One of the most happy things I've seen in Signs of Sorcery is confirmation that yes, the Exarchs can and will build crossover cults to help tighten their grip on the world, including among humans.
So, here's a thread for some of them!
1) The Fraternity of the Ascendant Helix: This is an old group, an off-shoot of Blavatsky's Theosophical Society formed near the end of the Society's lifespan after they left for their revised list of root races being rejected by the movement at large - mostly for how said list openly addressed the idea that end of slavery anywhere was a tragedy for not allowing "sub-Aryan" races to be "guided" to their full potential. Shortly thereafter, it was contacted by a Secret Guru claiming that the Society had been corrupted by "banking interests" and it fell to them to secretly guide the world back into the light, to know that the true nature of life was a twisting spiral, eternally upwards and towards a center point of perfection. In reality, said Guru was a Supernal emissary of the Unity, a Beast personifying evolution as an excuse for oppression. These days, the Helix is a backer of "race realism" science, and more academic forms of prejudice; as a Mystery Cult, their Merit teaches ways to translate the High Speech as nucleotide sequences comprehensible to the Sleepers that make up most of its members, and the use of Dream to attune oneself to ancestral memories.
2) Morpheus Systems: This New York City firm isn't among the biggest and greatest of IT giants; in fact, it's very likely most in IT haven't heard of them, as they specialize in building monetization schemes for video games. Originally, they were a gaming studio in and of themselves, but sadly not one of them had the barest scrap of talent when designing RPGs; one day, after their latest project (Lionel the Lynx: A Feline in Time, a reboot of the much-maligned Mario ripoff mascot marketed to ironic fans of his disastrous previous entry in the series) failed due to its grindy and illogical underpinnings of leveling up, the head developer woke up to a strange email - a hexidecimal code that, when translated, told him to approach the notorious AAA giant Advanced Entertainments with a model for turning their properties into live service titans. This didn't go so well for the games they tried it out on (Star Trek: Battlestations and Elegy, mostly due to AE's own desire to rush them out the door as soon as possible), but the model staved off bankruptcy for a few years - and fell permanently into the back pocket of the Ruin, becoming a tool of the Exarch's desire to crush the idea of creativity in gaming as something compatible with success. Their Merit allows them to construct games suited towards bringing out the Vices of their players to wring money out of them, and using procedurally generated content as a tool of divination.
3) Venatores Spinam: This Los Angeles cabal is actually an extended motley of changelings, and several other supernaturals they've roped into probationary membership, all based around one thing - the complete annihilation of any entity that deals in a friendly manner with the True Fae. Many of their targets, naturally, have no idea the True Fae even exist, but to the ideology of the Venatores, the Keepers are incredibly sly creatures that regularly approach humans and their transformed relatives in other forms, who all reek of dark power. A being that has supped with a Keeper or their representatives will obviously deal with the Keepers in their true form, a poisonous dream having corrupted them into willing servants. The best part about this for the Nemesis is that he had nothing to do with this; the Lost and their enablers came to develop the insane theology on their own, and it was a complete coincidence that her dreams formed a portal into one of their members. All the Exarch needed to do was seed a few "prophetic" dreams indicating that the Venatores should widen their net to prevention, and volia; instant elite squad of goons to punish those who seem a bit too friendly with any supernatural being the Nemesis wishes to be friendless. Their Merit gives them the ability to craft hunting golems called Slaugth from the Thorns using arcane connections to a target. All Sluagth are ultimately destroyers, but they can be used for sabotage just as readily as assassins.
So, here's a thread for some of them!
1) The Fraternity of the Ascendant Helix: This is an old group, an off-shoot of Blavatsky's Theosophical Society formed near the end of the Society's lifespan after they left for their revised list of root races being rejected by the movement at large - mostly for how said list openly addressed the idea that end of slavery anywhere was a tragedy for not allowing "sub-Aryan" races to be "guided" to their full potential. Shortly thereafter, it was contacted by a Secret Guru claiming that the Society had been corrupted by "banking interests" and it fell to them to secretly guide the world back into the light, to know that the true nature of life was a twisting spiral, eternally upwards and towards a center point of perfection. In reality, said Guru was a Supernal emissary of the Unity, a Beast personifying evolution as an excuse for oppression. These days, the Helix is a backer of "race realism" science, and more academic forms of prejudice; as a Mystery Cult, their Merit teaches ways to translate the High Speech as nucleotide sequences comprehensible to the Sleepers that make up most of its members, and the use of Dream to attune oneself to ancestral memories.
2) Morpheus Systems: This New York City firm isn't among the biggest and greatest of IT giants; in fact, it's very likely most in IT haven't heard of them, as they specialize in building monetization schemes for video games. Originally, they were a gaming studio in and of themselves, but sadly not one of them had the barest scrap of talent when designing RPGs; one day, after their latest project (Lionel the Lynx: A Feline in Time, a reboot of the much-maligned Mario ripoff mascot marketed to ironic fans of his disastrous previous entry in the series) failed due to its grindy and illogical underpinnings of leveling up, the head developer woke up to a strange email - a hexidecimal code that, when translated, told him to approach the notorious AAA giant Advanced Entertainments with a model for turning their properties into live service titans. This didn't go so well for the games they tried it out on (Star Trek: Battlestations and Elegy, mostly due to AE's own desire to rush them out the door as soon as possible), but the model staved off bankruptcy for a few years - and fell permanently into the back pocket of the Ruin, becoming a tool of the Exarch's desire to crush the idea of creativity in gaming as something compatible with success. Their Merit allows them to construct games suited towards bringing out the Vices of their players to wring money out of them, and using procedurally generated content as a tool of divination.
3) Venatores Spinam: This Los Angeles cabal is actually an extended motley of changelings, and several other supernaturals they've roped into probationary membership, all based around one thing - the complete annihilation of any entity that deals in a friendly manner with the True Fae. Many of their targets, naturally, have no idea the True Fae even exist, but to the ideology of the Venatores, the Keepers are incredibly sly creatures that regularly approach humans and their transformed relatives in other forms, who all reek of dark power. A being that has supped with a Keeper or their representatives will obviously deal with the Keepers in their true form, a poisonous dream having corrupted them into willing servants. The best part about this for the Nemesis is that he had nothing to do with this; the Lost and their enablers came to develop the insane theology on their own, and it was a complete coincidence that her dreams formed a portal into one of their members. All the Exarch needed to do was seed a few "prophetic" dreams indicating that the Venatores should widen their net to prevention, and volia; instant elite squad of goons to punish those who seem a bit too friendly with any supernatural being the Nemesis wishes to be friendless. Their Merit gives them the ability to craft hunting golems called Slaugth from the Thorns using arcane connections to a target. All Sluagth are ultimately destroyers, but they can be used for sabotage just as readily as assassins.
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