You try dissuade the Purist priests...Type: Normal Result
Type Tips: Your Charisma and Sociability determine your full dice count.
Low Target: 5
Low Target Tips: You need at least 5 Success to persuade.
Rites
Purist followers hunt cultists throughout the city again - their sacred privilege. Whenever they identify violators of the Purist's faith, they may arrest and punish them according to their laws. Badriyyah and her cultists have scurried like rats through countless close escapes. This time, they've tired of hiding and prepare a ritual to teach the priests a lesson...
ID: 5008179
Type: None
Tips: None
Duration: 1 days
Waits For: 5 days
Marked as New Only on First Occurrence: 0
Starts Automatically: No
Triggers Result Automatically: No
Tag Tips: Charisma, Sociability
Tag Tips Up: Normal Result, Charisma, Sociability
Tag Tips Text:
Random Text: None
Random Text Up:You try dissuade the Purist priests...
Type: Normal Result
Type Tips: Your Charisma and Sociability determine your full dice count.
Low Target: 5
Low Target Tips: You need at least 5 Success to persuade.You try convincing the cultists to stand down...
Type: Normal Result
Type Tips: Your Charisma and Sociability determine your full dice count.
Low Target: 5
Low Target Tips: You need at least 5 Success to persuade.
Result:
Action:
You ignore this disturbance, learning later that Badriyyah died in the Purist Order's prison.
Cultist Hunters
Locks: Yes
Is Key: No
Is Empty: No
Is Enemy: No
Conditions:
Pops: None
Fanatic Warriors
Locks: Yes
Is Key: No
Is Empty: No
Is Enemy: No
Conditions:
Pops: None
You choose to assist in cleansing the Clut
Locks: No
Is Key: No
Is Empty: Yes
Is Enemy: No
Conditions:
Pops: None
If you won't openly confront the Purist Order, try to dissuade them
Locks: No
Is Key: No
Is Empty: Yes
Is Enemy: No
Conditions:
Pops: None
Cult Leader
Locks: Yes
Is Key: No
Is Empty: No
Is Enemy: No
Conditions:
Pops: None
Cultic God Followers
Locks: Yes
Is Key: No
Is Empty: No
Is Enemy: No
Conditions:
Pops: None
You choose to help the cultists repel these priests
Locks: No
Is Key: No
Is Empty: Yes
Is Enemy: No
Conditions:
Pops: None
If you won't openly confront the Cult, try to dissuade them
Locks: No
Is Key: No
Is Empty: Yes
Is Enemy: No
Conditions:
Pops: None
If you join this conflict, you can take this to break a Conquest Card of Silver tier or lower
Locks: No
Is Key: No
Is Empty: Yes
Is Enemy: No
Conditions:
Pops: None
Tips: You can choose to help one side cleanse the other, or dissuade them.
Conditions:
- Any
- All
- Slot #3 = 1
- Slot #9 = 1
- All
- Slot #3 = 1
- Not Slot #9 = 1
- All
- Slot #7 = 1
- Slot #9 = 1
- All
- Slot #7 = 1
- Not Slot #9 = 1
- All
- Slot #4 = 1
- Not Slot #8 = 1
- Not Slot #9 = 1
- All
- Slot #4 = 1
- Not Slot #9 = 1
- Slot #8 = 1
- All
- Not Slot #4 = 1
- Slot #8 = 1
- Not Slot #9 = 1
This rite has no prior outcome.
You identify each cultist you've previously encountered - repeat offenders deserving death. Your testimony details how these vile cultists drugged you, a noble, attempting seduction through depraved methods...
The priests are elated. With your forces, they storm the cultists' hideout, raising blades of justice to wash away sin with blood.
Conditions:
Result:
Look what these "holy" priests have done! Overturning food stalls, whipping children too slow to escape, threatening to sever the hands of women bearing cult tattoos. You step forward without hesitation to subdue these... bandits, essentially. Just as you prepare to dismiss them, Badriyyah grabs your arm.
"Don't let them go," her eyes gleam with excitement, "I have something better in mind."
Conditions:
Result:
Action:
Badriyyah and sixty-some cultists burn at the stake. Amidst flames and smoke, she laughs maniacally, filled with ecstatic joy as she watches you break the thin card - as though witnessing world's end.
As the card snaps, a painless, bloodless scar appears on your chest, transmitting ecstatic joy - in this game, the sin of world-rending stands absolved, even when potentially committed by a god.
Conditions:
Result:
Badriyyah and sixty-some cultists burn at the stake. Amidst flames and smoke, she laughs maniacally, filled with ecstatic joy as she watches you break the thin card - as though witnessing world's end.
Conditions:
Result:
After their deaths, a storm of putrid black rain sweeps the city, claiming many Purist faithful. And you... you suffer the same recurring nightmare.
You're caged, surrounded by numerous doors. Behind each stands, sits, or lies a monster. They glare hatefully at you for blocking their entrance to this world - their playground.
In some dreams, the Great Mother Goddess devours you; in others, pomegranate vines pierce your brain. The ending depends on which door remains when you wake, which monster waits behind it. You've become a plaything for these forgotten deities and demons, who have nothing else to torment thanks to you.
You desperately await dawn, growing fearful of rest itself, hopelessly praying the sun might never set again.
