Suburban Nightmare Campaign

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We have now finished the Suburban Nightmare Campaign. A story inspired by the classic horror movie A Nightmare on Elm Street. The idea basically came from a discussion late one night about how one would take that concept and make it really dark.

A big thanks to my players for daring to go so far. All the emotions and the immersion. It was a slow campaign with 6 sessions with a lot of normal life when the facade cracked.

I will write down my notes to a scenario and publish it when I get the time.

Helping a Depressed Soul

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This will be one of those personal posts. So if you are only looking for KULT: Divinity Lost material you can skip it. But I just felt like writing some of these things down. Perhaps it can help someone or there are people out there that can relate.

I have been dealing with depression in periods throughout my life. Luckily I have had the support from caring people that have stood by me through thick and thin. But I also know that it can be very tough to support a person that are suffering from depression. So I have decided to write down the things that work for me. This might be completely different for another soul.

So, here is my list on how you support me when I am in one of my periods of depression.

Stay in Touch: I might seem uninterested in everything. I might be reluctant and feel that I don’t have the energy. I might not call you back, text you or anything like that. But if you want to help me. Stay in touch. Send me messages, ask me how things are, send stupid memes. Anything. Stop by my place and ask for a cup of coffee. This brings light to my day. I don’t feel forgotten. Which leads to:

Make me feel Appreciated: Okay, that sounds materialistic and selfish. But for me it works. See, when I am in my darkest states of mind I feel 100% worthless. My mind is my own enemy. It twists everything that I does to the worst possible outcome. There is nothing I can do that is right, there is nothing that I have done that are good enough. But to be forced to hear that you like me, that you enjoyed something I did. That really helps. When I feel appreciated I feel that I have a worth. When I feel all down in my darkest place and someone starts to play about an RPG we played and how fun it was, well I am filled with energy. Sure, I might still feel 99% worthless. But that 1% of feeling that I brought joy into another persons life it means so much!

Don’t Judge: I know it is frustrating. I understand it sucks when I am like that. But understand that Depression is a disease. It can take a long time for me. In fact it may take a very, very long time. But if you are starting to judge me, give subtle hints that “i have been depressed long enough” or that it is time to “get back on my feet”. That has the opposite reaction. you will just force deeper down. If it is that frustrating please, it is better if you stay away.

Don’t be Overly Optimistic: Listen, I really like it that you care. And that you talk to me and support me. But there are some things that just don’t work. One of them are being overly positive. You know, the kind of fake happiness you only see in commercials. Or those dreadful self help books that tells you to look for a silver lining in everything. Or motivational posters. I HATE motivational posters. First of all. Overly Optimistic people tend to treat the ones around them like children. Secondly, to me it just feels false.

Take Walks With Me: I like walks. Even if I don’t want to go for a walk I will probably like it when I am out walking with you.  Try to get me to take a walk with you. Lets go and get a cup of coffee. Just by being forced outside and into the world makes it feel better. It is good to move your body as well.

Ask Me To Do Something for You: I like to feel needed. And if you ask me to do something for you. Something that is not to demanding but something that I still am able to do. Do so. It can be read the suggestions for a role playing character, make a playlist, edit one of your photos, draw a map, explain something. I guess this ties into the “being appreciated” but I like to reward you for being my friend. And I want to make you happy.

These are just my own thoughts about this. For me.

But as a person suffering from depression it is really helpful knowing what helps and what doesn’t help. And that my close ones knows it as well.

The Laraine Estate (Scenario Review)

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The Laraine Estate is written by Sarah Richardson. It’s a haunted house tale with a wet and sticky erotic vibe to it that can be found in Taroticum and Other Tales. Set on the countryside of southern US it is centered around an old mansion that is rumored to be haunted. Since the building is abandoned fans of the supernatural, explorers and teens that seeks thrills have sought it out. One of them, “Popper Polly”, a quite famous Youtube star has gone missing and the final upload was a strange video that is said to be from the estate.

The premade characters all have a connection to people that have disappeared in the mansion or to the mansion itself but it is easy to make own characters and tie them to the story. In fact, this scenario would work very well as a classical scenario of ‘a group investigators on a mission’.

The investigation begins with the mansion and there are some strange things that happens in the building and then an entrance is found to the subterranean levels where things turn… strange. And dark.

I don’t want to spoil what is down there but it is different and quite provocative.

