Yesod, The Greedy

What joy it is to possess. To seize and hold. Few other things bring humanity such basal enjoyment, nor bring us to conflict so easily. Even those who would rather not admit it grow seeds of Avarice in their mind, little kernels of desire for wealth and material gain to do with whatever they will. To some it is as simple as improving their own life or the lives of those around them. For others, it becomes a never-ending quest taking them to depths and highs scarce imagined by the commoners who do not hear as clearly Yesod’s whispers in the back of their minds. The world’s economy rests on the backs and bank accounts of those who heed the call of the Archon of Avarice, and through their greed they allow Yesod unmatched influence in shaping reality as we experience it. Yet Yesod is not the Archon he once was. Avarice gives form to humanity’s prison as never before, challenging and disrupting the other Archons, and the turning cogs driving our economic machinery grind away at the foundation of Elysium.

Continue reading “Yesod, The Greedy”

Malkuth, the Rebel

The Illusion woven to imprison humanity is fraying at the seams. What once was a clockwork construction grinding down our divine wills is now halting, hacking and screeching. The combined forces of the Archons, those godlike primal beings made to maintain it all, are no longer enough to contain us. Humanity is waking up, one mad and confused soul at a time. We see for ourselves the horrors and wonders created for us or by us and reach out past all we know to grasp at something bigger. At the center of this is Malkuth, the Archon of Awakening. Once created to hold us captive, she has become a guiding light to the world beyond the veil. It was she who began the War of the Archons, a monumental clash of wills which still shapes the world we inhabit. But why? How could this have happened? In examining the role Malkuth had in forging our prison, we may be able to learn something about the human experience she now strives to give to us all.

Continue reading “Malkuth, the Rebel”

The Archonic Pillars

Hello Kultists! I would like to present you with an idea, a thought, that the alliances forged between Archons run deeper than mere pacts of consciousness. These beings depend on each other, exist only within each other, and operate together in a multitude of ways, their Principles feeding into each other and bolstering the whole. By viewing these godlike beings as they are, emanations of a primordial Principle by which humanity is fettered, we can learn something about the ways their servants and incarnations empower one another, perhaps sometimes without realizing it. Our prison is multifaceted, and this is only one understanding of it, but I hope you will find it interesting.

The Archons are visually represented by the tree of life as envisioned in qabala, an old but living occult tradition. This tree is laid out in a rather specific manner, and there are many ways to analyze the various paths and interactions between the sefirot which make up the tree. One of these manners of looking at the tree is by considering it as three pillars. The left, middle and right pillars represent different aspects which are shared by the sefirot in those parts of the tree, and describe how developments in one point of the tree might affect another. Without ascribing too much detail to what each pillar represents within qabala, let us apply the same idea to the Archons in Kult, which are laid out in just the same way. What do the pillars represent within the Kult mythos, and how can we understand the Archons’ subtle alliances through them?

Continue reading “The Archonic Pillars”

Running Session Zero

Starting a new Kult campaign is a big endeavor. Other than the constant struggle of finding players who will be right for the game and your style of playing, Kult offers a lot of challenges for GMs and players alike. In order to get everyone on the same page, it’s a good idea to have a Session Zero. Dedicating time to explaining the game to new players, going over do’s and don’t, as well as creating characters together will help make the actual first session of the campaign that much cleaner. That’s the hope, anyway! As I’m writing this, the first session of my new campaign is rapidly approaching. Before then, I would like to share how my Session Zero went down.

Pre-pre-planning
Session Zero is meant for pre-planning. As a GM, you don’t know much about what your players want yet, so there’s not that much campaign prep you can do. Even so, I wanted to plan for Session Zero to make sure we didn’t miss anything important before and during character creation. I have four players for this campaign, and two of them are completely new to Kult. I decided to section our session into four major topics: Basics of Kult, What is Horror?, Stories, and Character Creation. My goal was to step through these one by one, explain and discuss the topics with my players, and only look back at the previous sections when necessary. I’m not sure what this Session Zero would have looked like without this planning, but I am happy I did it.

Continue reading “Running Session Zero”

Crescents – A Journey

The Kult tarot deck’s minor arcana is divided into five suits: Skulls, Eyes, Roses, Hourglasses and Crescents. Each of these are connected to one of the five schools of magic recognized in Kult’s mythos, but more than that they illustrate important concepts within each of those five schools and give the magic a more practical and digestible form. Each suit, from the ace to the nine, reveal a spiritual or metaphorical journey that explains something about the Kult mythos and the essence of magic. The exact interpretation is, of course, personal, but I hope that by presenting the suit of Crescents I can stir your thoughts to interpret all five suits in a similar manner. This is not always a straightforward process and I am still contemplating the details of it myself. If you have any insights into these mysteries, feel free to share them in the comments below or anywhere else I can read them.

The Suit of Crescents

Also aptly known as The Moon, the Crescents is the suit of cards in Kult’s tarot associated with dream magic. The card’s symbol is that of two blue crescents, one filled and one empty. The image may bring many things to mind. The passing of time through the lunar cycle, nighttime when sleep is common and most humans access the dreamworld Limbo, emptiness and fullness, and reflection of the known. All this and more might be leveraged by the student of dream magic to attune themselves to their dreams and the source behind them. By mastering techniques for lucid dreaming, dream wandering and manifestation, the dream magician might construct complex worlds of their own making and completely dominate the internal processes of another being. Limbo is a realm of pure creation, and through the consideration of the Suit of Crescents some knowledge might be gained of how to wield the power offered by that place.

