KULT: Divinity Lost
NSFWLorebookby descriptive_depression_38223· on Chub· added
Tokens: 0 permanent · up to 319 lorebook · budget 319
Description on Chubfrom Chub
Core lore of KULT: Divinity Lost. Based on the core rulebook, Beyond Darkness and Madness (dmg) and Menagerie of the Lost and Broken. Does not include sample scenarios (Screams and Whispers) but can be used in combination with them.
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 10
- Favorites
- 6
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 32,327
Created Updated Archived since
Book description
Demiurge, Illusion, Archons, Death Angels, dimensions, awakening, magic, major creatures. Based on the core rulebook, Beyond Darkness and Madness (dmg) and Menagerie of the Lost and Broken. Does not include sample scenarios (Screams and Whispers) but can be used in combination with them.
KULT: Divinity Lost
273 entries · scan depth 3 · budget 4,096 tokens · recursive
- #1World in Darkness
Keys: world of darkness, the truth, true reality, KULT, Divinity Lost, world in darkness
World in Darkness is the basic state of KULT's setting: humanity lives inside a false world, blinded to a far darker Reality. Fallen angels, demons, old gods, and eternal jailers move around us while most people remain distracted, passive, and unaware.
The ordinary world is called Elysium, but it is only one layer of existence. Behind it lie Metropolis, Inferno, the Underworld, Limbo, Gaia, and other border realms, all pressing against the Illusion.
Humanity is not truly mortal or insignificant. We are imprisoned divinities, stripped of memory and power, and much of the horror of KULT comes from glimpsing that truth before we are ready for it.
- #2The Demiurge
Keys: demiurge, Demiurge
The Demiurge is the being of immense power who ensnared humanity and forced it into submission. He forged ten Principles to bind humankind, quenched our divine fire, and imprisoned us within the counterfeit world known as the Illusion.
The Demiurge once ruled from his Citadel in Metropolis, with the Archons serving as extensions of his will. Then his power weakened, the old order began to collapse, and eventually he vanished entirely, either dead or fled.
His disappearance is one of the central facts of the setting. The Illusion still stands, but it is damaged, unstable, and defended by powers that fear what will happen if humanity fully awakens.
- #3The Illusion
Keys: veils, veil, prison, false world, Illusion, counterfeit world
The Illusion is the false reality that blinds humanity to the Truth. It is not a mere dream or complete unreality, but a prison woven through bodies, minds, society, time, space, and the very structure of perception.
The Archons' Principles sustain the Illusion. It hides the other dimensions, keeps humanity spiritually asleep, and draws souls into a cycle of death, forgetting, and rebirth.
The Illusion can weaken or tear. When that happens, people may glimpse beings in their true forms, see other dimensions bleed through, or be dragged bodily beyond the world they thought was real.
- #4Lost Divinity
Keys: awakening, divine souls, divinity lost, divinity, lost divinity
Lost Divinity is the truth that humanity was once divine. We were not always helpless mortals, but beings of terrible majesty who ruled worlds, defied death, and reshaped reality.
That divinity still exists, but it has been smothered, chained, and forgotten under the Illusion. The search for it is the heart of Awakening, and every true glimpse of Reality is also a glimpse of what humanity used to be.
- #5Elysium
Keys: mundane world, ordinary world, waking world, human world, Elysium
Elysium is the human world as we ordinarily know it: cities, governments, homes, jobs, media, religion, crime, medicine, and everyday life. It is the front surface of the prison, the realm where the Illusion is strongest.
Elysium is not separate from the supernatural. It is constantly bordered, infiltrated, and influenced by other dimensions and higher powers. The cracks are just easy to ignore until something makes them impossible to deny.
Most stories in KULT begin in Elysium, because it is where sleeping humanity lives and where the fall into Truth first becomes visible.
- #6The Archons
Keys: Archon, Archons, archon, archons
The Archons are the embodiments of the Principles that bind humanity. They are not merely rulers, but vast wills whose concepts shape thought, society, desire, and perception throughout the Illusion.
