A Shadow Returned
The Cult of the Death Hand was a dark force born during the Second Age of Ertha, spreading its shadowy influence across the land. Known for their cunning subterfuge and ruthless tactics, the Cult was an amalgamation of dark mages, assassins, and agents of chaos aligned with the enigmatic Shadow Society. Their arrival marked the beginning of an era steeped in fear, mistrust, and manipulation, where even the mightiest guilds found themselves vulnerable to their schemes.
In the Second Age, the Cult targeted individuals who had lost their path or sought forbidden power. They manipulated character classes, twisting heroes into villains and spreading discord among parties. Their influence unraveled trust between guilds and sowed chaos that laid the groundwork for their ultimate plan: the end of Ertha as it was known.
As their schemes unfolded, the Cult began to infiltrate every corner of society. Guilds and houses, once pillars of strength, were not spared. The Cult’s agents manipulated rivalries, exacerbated tensions, and ignited feuds, setting the stage for larger conflicts. Their mastery of dark magic and deception allowed them to undermine alliances and turn allies against one another, all while remaining hidden in the shadows.
Alliances Asunder
What happens when alliances question their doctrines and start to see enemies that do not exist? Treaties dissolve, borders rise, and harmony takes a blackened eye. The Cult of the Death Hand isn’t about killing individuals but about dismantling the ideas of truth, peace, justice, and alliances. They were once part of the Shadow Society, but at the end of the Second Age, some members broke their code of silence. In response, the Shadow Society disavowed the Death Hand and shut down their program entirely. Contracts were put out on all members of the sect, leading to their extermination throughout the Third Age.
However, this was not the end of their story. As the Third Age dawned, the Shadow Society saw potential in reopening a new chapter of the Death Hand. Recruiting and turning individuals across Ertha, they reestablished their operations in secrecy. Their influence is rumored to have incited the infamous Great Guild Wars. Though no concrete proof of their involvement has ever surfaced, whispers of their role linger in the public consciousness, a testament to their mastery of deception.
The Third Age
The Third Age became a proving ground for the Cult of the Death Hand. Under the guise of new recruits, they infiltrated guilds, fomenting discord and mistrust. Their dark rituals and cunning strategies destabilized Ertha’s carefully balanced alliances. As the Guild Wars erupted, the Cult thrived, feeding on the chaos they had engineered.
Resistance formed in response, with brave adventurers banding together to challenge the Cult’s growing power. After a long and bloody conflict, the resistance infiltrated the Cult’s stronghold and confronted its leaders in an epic showdown. They managed to destroy the Cult’s power source, scattering its followers and breaking their hold over Ertha. The Great Guild Wars ended, and peace was restored, ushering in the Fourth Age.
The Fourth Age
Today, in the Fourth Age, the agents of the Cult of the Death Hand have once again become a plague upon Ertha. Operating in the shadows, their influence goes mostly unnoticed by the general populace. However, signs of their presence remain: whispers of unrest, unexplainable betrayals, and alliances fraying at the edges. They have learned from their past defeats, becoming more subtle and insidious in their methods.
For how long they can remain hidden is uncertain. The people of Ertha are wary, their eyes turned toward the shadows, but the Cult continues its work. Until the day of reckoning arrives, the Cult of the Death Hand remains a ghostly specter of Ertha’s past and a harbinger of potential future chaos.
GM Tips
The Cult of the Death Hand offers a wealth of opportunities for Game Masters to enrich their campaigns, whether in Dicesongs or any other tabletop setting. Here are some ideas to integrate the Cult into your stories:
Factional Intrigue
Use the Cult to sow discord within guilds or alliances. Their agents could be embedded in high-ranking positions, manipulating events from the shadows. Introduce subtle clues to their involvement, allowing players to piece together the mystery.
Character Development
The Cult’s methods of twisting character classes or exploiting flaws can serve as a catalyst for character growth. Perhaps a player’s character has a dark past connected to the Cult, or they are approached with an offer too tempting to refuse.
Crossroads Deals
Bring an air of danger and mystery by incorporating the Cult’s infamous crossroads rituals. These can serve as a narrative turning point, where characters must weigh the consequences of making a deal with such an organization.
Shadow War
Create a campaign arc where the players join or form a resistance to fight the Cult. The narrative could involve infiltrating their strongholds, uncovering hidden agendas, and facing moral dilemmas as they strive to expose and dismantle the Cult’s influence.
Unseen Threats
Keep the Cult in the background of your campaign as a constant, looming threat. Their influence might be subtle at first, manifesting in small acts of sabotage or betrayal, but as the players grow stronger, they uncover the larger scope of the Cult’s plans.
By weaving the Cult of the Death Hand into your world, you add layers of mystery, tension, and moral complexity to your game. Whether as adversaries, shadowy manipulators, or remnants of a dark past, the Cult’s presence can enrich your players’ experience and leave a lasting impression.