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The Human Sacrifice Cult Challenge (Based on The Shrouded Isle)

Hello, my fellow simmers! I’m a Lovecraft fan who loves both The Sims and The Shrouded Isle games and decided that it might be fun to combine them. Needless to say I don’t condone cults, violence and brainwashing in any manner; those things just provide a lot of great material for storytelling purposes.
The Shrouded Isle is a cult simulator game where you’re running a cult consisting of five families, each with their specific duties, and sacrifice one of the family members at the end of each season. The cult is waiting for arrival of an eldritch deity Chernobog, who, as the prophecy says, will awake and come to our world after five years pass, marking the end of the world. While waiting for this event, the cult members perform their duties (maintaining certain qualities) and just carry on with their depressing lives.
Some information and a look at the game aesthetic can be found here: https://starttofinishgames.wordpress.com/2018/01/22/shrouded-isle-1/

Basic Rules

Families

Create five families, each one consisting of one head of the family, their child, child's spouse and their children. They can have the last names of the families from the Shrouded Isle (Kegnni, Iosefka, Cadwell, Efferson, Blackborn) or of your own choice. You may randomly choose number, age and gender of the children. Traits and aspirations are also chosen randomly, except for the head of the family. Put each family on their lot, build houses for them and start playing. Each family should be played for a week, after which a sacrifice is made and you start playing another family.
The challenge is meant to be played for 5 in-game years/20 in-game weeks at least. After this time, either Chernobog comes to our world (how and with what results is up to you) or not, which may lead to cult dissolution, or you may keep playing the families as before, or maybe start playing them as normal families, or liberalize the cult rules somewhat, or make them stricter or just different – possibilities are endless.
This challenge requires rolling a lot of random numbers, so get a random numbers generator ready. You also can play with or without mods (I use Extreme Violence and Canning Station quite a lot in my cult).

House

Build a house for each family. You may use money cheats and make houses opulent or not use them and make them really simple. Every house should have:
- a prayer room with altar of Chernobog or any other eldritch entity and a pool for executions. It may be a statue of your choice with a table/pedestal/rug for candles and offerings. It’s the room where you may put wooden statuettes, paintings, flower vases and other items made by your families. It also may have meditation stools and wedding arch.
- fields (a garden). Further details below.
- a purifying room for enlightenment activities. A room, preferably white, with a sink, a toilet, a bath, a bench or a bed/coffin/sleeping pod, a meditation stool and a yoga mat. Must be locked when not used.
- (optional) a home religious building. Can be combined with a prayer room. Further details below.

Whom to Sacrifice

Once a week one of your cultists must be sacrificed. This sim will be a part of a group consisting of five sims randomly chosen from each family for a week. In the end of this week one sim out of these five is randomly chosen to be sacrificed.
Heads of families should not be chosen for a sacrifice, but everyone else can be, including kids and younger. If only one family member that is blood-related to the head of family is left in any family, they should not be chosen for sacrifice until they have children.

The Sacrifice

The sacrifice takes place on Sunday. Sims aged child or teen and older can be drowned in the pool or killed with Extreme Violence mod while sims aged child or toddler and younger can be locked up somewhere where they are not fed until they are taken away. It's up to you whether to kill sims aged children or get them taken away. You may hold a party where a sacrifice is made or perform it privately. If any of your possible sacrifices dies during this week before the sacrifice, another member of their family must be chosen to take their place. You should not play a week without sacrificing anyone. The graves can be put on the home lot or you may create a cult cemetery lot for them.
If the same family gets chosen for sacrifice three times in a row, the third time you can reroll the number in order to not anger this family too much.

Allowed and Forbidden Skills.

Only some of the skills are allowed in the cult and some others are allowed in a limited manner.
Allowed skills:
Charisma, comedy (through personal interactions only), cooking, dancing (bonfire only), fitness, gardening, handiness (except woodwork bench), mischief (through personal interactions only), parenting, pet training, singing, vampire lore, wellness.
Allowed fully only to the family for which they constitute a family craft, but can be done by everyone else “with the permission” (after becoming good friends) with the head of the family who specializes on this skill:
Fishing, flower arranging, handiness (using woodwork bench), herbalism, painting, writing, (mod) canning.
Other skills are strictly forbidden for everyone.

