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

Also if Book of Hours stuff is part of this setting then we could just make our reagents. Plus Equestria, the quest this one is based on, has the MC capable of it too.
Book of Hours had an entire crafting system, I'm not sure it would fit the quest format and not sure people would be willing to go that way. In Esquestria crafting reagents is a Forge Realization, and not an innate mechanics.
 
One thing that might be important. (and might or might not be canon) The Powers that Book of Hours added (Nectar, Scale, Sky, Moon and Rose) are very deliberately never called 'Principles' but only Powers. And the writer did confirm that that is a deliberate choice. (Secret Histories is one of those things where it's debated whether it counts as a Principle)
 
Vote Closed
Winning Vote:
[X] Plan: Walk In The Woods
-[X] On work and the people you preach to.
--[x] You'll end a few minutes early, subtly of course (Gain an extra action, will not be noticed if not done often)
-[X] On learning the Lores.
--[X] You Master is willing to teach, request a lesson
---[x] Knock
---[X] Moth
-[X] On the goal, of rites, rituals and summoned creatures
--[X] Search the Woods for summonable creatures
-[X] On furthering the cause.
--[X] Assist somebody else in their task
---[X] Who? (Christopher)
-[X] The Mansus, a place of contradictions. It calls to you, reach out.
--[X] Explore the Woods and it's many secrets
Scheduled vote count started by Witherbrine26 on Dec 10, 2024 at 7:25 PM, finished with 67 posts and 26 votes.

  • [X] Plan: Walk In The Woods
    -[X] On work and the people you preach to.
    --[x] You'll end a few minutes early, subtly of course (Gain an extra action, will not be noticed if not done often)
    -[X] On learning the Lores.
    --[X] You Master is willing to teach, request a lesson
    ---[x] Knock
    ---[X] Moth
    -[X] On the goal, of rites, rituals and summoned creatures
    --[X] Search the Woods for summonable creatures
    -[X] On furthering the cause.
    --[X] Assist somebody else in their task
    ---[X] Who? (Christopher)
    -[X] The Mansus, a place of contradictions. It calls to you, reach out.
    --[X] Explore the Woods and it's many secrets
    [X] Plan: Methodical Ascent and The Sage Maneuver
    -[X] On work and the people you preach to.
    --[X] You'll pray and preach as you have been told to (Gain no extra actions, default)
    -[X] On the goal, of rites, rituals and summoned creatures
    --[X] Search out a Ritual
    -[X] On furthering the cause.
    --[X] Assist somebody else in their task
    ---[X] Who? (Delilah)
    -[X] On learning the Lores.
    --[X] Lady Mylissa is willing to teach, request a lesson
    ---[X] What lore? (Grail)
    ---[X] What lore? (Knock)
    [x] Plan: Magister unto Deus (Heart)
    -[X] On work and the people you preach to.
    --[x] You'll end a few minutes early, subtly of course (Gain an extra action, will not be noticed if not done often)
    -[X] On furthering the cause.
    --[X] Assist somebody else in their task
    ---[X] Who? (Charlotte)
    -[X] On learning the Lores.
    --[X] Lady Mylissa is willing to teach, request a lesson
    ---[x] Knock
    ---[x] Lantern
    ---[x] Heart
    -[X] The Mansus, a place of contradictions. It calls to you, reach out.
    --[X] Explore the Woods and it's many secrets
    [X] Plan: Completing our task with SH
    -[X] On work and the people you preach to.
    --[x] You'll end a few minutes early, subtly of course (Gain an extra action, will not be noticed if not done often)
    -[X] On learning the Lores.
    --[X] You Master is willing to teach, request a lesson
    ---[X] Secret Histories × 3
    -[X] On the goal, of rites, rituals and summoned creatures
    --[X] Search out a Ritual × 2
    [X] Plan: Methodical Ascent and Shadow's Handshake
    -[X] On work and the people you preach to.
    --[X] You'll pray and preach as you have been told to (Gain no extra actions, default)
    -[X] On the goal, of rites, rituals and summoned creatures
    --[X] Search out a Ritual
    -[X] On furthering the cause.
    --[X] Assist somebody else in their task
    ---[X] Who? (Delilah)
    ---[X] Who? (Christopher)
    -[X] On learning the Lores.
    --[X] Lady Mylissa is willing to teach, request a lesson
    ---[X] What lore? (Grail)
    [X] Plan: Methodical Ascent and Occult Vanguard
    -[X] On work and the people you preach to.
    --[X] You'll pray and preach as you have been told to (Gain no extra actions, default)
    -[X] On the goal, of rites, rituals and summoned creatures
    --[X] Search out a Ritual
    -[X] On furthering the cause.
    --[X] Assist somebody else in their task
    ---[X] Who? (Delilah)
    -[X] On learning the Lores.
    --[X] Lady Mylissa is willing to teach, request a lesson
    ---[X] What lore? (Grail)
    [X] Plan: Methodical Ascent and Dreamer's Gambit
    -[X] On work and the people you preach to.
    --[X] You'll pray and preach as you have been told to (Gain no extra actions, default)
    -[X] On the goal, of rites, rituals and summoned creatures
    --[X] Search out a Ritual
    -[X] On furthering the cause.
    --[X] Assist somebody else in their task
    ---[X] Who? (Delilah)
    -[X] On learning the Lores.
    --[X] Lady Mylissa is willing to teach, request a lesson
    ---[X] What lore? (Grail)
    -[X] The Mansus, a place of contradictions. It calls to you, reach out.
    --[X] Explore the Woods and it's many secrets
    [x] Plan: Magister unto Deus
    -[X] On work and the people you preach to.
    --[x] You'll end a few minutes early, subtly of course (Gain an extra action, will not be noticed if not done often)
    -[X] On furthering the cause.
    --[x] Items and strange artifacts, go search for them. They could be useful
    -[X] On learning the Lores.
    --[X] Lady Mylissa is willing to teach, request a lesson
    ---[x] Knock
    ---[x] Lantern
    ---[x] Grail
    -[X] The Mansus, a place of contradictions. It calls to you, reach out.
    --[X] Explore the Woods and it's many secrets
    [X] Plan: Focus on the Mansus
    -[X] On work and the people you preach to.
    --[X] You'll pray and preach as you have been told to (Gain no extra actions, default)
    -[X] On furthering the cause.
    --[X] Assist somebody else in their task
    ---[X] Who? (Charlotte)
    -[X] On the goal, of rites, rituals and summoned creatures
    --[X] Search the Woods for summonable creatures
    --[X] Lady Mylissa is willing to teach, request a lesson
    ---[X] What lore? (Knock)
    -[X] The Mansus, a place of contradictions. It calls to you, reach out.
    --[X] Explore the Woods and it's many secrets
 
