"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>ass, and not belonging anywhere near Antioch till he grows up."</div>
@Zophael - I have no problem with not liking what happened with the game. However, you cannot break rules. Your account is banned.
I know in the Order of Janus , someone was sacrificed every in game year at winter time as part of ritual
I wouldn't want the Seasons cult to just be Order 2.0 though
Okay, so as far as cults are concerned. I am right on the same page with people. We do not really want 2.0 cults being formed. Although, I do not want to automatically disqualify cults with similar themes from the old gods. If you are thinking about a similar themed cult, really think it out and make it unique and amazing.Attracting an entity to your cult will be hard. Without a doubt there will be many more cults without entities, then cults with entities. Most of our volunteers that will be playing the entities are looking for something fresh and new. Some of the cults that are popping up already have a very fresh feel to them and will probably have a better chance of getting an entity into them. Entities are probably not going to jump into a cult with only a few members and poorly thought out themes and ideas. Design your cult theme and files in such a way that you will have a lot of followers. This will help your chances of getting an entity.Cults with an entity will obviously have some benefits that we have not outlined yet.
Sarrius saidI am LESS comfortable with the cult system after having seen you post about it. This system seems like a wolf in sheep's clothing - you are essentially asking us to foot the responsibility of writing your new gods, then putting the responsibility of selecting a quality one on your celani/volunteers. While that looks cool on the surface, it really is just asking us to do work - and then asking people to wait for however long for an entity to finally decide your cult is cool. You yourself even admitted, there will be a lot of cults without an entity. How can you possibly feel justified in asking a player to spend 1 million gold on their idea, for a democratic organization.. that isn't even guaranteed to attract an entity/god? Didn't you, at one point, say that big orders without gods were totally uncool and unfun? This perpetuates that problem, except WAY more.
What the cult system means is that if you really want to run with an idea that's solid and decently supported amongst the players but doesn't prove popular amongst the volunteers, then you can still have a system for it with powers, and rituals, and a player-chosen leader, and that if it's done well enough, you might attract a volunteer at later time.
This is, imo, much better than "Here are your new gods, pick and choose!"
What the cult system means is that if you really want to run with an idea that's solid and decently supported amongst the players but doesn't prove popular amongst the volunteers, then you can still have a system for it with powers, and rituals, and a player-chosen leader, and that if it's done well enough, you might attract a volunteer at later time.This is, imo, much better than "Here are your new gods, pick and choose!"