
The Esoteric Cult Anecdotes of Kuihu Manor
朽湖庄园的密教异闻录
- Status
- Ongoing
- Length
- 569k Words
- Genre
- Western Fantasy
- Audience
- Male
- Subgenre
- Epic Fantasy
- Updated
- 2mo ago
- Source
- Qidian
Stats
3Monthly votes
5.4kRecommends
10.3kFans
261Chapters
Tags
Synopsis
Reader comments
In booklists 1
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Feels good
I've seen a lot of secret sects, this is my first time seeing you in Rusty Lake, come on
Set up collection building
All book friends can display the light inside the skull here to feast for a rising person who is not here. Any interesting setting, regardless of plot, inspiration, character design or reference works, can be listed, but whether it will be used and its form is undecided.
The main reason is that the plot is slow, especially from the beginning of the blood disaster, it lacks excitement and the characterization of the Viscount's words and deeds is a bit too normal. It would be best if people who have never watched Rusty Lake can also feel that there is something wrong with the Viscount.
It is still difficult to combine the mysterious and obscure content of Rust Lake Esoteric Cult with online articles. Either the writing is not that interesting, or the writing is too self-exciting. I hope the author can balance it well.
Just looking at this introduction is very complicated.
I now see at least three elements: dungeon, secret cult and rusty lake.
Where can I find someone who can play Secret Cult and Rusty Lake for you?
Xiuhu, Esoteric Cult, two big upsets combined into one, super big upset.
Fantasy is like this, No. 1 On the 1000 new book list
A bit boring
Is this game popular? For novels to be popular, you need a basic base. The number of people who play this game and read novels should not be large. The writing feels okay. I have not read the game settings. The overall feeling is that the extraordinary system is weak and the introduction is not in place. The whole plot has insufficient tension and is a bit too mysterious. It is too spacey, has no sense of landing, has no sense of experience, and is not practical, giving people a real sense of substitution. It is not grounded enough.
Changing the settings is a bit deliberate and superfluous. Si Wei sucks
Damn it, has this book been raised to death? I was still thinking of waiting until more than 300 chapters to read it 😥
It is neither a cool novel nor a popular novel, nor is it serious literature. What is the author writing?
It's a eunuch, the author has paved himself to death.
The author lays it all out, but doesn't write about the real thing, and the readers "keep it up". The plot is too boring to let it go; the author lays it all out, and the readers feed it to another work, and then the author cuts himself off and enters the palace.
When I saw the introduction to the book, I thought it was a fic from Darkest Dungeon, but I didn't expect it to be a fusion of Rusty Lake and the Secret Cult. 🤔🤔 Why not also incorporate the Dark Dungeon worldview: "Dark Dungeon", based on Gothic horror + Pan-Cthulhu mythology, builds a dark world where human rationality is vulnerable in the face of cosmic chaos and ancient evil, and resistance is doomed to be futile but we still have to move forward with a heavy load. Its worldview revolves around the three cores of "family destiny, the truth of the universe, and the collapse and redemption of human nature." The setting has the characteristics of both narrative depth and strong gameplay binding. 1. The main line of the core world view 1. The beginning of the story: the original sin of the ancestors All tragedies in the game begin with the player's ancestor - a declining nobleman who owned a huge manor and territory. After exhausting worldly luxury and pleasure, he was attracted by the legend that "the door to forbidden power was buried under the family manor." He spent the family wealth to hire workers and conducted endless excavations under the ancestral home. Finally, in the salty rock formation deepest in the foundation of his ancestral home, he dug a passage to the ancient evil and awakened the indescribable existence sleeping there. The corrupting power released by this excavation instantly swallowed up all the workers, and only the ancestors fled back to the surface alone in madness and collapse. But he didn't stop there. After coming into contact with the forbidden truth, the ancestors were completely obsessed with the dark power of the universe, and conducted countless sacrifices, witchcraft and forbidden experiments, completely dragging the entire territory - including the town of Hamlet and the surrounding areas, into the abyss of corruption. At the end of his life, he wrote a letter calling the player (heir), a distant relative of the family, to return to his homeland, claiming that he wanted the player to "save the family and regain glory." And this letter itself is a scam. The ancestor has long seen the truth of the world. His core purpose of summoning players is to allow players to lead countless adventurers deep into the dungeon, feed the ancient existences