Turn 1 - Results, Part 1
[X] Plan: Walk In The Woods
-[X] On work and the people you preach to.
--[x] You'll end a few minutes early, subtly of course (Gain an extra action, will not be noticed if not done often)
-[X] On learning the Lores.
--[X] You Master is willing to teach, request a lesson
---[x] Knock
---[X] Moth
-[X] On the goal, of rites, rituals and summoned creatures
--[X] Search the Woods for summonable creatures
-[X] On furthering the cause.
--[X] Assist somebody else in their task
---[X] Who? (Christopher)
-[X] The Mansus, a place of contradictions. It calls to you, reach out.
--[X] Explore the Woods and it's many secrets

"Good morning, this is Emir Laurence," you greeted over the phone, your voice calm as you leaned back in your chair. It was still early, the sun barely casting its first light over the horizon, and the day stretched long before you. You had tasks to attend to today—helping some folks in town, preaching a little later—but there was something else on your mind, something that couldn't wait. You needed to schedule lessons with Lady Mylissa.

"Good morning, Mr. Laurence," Ava's voice came through the line, soft and polite as always. You smiled, shifting the phone to rest between your ear and shoulder.

"Miss Ava," you said with a chuckle, "I was wondering if Lady Mylissa might be free later today?" You could almost picture Ava on the other end, flipping through some calendar or consulting Lady Mylissa's schedule in that quiet, efficient way of hers.