This scenario is well worth playing. There are some cool descriptions and interesting scenes where the player characters really are challenge in how they should act. Still, I think that the mansion itself could have been described in a bit more detail right now it feels rushed over. For an investigation scenario there aren’t that many things to investigate. I think that the premade characters could have been tied tighter to the story now they have a clear role in it but it is not as strong as I feel it could have been. Also, I would have loved to have some more artworks in the layout. We get the chapter heading and some maps and I think the art for this could have made it more interesting to read.

What is especially intriguing is the backstory. This is what makes the scenario to stand out and be KULT and not just any kind of horror setting. I love that Sarah Richardson used an Angel of Tiphareth as the main antagonist and that the angel isn’t evil. Just broken and desperate and tries to do good. It gives me a lot of ideas how I can use them in my own KULT: Divinity Lost campaigns.

There is a nice mix of old and new. The old haunted mansion is mixed with Youtube celebrities. And I really like that it does not shy away from sexual themes and dares to be intense and “full frontal”. Perfect for a singe game session.

Interview with Jason Fryer

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The Atrocity Exhibition, a chilling quick play scenario, featured in Taroticum and Other Tales impressed me so much with its macabre story and nightmarish themes that I reached out to the writer Jason Fryer and asked if he would let himself be interviewed. Luckily he said yes. So here are my questions and his thoughts. 

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What would you answer to the rather basic and strange question: “So who are you?”

I’ve a freelance writer for over twenty year, and been playing and designing RPGs as far back as 1979—after discovering D&D. At a far-too-early age, I’ve loved horror and dark fantasy—books, magazines, movies, games, anime, etc. Clive Barker’s Books of Blood were an all-time favorite of mine, so when I discovered the original Kult RPG, I was pretty much destined to be hooked. I never actually thought I’d contribute to the Kult mythos, however.

In addition to my mundane job, I’ve been writing and designing for Pelgrane Press, Third Eye Games, and Wyrd Miniatures, well as editing/writing for Kult: Divinity Lost. Currently, I’m writing the PIP System conversion of the H.P. Lovecraft Preparatory Academy RPG—think cosmic horror for kids.

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You wrote the book Purgatory in the 90s. How did that come about?

Pure chance, honestly. I’d been running Kult for friends in Canada, and decided to send a writing sample to Target Games AB—mostly as a personal dare. Much to my surprise, the editor responded pretty quickly and praised the submission. Although the concept didn’t fit their vision, we stayed in touch and eventually I was offered Purgatory. It was like a dream (nightmare) come true.

Ironically, they told me to tone down Purgatory—whereas my original submission had been ‘too soft.’ There were darker elements left on the cutting room floor, but I was happy with the end result. From there, I wrote part of Kult: Second Edition and an unpublished supplement on Limbo. Fortunately, I stumbled across Kult: Divinity Lost and decided to contact the new staff, which soon led to The Atrocity Exhibition.

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What was your main inspiration for the Atrocity Exhibition?

In many ways, The Atrocity Exhibition is my love letter to Clive Barker’s Hellbound Heart and Hiroyuki Owaku’s Silent Hill. I’d jotted down original story seed years ago, but things truly fell into place after I discovered how Togarini—the Death Angel—was being developed for Kult: Divinity Lost. I researched Death in Renaissance art, drew from its various themes, and then wove them into the scenario. For me, purgatory has always been about imagery and symbolism, so setting everything inside an art gallery seemed the perfect choice. Everything else expanded from there, including the underlying stories between the various non-player characters. I really enjoyed the narrative freedom allowed by the new game-system, in this regard.

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Are you working on new material for KULT: Divinity Lost?

We’re currently discussing future concepts to expand the Kult ‘universe,’ including some non-traditional locales. Unfortunately, I can’t get into them in detail just yet.

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Which Archon or Death Angel is closest to you?

That’s a tough one. But, if I’m honest, I’d say I’m deeply connected to the Archon Tipareth. Art, literature, and music have always fascinated me—particularly, the profound influence they hold over our minds and cultures, overall. In my mind, our entire perception of reality (the Illusion) is heavily defined by the various forms of media—especially now with the Internet. Plus, as a writer, I’m not about to bite the hand that feeds me, as it were (LOL).

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If you would recommend a movie that feels like good KULT inspiration?

