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=== Rogue Cults === If the cult is left unattended for too long it can go rogue in an infinite number of weird and horrific ways. Rogue cults can be a threat to The Tribe hunting down their god's enemies in service to mad theologies or seeking to rid the world of "their god's enemies", often in contrary to everything their origonal founder taught them. The most powerful cults were taught secret Eldrich Lore and can perform powerful rituals, using their god as an occult power source to scorch the land and call up horrors from the deep. The most dangerous (and far more common cults) simply preach the good word. More than a few Leviathans never realised they had created a Cult in their Wake until the police mention that their name was mentioned by the suspects in a virgin sacrifice case. There are no hard and fast rules for how and when a cult goes rogue but the Storyteller should take into account the cult's morality and Zeal. A Zealous cult is more likely to remain as a cohesive organisation and more willing to perform heinous acts. A more moral cult is of course less likely to commit evil deeds. Most cults first attempt to summon their god before truly going rogue. If they lack the knowledge to create working occult rituals, well they can try and that try can be every bit as horrific as real magic. Afterwords the possibilities are limitless: Some cults remain loyal to their theology, other's modify it. Sometimes an ambitious priest seizes power, other times the cult remains loyal to their absent deity. A few became moderate and respectable religions and at the other extreme some barely got a month before drowning themselves in a suicide pact. There is a notable tendency for cults to grow around Ophions, particularly if they cannot meaningful communicate their desires, to attract self serving priests versed in Eldrich Lore. With the Wake at it's lightest they use the Tribe's power as their own.
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