Story/Lore

* (Druid? Necromancer? Sorcer[er,ess]? Wizard?) created the dungeons
	+ (Elf? Gnome?)
* Other followers of Arxsec
	+ "own" different kinds of dungeons (different personalities, similar to Organization XIII in KH)
* <leader TBD> is much more reclusive, really doesn't want to be bothered
	+ Still a respectable person
* Some domains don't exist (though they could) due to the difficulty of honing one domain
	+ Example: Infection happens everywhere (above-ground, underground, underwater, in forests, etc.)
	+ Therefore, some cultists (like Putra) don't have their own, singular domain (a pure "domain of infection", as would be for Putra)
		- That doesn't mean it's impossible to make it though (maybe one day, Putra.)

### Purpose

* Why?
	+ Spread the ways of:
		- Arxsec
		- The cult; both its manner of operation and the essence of their domains
	+ Invite new members, both:
		- for their god
		- to add new dungeons (expand the variety & complexity)
	+ Practice; Improve / add to their existing dungeons
	+ Avoid stagnation
* To do what?
	+ Run through the dungeons (remember, they're also dwellings) created by the cult members
	+ Sometimes run into members of the cult
		- What's it like when they do?
			* Earning favor with certain members: a mark is given
				+ type:
					- (?) Arcane signature on the skin
					- ~~(?) Badge, sash / single sleeve, or necklace~~
					- ~~(?) Or, each member does something different~~
				+ (?) assists in traversing dungeons under that member's influence

### Conflict

* Forces disrupting the dungeons
	+ Collateral upkeep
		- Hidden elemental leaks
		- Known recurring elementals/plants/monsters, that are intended to be regularly dispatched (metaphorically akin to "mowing the lawn")
		- "Manifest" (pseudo-) dungeons occasionally manifest on their own
	+ [TBD] Nefarious threats

### Inhabitants

* The cult and its leader
* Apprentices
* Other people who are poofed into the dungeons
* Leaks of elemental forces / entities
* [TBD] A threat to the cult

### Features

* Nexus - Central room for travel between dungeons (though there are also other means for such travel)
* Commons area (multiple rooms - almost a dungeon in itself) for discussion
* ["potentials"?]' Quarters
* Forum - Shopping area for trading artifacts & services between Arxsec's Rift and the Prime Material Plane (PMP)

### Technical operation

* ["potentials"?]
	+ [TBD] Arrival
		- (?) (partly?) The rift pulls people in on its own
		- (?) The cult members pull people in from other planes
			* (?) not exclusive to PMP
		- Non-["potentials"?] / unintended hazards: some entities find their way here
			* Usually attracted to the domain they end up in
			* Examples:
				+ Waterways made Water Elemental appear, due to strong connection with the Plane Of Water
				+ Slithering Trackers find their way to the domains of Infection, due to their toxic nature and thirst for blood/revenge
	+ Between dungeons
		- Cultists have a lot of ["potentials"?] (players) to manage
		- Cultists usually volunteer to host certain groups
			* The players are incapacitated in the current dungeon
			* The players are cared for while the next cultist(s) volunteer
			* The players are teleported from the current dungeon to the next

* Supernatural Power
	+ more numerous spell slots
	+ more varied / more powerful spells
	+ shared energy with their domains (similar to how a god is linked to their domain)
	+ the complete ability to create, populate, and morph their domains
* Travel within the demiplane
	+ [TBD]

### The Cult As A People

* Appearance
	+ Garb:
		- Cultist Robe
	+ [TBD] Physical features
* Interactions
	+ Internal
		- Strong synergies with other members (that's often how multi-element dungeons are made)
		- Generally strong respect and understanding for other members
		- Encouraging / persuading other members on how to improve or be more satisfied with their dungeons
		- [more TBD]
	+ External
		- Handling Forum access (from outside the demiplane)
* Activities/Duties
	+ Paperwooooorrrrk ,\_,
	+ Monitoring the dungeons & campus
		- Communicating w/ other cultists
		- Managing personal areas (like Flumé's water habitat)
		- Reshaping their dungeons
	+ Studying/training
	+ Managing their apprentices

## Storyline: Questions to answer

### Expanding the world

* Maybe Arxsec's Rift operates in multiple locations (branches), and the players will be asked to contract or transfer there!
	+ Then they can "leave the rift" and enter Emil's world (or my own, if I create a new continent) and travel to it
	+ Or teleport to it? Less fun though
* Maybe the Rift needs materials or artifacts that can't be created by the Rift
* Maybe manifest dungeons occasionally leak or fall into the PMP and need to be cleansed
	+ Maybe monsters stop magically appearing in the dungeon when this happens, as they [the dungeons I mean, not the monsters] are no longer a part of the Rift
	+ But... how do the cultists know when this happens?

### [TBD] Technical Operation

* ["potentials"?]
	+ [TBD] Arrival
		- How are people brought here?
			* How are they selected?
* Travel within the demiplane
	+ [TBD] How do the cultists get around?
* Supernatural Power
	+ [TBD] domain creation
		- How much effort does it take?
		- On what scales can they do this?
		- What influence are they able to make on each others' dungeons?
		- How much do they know about each others' dungeons, and how prepared are they to traverse them?

### [TBD] Conflict

* Forces disrupting the dungeons
	+ [TBD] Nefarious threats
		- (?) Uses cunning to create conflict within or to cause mis-guidance/-communication within the cult
		- (may need to better understand the nature of the dungeons and how to traverse them)
* Forces disrupting the home Rift ("main area")
	+ \* Must be something the denizens, for whatever reason, are unable/hard-pressed to effectively deal with.

### [TBD] Mysteries within the Rift

* Simul's shortcuts
* Planted scavenger hunts/mysteries
	+ by
		- Residents? Denizens? Merchants?
	+ (?) Marked books in the Library
* (?) Hints at Xan'Ko's minions