Heh, I need to see more movies, frankly. But, each and every year, I watch Session 9 for inspiration. While a slow burn, few other movies have succeeded as well at instilling profound dread. Its huge, yet still claustrophobic, setting is a character onto itself—and the stuff of nightmares.

The first Silent Hill movie, for all its faults, has some amazing aesthetics to draw from, as well. Of course, the early Silent Hill games are fertile ground for inspiration—Silent Hill 2 is a must for any aspiring Kult gamemaster.

While not great, Marebito (by director of The Grudge) offers up some nice imagery of the Underworld and the fragmenting Illusion. The infinitely better The Wailing is a glorious tale of suspicion, demonic forces, and mystery—perfect for weaving deep narratives.

Finally, I’d also suggest The Autopsy of Jane Doe. It seamlessly reveals how the simplest premise—a mysterious dead girl—can transform into inescapable horror.

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Thank you for then interview! And I am really excited to learn about what you are cooking up in the future for the KULT universe! You can find my review of the Atrocity Exhibition here: The Atrocity Exhibition

Prisoners of the Illusion

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While digging into the history of KULT: Divinity Lost I have found something very interesting. An old development blog called Illusionens Fångar (Prisoners of the Illusion). This blog was started in 2012 and lived on until 2015 and was created and written by Robin Liljenberg, the rule designer and writer of Book I, II of KULT: Divinity Lost.

This blog was written when KULT was just a hack/mod to Apocalypse World. It was abandoned when KULT: Divinity Lost was announced. The blog is in swedish and can be found here: Illusionens Fångar

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What do you find out by reading it?

So, if you don’t know Swedish. Don’t care to google translate or just want a quick summary I will give you my main takeaways of what you will find on the blog.

 

Long time in development

If the blog started in 2012 as a fan project it means that the creation that became KULT: Divinity Lost has been in production for at least 7 years.

Lost Downloadable Material

There are several Dropbox links that are dead. These are said to lead to early playbooks (the archetypes) and magic. If you have them! Tell me I would love to read them.

A slow move away from Apocalypse World

When following the blog you can see how a game that is very similar to Apocalypse World is turned into it’s own thing through play tests and a long development cycle. In the beginning the rules had a classic Apocalypse World rule-set with things like:

  • You roll 2D6 instead of 2D10.
  • Each Archetype has a Sex Move.
  • The Attributes are only 5 and the same as in Apocalypse World.
  • The move seize by force was still there.
  • Hx was a thing but renamed History.

Some things looks like they have been there from the start, such as the Dark Secrets, Advantages and Disadvantages.

Completely Different Art Style

Yes, the hack had art! The Art Style was different (and really cool) and made by Petter Nallo. He is the Creative Director of KULT: Divinity Lost and also the writer of Book III – the Truth. The nice things is that you can see how several of these artworks still exist in the game now and have been used as inspiration for the artists. Below are art I found on the blog (click them, they have quite a lot of detail):

The swedish text on the posters are all parts of the machinery that upholds the illusion, and I really love that you can see the sephiroth in the background. Wish they kept the brick wall with posters and notes as a concept for KULT: Divinity Lost. It explains so much of the illusion in one image. 

The game was test played a lot

Robin mentions on several occasions on the blog how he has test played the game and after that iterated on it. How new archetypes have been developed, rules have changed and it has been experiments with shorter and longer scenarios and bigger and smaller groups. You can find early Endure Injury rules, a completely different stability system. It is a fascinating read and I compare it with the rules in the core book.

Layout that was similar to the style of KULT 2nd Edition (swedish)

The hack was made to look like a real publication. It does not look anything like KULT: Divinity Lost but more like the second edition of KULT that was released in Sweden. Still, it is nice to see how the game could have looked. Here are some examples from the site:

It was a collaborative process

The material that was written was shared with everyone that wished to download it and it was feedback from other groups that tried the game and gave their feedback. Everything feel like this was a truly ambitious hack that was meant to be shared for free with everyone that wished to play it. Since it was only made in Swedish I guess that there were no plans of an official release. But somewhere along the process I guess that Robin Liljenberg decided to make a real game out of it or that they got an offer of those that owned the license.

Nahemoth – The Shadow of Malkuth

This is an insight after a discussion online and I tried to formulate my thoughts here. This dives quite deep into a very specific part of the KULT-mythology. 

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The Archons principles creates Shadows. These are the  the Death Angels principles.

It is the natural outcome when you establish a divine commandment that the commandment itself will cause a counter reaction. For example, Kethers principle of Hierarchy dictates that one should rule over many. When that principle is in existence it casts a shadow and that shadow is Power. Now when you can have different positions of privilege in society you create the hunger for power to reach these positions. Power is the principle of Thaumiel. Thus the Archons and Death Angels exists in pairs.

But then we come to Malkuth and her shadow Nahemoth. And here there are a discrepancy. Malkuth is the principle of Awakening (and rebellion to some extent). She is trying to tear down the illusion. And Nahemoth is Discord. The chaos and disasters in the world around us. Storms, large fires, chemical spills and so on. Why is that? That does not seem to have anything to do with Malkuth.

We need to go back to understand Malkuths original principle. The one of Conformity and her role in creating Elysium (the world we live in). She was the repetitive cycles that we took for granted and that lulled us to sleep. She was the night and day. The seasons. The tide. She was the natural order in the natural world. In Hebrew mysticism Malkuth means Kingdom. It is associated with the realm of matter/earth and relates to the physical world. Some occultists have also likened Malkuth to a cosmic filter, as it lies above the world of the Qliphoth, or the Tree of Death (the power of the Death Angels).

So even though Malkuth has changed principle Nahemoth is still the shadow of the old Malkuth. She is the Discord in the Conformity. The storms that ravages the oceans, the earthquakes that breaks our calm lives apart. She is the unknown outside of the conformity. She is the cracks in Malkuths creation. Now that mankind has started to tear Elysium apart in their own natural catastrophes (global warming, nuclear leaks, toxic spills) these are things where Nahemoth can become powerful. In Hebrew mythology she is associated with great disturbances in nature, the nighttime hours, witches and the name is derived from the demon Naamah, the sister of Lilith.

Interview with the KULT team well worth a read!

Found this interesting interview with the core team of KULT: Divinity Lost. It is well worth giving it a read. I especially enjoy Robin Liljenberg who lists a number of scenarios they have written and played. Just to give one example:

– A group of heavily armed elite mercenaries, venturing down through Metropolis, and getting stuck in a Citadel in Inferno – with no ammo, and no way out.

Link to the Interview

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The Atrocity Exhibition, a review

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The Atrocity Exhibition is written by Jason Fryer. A veteran when it comes to KULT. He also wrote a book about Purgatory in the 90s.

Now he is back for KULT: Divinity Lost, and I can already say that he is in top form. This is one of the best scenarios in the scenario collection Taroticum and Other Tales.

The setting is the Cecil Throne Art Centre where an exhibition is held. The works of the eccentric artist Guy Vauquelin is displayed for the first time. Now Vauquelin is long since dead but what people did not know was that he was a death magician and that this whole exhibition is part of a plot to bring him back again.

The scenario has a nice pacing and starts with ease and comfort, then becomes creepy and uncanny and then explodes in the surreal, insane, mind that is Vauquelins purgatory. And here it turns epic and weird worthy of a Clive Barker novel. The players are drawn into fragments of the mad artists mind, places he visited in his life and everything is expertly written. The NPC’s are fleshed out and the purgatides are in particular imaginative and unique.

This is great as a stand alone scenario but I can easily see it be tied into a larger campaign. It does not come with any pre-made characters but most Archetypes could fit into this story.

The strength of this scenario is really the imaginative vision of purgatory that transforms again and again giving you the feeling to be inside the artists twisted mind. In some ways it remind me of the movie the Cell with its weird surrealism, or something inspired by Lynch or Del Toro.

The art to this scenario is also stunning. Instead of normal illustrations (if now, normal is something that should said about the art for KULT) we get paintings. Each painting representing one of the paintings in the exhibition. These are clearly inspired by classical works, but much darker. And they really have a high standard. It looks like real art that you could have on the wall if you had a morbid style of mind.

Some of the gorgeous art from the scenario. 

To sum it up, this scenario is well written and very imaginative. It does not hold back when it comes to surreal weirdness, so if you are looking for a more subtle experience this is the wrong one. There are also no pre-made characters so there is more prepp for the GM if she or he wants to run this as a one shot. If you are a bit new as a game master I would not suggest this as a first scenario to run since it is so unique in it’s style and when it becomes surreal and abstract you really need to know what you are doing.

I can really see this scenario as part of a campaign or a starting point of something that can evolve into a campaign.

Politically Correct Queer Kult?

Is KULT: Divinity Lost a queer game? Is it, as some claim, a part of some of left wing Political Correctness Agenda?

Well, if you read chapter Chapter 12 in KULT: Divinity Lost you will find this passage.

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It defines that the biggest lies that imprisons mankind is that of Ethnicity, Gender and Hierarchy. And yes, it is Queer in the sense that mankind in our divine power could reshape our bodies and be whatever we wished to be when it came to gender.

In the first edition of KULT rebirth is something that transpires within the same family and bloodline again and again. Also in the same ethnic group. Since the body always resembles the previous owner (and in magic rituals where you take over another persons body you transform into your original shape so that even the DNA is reshaped).

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From first edition of KULT. 

So there is a clear difference how gender is depicted in KULT: Divinity Lost compared to the original. And I guess you could call it more Queer. Now is this because of some sort of Left Wing Queer Agenda? No, if you ask me, it is because KULT: Divinity Lost is a game that is true to its Gnostic roots.

In Gnosticism genders are described as part of our imprisonment. The natural form is to be the non-gender or gender binary. We are concerned about the soul. Not the body or not your gender identity.

Gnostic is Queer. Kult is Gnostic. Deal with it. 

 

 

KULT: Divinity Lost (review)

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Let’s be perfectly clear: KULT: Divinity Lost is not a game for everyone. You need that certain passion for the dark, slightly obscene and forbidden to appreciate it. If KULT was a movie I would put it in the same category as the following:

  • David Cronenberg’s Videodrome
  • Lars von Trier’s Antichrist
  • Andrzej Żuławski’s Possession
  • David Lynch’s Lost Highway
  • Sam Peckinpah’s Straw Dogs
  • Tony Randel’s Hellbound: Hellraiser II
  • Pascal Laugier’s Martys.

If you find these movies revolting or just not your cup of tea then stay away from KULT: Divinity Lost. Trust me, you won’t like it.

But if you are like me this is the game you have been waiting for. Even if it is dark and in some places horrible and grotesque it is at the same time so pure, beautiful and free. For some reason I think about a quote from the character Ash in the movie ALIEN (1979) when I seek the right words to describe KULT:

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Ash: You still don’t understand what you’re dealing with, do you? The perfect organism. Its structural perfection is matched only by its hostility.

Lambert : You admire it.

Ash : I admire its purity. A survivor… unclouded by conscience, remorse, or delusions of morality. “

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Okay, first some backstory.

KULT was first released in Sweden in 1991. It caused a huge debate among various conservative and religious groups who where shocked by the brutality, occultism and sexual nature of the game. There were debates in newspapers and on TV. KULT was banned from toy stores (together with all other Role Playing Games) and it made most parents worried. Murders and strange disappearances was said to be connected to the game. The first edition of KULT was translated to various languages and the reactions were similar. In Italy the Pope actually banned the game.

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The cover of the First Swedish Edition of KULT.

I got the first edition as soon it was released. I still own all the Swedish editions as well as every single English edition of the game. So was the first edition of KULT a perfect game?

No, of course not. It had many faults. The focus on combat, the broken horror system, the supernatural powers you got from martial arts, the metaplot of Astaroth planning an Invasion of earth to occupy it and so on. But! For the time it was released as a game it was absolutely new and mind blowing. Remember, this was released before Mage, Vampire and all the other World of Darkness games.

Well, the critique of KULT affected sales and the game company answered by removing a lot of the things that people found shocking. And they replaced it with gore. Some later editions tried to go back to more psychological horror but they instead messed up the gnostic world view and dared not stay close to that razor sharp and uncomfortable edge that was the core of KULT. They strove to be more common, more kind, more normal.

It is if someone would have said to David Lynch: “I really like what you have done with Twin Peaks, but how about take away all the weird stuff and just make it more, you know. Normal. Something for everyone to enjoy.

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The first, second and third edition of KULT.

And this started a sad spiral of decline for KULT as each following edition lost more and more of the core that made the game special. So, when a new edition, KULT: Divinity Lost, was announced I did not have high hopes.

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KULT: Divinity Lost, is it any good?