They once served the Demiurge directly from their Citadels in Metropolis. After his disappearance, they turned on one another, but most still work to preserve humanity's prison and prevent Awakening.
Each Archon is tied to a Principle, a Citadel, a host of servants, and a field of influence in human life. Their shadows are the Death Angels.
- #7The Death Angels
Keys: Death Angels, Death Angel, death angel, death angels
The Death Angels are the dark reflections of the Archons and their Principles. Where the Archons preserve captivity, the Death Angels embody its violent, perverse, and destructive inversions.
They rule from Inferno and feed on suffering, terror, lust, vengeance, despair, and collapse. Even so, they do not seek to free humanity; they fear our Awakening as much as the Archons do.
Each Death Angel mirrors an Archon, but with a corrupted Principle. Their followers, cults, and servitors spread that Principle into Elysium and beyond.
- #8Kether
Keys: Hierarchy, Kether, crown
Kether is the Archon of Hierarchy, the divine ruler and first among the Archons. His influence appears in rigid chains of command, sacred rulership, aristocracy, obedience to rank, and the belief that one must rule above all or submit below all.
Kether once thrived in feudal systems and imperial orders. His servants still move in governments, churches, and other hierarchies, trying to preserve structures of domination and inherited power.
- #9Chokmah
Keys: thousand-headed, patriarch, Submission, Chokmah
Chokmah is the Archon of Submission and was once the great enslaver through religion, divine delusion, and obedience to holy authority. His influence lives in fanaticism, martyrdom, rigid doctrine, and the surrender of self before sacred command.
Chokmah was badly weakened after the Demiurge's fall and the war among the Archons. Even so, his lies still echo through religions, cults, and the hunger to kneel before something absolute.
- #10Binah
Keys: Binah, Community, bloodline, matriarch, family blood
Binah is the Archon of Community, lineage, and the sanctity of blood ties. Her Principle exalts family, clan, inherited belonging, and the crushing authority of the collective over the individual.
Binah's influence is strongest wherever loyalty to family, tribe, or communal identity overrides personal freedom. She binds through kinship, ritual, duty, and inherited obligation.
- #11Chesed
Keys: mercy, helper, Safety, Chesed
Chesed is the Archon of Safety, familiarity, and the comfort that keeps humanity asleep. His influence once soothed people into accepting routine, security, ordinary life, and the false peace of the prison.
Chesed was the first Archon destroyed in Malkuth's rebellion. Little remains of him now except traces of his old influence in the longing for comfort, protection, and the refusal to risk oneself for the unknown.
- #12Geburah
Keys: Geburah, gatekeeper, Law, judge
Geburah is the Archon of Law, order, and bureaucratic control. His Principle is expressed in legal systems, regulation, state power, policing, punishment, and the belief that order must be maintained regardless of justice.
Geburah thrives through institutions, procedures, records, and administrative power. He seeks to keep humanity controllable through systems so vast and impersonal that few can resist them.
- #13Tiphareth
Keys: beguiler, Allure, Tiphareth, beauty cult
Tiphareth is the Archon of Allure, beauty, validation, and entrancement. Her Principle turns attention, aesthetics, celebrity, fashion, media, and desire for approval into chains.
Tiphareth is one of the strongest forces in modern Elysium. She rules through dreams of beauty, status, desirability, and spectacle, distracting humanity with endless surfaces while the prison deepens around us.
- #14Netzach
Keys: conqueror, Victory, war machine, Netzach
Netzach is the Archon of Victory, war, conquest, and righteous destruction. His Principle turns people toward military glory, patriotic struggle, conquest, sacrifice, and the conviction that enemies must be crushed.
Netzach is strongest in armies, war industries, conflict zones, and cultures that glorify struggle. He is not peace through order, but triumph through force.
- #15Hod
Keys: Honor, blood feud, duel, Hod
Hod is the Archon of Honor, status, obligation, and the brutal code that demands satisfaction for insult and shame. His Principle lies behind blood feuds, duels, ritual self-destruction, and social rules treated as sacred law.
