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The Iblees Cult Reformation

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Keldrith

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The Cult Reformation

The Cultist Reformation has finally arrived, the return of the Iblees/Undead Cult will occur during the 4.5 Update, if you have any spooky side characters get them ready! More news soon, stay updated~

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The reason I am bringing back this cult isn't because the Undead are coming back but to hopefully spice the new update up a bit! If you are interested you can wait until the next post to apply for the cult. 

 

This post was made so I can see some of the potential candidates. It is also for suggestions on how this cult should be run, boundaries, political views etc. If the idea seems pointless or un-needed to some of you I'd like to hear why so I can do this to the best of my ability. 

 

The biggest goal with this is to bring a fun 100% Player Run antagonist. 

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Good luck and all, you will need it friend.

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I really hope Iblees doesnt come back, I do not want disappointment all over again, but good luck with your cult and whatnot.

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This post was made so I can see some of the potential candidates. It is also for suggestions on how this cult should be run, boundaries, political views etc. If the idea seems pointless or un-needed to some of you I'd like to hear why so I can do this to the best of my ability. 

 

The biggest goal with this is to bring a fun 100% Player Run antagonist. 

 

 

((Since you're asking for suggestions, I'd suggest making sure to keep the cultists in line. The last Iblees cult was utter **** and was basically just a bandit group. A heads up, an entirely /player/ run group is going to be difficult to get onto its feet, so be prepared. Also, if you're interested in joining up with the current cult that is around, PM me. EDIT: This was directed at the OP, random people messaging me. :c You'll get your chance in the future.))

 

Rathul, the Voice of Severance flips through some history books, scoffing at the mention of Iblees.

"Iblees always fails in the end. A pitiful excuse for the 'Arch-Daemon'... The only true Daemon capable of doing anything these days is Asura, which the Descendants will find out soon enough..."

 

The sudden screech of a cockatrice snaps him back to attention, glancing over to the imprisoned being. "Soon..."

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As one of the leaders of one of the more better organized and structured Iblees cult that existed from mid-Anthos to near it's conclusion, I have some key things to suggest.

You cannot run this cult on an abundance of people alone. The term "quality over quantity" must be exercised, though it should not be utilized either sparingly or in excess. If you recruit an excess of new or inexperienced individuals to bolster the numbers of the cult, it will be hard to coordinate these very same numbers, as well as promote traditional Ibleesian culture among them. This means any application process should be removed - it makes it too easy to bring in too many people, which ruins any sense of exclusivity which does, in fact, make the cult itself attractive and more mysterious. In reference to the prior-stated conflict between excessive member population and cult culture, you must also understand that the practice of "quality over quantity" also preserves the ability to make members into good examples to follow so future generations may be just as good as the last.

Abstain from promoting a super grimdark, otherwise known as "edgy", identity. An Iblees cult should not have a member basis of cannibalism, constant capture and torture of travelers, or excessive violence. There is a dogma to be followed and interpreted, and while violence and dark themes certainly follow this, it cannot be excessive. People shrug at excessive. They are bored by it, because it is too frequent and comes without meaning. A sum of your members may be insane, but their insanity must have layers, and their insanity must be developed. You can't have insane, cannibalistic members plaguing your cult because it threatens the element of subversion and obscurity that will have to come to play in order to keep the cult alive.

Try to establish power in the land, either by force (risky) or by deceit (less risky). For example, the Eventide Order in Anthos was a cover for the Anthosian Iblees cult to prevent their sole base of operations from being eviscerated by greater threats; a ruse. The Eventide Order participated in many things, like aligning with a powerful rebellion against Oren which, if it had succeeded, would grant the order an even greater sum of power in comparison to the meager hold on the land that the maskless Iblees cult had prior to it's disguise. The Eventide also attempted to make claim to power or influence by a means of a mage incursion and propaganda to support it. They tried to forcefully wrangle a hold on deviant and "savage" sorcerers that roamed the land, and failed, but keep a good trend going for a while.

Don't start anything until you have a good base. There was no Anthosian Iblees cult until a giant, ancient, semi-subterranean fortress that was headed by a mysterious tower was occupied and altered for the sake of defense. A stable and defendable base is a stepping stone to progress, and it means there's less of a chance of complete obliteration by any attackers. For example, when a mass of individuals tried to storm the old Iblees cult base in Anthos, they all fell to their deaths via a lava trap because we made sure that the only entrance to our keep was secured with traps and safeguarding mechanisms. If we did not have these things, alongside gates, the 20-sum people would bust our doors down, kill us all, discover our secrets and abolish our organization. Instead, they were a sacrifice to the good lord of ruin.

Reach out to staff teams for event help. The cult I helped lead had a member who was also a GM, as well as a master electricity evocationist, so when we stormed Malinor in repeated effort to spook it's residents with doomsaying and partial, glorious displays of destruction, our moderation friend's use of the lightning tool was justified. Lanader was good at his job.

I can probably suggest other things, but I can't think of anything further right now.

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((Looking forward to hunting you down and showing you a real Antagonist!))

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As one of the leaders of one of the more better organized and structured Iblees cult that existed from mid-Anthos to near it's conclusion, I have some key things to suggest.