A few moments passed in silence, and you waited patiently, your mind already running through the rest of your day. Preaching and then helping Ms. Smith, but surely you could carve out some time. The lessons with Lady Mylissa were always important, not just because of the knowledge she imparted but because of the way her words seemed to stir something deep within you. Her teachings were more than just knowledge—they were a path, a key to something greater that she cultivated in the cult.

"She is free later this evening," Ava finally replied, her voice snapping you back to the present. "At what time can we expect you?"

You thought for a moment, juggling your commitments in your mind. You didn't want to rush anything today. Helping Ms. Smith would take some time, and you didn't want to keep Lady Mylissa waiting either. "I should be able to make it by around two."

"Very well, I will inform Lady Mylissa," Ava responded, her tone as formal as ever. "Have a good day, Mr. Laurence."

"And you as well, Miss Ava," you said, lingering for a brief moment before hanging up the phone. You could practically hear the faint sound of her bowing in your mind, ever the picture of grace and formality.

With the call finished, you turned your attention to your next task. Ms. Smith needed some help moving things around her house, and you had offered to lend a hand. Climbing into your car, you set off towards her place, the familiar sights of Strafford passing by your window. The small town was peaceful, tucked away from the chaos of the world. Living here had its advantages—no parahuman battles tearing through the streets. You liked it that way, even if there were a handful of capes around. To your knowledge, there were only three in town: two heroes and a villain. The villain rarely made her presence known, although those few moments were explosive.

You weren't one to keep up with the ongoing news of parahumans, but it was always wise to be aware of your surroundings. There had been a few incidents where you had helped out, lending your strength to clear rubble or assist those in need after one of the villain's destructive outbursts. Thankfully, she seemed to prefer lurking in the shadows rather than engaging in any outright confrontation. You hoped it stayed that way.

As you pulled into Ms. Smith's driveway, you pushed those thoughts aside. Today wasn't about capes or villains. It was about helping out a friend. Stepping out of the car, you saw Ms. Smith already waiting for you, pushing open her screen door and motioning you inside with a bright smile.

"Come in, come in," she called warmly, her voice a mix of hospitality and familiarity. "I baked brownies!"

You couldn't help but grin as you stepped across the threshold, the comforting scent of fresh-baked goods greeting you. "Ms. Smith, you're going to make me fat with all these treats," you joked, your laughter mixing with hers in the quiet of her slightly musty home.

"Oh, stop it!" she said with a good-natured grumble, waving her hand dismissively. "You'll have your brownies, but only after you've helped me. No treats until the work is done!" She wagged her finger at you, playing the part of a strict taskmaster with all the gravity of someone inflicting the harshest punishment.

Feigning a dramatic sigh, you rubbed your chest as though you'd been struck. "If you insist, Ms. Smith," you said, your lips curving into a playful frown. "But only because you're twisting my arm here."

She chuckled and ushered you further into the house. It was familiar in its slight clutter, the scent of old books and wood mingling with the smell of baking. You got to work, helping her move things around—lifting boxes, rearranging furniture. It wasn't hard labor, but it was time-consuming, and you found yourself enjoying the quiet company as you worked. Ms. Smith had a way of making even the smallest tasks feel rewarding, and with the promise of brownies waiting at the end, you had no complaints.



You found yourself driving towards Lady Mylissa's manor once again, a familiar path now etched into your memory. The journey, as always, was quiet and uneventful, but there was something calming about it. The weather had started to shift as autumn set in—the air cooler than before, carrying the scent of leaves turning and the promise of colder days ahead. The sky was a soft shade of gray, but it wasn't unpleasant. It suited the mood of the day. Your mind wandered as the car moved steadily along the road, thoughts flitting between the tasks you'd completed earlier and the reason for your visit.

When you finally arrived, you navigated the winding driveway with care, avoiding the lush garden that framed the manor's entrance. Lady Mylissa's plants were wonderful, thriving under her care, and you had knew to steer clear of them. Parking the car neatly, you took a deep breath and stepped out, feeling the chill bite at your skin as you approached the large wooden door.

Knocking firmly, you waited for a moment before the door creaked open, revealing Ava standing there, her familiar, polite expression in place. She gave you a small bow.