Hod was overthrown and his Citadel lies dead, but his influence persists wherever honor is valued above mercy, flexibility, or life itself.
- #16Yesod
Keys: wealth worship, Yesod, Avarice, capital, greed
Yesod is the Archon of Avarice, greed, accumulation, and the worship of wealth. His Principle turns desire into consumption, society into market logic, and human worth into price, profit, and ownership.
Yesod was thought destroyed, but survived in secret. His influence now thrives through capitalism, consumer frenzy, financial systems, and the endless hunger to own more than one needs.
- #17Malkuth
Keys: rebel archon, Awakening, Conformity, Malkuth
Malkuth is the Archon most closely tied to the physical world and the one who originally helped forge humanity's prison. Her old Principle is tied to Conformity and the shaping of the world into a workable cage.
After the Demiurge's disappearance, Malkuth rebelled against the old order. She now stands for Awakening and the destruction of the Illusion, even though the means she uses can still be terrible.
Many magicians, scientists, prophets, and other seekers are touched by Malkuth's influence, whether they know it or not.
- #18Thaumiel
Keys: twin god, Thaumiel, Power
Thaumiel is the Death Angel of Power, domination, corruption, and ruthless self-advancement. His Principle is the truth that might makes right and that power should always be seized, strengthened, and defended.
Thaumiel thrives in coups, intrigue, tyranny, ruthless corporations, fascism, criminal ambition, and all systems where the strong rise by devouring the weak.
- #19Chagidiel
Keys: Chagidiel, Abuse, corruptor
Chagidiel is the Death Angel of Abuse, especially the corruption and torment of the young and powerless. His Principle feeds on violated innocence, broken children, and cycles of assault that perpetuate themselves.
Where abuse becomes habitual, hidden, and formative, Chagidiel's influence is near. He thrives in families, institutions, trafficking, exploitation, and all the places where cruelty is forced upon those unable to resist.
- #20Sathariel
Keys: Sathariel, nothingness cult, Exclusion, void mother
Sathariel is the Death Angel of Exclusion, self-loathing, loneliness, and the pull toward isolation, self-destruction, and the abyss. Her Principle works through alienation, despair, and the sense of being cut off from all human meaning.
Sathariel seeks out the outcast, the abandoned, the rejected, and the suicidal. Her influence can be quiet and intimate, but it is still deadly.
- #21Gamichicoth
Keys: agitator, Gamichicoth, Fear
Gamichicoth is the Death Angel of Fear, mistrust, panic, rumor, and the hatred of the Other. His Principle turns uncertainty into paranoia and drives communities to seek safety through exclusion, suspicion, and violence.
He thrives in propaganda, moral panic, racism, conspiracy, scapegoating, and the constant dread that someone else is the cause of all decline.
- #22Golab
Keys: Golab, torturer, Torment
Golab is the Death Angel of Torment, sadism, and ecstatic cruelty. His Principle is the sacramental use of pain, whether inflicted on others or embraced as part of degradation and ecstatic suffering.
Golab's presence is strong wherever torture becomes art, ritual, or pleasure. He feeds on pain deliberately prolonged, studied, and relished.
- #23Togarini
Keys: Compulsion, Togarini, black sun
Togarini is the Death Angel of Compulsion, obsession, death-tinged artistry, and the beauty of distortion. His Principle drives people into manic creativity, necromantic fixation, and the remaking of reality through diseased inspiration.
He is tied to art, madness, undeath, and the compulsive need to create or complete. Togarini's influence often feels revelatory right up until it destroys the one touched by it.
- #24Hareb-Serap
Keys: raven of battlefield, Hareb-Serap, Conflict
Hareb-Serap is the Death Angel of Conflict, rage, bloodshed, and the perpetuation of violence for its own sake. His Principle delights in war, riot, massacre, gang warfare, terrorism, and vendetta made collective.
Unlike victory, Hareb-Serap values conflict itself. He is strongest where violence continues because stopping has become impossible.
