Earth Bet: House of the Sun (Cultist Simulator/Worm)

I warned them, but they didn't listen...

On the other hand, in the next quest we can become a grail cultist. Apparently, we are better diplomats than fighters.
 
Ugh, sure we made some bad decisions but it's still a pain that we pretty much just ended up losing due to horrible dice luck.
I think the only wrong decision we made was not to give Alicja to the Master. In other cases we calculated the risks and acted reasonably without getting too paranoid.
It's just that the dice were serious against us.

@Witherbrine26 I was thinking maybe to avoid similar situations in the future when unfair dice kill us you could take the Fate Points system from your Brilliant Road quest.
I mean it could even be justified canonically after all, the story is an agreement that Hour creates through arguments and treaties, discarding everything unnecessary at the end. So Fate Points could be a measure of how much Hour considers our death to be a realistic event.
 
Ugh, sure we made some bad decisions but it's still a pain that we pretty much just ended up losing due to horrible dice luck.

Yeah when you purposefully build a pure combat character and then do your best to ensure favorable engagements every time you go into a fight, it's just a little vexing to never win a single engagement against inferior enemies.


[Michael: 56+48(Personal Combat)+10(Attention of the Laws)-10(Outnumbered) = 99]

[Alicja: 43+25(Personal Combat) = 68]

[Guard 1: 59+9(Personal Combat) = 68]

[Guard 2: 49+9(Personal Combat) = 58]

[Current overflow (damage occurs on 50): Michael – 31, Alicja – 0, Guards - 0, 0]


A single glimpse at what Michael was supposed to be capable of, shutting down multiple opponents through an oppressive capacity for martial rolls. A +48 to personal combat at Edge 2 with practically no Influence or exotic traits, at turn 8, implied the potential for a real monster hunter.

Unfortunately, the dice gave us, whatever this was. All possible credit and admiration to @Witherbrine26 for writing an engrossing setting, your character writing is top-notch, I'd be very happy to participate in future quests provided you get some new dice.
 
I mean when you build a combat character, and then engage in straightforward combat at every opportunity, the quest will inevitably end in a violent death. It just so happened that this ending happened relatively early on in the quest, but by building a combat character you will at some point run into unlucky dice during a fight, and die.

As others have said, this was a very fitting ending for an edge disciple in a winter cult. Personally, I would like to see a knock character or knock cult, just because I think summons are such an interesting part of cultist simulator.
 
The idea of a high level SH cultist with Knock in Wormverse is more interesting to me. The starter goal of the SH cultist could be to figure out why the bloody hell all of these Demi-Histories became real all of a sudden and so on. Full on dimensional walking mass teleports and so on
 
Huh, that happened. Guess the dice decided it was time for Michael to end.

From the omake, I'd peg Alicja as Edge/Heart suspected, so a potential Lionsmith follower. Michael could have made a decent Colonel follower, so that dyad has been prematurely ended.

I know people are clamouring for a Grail quest, but might I suggest Knock?
 
Personally I'd be interested to explore a Forge character/cult, especially with the potential to mess with people via the essential concept of a body of "magical tinkertech" that can actually be taught and replicated.
 
The idea of a high level SH cultist with Knock in Wormverse is more interesting to me. The starter goal of the SH cultist could be to figure out why the bloody hell all of these Demi-Histories became real all of a sudden and so on. Full on dimensional walking mass teleports and so on
Oooo, yea I'd like to second this idea

Of course I would also love a Heart cult, it's my fav lore
 
Since we're talking about the future of the cult, looking back, I realize that there was one drawback that I hadn't noticed before.
The fact that we were in the winter cult actually had practically no effect on us or on the narrative except for the most basic things, for example, the Master.
I mean, with the same success, we could belong to the cult of the knock, the grail or the moth and virtually everything would remain the same except for a couple of small details. I mean, how many times have we actually remembered that our cult belongs to winter?
 
@Witherbrine26 I was thinking maybe to avoid similar situations in the future when unfair dice kill us you could take the Fate Points system from your Brilliant Road quest.
I mean it could even be justified canonically after all, the story is an agreement that Hour creates through arguments and treaties, discarding everything unnecessary at the end. So Fate Points could be a measure of how much Hour considers our death to be a realistic event.
Maybe, I'm still settling on what I plan to do next though.

Unfortunately, the dice gave us, whatever this was. All possible credit and admiration to @Witherbrine26 for writing an engrossing setting, your character writing is top-notch, I'd be very happy to participate in future quests provided you get some new dice.
Thank you! I really liked writing this, and thankfully(maybe?) you guys haven't poked all to deep into the lore so I can keep using that.
 
I've given it some thought and I think indeed the knock cult could be interesting.

First of all it is most closely related to Mansus in the sense that with its help we can easily travel through it and do summoning rituals.
Of course this locks us into the position of knowledge keeper, which would partly follow Velvet's path from the BirdBodhisattva quest. But although it will be similar but not quite right, because unlike her we will spend most of our time in Mansus and seek wisdom there instead of in the mortal world.

Secondly knock is quite strongly rooted in Christian tradition, so much so that some even believe that Jesus was the name of Mother of Ants, while St. Agnes of Bohemia is almost certainly an interpretation of Mother of Ants herself.
So our normal profession could be that of Priest. I don't know about the rest of you, but personally I'd be interested in seeing Earth Bet on behalf of such an atypical quest character.
 
Or we could make the cult/folowing along the lines of Priest legacy from CS. We get/find/recruit a folower from all lores and slowly build them and ourselfs up. The end goal would be to get a lock scar of every lore and use that to some nebulous goal.
 
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I mean, the cult can be knock, but we don't have to be the lorekeeper. Knock subverts all lores save Secret Histories.
Not necessarily, but this is the position where we unlock the full potential of knock. In theory, of course, we could become intriguers because of his knock property to open locks and cook poisons, but that was just using secondary properties.
If we are not going to unlock the potential of the chosen aspect, then the whole conversation about the choice of cult becomes meaningless because we can take any of them. Since in terms of mechanics their difference is practically insignificant.
The end goal would be to get a wounds of every lore and use that to some nebulous goal.
This is not such a vague goal. At the end of his journey, the priest becomes the gateway to the Mansus open to his followers, not ascending himself, but helping others to ascend.
Although in another story the priest becomes one of their Hooded Princess, but personally I doubt that this information was known to him before the ascent.
 
Huh! Well, all blades break in the end; it's just a shame that this one did before we could begin to properly sharpen it.

Big props for sticking with the rolls as they fell, though! Having been in positions like that before myself, it's sorely tempting to veer around unpleasant outcomes like that.
 
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