Heads of Families

Every family should be headed by a sim that cannot be sacrificed, killed off or moved out. I suggest making them all single elders with a married adult child or children. They can be made immortal (it's a good idea to make them vampires) or get replaced by their oldest blood relative when they die. They should get the skills required for their family duty maxed, in a normal way or with cheats. Their personal duties are mentoring their family craft skills, giving punishments and leading ceremonies. They are allowed to not do any chores.
They can be given names of the heads of the families from The Shrouded Isle (Matron Kegnni, Adjudicator Iosefka, Lord Cadwell, Vicar Efferson, Inquisitor Blackborn) or other names.

Heirs

You should choose a heir or heiress that is blood-related to the head of the family. Non-heir members of the heir's generation should get married to other cultists, left in the house or moved out. You can add the rule where all non-heirs or non-heirs of only one gender should get married before getting moved out, or they may getting moved out single (they may be "going on a mission" or something). A sim that was moved out may return to the family if they are the only person related by blood to the head left alive or if you wish them to marry someone in the cult. You can also move out or kill off elders (except for the heads of the family), but only if there are already eight sims in the house and you need to move someone in or have a child.

Marriage

Marriage can be proposed by a sim of any gender, but the sim proposing it must be a heir. The sim who has been proposed moves into the heir family. Non-heirs may propose other non-heirs from other families, but they should be moved out after wedding. At least two or three days should pass between engagement and marriage, unless the female sim is pregnant.
Widowed sims can remarry, preferably to sims from other cult families, but they can also find spouses outside the cult. Until they are remarried, they must wear a mourning garb of your design.
Other Family Matters
Nobody in the family should get a job or start a business; you can earn money only by selling produce, collectibles, fish and objects you made.
Each family has two object making “family crafts” which are the only two object making skills the members of that family are allowed to practice (may be allowed to individual sims from other families who became good friends with the head of the family who specializes on this skill)
You are not allowed to befriend any non-cultists, invite them to your house or invite them to move in, except in these cases:
- a widowed sim wishes to remarry but there are no cult members of suitable age or marital status to be their spouse
- your heir wishes to marry but there are no cult members of suitable age or marital status to be their spouse
- you decided to get a family member married before moving them out
If you have clubs, every family member should start a club for other cult members of their gender, marital status and (in case of kids and maybe teens) their age. Kids club may be mixed. Try to gather this club at least once a week. You can also make separate clubs for each family. Heads of families should have their own club and not be members of any other club except this one and their family club. You may choose club activities yourself, but they shouldn't contradict the challenge rules.

Everyday Life

- The clothing in the cult should look, well, cultish. It may be the same color for all family/all husbands/all wives etc., or it can be “modest” (long skirts, long pants, covered heads, covered hair, not revealing, no bright colors), outdated or strange.
- Your cult encourages ignorance and avoids worldly temptations, so they shouldn't have any electronics (except a computer for writing), any books that are not written by cult members (except vampirism books, you can pretend those are their occult volumes) or any items that increase “forbidden” skills. They also shouldn’t order medicine, go to hospital or have protected woohoo. You may try for baby with every woohoo, install any risky woohoo mod or just roll the random number before every woohoo and try for baby if you get, for example, 10 out of 1 to 10 range.
- Choose one day to be your market day. On that day, you may go to a shop or the flea market. This is the only day when you are allowed to buy or sell something.
- Each family should have a garden, but with no more than four kinds of plants (unless your craft is making preservables or flower arranging). However, there should be a lot of plants of each kind in a garden, so that it was actually more like a field. Every day the family should work in the field (attend the garden).
- Some house chores may be gender-specific, though you can allow them for all genders. If no sims aged teen or older of a specific gender are left in a family, a sim of other gender can perform their chores, or you may invite cultists from other families to visit you and hope they will do the chores.
- The cultists should never go in a public place or visit someone’s household alone, only in pairs or groups, to watch each other. Of course, whether they’ll really watch each other or let their companions misbehave depends on their relationship, character or your ideas for them.
- The cultists should avoid most public places except parks, general lots and shops. No cafes, libraries, pools, bars etc.

The Rituals

The rituals of the cult are really up to you. The club system in Get Together and festivals in Seasons are pretty great for this stuff, so these mechanics can be incorporated into your rituals. You can dance around bonfire, swim together in a pool, fast, attend holiday ceremonies, cook grand meals and do other activities provided in the game.
You can also make a religious building and go there once a week. There, a ceremony should take place, in which the head of the family gives a speech while others listen to it. Use the microphone or podium to make speeches (if you use the microphone, sing or perform comedy). You may start gathering of the clubs you family members are in to make the religious building more attended at that time. If you have Spa Day expansion, after the speech the family should meditate for 1-3 hours. They also may sing together. The religious building can be on a public lot or each family can have one at home.
Marriages and (if you decide to have them) funerals and some other ceremonies of your choice can also be held in the building.