Oh yes. Holy F**k it is good. It is not just good. It is a masterpiece. And trust me, I seldom use that word. This New Edition of KULT is truly groundbreaking. It has manage to take a horror game from the early 90s and reshaped it into something completely new. I would go as far as to say that KULT: Divinity Lost is the game how it should have been from the very start. The core concepts are there but the writers for this new edition clearly understands the setting and the gnostic subtext and how to find the right rules for these kinds of stories.

KULT: Divinity Lost is a disturbing and intellectual game that challenge the players. And not just that, it is one of those profound books that may very well change how you view the world around you. It is steeped in gnosticism, touches on the problematic aspects of our own reality and asks the reader many hard questions about the nature of yourself and the Shadow inside you.

The piece of coal that was the first edition of KULT has been turned into a diamond. It has shown us its true potential. Finally we have been given a version with the right rules, the right vision and the mature understanding of a complex world worthy the concept.

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The Rules

The rules are borrowed from Apocalypse World (PbtA) but reshaped and balanced to fit the horror setting. It still retain the things that made Kult a classic. The Dark Secrets, The Advantages and Disadvantages. But gone are the abundance of skills, the silly martial arts, the obsessive focus on combat. The rules are fast, simple and perfect for horror. As a player your only real focus in portraying your character which make it ideal for beginners.

The stories are about the players characters. It is about their dark secrets and the horrors that they face when the Illusion starts to crumble. And the whole system reflects this. They creators have understood what KULT is and shaped the rules so that they match what the game is about.

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The Writing

The texts are hauntingly beautiful and often poetic even when they are at their darkest. This game is written with absolute dedication, honesty and seriousness. It is obvious that the two writers, Robin Liljenberg (Book I and II), and Petter Nallo (Book III) have given their everything. It is written with a natural self assurance and almost regal dignity. We are spared writers that tries to be cool and edgy, that makes stupid jokes, or avoid difficult subjects. In fact, the writers manages to create a game that is truly dark and horrible, without making it cheep at all.

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The Layout and Quality

Nothing about this game feels cheap. The art is beautiful, the layout with the added gold feels luxurious and the pages are thick and smooth. The text flows in strange ways since the margins are just chaotic, but is never hard to read. The fonts are strange and if one should believe what is said about them they are taken directly from religious iconography. To succeed with this is a wonder in itself and, Dan Algstrand, who created this layout has given birth to something that I could not describe in other way than unique.

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The Art

The art is very good. A lot of the the artworks portray alien, and still beautiful, creatures and locations. It is haunting, sexual, and horrifying. It has a strong religious atmosphere with poses and halos as if they were some strange religious icons. Still you can see traces of old KULT, they kept the idea of collages in the beginning of chapters for example. The cover is made by Bastien Lecouffe Deharme and is a clear homage to the first English edition of KULT with the angel in bondage. This time it is more of a delicate painting that makes me think of Gustav Klimt. The Creative Director, Petter Nallo, has really dressed KULT: Divinity Lost in a new shroud that still echos the original first edition. I am deeply impressed how well it all fits together in a mad perfection. The only thing I could complain about is that the Archetype stands out a bit from the rest of the art. But, perhaps it is a homage to old KULT where they did that as well.

Just some of the amazing art from KULT: Divinity Lost

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The Negative

I may be fanboyish but there are of course some negative things. As stated earlier, KULT: Divinity Lost is not for everyone. It won’t fit every group so you need to find the right players that dare to expose themselves. This is a horror game that dictates that the players should be invested in building the horror atmosphere.

As a Gamemaster there are many things that you need to keep track of: The world is complex, the scenarios often touches on difficult subject matters and when it comes to the rules you as a Gamemaster have a huge responsibility making the moves, call for rolls and keep all the players stories going towards their crescendo.

KULT: Divinity Lost is nothing I would recommend for a first time Gamemaster. That said, the book gives a lot of advice and support. And if you would do it for the first time play one of the shorter Quick Play Scenarios to get the hang of it.

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Summary

I guess it is obvious that I am in awe of KULT: Divinity Lost. So, if you like horror that are far beyond the mainstream. If you want a game that is mature and intellectually challenging. If you are interested in gnosticism. Well, if you just like a beautiful book and haunting writing worthy the imaginations of Clive Barker, Joe Hill and Neil Gaiman then KULT: Divinity Lost is for you.