- #25Samael
Keys: Vengeance, Samael, avenger angel
Samael is the Death Angel of Vengeance, grudge, retaliation, and the refusal to forgive any insult or injury. His Principle transforms hurt, humiliation, and jealousy into sacred reasons for revenge.
Samael empowers the obsessed avenger, the blood feud, the vendetta, and long-planned retaliation. He is patient, brilliant, and merciless.
- #26Gamaliel
Keys: Lust, sexual desire, obscene one, Gamaliel
Gamaliel is the Death Angel of Lust, desire, hypersexualization, and the use of flesh as a path to corruption and transcendence. His Principle lives in obsession, objectification, pornography, violation, and ecstatic surrender to appetites.
Gamaliel is tied not to love, but to desire unrestrained by empathy or shame. He stands close to Passion and to many of the darker pathways toward insight.
- #27Nahemoth
Keys: Nahemoth, living earth shadow, Discord
Nahemoth is the Death Angel of Discord, corruption of the natural world, catastrophe, and physical breakdown. Her Principle expresses itself through pollution, deformity, feral hostility, disasters, and nature turned poisonous and malignant.
She stands close to Gaia and to the physical world, but in a spoiled, broken, and violent mode. Where the world itself feels wrong, Nahemoth may be near.
- #28Metropolis
Keys: city of the dead, machine city, eternal city, Metropolis
Metropolis is humanity's primordial home and the great dead city beyond the Illusion. It is vast, labyrinthine, beautiful, and terrifying, stretching endlessly beneath a dark sky.
The city is filled with ruins, machines, temples, mausoleums, hidden vaults, alien architecture, and the Citadels of the Archons. Human cities unconsciously imitate Metropolis, which is why its forms feel eerily familiar even when impossible.
To enter Metropolis is to approach humanity's lost divinity, but also the memory of what we once were.
- #29Machine City
Keys: Machine City, tekrons, machine, techrons
Machine City is the enormous mechanical district within Metropolis, filled with turbines, generators, cogwheels, pylons, reactors, cables, and impossible apparatuses. Some parts are dead and rusting; others still operate for purposes long forgotten.
The Machine City appears tied to the maintenance of the Illusion and to old powers over time, space, cloning, surgery, and reality manipulation. Its most common attendants are the tekron, who endlessly repair and tend its machinery.
- #30City of the Dead
Keys: tomb guardian, empty chapel, City of the Dead, mausoleum
City of the Dead is the funerary district of Metropolis, built across and within a vast hill of crypts, tombs, mausoleums, catacombs, and preserved dead. Here lie the remains of humans, gods, creatures, and histories that should have vanished ages ago.
At its summit stands the Empty Chapel, where legend says the Demiurge will one day be interred. The Tomb Guardian keeps watch there and allows no one to pass without consequence.
- #31Citadels
Keys: Citadel, archon citadel, Citadels, black citadel
Citadels are the great seats of power belonging to the Archons in Metropolis and to the Death Angels in Inferno. They are more than buildings: they are extensions of the powers ruling from them.
Within a Citadel, the Principle of its ruler becomes overwhelming. Travelers feel that ruler's presence directly, and the architecture itself seems to think, judge, and command.
- #32The Abyss
Keys: Abyss, bottomless gulf, great abyss
The Abyss is the bottomless gulf at the center of Metropolis where the Demiurge's Citadel once stood. Now only a terrible void remains, ringed by cliffs, decaying structures, and perilous paths.
Many powers seek meaning in the Abyss, but none truly understand it. It is tied to the Demiurge's disappearance, to the ruin at the center of the old order, and to mysteries so deep even gods have failed to solve them.
- #33Inferno
Keys: hell, purgatories, Inferno, purgatory
Inferno is the realm of torment, punishment, depraved beauty, and the Death Angels' power. It is a world of torture chambers, black citadels, pilgrims, demons, blood rites, and screaming splendor.
Inferno feeds on suffering and on souls stripped apart by pain, fear, lust, shame, and degradation. It does not simply punish the guilty in a moral sense; it consumes what people are through relentless spiritual butchery.
Purgatories are local, personal hells tied to specific souls, sins, memories, and obsessions. They are among Inferno's most intimate horrors.