Enlightenment (the third stage requires Jungle Adventure)

Enlightenment is a way to become better cult members for your sims and help some favorites not to end up sacrificed for you. I divided the enlightenment process in three stages:
1. A sim of your choice should spend 3 or 5 or 7 days locked in the purifying room, meditating, doing yoga and maybe reading cult books. After doing this, the sim gets the right to wear a footwear item of your choice assigned specifically for this purpose and reroll number if they are chosen for a sacrifice. This right can be used only once, and then they “level down” in their enlightenment progress (if they passed only the first stage, it means they should repeat the purifying room test again.)
2. The sim who passed the first test should spend 3/5/7 days in Granite Falls (on in a secret lot if you don’t have Outdoor Retreat) meditating, doing yoga, reading cult books and eating only fish and insects. They may have the head of their family with them to testify they indeed have passed the test. After that they can wear a specific clothing item and reroll the number if they are chosen to become one of this week possible sacrifices. This right can be used only once, and then they “level down” in their enlightenment progress (if they passed only these two levels, it means they should repeat the second test or be considered to have passed only the first test)
3. The sim who passed both testes should spend 3/5/7 days alone in Selvadoradian jungle meditating, doing yoga, reading cult books and eating only fish they caught. They also should find and bring home a golden plate/frog/a working relic. If they get poisoned, they're allowed to get an antidote, but only at the latest stages, when it's clear it won't pass by itself. After that they can wear a specific headwear item and choose another family member if they are chosen for a sacrifice. This right can be used only once, and then they “level down” in their enlightenment progress (they should repeat the third test or be considered to have passed only the first two).

Random events

To spice your game a bit, before starting every circle of playing each of the five families or at the start of each in-game year, you may roll a random number 1 to 10 and play the corresponding event in a family of your choice.
1. A cultist escaped. One sim couldn’t take it anymore, left the cult and now lives in the outside world. Move them out and don’t have any contact with them.
2. Rodent fever epidemic. A fatal disease spreads across your cult. They are ignorant and don’t know how to treat it, so soon the whole family falls ill. You should give someone rodent fever disease and spread it to everyone in the family, then treat it only at the last stage. At least one sim should die of it.
3. All your crops are dead. To punish you for your sins, or maybe just on a whim, or for any other mysterious reason, Chernobog ruined all the plants in your field. Delete them and also sell all the harvest in your baggage. You have to start your garden anew.
4. All the money is taken away. The leader demands you to give all your funds to the cult. Change the amount of your funds to 0 with cheats.
5. Family pilgrimage to a secret lot. To purify themselves and get away from the secular attractions, a family must spend a week in a secret lot, living in tents, eating fish they caught, reading cult books and praying a lot.
6. Try to secretly learn a forbidden skill. Someone got too curious about the worldly matters and tried to be good at something they shouldn’t do at all. Try to develop a forbidden skill by reading a skill book or interacting with a secretly bought item you hide anywhere, probably when everyone else is sleeping, or go with a trusted friend to a lot that has this item/with this item in your baggage.
7. Have as many kids as possible. One family wants to increase their chances of survival, so they should have a lot of children when you play them. You can have only two in a week, so use adoption to increase the number of family members to 8.
8. One family child is given to another family. Since some families may have too few children and others may have too many, the leader decides one family should give one of their children to another.
9. Fool of God. One of your family members has been blessed by Chernobog showing them a glimpse of its presence! Unfortunately, human mind can’t stay as it used to be after meeting an eldritch entity. This sim is now insane and can’t be controlled, punished or rewarded anymore, though they can be married, have children or be chosen for a sacrifice.
10. The blessed child. A creature of higher power blessed one of your children with their attention. Have a child of an alien or vampire, and if the child turns out an alien or vampire too, neither they nor their parent can be sacrificed until the child ages up to teen. Male sims also can have a child in such a way, but this child should live with the cult family after being born. The same rules apply to alien babies born by men after abduction.
That’s all for now, though I’m open for any questions, suggestions, corrections (including language errors since I’m not a native speaker), clarifications and just general feedback. It’s in the process of play testing and so far it’s been pretty playable though I can’t say I follow every single rule. I hope it’s not too boring and that it will give you some ideas to incorporate in your game when playing a cult in The Sims.
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