Conditions:
Result:
Is capturing priests victory? Is slaughtering believers victory? Is destroying the Purist Order victory? Or... killing Purists themself? The cultists surge into the Upper City with frenzied chants, that clean, flower-scented district, destroying and burning everything in their path - for your card has granted them this privilege, the same privilege Purist priests have long held over them.
As the card snaps, through the messy stains, you glimpse an exalted vision - a crown destined for the King of Kings, the world-ruling God. In ancient times, a god was judged evil and banished for unauthorized world-alteration - now, through game-created stains and your vision, Their name will be sanctified anew, returning once more.
Conditions:
Result:
Is capturing priests victory? Is slaughtering believers victory? Is destroying the Purist Order victory? Or... killing Purists themself? The cultists surge into the Upper City with frenzied chants, that clean, flower-scented district, destroying and burning everything in their path - for your card has granted them this privilege, the same privilege Purist priests have long held over them.
Conditions:
Result:
The priests' disappearance alerts the Order and the High Constable.
Conditions:
Result:
You assure them these cultists merely research new tattoo patterns, drinking hallucinogenic herbs to design spirals and lines in their visions, posing no threat to the Purist faith.
The priests hesitate... so you adopt an authoritative tone from your position in the Order, delivering a pious, lengthy sermon until they yield and quickly depart.
Conditions:
Result:
Please, say no more...
You mention your wife Maggie, a devout Purist who generously supports the Order, always warmly welcoming white-robed children collecting donations door-to-door. After speaking, you glance at the overturned stalls and trampled food caused by overzealous priests, suggesting pointedly, "Such unpleasant confrontations might damage the Order's reputation."
Their expressions darken, and after brief conference, they leave the scene.
Conditions:
Result:
Let's pretend we were never here.
The priests weigh the gleaming coins with satisfaction. They came merely to create havoc and earn reputation as "Faith Defenders" among their leadership and followers, but their ultimate goal remains profit.
Once paid directly, their dedication to religious duty quickly fades. The priest bows to you before departing with newfound arrogance.
Conditions:
Result:
That's enough!
You casually mention that Iman, their High Priest, frequently visits you for tea and literature discussions. You deliberately note that Iman occasionally complains about impulsive actions by younger priests...
Your words prove devastatingly effective. The priests immediately shrink back, each trying to hide behind companions, dreading your recognition of their faces.
You graciously suggest they reconsider their approach: "I'm certain you're acting from the purest, most devout intentions, not for any financial motives."
They flee with expressions of grateful relief.
Conditions:
Result:
You're absolutely right! You're absolutely right!
After [s4.name]'s dignified persuasion, the Purist priests finally depart.
Conditions:
Result:
Hmph, next time I won't spare any...
The priests grow impatient with [s4.name]'s explanations, shoving this one aside to kick open the cultists' hideout door.
Conditions:
Result:
Destroy the cultists!
You tell Badriyyah and the cultists that while confrontation with the Purist Order is inevitable, the time isn't right. You fill their heads with "divine prophecies" supposedly from your dreams, together praising the great darkness before quietly escaping the decrepit building.
Conditions:
Result:
Praise the Cultic God!!
"Don't you want to summon something truly powerful and terrifying to humiliate these priests?" You present gold for purchasing premium ritual materials instead of continuing these petty provocations.
The previously aggressive cultists depart with cheers. Some even confidently claim that with such funding, they might summon the legendary Cultic God itself!
Conditions:
Result:
Perhaps you're right...
You tell Badriyyah and her cultists that while confrontation with the Purist Order is inevitable, the time isn't right. Your analysis is so persuasive that even the most zealous cultists feel light-headed from its complexity. Finally, you all praise the great darkness together before quietly escaping the decrepit building.
Conditions:
Result:
Our great Lord of Darkness!
Through [s8.name]'s persistent persuasion, the cultists abandon their vengeful ritual.
Conditions:
Result:
Perhaps you're right...
No one heeds [s8.name]'s words as black liquid continues spreading across the floor, the hate-filled ritual taking shape.
Conditions:
Result:
For the Cultic God!
Both sides calm under your influence, dissolving tension into nothing. As the jasmine scent fully disperses, cultists gather again around you with grateful eyes. Badriyyah, however, seems to have more to tell you.
Conditions:
Result:
Just as the priests decide to leave, cultists surge from hiding. Their hands covered in black ink, wielding makeshift weapons, they catch the unprepared priests off-guard, beating them thoroughly before the violence spills into the noble district...
Conditions:
Result:
Action:
The cultists heed your advice and scatter, but many are captured by priests and burned at the stake. Their bitter curses and dying imprecations linger in the air.
Conditions:
Result:
That day, the priests of the True Faith from Dark Alley captured sixty cultists, including their leader Badriyyah. Bound to stakes and burned alive - until the very end, Badriyyah laughed madly, filled with joy, as if witnessing world's end.
Conditions:
Result:
That day, the priests of the True Faith from Dark Alley captured sixty cultists, including their leader Badriyyah. Bound to stakes and burned alive - until the very end, Badriyyah laughed madly, filled with joy, as if witnessing world's end.
Conditions:
Result:
That day, the priests of the True Faith from Dark Alley captured sixty cultists, including their leader Badriyyah. Bound to stakes and burned alive - until the very end, Badriyyah laughed madly, filled with joy, as if witnessing world's end.
Conditions:
Result: