TEXT: C
  ults and religions are 
  often a critical piece of 
  world-building. From the 
  naïve do-gooders to apocalyptic 
  demon-summoners, cults 
  and religions span a range of 
  purposes and belief systems. Use 
  the following tables to generate 
  a compelling cult or religion to 
  inhabit your world.
  Anatomy of a
  Cult
   
  Writing Jeff Gomez
  Color Art Phil Stone
  Editing Felipe Real
  Layout Xanditz
  EN World EN5ider | Anatomy of a Cult
  
  Core Tenet
  A single core teaching stands above all others. 
  Use the following table to identify the religion’s 
  core tenet. Choose one or roll a d12.
  1.
  All You Need Is Love: Love is all you need,
  particularly familial love and love of the gods.
  2.
  Do Unto Others…: These cultists believe in
  helping their fellow man. The more joy in the
  world, the better.
  3.
  Equality Above All: All living creatures deserve
  to live together, as equals. Slavery is the greatest
  crime.
  4.
  For I Am Come Again: These cultists are
  obsessed with bringing their god back into the
  world. They perform their ritual ceremonies
  seemingly without end in hopes that one of them
  will open the final door.
  5.
  Knowledge Is Power: This religion is deeply
  engrained in study, often arcane. Its secrets
  require decades of close research from a
  thousand holy texts.
  6.
  Material Wealth Is Sin: These cultists seek to
  rid themselves of all material wealth, and live as
  beggars. Churches and the trappings associated
  with their religion are the only possible
  exception.
  7.
  Meditation and Self-Reflection: This religion
  is a vehicle for self-discovery. All else is
  flexible, and teachings usually take the form of
  perplexing koans.
  8.
  Nothing Really Matters: There are no rules. The
  gods, while powerful, are as meaningless as their
  subjects down below.
  9.
  Only Mortals Remain: The gods have long left
  this world and no longer impart any meaning to
  it. We must choose our own purpose in life.
  10. Only the Strong Survive: This cult is a constant
  battle for supremacy. The strong are revered and
  charity is abhorred.
  11. Slaughter is the Only Virtue: Bloodshed and
  death are the way of this cult. Violence is a virtue
  in and of itself.
  12. Worship for Power: These cultists desire power
  above all else. The ceremonies and rituals, dark
  or divine, are simply a means to gain strength.
  Commandments
  In addition to the core tenants above, religions 
  have all sorts of additional rules and regulations. 
  Use the following table to generate additional 
  commandments. Choose as many as you want or roll 
  any number of d20s.
  1.
  Thou shall bury the seeds before consuming the
  fruit.
  2.
  Thou shall conduct prayer with eyes closed and
  hands upraised.
  3.
  Thou shall devote one day a week to rest. No
  work shall be performed on that day.
  4.
  Thou shall honor thine superiors.
  5.
  Thou shall make no contract lasting more than 7
  years. Marriage and other permanent contracts
  are abominations.
  6.
  Thou shall not cut trees or harvest plants at
  night, except within the presence of a priest.
  7.
  Thou shall not drink the milk of animals.
  8.
  Thou shall not harm pigeons, lest you have
  divine punishment inflicted upon you.
  9.
  Thou shall not inflict undue pain on thine
  enemies.
  10. Thou shall not kill without cause.
  11. Thou shall not perform magic of any type,
  except by express permission of a priest.
  12. Thou shall not punish a child under the age of 8.
  Children are guiltless in all cases.
  13. Thou shall not say the Lord’s name out loud, nor
  write it down. It may only be whispered by the
  high priest to pass on Its knowledge.
  14. Thou shall not take possessions upon which you
  have no claim.
  EN World EN5ider | Anatomy of a Cult
  
  15. Thou shall not touch members of the opposite
  sex, unless it is a family member.
  16. Thou shall not wear red, for it is the color of
  blood.
  17. Thou shall not wear shoes or bring weapons
  inside a temple. Tracking blood or dirt inside a
  temple is a terrible crime.
  18. Thou shall only eat eggs hard boiled. The yolk
  cannot be cracked.
  19. Thou shall read from the Holy Scriptures
  every day.
  20. Thou shall wake up for a brief prayer in the dead
  of night, then you can return to rest.
  Central Myth
  While most religions are composed of a tapestry of 
  stories, one particular myth stands above all others. 
  Use the following table to generate a central myth. 
  Choose one or roll a d10.
  1.
  Child of God: A central prophet was the child
  of god. It is through this heroic creature that we
  learned much of the divine.
  2.
  Death of the Divine: One or more central gods
  were killed in a horrific calamity—either by the
  hand of man or the hand of another deity.
  3.
  Inevitable Armageddon: The end of all days is
  fast approaching and it will be terrible. There is
  nothing that can be done.
  4.
  Judge of the Afterlife: A man’s words and deeds
  are weighed after he dies. Those who have acted
  in accordance with the cult are rewarded. Those
  who fail are punished with everlasting suffering.
  5.
  Loss of Innocence: Mortals were once innocent,
  pure creatures under the gods’ loving care. Due
  to a terrible mistake, we were cast from this
  pedestal and now toil in the mud.
  6.
  Slaying the Beast: The great antagonist, possibly
  a god but more likely a monster, was slain by a
  human with the help of a god.
  7.
  Stealing from the Gods: Some critical tool, such
  as fire or magic, was stolen from the gods. They
  never quite forgave us.
  8.
  Test of Faith: The gods tested the faith of a
  mortal terribly, but the mortal persevered and
  was rewarded.
  9.
  The Great Flood: Long ago, the gods cleansed
  the world of evil through a great flood. They
  saved only a few species to repopulate the lands.
  10. The Promised Land: The gods have promised us
  a wonderful land, flowing with milk and honey.
  Distinguishing Mark
  It is quite easy to recognize some worshippers out 
  and about in their daily lives. Use the following table to 
  generate a distinguishing mark. Choose one or roll a d8.
  1.
  Brand: These cultists are easily identifiable by a
  cruel brand, often on the forehead or forearm.
  2.
  Handshake: Cultists identify one another
  through a secret handshake. The handshake
  is subtle or quick enough that is it nearly
  imperceptible to the outside observer.
  3.
  Holy Material: Instead of a specific symbol, an
  entire material is deemed holy (such as silver,
  raven feathers, or troll teeth). These items are
  treated with care and often woven into clothes or
  jewelry.
  4.
  Holy Symbol: Members of this religion wear a
  small holy symbol, usually as a necklace of some
  precious metal.
  5.
  Masks: Members of this cult wear strange
  masks. Most only wear them during rituals,
  but higher level members wear the items out in
  public.
  6.
  Mutilation: Some part of the body is cut or
  burned away, often as a newborn. These areas
  are mostly cosmetic, such as the left earlobe or
  last joint of the pinky toe.
  7.
  Saying: Cultists greet one another with a brief
  saying, often a proverb or blessing.
  EN World EN5ider | Anatomy of a Cult
  
  8.
  Tattoo: Tattoos adorn these cultists. The
  markings indicate religious belief as well as
  status within the church.
  Priests
  Almost all religions have priests, members of a 
  religious caste who guide others in worship. Use the 
  following table to generate the priest’s holy outfit. 
  Choose one or roll a d6.
  1.
  Beggar: These priests are forbidden from ornate
  garb and must adorn themselves in rough hides.
  They are foul-smelling and unshaven, but preach
  the word of god.
  2.
  Cloaks: Clothed in long cloaks, these priests
  make sweeping, dramatic gestures as they praise
  their gods.
  3.
  Divine Costume: These priests dress as the god
  they represent, and often act out complex plays
  during services.
  4.
  Formal: These religious leaders look similar to
  businessmen or other daily workers. They wear
  their best clothes, but do not stand out otherwise
  from the crowd.
  5.
  Martyr: These priests emulate some famous
  martyr in their myths or perhaps just remind
  themselves of their place before god. They mark
  themselves in the manner of the martyr’s death.
  6.
  Ornate: The voice of god must look the part.
  These priests dress in ostentatious clothing, long
  furs, and expensive jewelry. Most of them wear
  enormous hats.
  Temple
  Most religions require a central place of worship 
  for prayer. Use the following table to generate a 
  typical religious structure. Choose one or roll a d10.
  1.
  Cathedral: These structures are grand and
  otherworldly, with stained glass and curved
  arches that draw the eye up.
  2.
  Caves: These cultists refurbish natural caves for
  their rituals. If no caves are available, they build
  and reinforce tunnels into the soil.
  3.
  In the Darkness: The actual structure of this
  temple hardly matters, as services are held in
  near-pitch blackness.
  4.
  Metal: These temples are riddled with metal
  beams and jagged spikes. The area feels alien
  and lifeless.
  5.
  Multi-Shrine: This temple contains a dozen or
  more vestibules with small shrines to minor gods.
  6.
  Relics: The walls of this temple are adorned with
  trophies or relics from religious victories.
  7.
  Simple: This religion admires simplicity. Its
  temples are almost warehouse-like in their
  austerity.
  8.
  Standing Stones: These cultists worship in the
  open air, surrounded by massive stone blocks.
  9.
  Temple-less: It is against the precepts of this cult
  to build any house of worship. Ceremonies are
  held in homes or public places.
  10. Wood: Only wood is allowed in the construction
  of these temples, and they take on a rustic,
  natural feeling.
  EN World EN5ider | Anatomy of a Cult
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 177 - Anatomy of A Cult.pdf