Author
Jason Fryer
Additional Material
Petter Nallo
Alex Obernigg
Jacqueline Bryk
© 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
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.
◊
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
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 ."