666 Evil Cults You Can Roll up

Evil cult tower magic ritual
Category:

Roll up an evil cult or secret society for your campaign. It just takes a few d6s.

Name

1d6Name
1The… (1d6: 1=Enlightened; 2=Veiled; 3=Hooded; 4=Masked; 5=Eternal; 6=Shadow)… (1d6: 1=Brotherhood; 2=Circle; 3=Alliance; 4=Order; 5=Seers; 6=Sodality).
2The… (1d6: 1=Brothers; 2=Cordon; 3=League; 4=Men; 5=Oath-Keepers; 6=Servants) of the… (1d6: 1=Black Beast; 2=Blood-Drinker; 3=Fiery One; 4=Dark One; 5=Wrath-Bringer; 6=World-Eater).
3The… (1d6: 1=Circle; 2=Coven; 3=Ring; 4=Augurs; 5=Sigils; 6=Oracles) of… (1d6: 1=Iron; 2=Judgment; 3=Gold; 4=Fire; 5=Fear; 6=Truth).
4The… (1d6: 1=Winter; 2=Star; 3=Blood; 4=Ice; 5=Moon; 6=Iron)… (1d6: 1=Conspiracy; 2=Brethren; 3=Watchmen; 4=Society; 5=League; 6=Council).
5The… (1d6: 1=Claw; 2=Hand; 3=Talons; 4=Tentacles; 5=Slaves; 6=Martyrs) of the… (1d6: 1=Deep Ones; 2=Dark One; 3=Great Ones; 4=Hideous One; 5=Nameless One; 6=Secret God).
6The (color of their livery, below)… (1d6: 1=Mages; 2=Oracles; 3=Summoners; 4=Warlocks; 5=Conjurers; 6=Witches).

Livery

A decent cult will have matching robes and headgear, a sacred symbol, and some sort of sinister flair dangling from a belt or necklace. Roll 1d6 for each. For the symbol, the odd or even result of the flair roll determines the exact one.

1d6RobesHeadgearSymbolFlair
1Black with (roll again; 1=silver) trimPointed hat☊/₺Bones
2Red with (roll again; 2=maroon) trimFlat round cap※/⥉Skulls
3White with (roll again; 3=gray) trimHead wrap♅/₺Amulet
4Purple with (roll again; 4=lavender) trimMagierka⤀/⸙Feathers
5Green with (roll again; 5=dark green) trimMask⛧/⊛Horns
6Yellow with (roll again; 6=brown) trimHoodѪ/⛮Teeth

Peerless Leader

Every cult needs a leader who can inspire the faithful.

The leader is a… (1d6: 1=cleric; 2=rogue; 3=wizard; 4=druid; 5=bard; 6=fighter).

1d6Conspicuous Trait
1Inhuman freak… (1=Eldritch horror in disguise; 2=vampire; 3=doppelganger; 4=mind flayer; 5=githyanki; 6=beholder).
2Corrupted body… (1=scales; 2=horns; 3=claws; 4=hooves; 5=tentacles; 6=tail) and hideous countenance.
3Hideous countenance… (1=pointed teeth; 2=forked tongue; 3=snake eyes; 4=green skin; 5=diseased; 6=ghastly gaunt).
4Unusual… (1=weird tattoos; 2=odd scars; 3=albino; 4=hook hand; 5=birthmark; 6=wild hair)
5Nearly normal (male/female)… (1=gold teeth; 2=missing tooth; 3=long beard/fingernails; 4=pockmarks; 5=scar; 6=bald/shaved head).
6Perfectly normal (male/female)… (1=gold tooth; 2=penetrating eyes; 3=pointed beard/heavy makeup; 4=huge mustache/very pale; 5=preternaturally attractive; 6=balding/white hair).

Secret Identifiers

1d6Secret Identifier
1Furtive hand gesture… (1=one hand, simple; 2=one hand, complex; 3=two hands, simple; 4=two hands complex; 5=involves the ear or nose; 6=involves the chest [drawing a sign]).
2Private handshake… (1=one hand, brief; 2=one hand, complicated; 3=two hands, brief; 4=two hands, complicated; 5=involves the elbows; 6=involves the face).
3Ornate signet ring… (1=cult symbol [from Livery table]; 2=snake; 3=dragon; 4=goat; 5=skull; 6=bat).
4Weird amulet… (1=cult symbol [from Livery table]; 2=snake; 3=dragon; 4=goat; 5=skull; 6=bat).
5Ritualistic scars… (1=cult symbol; 2=clipped ear; 3=short lines; 4=facial scar; 5=severed finger; 6=back flagellation scars).
6Arcane tattoos… (1=cult symbol [from Livery table]; 2=snake; 3=dragon; 4=goat; 5=skull; 6=bat).

Prime Mover

Something has to get you motivated to do evil every day. This may be the thing the cult worships or an important avatar, servant, henchman, principle, or conduit of it.

