Friday, November 24, 2023

Ghost Cults

Ghosts are usually a temporary annoyance.

The various religions of Oth are divided on the matter of the immortal soul. The Church of the Last Radiance teaches that Alef reclaims their light at the moment of death, and the deceased returns to unity with the divine. Their itinerant preachers often add that souls tainted by evil are instead seized by Tav-who-is-below, dragged down to fire and pain. Church authorities discourage this heretical strain.

Ghosts complicate matters. When a person of particular power--magical, political, it doesn't seem to matter--dies, they may leave an echo of their spirit behind. Ghosts linger in the places they spent their lives, haunting those who cared the most for them. Their power over the living depends on the strength of their relationship. As those left behind move on, the ghosts fade.

On rare occasions, a ghost becomes part of the legend of a place. If everyone in a town knows that the old mill is haunted, that mental energy may be enough to anchor the ghost and prevent it from fading. Ghost hunting is a mostly psychological art, and exorcisms rely on convincing the community that the spirit has been banished (which then becomes true).

what a pain in the neck


Anyway, those aren't the sort of ghosts the Cults worship.

These days, there are two great Powers in the world. Alef: the Last Radiance, the Coin of the Morning, the Dayflame; and Tav: Chained Tav, Tav-Who-Is-Below, the Deep One. But it wasn't always so. 

Once there were five, before Alef and Tav defeated and slew the others, long before mortal life was first conceived. The three dead Powers are corpses now, lifeless balls of rock that can be seen in the night sky, reflecting Alef's divine light.

But oh, what ghosts they left behind.

Such is the strength of these remnants that they can be felt even across the unimaginable distance to the sites of their haunting (their celestial corpses, of course). The four seasons are defined by the waxing and waning of their relative influence:

  • Yodar: Yod ascendant. Caution, wisdom, harvest.
  • Sachar: Samech ascendant. Family, hunger, meditation.
  • Tsadar: Tsadi ascendant. Change, ambition, love.
  • AfarAlef alone. Plenty, growth, travel.

The seasons tug on the spirit as much as they change the weather. Far more wars break out in Tsadar than in Yodar, while most construction happens in Afar despite the heat. The influence of the dead Powers is everywhere, but most folk--even foolish humans--know better than to speak with them.

The Ghost Cults are the exception. They spring up in cities, usually among those who consider themselves enlightened and erudite. Often they begin as "research organizations," groups of scientists and mages who think they can learn from the Powers, uncover secrets of the universe.

Once they start hearing the voices, though, the devolution is quick.

purely academic


You can tell a ghost cult's age by how much its members resemble their patron. Early-stage cultists of Samech are grim and reclusive, while by the end their teeth are stained red with human blood. Tsadi-cults begin with duels and orgies, and end in mass suicide.

For the dead Powers are mad, and their madness is infectious.

As patrons, the celestial remnants have little to offer. Their fires are long extinguished; they have no strength to share. The greatest asset of the ghost cults is their unity. At least at first, the members' common allegiance grants a supernatural feeling of community and camaraderie. It is this sensation that holds the cult together as its rituals become more extreme, and society at large begins to root it out. 

Because of their intellectual appeal, ghost cults often count powerful mages among their initiates. Zavesh the Spider-Lord infamously made worship of Yod the official religion of the Venomous Empire, and legend says that the seers of his inner circle were crafting a ritual to re-ignite Yod's inner fire when they were wiped from the map by a hurricane so powerful that it cracked bedrock.

Despite the dangers, it's rare to find a city of any consequence without some ghost cult activity. Although it's a rare occurrence for civilization to collapse entirely under their influence, the cults eat through the ranks of the aristocracy and intelligentsia, clashing in the shadows until they become too obvious to ignore. Then the horrors come to light, the membership is purged, and the city moves on. As long as there is hidden knowledge, some fool will seek it out.

For the voices do have secrets to tell.

Thoughts

Cults are an iconic feature of pulp fantasy. Contrary to what some have argued, I think there are plenty of good reasons for your average fantasy citizen to become a cultist. In a world of low social mobility and strict hierarchical society, cult membership is a "cheat code" to gaining respect and status. Anonymity and secrecy offer an escape from class-based identity, a chance to rise or fall on one's own merits. In that way, it serves much the same purpose as military service did in some time periods, but with less travel and (potentially) less danger.

The ghost cults are a different kind, though--fashionable among the upper crust rather than the hoi polloi. This isn't unlikely either; factions in the nobility are always looking for excuses to form alliances and consolidate their power-bases. It's just unfortunate for them that in this case the object of devotion eventually drives them stark raving mad.

From a fiction / gaming standpoint, the ghost cults are useful because they could have almost any goal or scheme. Kidnappings? Sure. Dark rituals? Absolutely. Vandalism? Oh boy, what a surprise when the trail of graffiti leads not to a gang of juveniles but a cabal of cannibalistic university professors. Heck, rip the cults out of Oth and put them in you own world. There's always someone who Looks Beyond.

-V

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