Description: Put here what everybody knows about the Cult. It’s what a successful Culture check would tell someone about the Cult.
Runes: Greater Gods or powers have three runes, lesser gods two and minor gods one.
Mythos and History: Put here the basic mythology of the cult
Central Myth: The most important myth in the cult. It should have a resonance of 80-100% or above for a Greater God, 60-90% for a lesser god and 40-70% for a minor god. The resonance, remember, represents the difficulty of recreating the myth in a Heroquest. It may help to describe the behavior that will be forced on a worshipper as a result of the myth, as well as any rewards for mastering it.
Minor Myth(s): Greater Gods will have 0-2 minor myths and lesser gods 0-1. Minor gods will tend not to have them.
Nature: Put here who the cult appeals to and its social role, as well as attitudes to it from inside and outside the local culture.
Organization: Describe how the cult organizes and operates, the size of it temples and so on.
Membership: Put here any special requirements for membership and/or promotion to higher ranks within the Cult, beyond the standard.
Common Magic: List the common magic spells the Cult teaches its worshippers. A good rule of thumb is that the Cult should be able to teach any worshipper 6 points of magic, so variable spells can count for more than 1 point. Describe any special spells the cult teaches.
Higher Magic: List the cult’s divine magic spells (including new or special spells), sorcerous Grimoire(s) or examples of special cult spirits.
Gifts and Compulsions: Describe any special duties the cult imposes on its worshippers and any gifts and/or secrets the cult bestows. Some cults ill bestow random gifts or demand random compulsions, so tables may be used here.
Cult Skills: List the five or more skills the cut teaches or otherwise demands its worshippers learn.
Allied Cults: List any cults with which the cult has special relations, including any spells or other boons given it.
Enemy Cults: List any cults singled out for special enmity, together with any bonuses or penalties involved in interacting with the enemy cult.