Difference between revisions of "Heru/ModifiedCultBackground"

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Can anybody provide help to reduce the line on the page, I don't know how ot make sure it doesn't go over. Thanks. [[Heru]]
 
Can anybody provide help to reduce the line on the page, I don't know how ot make sure it doesn't go over. Thanks. [[Heru]]
  
I've gotta say - the added points (beyond 5) don't seem to do much, or at least enough, IMHO. If I'm talking about 6+ points of cult, I'm expecting ever more than 10 motes per hour - something on the order of 1+m per round at the high end, and even a WP every round. It seems like one of the ways the UCS (etc) would really be able to hold their power, at least. -- GreenLantern
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I've gotta say - the added points (beyond 5) don't seem to do much, or at least enough, IMHO. If I'm talking about 6+ points of cult, I'm expecting ever more than 10 motes per hour - something on the order of 1+m per round at the high end, and even a WP every round. It seems like one of the ways the UCS (etc) would really be able to hold their power, at least. -- [[GreenLantern]]
 
:I was orgionally going to do that but I thought it might have been two powerful so I reduced it to what it listed above. I'm glad that another person thinks that they should be more powerful. -[[Heru]]
 
:I was orgionally going to do that but I thought it might have been two powerful so I reduced it to what it listed above. I'm glad that another person thinks that they should be more powerful. -[[Heru]]

Latest revision as of 01:16, 6 April 2010

Background Modification: Cult =

● - Small
●● - Community
●●●- Region
●●●●- Nation
●●●●●– Elemental Quarter
●●●●● ● – Creation, 2nd Age: Gain Willpower every three hours; recharge 8 motes per hour. 
●●●●● ●● – Creation, 1st Age: Gain Willpower every hour; recharge 10 motes per hour; plus 5 motes to periphery Essence Pool
●●●●● ●●● – Dominion, Barrier: Gain Willpower every half hour; recharge 10 motes per half-hour; plus 10 motes to periphery Essence Pool
●●●●● ●●●● – Dominion, Wyldfarer: Gain Willpower every round; recharge 10 motes per fifteen minutes; plus 15 motes to periphery Essence Pool
●●●●● ●●●●● – Concord: Gain Willpower every round; recharge 1 mote motes per round; plus 20 motes to periphery Essence Pool

Cult of the Five-Fold Brotherhood

 Inner Circle Solar Cult
End First Age – ●●●●● ●●
Shogunate Era – ●
Second Age – ●●
Awakening - ●●●
Lookshy Arrival – ●●●●
Breaking of the World – ●●●●●
Dominion, Early – ●●●
Dominion, Expansion - ●●● to ●●●●● ●●
Dominion, Barrier – ●●●●● ●●●
Dominion, Wyldfarer – ●●●●● ●●●●
Concord - ●●●●● ●●●●●

In the First Age the cult worship of Solars was not prohibited, and was in fact highly common. It did not equal in its intensity to the worship of the Unconquered Sun but it did surpass that of most gods. Even greater than the individual Solar cults was the Solar Circle Cults, the greatest of which was the one about the Inner Circle.

The Order of the Five-Fold Golden Brotherhood, as it is called, is a religious order that seeks to venerate the Holy Light and his Five Golden Children. The fact that the cult referred the Unconquered Sun as the ‘Light’ was what allowed it to survive the fall of the First Age and the Solar Deliberative. In the Second Age, before the return of the Inner Cir cle back into prominence, only the greatest of savants knew who it referred to. Nowadays, in the Inner Circle run lands, knowledge of who they are is very common.

When the Dragon-Blooded Hoard overthrew the Solar Deliberate the Order lost the vast majority of its worshipers and occult power. It managed to survive, where the majority of cults did not, by the barest margin. Over the next thousand year things continued unchanged that is until the Contagion and the Fair Folk Invasion. This time of war brought forth new knowledge and increased the worship of the Five-Fold Golden Brotherhood.

The physical arrival of the Inner Circle in Lookshy changed the way things were. During one of their scouting operations through the city, the Zenith discovered an ancient Temple to the Light. Over the following weeks the Zenith, Twilight and Eclipse began working hard to get themselves situated within the bureaucracy of the Order. This was completely successful, which is not surprising given Solar ability, and had the effect of transforming a minor, hidden cult into a city-wide and beyond religious order. Given a few years, the Inner Circle even saw to the expansion of the cult into something much equal (and then superior) to the Immaculate Order of the Realm. As the Inner Circle expanded their power and the cult they achieved more and more levels of worship. This reached a point that, by the time of the Breaking of the World, they had worshippers in the entire elemental quadrant.

This high point came crashing down at the end of the Second Primordial War and the following Breaking of the World. The sheer drop in numbers is what reduced the effectiveness of the cult, the world broke in thousand thousand pieces with worshippers in all of them. The growth in both population and sheer landmass brought about a gigantic rise in power for the cult. In the end they achieved in the Third Age an unparallel amount of fame and power that put their achievements in the First Age to shame.

Commentary

Can anybody provide help to reduce the line on the page, I don't know how ot make sure it doesn't go over. Thanks. Heru

I've gotta say - the added points (beyond 5) don't seem to do much, or at least enough, IMHO. If I'm talking about 6+ points of cult, I'm expecting ever more than 10 motes per hour - something on the order of 1+m per round at the high end, and even a WP every round. It seems like one of the ways the UCS (etc) would really be able to hold their power, at least. -- GreenLantern

I was orgionally going to do that but I thought it might have been two powerful so I reduced it to what it listed above. I'm glad that another person thinks that they should be more powerful. -Heru