Difficulty: High
Duties: Leading the cult, recruiting and training cultists, conducting rituals
Restrictions: The role's faction falls into the category of Combatant factions.
The Cult of Truth Preacher is a charismatic leader who guides followers toward destroying the Barrier and establishing his rule.
The Cult of Truth Preacher is the leader and principal voice of his faith. He believes that the Barrier is a lie and a set of chains binding people, and that destroying it is a goal for which any method is permissible.
The College of Mages is an enemy with whom negotiation is impossible. Temporary alliances with the Rebels are possible if they help the cause. To him, every inhabitant of these lands is either a future follower or a victim.
His methods vary: public speeches in the squares, secret recruitment, abductions, and rituals. He does not command through fear; he turns fear into faith, compelling people to follow him willingly.
A leader must possess many qualities, but above all, he must understand what he can do and what opportunities are available to him. One of them is communicating with his subordinates.
Thanks to ancient magic, the Preacher can send a message to all his people, and as long as they wear a medallion, they will hear him anywhere in the world. One should not forget, however, that he is not the only one who can hear words spoken through the medallion.
Every person matters to the cult, but gathering them one at a time is rather inefficient. It is therefore possible to form an alliance with almost any faction, except, of course, the greedy mages. Relationships can be built in many ways: with honeyed words, impossible promises, or by offering them power without which they are supposedly nothing.
The more supporters you find and the more factions you manage to ally with, the easier it will be to prove the truth and expose the vile College.
But an alliance cannot always be trusted: one side may change its mind, and a knife may suddenly appear in your back. When that happens, only one option remains— War. Traitors, vile creatures, and other scum willing to sell their loyalty for a couple of revents do not deserve the cult's kindness, though even this approach may sometimes be appropriate.
War can be declared in the Faction Menu –> Diplomacy –> by clicking the button labeled война.
Peace can be declared by sending a letter proposing a truce / peace agreement.
Despite his booming voice, great eloquence, and high charisma, cult members will not always know or understand what to do, especially in combat. Through tactics, cooperation, and collective effort, anything can be achieved. The Preacher must position his people correctly during rituals, battles, and other expeditions. He is the light that will show the path to truth both to his people and to all other lost souls.
Crystals granted for sacrifices and new initiates can be used to obtain anything needed to achieve the cult's goal, from food to magic and weapons. The cult leader must manage the supply of crystals and decide what is needed most at the moment and which ritual would be most appropriate.
Many people on the island still trust the College; the cult's goal is to set them on the true path through words. Yet when bringing the truth to the masses, one must sometimes raise a sword. Not everyone is willing to accept the truth, and if the Cult needs efficiency, no word speaks better than a whip in hand.
After gathering sufficient strength, arming yourselves with the best weapons, and learning dark magic, you can attack the College and destroy the Barrier. Whether you do so with fanfare, explosions, and war or covertly by trying to smuggle in scrolls and lower the Barrier's level is entirely up to you.
At the same time, the Cult of Truth Preacher is more than a commander. He is an architect of a worldview, a creator and destroyer of destinies. His words forge an army of fanatics, while his actions determine whether the cult becomes a feared power or vanishes, leaving only a whisper in the darkness.