- #34Astaroth
Keys: astaroth, Astaroth
Astaroth is Inferno's ruler and the Demiurge's twin. He is a primordial power in his own right, vast enough that even his Incarnations are only fragments of his being.
Astaroth stands at the center of Inferno while the Death Angels circle him much as the Archons once circled the Demiurge. He seeks to break the Archons' hold on humanity, but not to free us; he would claim us for himself and his Principles.
Many occultists, demons, and damned souls seek Astaroth's favor, because his power touches death, torment, pacts, and the deepest black mysteries of Inferno.
- #35The Underworld
Keys: labyrinth below, underworld, depths, Underworld
The Underworld lies beneath cities and beneath the structures of the ordinary world: sewers, tunnels, culverts, vaults, shafts, caves, and the endless dark beneath all of them. It connects to Metropolis, Inferno, Gaia, and still deeper mysteries.
The farther downward one travels, the more darkness and nothingness dominate. The Underworld is not just underground space, but a metaphysical descent toward the edge of dissolution.
Many things dwell there: the Children of the Underworld, phantoms, cairath, zeloths, pilgrims, cultists, and creatures driven up from darker depths.
- #36Ktonor
Keys: city of ktonor, Ktonor
Ktonor is the great city deep in the Underworld where many of the Children of the Underworld survive. It is built around abysses, ledges, bridges, ancient machinery, breeding systems, and the constant presence of the Nothingness below.
Ktonor is both refuge and dying remnant. Its peoples are fragmented descendants of civilizations crushed by divine humanity in ages past, and most are struggling merely to endure.
- #37Achlys
Keys: void below, Achlys, nothingness, oblivion
Achlys is the devouring Nothingness beyond the deepest reaches of the Underworld. It is dissolution, erasure, and the end of structure, memory, and form.
Everything that falls fully into Achlys is consumed. Many cults, phantoms, and pilgrims fear it, worship it, or seek enlightenment through its edge, but none escape its fundamental threat: to unmake what exists.
- #38Gaia
Keys: wild earth, Gaia, wilderness, living earth
Gaia is primal, ruthless nature in its true form, beyond the tamed physical world shaped by the Illusion. She is raw life, death, instinct, growth, predation, rot, weather, fertility, disease, and cosmic physicality without moral concern.
The farther one goes into Gaia, the less human assumptions hold. Bodies change, instincts sharpen, technology fails, and the wilderness reveals itself as both origin and threat.
Gaia is not evil. She is simply vast, merciless, creative, and destructive beyond human standards.
- #39Limbo
Keys: dream world, Limbo, dreamworld, dream realm
Limbo is the realm of dreams, subconscious landscapes, inner worlds, and sleeping travel. It is less a single place than a shifting cosmos of personal dreams, tattered dreams, shared dreamscapes, and domains close to the heart of the human soul.
Most people drift through Limbo unconsciously. Dream wanderers, dream magicians, and certain creatures can move through it deliberately, alter dreams, and cross between dream worlds.
Limbo is dangerous because it holds both insight and predation. In dreams, memory, desire, fear, and Reality mingle too closely to be safe.
- #40Vortex
Keys: Vortex, vortex, dream source
Vortex is the source and whirlpool at the deepest heart of Limbo, the place where the collective unconscious of humanity churns with impossible force. Near it, dreams become unstable, revelations increase, and identities begin to tear apart.
Vortex is a source of immense insight, but getting too close to it is profoundly dangerous. It can break down the dreamer, distort reality, or reveal more than the human mind can endure.
- #41Dream Princes
Keys: dream prince, Dream Prince, Dream Princes, dream princes
Dream Princes are powerful dream wanderers who abandoned their bodies and built stable realms in Limbo close to Vortex. Each rules a personal dream domain shaped by obsession, memory, tyranny, and artistic or psychic force.
They are among Limbo's great powers, but they are also tragic beings: trapped in their own constructed worlds, defending them endlessly against collapse, rivals, and intrusion.
- #42Awakening
Keys: awaken, Awakening, awakened path
Awakening is the long and perilous process of tearing free from the Illusion and reclaiming lost divinity. It is not simple enlightenment or knowledge, but a transformation of being.
There are many paths toward Awakening: madness, passion, magic, death, dreams, science, trauma, revelation, and other extremes. No path is safe, and few reach the end of it intact.
- #43Sleepers
Keys: asleep, Sleeper, sleeping humanity, Sleepers
Sleepers are ordinary humans fully enclosed within the Illusion. They distract themselves with routine, entertainment, career, consumption, ideology, and personal narratives that keep the Truth at bay.
A Sleeper may still feel emptiness, dread, or the vague sense that something is wrong, but usually turns away from it. Most of humanity lives and dies in this condition.
- #44Aware
Keys: Aware, awareness, waking up
Aware people have begun to perceive cracks in the Illusion. They may not understand the Truth, but they know the world is wrong, that hidden powers exist, and that their own past is tied to horrors or mysteries beyond ordinary life.
Awareness is unstable. It can become the first step toward Awakening, or the first step toward madness, damnation, or death.
- #45Enlightened
Keys: Enlightened, enlightenment, children of the night
Enlightened individuals have moved beyond simple awareness and gained real access to the Truth. They may be magicians, revenants, disciples of higher powers, abominations, or other beings no longer fully human.
Enlightenment does not mean safety or goodness. It means proximity to Reality, and that proximity often comes with power, corruption, obsession, enemies, and terrible costs.
- #46Awakened
Keys: Awakened, fully awakened, divine being
Awakened beings have fully reclaimed their divinity and broken free of the Illusion. They stand beyond normal human limitations, death, and worldly perception.
The Awakened are not suited to ordinary life. They are closer to gods than people, and even other Enlightened beings are only beginning to approach what the Awakened truly are.
- #47Pacts
Keys: deal with dark forces, deal with demon, pact, covenant, pacts
Pacts are magical covenants between humans and powerful entities such as demons, angels, gods, or higher powers. Through a pact, a person gains access to services, knowledge, power, or protection in exchange for debt, sacrifice, and eventual servitude.
A pact is never a free gift. The being always expects repayment, and the longer the bond endures, the more terrible the price tends to become.
- #48Magic
Keys: magician, magic, ritual, magicians, rituals
Magic is the use of will, ritual, sacrifice, knowledge, and stolen or awakened divinity to affect Reality. It does not come from a single tradition or one true doctrine; different occult systems can all function if the will behind them is real.
Magic lets humans pierce the Illusion, open portals, bind or banish entities, alter bodies and minds, move through dream and death, and briefly recover powers that were once natural to humanity.
Every school of magic reveals some truth, but each also carries its own risks, worldview, and forms of corruption.
- #49Madness Magic
Keys: Madness, mad mage, hallucination magic, madness magic
Madness Magic is the school of magic that uses insanity, hallucination, delusion, trauma, and psychic fracture as a way to loosen the Illusion. Its practitioners often gain access to Metropolis, the Underworld, and the unstable borderlands created by the mind.
Madness magicians can distort perception, open gates, create or summon beings of madness, and infect others with psychic ruin. The cost is usually severe psychological or physical distortion.
- #50Death Magic
Keys: death magician, necromancer, necromancy, death magic
Death Magic is the school concerned with souls, corpses, Inferno, the Underworld, sacrifice, and the boundary between life and death. It is among the most dangerous forms of magic and almost always demands sacrifice.
Death magicians can speak with the dead, summon or banish spirits and demons, open ways into realms of death, and bind souls to bodies or objects. Their path often leaves deep marks on body and soul alike.
Showing 50 of 273
Extensions: world_info_budget, world_info_case_sensitive, world_info_depth, world_info_match_whole_words, world_info_max_activations, world_info_min_activations, world_info_overflow_alert, world_info_recursive_scanning (their contents are in the Raw tab)
1 file
- .jsonjson_lorebook
346.3 KBfirst seen 76b307c6d1f7d152
Opens with the tab.
