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Dark Cults of Doskvol
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=House Rules and Quirks= '''Places of Power vs Hunting Grounds''' Places of Power don't have to be close together like Hunting Grounds, but they do have to be immediately relevant to the cult and its goals. For instance, an abandoned shrine to the goddess is of course a Place of Power; a well or a spring that could be consecrated to her also might be; a chapel of the Spirit of Deepest Blackness Eternal and Unillumined might also be if you're going to desecrate it or repurpose it for lunar worship. For such targets, you get the mechanical advantages for Hunting Grounds listed on p.95 of the Core Rules - +1d to any gather information rolls and a free additional downtime activity to contribute to the operation. You can acquire Places of Power as your Turf, as well as acquiring the more specific Cult targets listed on the Cult writeup. Naturally, the more Places of Power you claim, the more powerful and influential the cult grows.
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