THE JAWS OF THE ABYSS
This was inspired by Squidragon's Fodderlocke challenge and Pasafatu's Lovecraftian Nuzlocke Variant. I'm finally trying to do something with my lore other than just having it sit in my head; I'll also try not to stress too much over updating this every day, to avoid burn out, so if you wish to be pinged for updates, just let me know. I hope you enjoy!
WARNING: This fodderlocke is horror based and will contain dark topics, such as ritualistic sacrifice, psychological horror, and body horror. Reader discretion is advised.
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Still want to follow along? Join the pinglist here to keep updated!
Overview
- The goal of the cult is to summon an eldritch abomination into Sornieth. This is achieved through the sacrifice of dragons and familiars.
- The progress of summoning an abomination is tracked through the treasure earned from exalting dragons and hoardselling certain familiars. The cult must complete the summoning process (represented by amassing 5 million treasure) in order to successfully summon the abomination.
- If an exalted dragon rewards gems, each gem is worth 1,000 treasure.
- If everyone in the cult is exalted, the summoning process is reduced by half, as the abomination must expend energy in order to gather dragons and start a new cult.
Sanity
- Each dragon who joins starts out with 100 sanity. As events unfold, however, they will all begin to experience things that will cause them to lose sanity as they struggle to comprehend what is going on around them. The leader automatically loses 1 sanity each turn; other dragons lose sanity based on what is rolled for Phase 2.
- When a dragon reaches the 75, 50, and 25 marks, they will develop a new mania, or an existing mania increases in severity.
- When a dragon reaches the 50 mark, a 6 sided die will be rolled for them each turn. If the dragon rolls a 1, they become Corrupted. If a dragon manages to reach the 25 mark without being Corrupted, the die will be replaced by a coin; tails will result in Corruption.
Coli Drops
The following drops provide a special effect:
- Eliminate: Oh, bad luck. Exalt them both.
- Gene: Good luck! They’ve blessed you with excellent loot. Put an apparel item of choice on each to mark as given a second chance. If you would exalt them, instead remove the apparel.
- Unhatched Egg: Pick up the 3 cheapest hatchlings off the AH, or pull 3 hatchlings from your fodder. Level them to 5 when they come of age.
- Rally: The current party is motivated! If they would have to roll as to whether or not they'll get exalted at the end of this coli event, they automatically succeed and return safely to your lair.
- Ambush: Randomly choose one of the dragons in the current coli party. They flee and get the heck out. Immediately refresh, remove them, and replace them with a random other dragon.
- Health Potion: Randomly choose one of the dragons. They become poisoned or injured for 5 turns. If they are rolled to coli or for an event involving RNG before the 5 turns are up, exalt them; they were too weak to recover.
Phase 1
- Buy the two cheapest adult dragons off the auction house, or pull two adult dragons from your fodder.
- Using a two-fodder trainer, level them both to 6.
- Roll a 6 sided die for each. If you get a 6, the dragon has passed the test and may join the cult.
- If a dragon fails, it is sacrificed. Repeat steps 1-3 until you get a recruit.
- Any familiars that drop while training the potential recruits are sacrificed as well.
Phase 2
Roll a 20 sided die. Your next challenge is as follows:
- Big Mistake. Three random dragons are thrust into immediate peril. Flip a coin for each dragon. If heads, the dragon survives, but loses 50 sanity; if this causes their sanity to fall below 25, they become Corrupted. If tails, the dragon doesn't escape and is exalted; any bonded dragons lose 20 sanity.
- There’s a Scandal afoot. Pick two of your ready to breed dragons at random if you have any. Put them on a nest. The babies will join the cult when they hatch. Level them to 5 when they come of age. If the parents would be exalted while they’re on the nest, wait until their nest hatches and then exalt them. If nobody is ready to breed, grab a random hatchling off the AH, or pull a hatchling from your fodder. A secret forbidden child or sibling has been uncovered.
- Difficult Times Forge Strong Bonds. Pick two dragons at random. They form a companionship bond and become more affected by each other's fate; if one is exalted, the other loses sanity. If one of the dragons is picked for this again, they become romantically involved and their fates are bound together. If one gets exalted, so does the other.
- Hunting Trip. Take any two of your dragons into a coli venue that is too low for them to gain experience (your choice). Go until you get a familiar drop and hoardsell it in sacrifice.
- Freeloader. Some random dragon has decided to hang at your place. Who is this guy???? Grab the cheapest adult off the AH, or pull an adult from your fodder. Leave them at level 1.