"Good afternoon, Mr. Laurence," she greeted, her voice soft yet measured, as though each word was chosen carefully. "The Lady is waiting in the lounge."

You nodded in return, stepping past her as she ushered you inside. "Thank you, Ava. I know the way," you replied, offering a small smile. She nodded back, acknowledging the familiarity you'd developed with the manor, and closed the door behind you.

The warmth of the manor hit you almost immediately, a stark contrast to the briskness of the outside world. The heat seemed to soak into your skin, a comforting embrace that made you realize just how cold it had been outside. You made a mental note of it—Lady Mylissa always kept her home warm, a small luxury in the growing chill of the season.

Walking through the elegantly furnished hallways, you took your time. The manor's interior never ceased to impress you, with its high ceilings, rich wood paneling, and the faint scent of something floral in the air. Everything about this place was carefully curated, a reflection of Lady Mylissa's tastes and personality—elegant, controlled, and quietly powerful, almost like an extension of her. You pushed open the heavy wooden door to the lounge, stepping inside with practiced ease.

Lady Mylissa was already there, seated gracefully on one of the long, plush couches near the window. She held a glass of something amber in her hand, swirling it slowly as she gazed out of the window. The light from the sun filtered through the glass, casting a soft glow around her figure, accentuating the sharp angles of her features and the soft waves of her dark hair. She didn't turn to greet you but inclined her head slightly, a silent invitation for you to sit.

You crossed the room, settling into the plush chair across from her, waiting for her to speak. You had learned early on that Lady Mylissa was never in a rush, and any attempt to push conversation before she was ready was a fool's errand. So you waited, letting the silence stretch between you, comfortable in its familiarity.

After a few more moments of contemplation, she finally spoke, her voice low and melodic. "Did you know it is said that honey is the blood of years?" Her tone was almost questioning, though you had the distinct sense that she wasn't really asking.

You blinked, caught off guard by the odd statement. "I'm afraid I didn't know that," you replied, keeping your tone polite despite the confusion swirling in your mind. Lady Mylissa had a way of speaking that often left you confused before she turned to much more understandable topics.

Her green eyes, sharp and discerning, slowly shifted from the window to you. She gazed at you for a long moment, her stare intense and unwavering, as though she were searching for something within you. You felt your heart quicken slightly under her gaze, though you did your best to remain composed after what felt like an eternity, though it could have only been a few seconds. Her lips curled into a faint smile, one that sent a shiver down your spine.

"It is of no matter," she said, waving her hand dismissively as though the cryptic comment had been nothing more than idle musing. "Why have you requested this meeting?"

Straightening in your chair, you met her gaze, keeping your voice steady and respectful. "I've come for training. My knowledge of Moth and Knock is basic at best, and I would like to deepen my understanding." You spoke quietly, aware that you were asking for a favor, and a significant one at that.

Lady Mylissa's eyes gleamed with interest, and she leaned back slightly, swirling the liquid in her glass once more. "I don't see why not," she replied, her voice smooth. "Listen closely."

"What is a wound?" she asked suddenly, her eyes boring into yours. The question caught you off guard, but you quickly composed yourself, thinking over your answer.

"A place where the body has been hurt?" you ventured, though you knew by her expression that this was not the answer she sought.

She clicked her tongue softly, shaking her head with a fondness that was almost maternal. "No," she corrected, though her tone was gentle, like that of a teacher guiding a wayward student. "Wounds are doors. When you open them, you open yourself to higher powers."

You frowned, processing her words. It wasn't the first time you had heard of wounds as symbols, as lessons or martyrs' marks, but this...this had a different weight to it. Wounds as doors? As gateways to something beyond? It made a strange sort of sense. You nodded slowly, your mind already turning over the implications.

"I see," you murmured, though your thoughts were still racing. "And do self-inflicted wounds hold any particular significance?"

Lady Mylissa smiled at that, a slow, indulgent smile that sent another wave of warmth—or was it something else?—through your chest. "Good," she said, clearly pleased with your question. "Yes. To understand certain truths and to reach beyond the mundane, you must open yourself. Here, let me show you a few more methods..."