You cannot run this cult on an abundance of people alone. The term "quality over quantity" must be exercised, though it should not be utilized either sparingly or in excess. If you recruit an excess of new or inexperienced individuals to bolster the numbers of the cult, it will be hard to coordinate these very same numbers, as well as promote traditional Ibleesian culture among them. This means any application process should be removed - it makes it too easy to bring in too many people, which ruins any sense of exclusivity which does, in fact, make the cult itself attractive and more mysterious. In reference to the prior-stated conflict between excessive member population and cult culture, you must also understand that the practice of "quality over quantity" also preserves the ability to make members into good examples to follow so future generations may be just as good as the last.

Abstain from promoting a super grimdark, otherwise known as "edgy", identity. An Iblees cult should not have a member basis of cannibalism, constant capture and torture of travelers, or excessive violence. There is a dogma to be followed and interpreted, and while violence and dark themes certainly follow this, it cannot be excessive. People shrug at excessive. They are bored by it, because it is too frequent and comes without meaning. A sum of your members may be insane, but their insanity must have layers, and their insanity must be developed. You can't have insane, cannibalistic members plaguing your cult because it threatens the element of subversion and obscurity that will have to come to play in order to keep the cult alive.

Try to establish power in the land, either by force (risky) or by deceit (less risky). For example, the Eventide Order in Anthos was a cover for the Anthosian Iblees cult to prevent their sole base of operations from being eviscerated by greater threats; a ruse. The Eventide Order participated in many things, like aligning with a powerful rebellion against Oren which, if it had succeeded, would grant the order an even greater sum of power in comparison to the meager hold on the land that the maskless Iblees cult had prior to it's disguise. The Eventide also attempted to make claim to power or influence by a means of a mage incursion and propaganda to support it. They tried to forcefully wrangle a hold on deviant and "savage" sorcerers that roamed the land, and failed, but keep a good trend going for a while.

Don't start anything until you have a good base. There was no Anthosian Iblees cult until a giant, ancient, semi-subterranean fortress that was headed by a mysterious tower was occupied and altered for the sake of defense. A stable and defendable base is a stepping stone to progress, and it means there's less of a chance of complete obliteration by any attackers. For example, when a mass of individuals tried to storm the old Iblees cult base in Anthos, they all fell to their deaths via a lava trap because we made sure that the only entrance to our keep was secured with traps and safeguarding mechanisms. If we did not have these things, alongside gates, the 20-sum people would bust our doors down, kill us all, discover our secrets and abolish our organization. Instead, they were a sacrifice to the good lord of ruin.

Reach out to staff teams for event help. The cult I helped lead had a member who was also a GM, as well as a master electricity evocationist, so when we stormed Malinor in repeated effort to spook it's residents with doomsaying and partial, glorious displays of destruction, our moderation friend's use of the lightning tool was justified. Lanader was good at his job.

I can probably suggest other things, but I can't think of anything further right now.

I'd like to add that making an application to be part of the cult is redundant and very elitist. People should not be judged on their writing skills on a forum but on how well they play their characters in game and how they present themselves out of character. 

I feel your group is deemed to fail if you dont listen to swgr's advice and my own 2 cents. That is the largest issue I have had with LotC. The OOC barriers that prevent role play progression. If you want them to apply - you have it done after you've met their character and if they've shown potential. 

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To be perfectly honest, I'm okay with it. If you get the right type or roleplay, and the correct attitude toward this guild, I don't see why it can't be fun for everyone. Best of luck you, my friend 

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I ran my own successful Cult in the Fringe, PM me if you want personal tips on how to run things. Much like what Swgrclan said, everything you do must be quality and well done. Your mentality should be warped around providing the playerbase and your cultists with the best roleplay possible - not catering to your own desires. This involves going against the grain of what is typically considered cultist roleplay. It is often described as edgy, tasteless, and with no creativity. If you break away from that and create a detailed and interesting story for you and your cultists, you will succeed and break the stigma. Goodluck.

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Last time you ran a cult it was petty banditry on the road and no fun for the people that you 'antagonized'. It was legit, "Yo you're a Iblees servant now." then if people would say no, you called PvP default and blew them up with your staff. I'm fine with some antagonist cult returning, but only if it generates good role-play, not like the one you and your cult provided here in Athera. Not even going to bother ranting about the blatant power-gaming and meta-gaming within that cult.

 

tl;dr: Let someone else run the cult and don't be a bandito.

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((I was a cultist back in Athera, and that cult was a complete failure. The main thing that the cult needs to do is generate fun roleplay. Back in Athera my only job was to go and kill people, and people like me running around just gave bad roleplay to everyone. Roleplay for cultists was just as bad as for the other people though. The undead were all shitheads to us and would not help us at all and then everyone that did not serve Iblees just wanted to kill us. That made for a lack of decent people to play cultists. I ended up quitting the cult because everyone tried to kill me, there was way to much ooc hate on all of use, the undead were complete jerks and would not tell us anything, my only job was to kill people and the fact that no matter what I did I was stuck as a **** tier cultist.))

 

*Tafari hears about the reformation of the cult, "Time to follow in the footprints of Raja, and avenge him."

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Dont force the fact that you are spooky and evil, actions are worth 1000 words.

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You should really get some good player bases to back you up beforehand, or you'll be less active and less powerful than Adunia.

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A cult like this can succeed if dark magics are involved. 

 

Make sure to become a dark magic teacher of some sort if you are going to start a cult as cultists are best used for blood magic rituals. 

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