- Cult Activities. Pick two dragons at random. They have to go on a quest now. Raise both of them a level, and then roll a 6-sided die for each. If it’s a 1, exalt them as they failed their mission and were subsequently sacrificed; any bonded dragons lose 10 sanity. If it's a 2 or 3, they succeed, but lose 5 sanity.
- Cult Activities. Pick two dragons at random. They have to go on a quest now. Raise both of them a level, and then roll a 6-sided die for each. If it’s a 1, exalt them as they failed their mission and were subsequently sacrificed; any bonded dragons lose 10 sanity. If it's a 2 or 3, they succeed, but lose 5 sanity.
- Cult Activities. Pick two dragons at random. They have to go on a quest now. Raise both of them a level, and then roll a 6-sided die for each. If it’s a 1, exalt them as they failed their mission and were subsequently sacrificed; any bonded dragons lose 10 sanity. If it's a 2 or 3, they succeed, but lose 5 sanity.
- Recruit Them While They're Young. Grab the cheapest hatchling off the AH, or pull a hatchling from your fodder. Level it to 5 when it comes of age.
- Backstabbing. Choose a dragon at random who is not the leader. They are sacrificed and exalted. Any bonded dragons lose 15 sanity.
- Test the Newbies. Roll a d10 for each of your lowest-level dragons. If it’s higher than their level, exalt them; any bonded dragons lose 10 sanity. If they pass, but get a number in the upper half of their level, they lose 10 sanity. Raise the remaining low-level dragons by one level.
- Major Ritual. The cult engages in a risky ritual that can potentially speed up their progress. Roll a d12 for every dragon. If you get higher than their level, exalt; any bonded dragons lose 15 sanity. If they pass, but get a number in the upper half of their level, they lose 15 sanity. Raise all survivors by one level; the collective treasure amount of the exalted dragons is removed from the summoning progress, but for the next few turns equaling the number of survivors, sacrifices reward double progress.
- A coup! Someone is trying to betray the leader a la the ides of march. If the leader has extra lives, the coup fails at the cost of a life. Pick a dragon to be the betrayer and flip a coin:
Heads - The betrayer is forgiven and gets to live another day
Tails - The betrayer is struck down and sacrificed, to serve as an example to the rest of the cult
If the leader has no extra lives, exalt them. Determine a new leader from the remaining dragons. The highest level dragon will be it. If there is a tie, the oldest tied dragon shall be the leader. Level the tied dragon one level to make it better than its peers. Any dragons bonded to the previous leader lose 20 sanity. - Pay the Price. Two dragons get into trouble with the leader and are punished as a result. Take them into a venue where they would not gain XP. They must fight until one of them faints, and then flip a coin. If heads, the fainted dragon loses 10 sanity; if tails, the dragon is sacrificed and exalted (any bonded dragons lose 5 sanity). The winning dragon loses 10 sanity, but does not have to flip a coin.
- Bad Weather. It's raining lightly outside, so, of course, rituals cannot happen today. Nothing happens.
- Take a Gamble. The two highest-level dragons undergo a risky ritual. Flip a coin. If heads, they both survive and gain a level; the next two turns, sacrifices reward 4x progress. If tails, take them both into a venue matching their level and exalt whichever one faints first; the treasure amount of the exalted dragon x4 is removed from the summoning progress. Any bonded dragons lose 15 sanity.
- Ambushed! Enemies have somehow located the cult's hideout! Flip a coin. If heads, most of them manage to escape; exalt one random dragon. If tails, two random dragons fall during the escape and must be exalted. Bonded dragons lose 5 sanity; the treasure amount of the exalted dragon(s) is removed from the summoning progress.
- Rich Tastes. Even the wealthy aren't immune to the allure of indescribable power. Buy the cheapest XXX dragon on the AH and level them to 7. If the leader ever dies while they're around, they automatically become the new leader.
- A mutiny! One random dragon decides to start a cult of their own, taking one other random dragon and one-fourth of the summoning progress with them. This new cult acts as its own mini-fodderlocke and does its own phases. Only one mutiny cult can exist alongside the main cult so things don't get out of hand. Any time this result is rolled by the main cult, one random dragon joins the mutineers. Any time this result is rolled by the mutineers, one random dragon goes back to the main cult. If only one dragon is left in the new cult, exalt the last remaining dragon and return one-half of the summoning progress to the main cult.
- Forbidden Arts. As the cult progresses towards their goal, they are rewarded for their efforts. Three random dragons gain an "extra life" in the form of a piece of apparel; if they are to be exalted for any reason, instead remove the apparel. However, their near brush with death also causes them to lose 5 sanity.
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