Continue reading “Crescents – A Journey”

Review of The Summit – By Chrystal

Hello, Kultists! This blog post is written by Chrystal, a prominent and highly valued member of the Kult community whom you may recognize. The Summit is a controversial scenario, and in her review Chrystal tries to shed some light on mistakes made, ideas worth praising and what could have been. I hope you enjoy! //Kraetyz

After reading the summit my conclusion is there is a good scenario in there, somewhere. The following review is based on myself and Auburney’s conversation about the topic. As we have consensus of the scenario, I have included with permission some of his comments as if my own. 

I will break this down into sections: 

  1. An overview and what is worthy in the scenario: the Summit
  2. What is wrong with it from an agency and PbtA view. 
  3. Exploring mature themes and my feelings about them as it relates to the Summit. 
  4. Converting what is worthy in the Summit into a scenario that is more accessible to Kult: Divinity Lost.
Continue reading “Review of The Summit – By Chrystal”

Session 14 – Sol

This is a session recap for my current Kult: Divinity Lost roleplaying campaign. Jessy Button is played by my wife, who also does the art, and I am the game master.

This post contains elder abuse.

PreviousNext

The pendulum of the old clock punctuates Jessy’s every step, the ticktocking of its exact machinery guiding the pace of all things in this place. She is guided down a hallway of closed doors, no names, titles or signs of life other than her and the withered receptionist. At the end, a heavy wooden door states with a gold plate: SOL. The door is opened for Jessy by the receptionist’s starved remains, and she is quick to step inside and confront whoever has orchestrated all of this. The man waiting in the room, tall and broad in a checked suit of brown, greets Jessy with a heavy handshake. He has a sturdy figure and small beady eyes. At the far end of the sizable office stands a desk of dark wood, a massive piece of furniture that looks completely immovable. Behind it, just above the exquisite leather chair, hangs a map of Toronto and all its boroughs. Every road, alleyway and tiny walking path is a thin line on the map, lines which continue past the black, narrow frame and out onto the wallpaper. The entirety of the room’s walls swarm with a myriad of lines, an endless city surrounding Canada’s finest metropolis.

Continue reading “Session 14 – Sol”

Session 13 – Sinking Deeper

This is a session recap for my current Kult: Divinity Lost roleplaying campaign. Jessy Button is played by my wife, who also does the art, and I am the game master.

PreviousNext

Despite her headache and definitely not wanting to go, Jessy does head out in the morning for her first doctor’s visit since her ‘accident’. The hospital’s bright lights and long wait times already have her in a bad mood by the time her doctor, Edward, enters the examination room. Jessy’s new bandages and wounds, sores made from a thousand needles burrowed into her skin, force Edward to ask many worried and intrusive questions until Jessy guilts him to stop. She had sex. It was consensual. Deal with it. While examining and redressing her shoulder wound, nearly healed, the doctor asks Jessy about her head injury. Has she experienced migraines, mood shifts, noises, flashes of light, anything else strange? While Jessy tries to explain to Edward that she’s been hearing and seeing her grandmother, he at first appears to ignore her response entirely and later dismisses it as dizzy spells. Jessy gets the sense that what she tried to tell him and the words that actually came out of her mouth didn’t match up. She told him something different.

Continue reading “Session 13 – Sinking Deeper”

Session 12 – The Cult of Dehu and Mil

This is a session recap for my current Kult: Divinity Lost roleplaying campaign. Jessy Button is played by my wife, who also does the art, and I am the game master.

This post contains visual nudity, memory loss, sexual content and flagellation.

PreviousNext
Jessy sits in the bedroom, confused, and listens to James run down the stairs. Carolina and Daisy immediately go to check on him. Realizing this situation might get out of hand quickly, Jessy hurries to catch up to James. He is on the verge of tears, trying to give Daisy a rambled recollection of what happened. He was terrified, stuck with suffering and pain for an eternity. No joy, no passion. He sought his god, and found only torment. Carolina and Daisy are shocked, but Jessy approaches and tries to mend her now ruined relationship with James1. She didn’t mean him any harm, she only did what she thought he wanted. She cares about James and making this right, but right now he needs to calm down. Carolina has already called Tan, recognizing the weight of what’s unfolding, so perhaps they should just wait for him. Daisy leads the temporarily placated James to a chair in the lounge, and when he asks for his 3DS she gets it for him from the staff lounge. They all sit down and wait for Tan, with the cheery sounds of Animal Crossing as background noise. Jessy’s mind is running at full speed, trying to piece together an excuse or explanation Tan might listen to. 1 Influence Other
Partial Success
Continue reading “Session 12 – The Cult of Dehu and Mil”

Session 11 – Transcendence

This is a session recap for my current Kult: Divinity Lost roleplaying campaign. Jessy Button is played by my wife, who also does the art, and I am the game master.

This post contains sex, sexual violence, non-consentual bedroom acts, and gore.

PreviousNext

The text on Jessy’s phone is clear. Carl wants to talk. Specifically, he wants to call her. With little time to prepare, Jessy grabs her headphones and sits down on the balcony in the cold afternoon. She’d rather not be overheard by Tan’s staff for any reason, and she doesn’t know if his camera surveillance also picks up sound. Better not take any chances. Carl and Jessy haven’t been talking, since his wife is apparently close to discovering his relationship with Jessy. Now, though, he is worried. Jessy has to explain to him how she got into the hospital and why she wasn’t registered as a student at the university. It’s all one big sob story, and one big lie. According to herself, she couldn’t keep her grades up and was forced to leave. Carl in turn tells her that he’s bought a place for her to stay, as he promised that he would. It’s up in Brampton, a bit far away, but at least she won’t have to stay with friends. Jessy isn’t nearly as excited about this as he would have expected, telling Carl that she’d rather not be alone right now. She explains it away with her wounds, which she still needs help tending to. Better to just stay with friends for the time being. Thanks anyway.

Continue reading “Session 11 – Transcendence”