1d6Prime Mover
1Eldritch horror with a… (1=squid; 2=octopus; 3=fish; 4=dragon; 5=humanoid; 6=insectoid) head and several (1=tentacles; 2=pincers; 3=legs; 4=wings; 5=eyes; 6=mouths).
2Powerful demon with a (1=humanoid; 2=dragon; 3=goat; 4=ram; 5=bull; 6=wolf) head and more than the usual number of… (1=arms; 2=legs; 3=heads; 4=wings; 5=eyes; 6=mouths).
3Undead… (1=humanoid; 2=dragon; 3=king/queen; 4=sorcerer/-ess; 5=high priest/-ess; 6=druid).
4A giant serpent with… (1=wings; 2=tusks; 3=huge horns; 4=legs with claws; 5=arms with claws; 6=multiple heads).
5Talking demonic… (1=bear; 2=ram; 3=goat; 4=wolf; 5=bull; 6=boar).
6Mystic tome of… (1=secrets; 2=undead; 3=sacrifices; 4=sorcerers; 5=demons; 6=horrors) that writes its orders on its own pages.

Dark Ambition

Everyone needs a purpose in life, even if you’re just doing the bidding of a terrifying hell-beast.

1d6Dark Ambition
1Acquire power by… (1=creating powerful magic; 2=fomenting revolution; 3=assassinating nobles and religious officials; 4=raising an army; 5=collecting arcane knowledge; 6=summoning demons).
2Transform themselves into… (1=powerful sorcerers; 2=eldritch horrors; 3=vampires; 4=wraiths; 5=mummies; 6=oozes) to please their vile god.
3The destruction of… (1=all who oppose them; 2=knowledge; 3=the world; 4=opposed religions; 5=arcane spellcasters; 6=the social order).
4Transform… (1=common folk; 2=livestock; 3=trees; 4=infidel clergy; 5=children; 6=all who oppose them) into… (1=animal hybrids; 2=eldritch horrors; 3=zombies; 4=ghouls; 5=monstrosities; 6=oozes).
5Sacrifice the… (1=hearts; 2=heads; 3=virgins; 4=hands; 5=brains; 6=livestock) of their enemies to their blood-thirsty god for divination that gives them insight into dark secrets.
6Hoard and perhaps trade… (1=secrets; 2=worldly pleasures; 3=treasure; 4=magic; 5=power; 6=slaves) to please their tyrannical god.

Current Plot

How does one make the great crab-god’s ultimate goal a success? One plot at a time. Consider indicating or hinting that the cult uses torture, slavery, mind control, human sacrifice, bribery/blackmail, and/or cannibalism to terrorize, gain power, and achieve its aims.

1d6Current Plot
1Gather components, knowledge, and sacrifices to summon a… (1d6: 1=demon; 2=nature spirit; 3=bulette; 4=elemental; 5=purple worm; 6=kraken) to do their bidding.
2Reach out with gifts to convince a… (1d6: 1=beholder; 2=dragon; 3=lich; 4=foreign tyrant; 5=mad wizard; 6=different evil faction) to help them.
3Make their leader more powerful… (1d6: 1=in influence with nobles; 2=in arcane magic; 3=in divine magic; 4=in wealth; 5=in legal authority; 6=in reputation among commoners).
4Enhance the local… (1d6: 1=livestock health; 2=crop yield; 3=merchant trade; 4=wilderness growth; 5=weather; 6=birthrate)–to the detriment of others elsewhere–to gain esteem.
5Wreck the local… (1d6: 1=livestock health; 2=crop yield; 3=merchant trade; 4=wilderness; 5=weather; 6=birthrate) for their own vile reasons.
6Seek out… (1d6: 1=dark or shameful secrets; 2=a new understanding of the arcane; 3=a way to slay a troublesome monster; 4=a lost powerful artifact; 5=a portal to another realm; 6=a creature needed for a ritual).

Base of Operations

Every cult needs a headquarters from which to launch its maniacal schemes.

1d6Base
1Ruined ancient… (1d6: 1=bath house; 2=villa; 3=fortress; 4=monastery; 5=tower; 6=tomb).
2Recently abandoned… (1d6: 1=manor house; 2=mill; 3=church; 4=monastery; 5=tower; 6=crypt).
3Captured… (1d6: 1=manor house; 2=town; 3=church; 4=monastery; 5=tower; 6=coaching inn).
4Purpose-built… (1d6: 1=tower; 2=tunnel complex; 3=ship; 4=fake ruins; 5=forest temple; 6=mountain temple).
5Secret headquarters in an unassuming… (1d6: 1=house in a town; 2=house in a city; 3=manor house; 4=yeoman’s hall house; 5=warehouse at a city wharf; 6=sewer system in a big city).
6Cellars under a working… (1d6: 1=moneylender’s house; 2=merchant’s house; 3=inn; 4=tavern; 5=gambling house; 6=guildhall) in a city.

Sacred Site

You can make more noise and dispose of sacrifices more easily in a secluded location than you can in a secret headquarters.

1d6Locale
1Grove of gnarled trees.
2Ancient monument (ring of stones, henge, runestone, dolmen, giant statue, cairn).
3Peat bog, marsh, or lake.
4Wave-pounded beach (coast); island in a lake (lowlands); or hidden waterfall (highlands).
5Strange rock outcropping.
6Shallow cave in the hills.

Posted

by

Categories:

Comments

Leave a comment