You have learnt that all wounds are doors, and all doors lead to higher powers. Gain 1 scrap of Knock lore

Knock lore is level 1




Your arm ached; you had sliced it with a knife as you looked down. It wasn't a deep cut, nothing that would linger, but you think you understood flagellants and those who wounded themself in the name of piety.

You would ruminate more on that later, right now Lady Mylissa was returning her gaze to you. She had averted her eyes politely when you had slashed your arm and shortly after bandaged it. Now, she was going to be teaching you once again.

"As for Moth..." she trailed off, seeming to think, "Drink this, just a sip," she eventually said, holding out her glass. You looked at it and hesitantly took it; after a moment, you thought you looked at amber liquid. Well, in for a penny in for a pound.

You let the barest amount of liquid pass your lips, handing it back as your vision started to shift and shake. You leaned back into your chair as the fluttering of wings beat against your skin. It felt tight, far too tight, and you scratched yourself.

No, you couldn't, that would just let your heart leap free. You instead sat back and closed your eyes...

The sun was pretty bright; what would it taste like?

.

There was a fluttering in your ears that tickled.

..

in ignem fugimus

...

You've tasted chaos and felt its touch, trying to claw free from your skin. Gain 1 scrap of Moth lore

Moth lore is level 1
 
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Huh, so it looks like we're in the town Damsel of Distress operated out of. A few things to note, like that, at some point, the Nine are going to come through here and recruit Damsel.
 
Huh, so it looks like we're in the town Damsel of Distress operated out of. A few things to note, like that, at some point, the Nine are going to come through here and recruit Damsel.
That if we don't butterfly them away. Or earlier.
They recruit Damsel only after their devastating losses in Brockton Bay, but if we become (in)famous enough (or make someone else (in)famous enough) they can decide to visit earlier. Either to challenge us, or to recruit.
Or they can decide to avoid a dangerous town while not on the full power.
 
I think it's worth noting that Damsel of Distress is, in fact, a child with a big ego who is not adapted to adult life. If we have enough aspect of the heart to overcome her pride, and enough sweet grail to play on her feelings, then we can expect to get a very powerful fighting force.

The only thing to remember is that the Damsel of Distress shard is very aggressive and requires her to succeed in her endeavors. That is, until she begins to win and dominate, her abilities will sabotage her, but as soon as she begins to succeed, her self-control and strength will rise to the top.
 
How do we actually scale against Parahumans, anyway? Like, Siberian would rip through most Cultists like a hot knife through butter and I'm pretty sure even Long don't have much that would be directly effective against her, but we have a lot in the way of esoterica we can eventually access.
 
How do we actually scale against Parahumans, anyway? Like, Siberian would rip through most Cultists like a hot knife through butter and I'm pretty sure even Long don't have much that would be directly effective against her, but we have a lot in the way of esoterica we can eventually access.
Ordinary cultists without training really would not be able to do anything to the upper echelon of the Cape forces, but their strength is rather that if given time they will use forces higher than themselves.

As for the Longs, the question becomes debatable, they just vary greatly and their powers are usually not discussed in the first place.
For example, Long lanterns do not have material bodies at all that could be hit, and long Winters cannot be killed earlier than the time they are destined to.
But in any case, those who have reached the level of long will not become easy prey, they may not be able to resist creatures like Siberian, but give them time with motivation and the fact that she is a projection of Manton will be known to them. After that, it is enough for Long to perform the ritual "The End is Beautiful."
 
How do we actually scale against Parahumans, anyway? Like, Siberian would rip through most Cultists like a hot knife through butter and I'm pretty sure even Long don't have much that would be directly effective against her, but we have a lot in the way of esoterica we can eventually access.
Some thing cultists have target the Name or Soul of a person, so those things Would work well vs Brutes (and also projections like siberian) but i think that if a mortal cultist comes face to face vs the average parahuman they have made a mistake. But alot of the principles powers are more subtle and actively obfuscating. Longs are stronger than most parahumans but not all, i think. Hours stomp parahumans but might need to ally to take on an entity.

All this is what i think I am not sure.
 
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Problem is that Cultist Simulator is a bit on the abstract side, you don't really get power-levels that can be easily compared to a superhero-setting.

There are a lot of esoteric things like the curses, which I have no idea how they interact with Parahumans.
And it's also hard to tell if a Brute, Changer, Breaker, etc. could stop or harm a Hint or Maid-in-Mirrors, or be harmed by them?

Unfortunately last round in this quest we didn't get high in the Edge Lore, to see what it can do, we merely started good at mundane combat, and that wasn't enough.

If we take the Exile Legacy as example, then someone with a practical understanding of Edge and some special tools can kill very dangerous things indeed.

But in this version of the quest it's more realistic to look at what our spirits can do for us, than direct confrontation.
 
Exactly. Weather Factory very much does not want to 'demystify' the occult stuff, so they're big on suggestions, hints and implications and low on solid, hard info, so it's more of a question how Witherbrine wants to do it.

Mind you, in CS, even an aspirant on the cusp of Longhood is not invulnerable to the Bureau of Suppression, who for the most part seems to work with entirely mundane means. So yeah, I imagine that we really want to avoid straight up fights, and keep very discreet
 
There is Lady Afterwards, which puts the players against Lantern and Forge Longs.
Then you can use it to get a sense of the powerscale.
For example, Maid-in-the-Mirror alone is powerful enough to stop a Long when they aren't really serious. Hints have a decent chance. Normal humans with a bit of Lore knowledge can prevail, but unlikely.

Mind you, in CS, even an aspirant on the cusp of Longhood is not invulnerable to the Bureau of Suppression, who for the most part seems to work with entirely mundane means.
Lol no, they don't work with entirely mundane means. Book of Hours is very clear on it.
 
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I wonder if we will explore the Woods or help Christopher first. Helping is probably safer, but the Woods could give us Lore scraps that help with helping Christopher. I don't envy the QM, these kind of decisions could make a difference between winning or losing.

I trust Wither will make the best decisions he can make, after all, you can't fight the dice, but you can load them. (with Lore modifiers)
 
How do you like the idea of helping Damsel of Distress organize her gang?
Of course I'm talking about the time when she will become our follower.
It's just that gangs led by supervillains are actually not unusual. Unlike supernatural cults that have incomprehensible powers.
Thus, hiding behind the Damsel of Distress, we can afford much more freedom, for example, to collect strange occult things or directly conflict with other organizations and capes. This is not to mention the profit that the gang brings.
I wonder if we will explore the Woods or help Christopher first. Helping is probably safer, but the Woods could give us Lore scraps that help with helping Christopher. I don't envy the QM, these kind of decisions could make a difference between winning or losing.

I trust Wither will make the best decisions he can make, after all, you can't fight the dice, but you can load them. (with Lore modifiers)
Most likely, we will help first and only then we will start research. After all, if something happens to us in mansus, we may not be able to help others.
 
Only if we make a ritual to unfuck whatever her shard/trigger trauma did to her mind.

A good Grail roll to make it seem like we are going to make her more powerful or give her more control of her powers could do it.
I don't think it makes much sense. All she needs is to have a small gang that will serve as our cover. If you pester her with a consultant who will deal with financial issues, then everything will be relatively calm while she takes out her thirst for domination on the PRT or tries to subdue the shadow side of the city.
Her personal strength will ensure that her organization does not disintegrate and she will be able to maintain leadership, her shard will be pleased that the host dominates and dominates, we will be pleased that we have a cover for our dark deeds, the opportunity to create a commotion for distraction and a powerful combat unit.

But in any case, at the third level of the grail, we will have an ability that emotionally binds a person to us. So we can use this in addition to everything else.
 
While the bounds of the powers in SHverse are unknown to us some things aren't. Forge Long for example are the hardiest Long; they're durable enough to need concentrated artillery to hurt and powerful enough to rip bank vault doors off wall and that's before getting into their other advantages.

'cause that's the thing, Parahumans as a concept are like almost three decades old. The Protectorate heavy hitters are at most one and a half. Long? Long can be centuries old with all that time to rise higher in their Lore, hone their skills, diversify their base of knowledge and expand their collection of tools and favours.

So yeah against Cultists the match is tilted in the Parahuman's favour. But the moment Long or high tier summons get involved? It shifts back hard.
 
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