underground with life and blood, and complete the cycle of fate. 2. Player's destiny: futile resistance As the heir, after the player arrives in the corrupted town of Hamlet, the core goal is to recruit adventurers, go deep into various polluted areas, eliminate monsters and corruption, and finally enter the "dark dungeon" deepest in the ancestral home to eradicate the source of evil. As the adventure progresses, players will gradually uncover the countless sins he committed and the ultimate truth of the world through the diaries and records left by their ancestors. In the final battle, the player's team will first defeat the remnant souls of their ancestors ("the incarnation of creeping chaos"), and finally face the source of corruption-the Heart of Darkness. The remnants of the ancestors will reveal the ultimate truth: the heart of darkness is not an alien invader, but the heart of the planet itself. Human beings and all flesh and blood life in the world are just "errant flesh (free flesh)" that fell off when it was sleeping. The birth, reproduction, and death of human beings are just short interludes before its awakening. Its awakening is destined to bring about the end of the world. This is an irreversible fate. Even if the player's team pays a heavy price to defeat the physical form of the Heart of Darkness, it only delays its awakening. The ancestor will declare that this victory is just "a speck of dust in an endless cycle." The player will eventually repeat his mistakes, and the player's descendants will continue this futile struggle. The fate will never be broken - "Ruin has come to our family. (Our family has fallen)." This opening line is also the end of the cycle. 2. Core geography and regional settings The core stage of the game is the territory left by the ancestors (The Estate), with the hub town of Hamlet as the core, radiating to multiple corrupted areas around it. Each area has an independent ecology, monster system and background story, corresponding to the different sins committed by the ancestors. Area Name Core Settings and Background Hamlet Town is the core hub of players and the only remaining human settlement in the territory. The town's taverns, sanatoriums, churches, blacksmiths and other facilities correspond to the heroes' stress relief, quirk treatment, equipment upgrades and other functions. The town itself is also shrouded in corruption. The residents either fall into madness or become food for monsters. Only by relying on the player's exploration resources can they gradually restore their functions. Ruins The ruins of the main body of the ancestral home are the most direct area where corruption spreads. Ancestors conducted countless necromancy experiments here, so it's dotted with reanimated skeletons, necromancers, and cursed ghosts. The core bosses here are the necromancer and the prophet, which correspond to the ancestors' contact with the taboo of life and death. Dense Forest (Weald) The ancient forest surrounding the ancestral home has been corrupted by fungi, paganism and distorted natural forces. The ancestors once colluded with witches and pagan groups here to perform taboo natural witchcraft, which resulted in flesh and blood deformation of all plants, beasts, and humans in the forest. Tree men, fungus monsters, robbers, and witches were everywhere. The core bosses are witches and giants Warrens. The sewage and breeding channels under the ancestral home were completely out of control due to pig experiments. In order to pursue cheap labor and taboo flesh transformation, the ancestors merged humans and pigs and created a pig race. It is dirty, bloody, and full of deformed pigs, scavengers, and infected bodies. The core bosses are the Pig King and the Snotling. Cove The coast and shipwreck area on the edge of the territory are polluted by the power of Cthulhu in the deep sea. The ancestors once cooperated with pirates and deep-sea cults here to salvage forbidden antiquities from the seabed, and awakened the murlocs, sea monsters and sirens of the deep sea. The monsters here are mainly aquatic, bleeding, and corrosive. The core bosses are Siren and Diver. Darkest Dungeon is the deepest core area of the ancestral home. It is the location of the Heart of Darkness and the source of corruption in the entire territory. The rules of space and reality here are completely distorted, filled with the purest alien aberrations and illusions of ancestors, eventually leading to the lair of the Heart of Darkness. Only heroes with the highest level of determination can enter, and it is also the final stage of the main line of the game DLC new area settings 1. The Crimson Court: The ancestors once held endless orgy banquets here, and accidentally introduced the vampire group and the scarlet curse. This area is a gothic vampire manor, filled with bloodthirsty aristocratic vampires, deformed mosquitoes and cursed blood servants. The core boss is the countess, and the permanent debuff mechanism of the "Scarlet Curse" has also been introduced to correspond to the bloodthirsty and deformation of vampires. 2. The Color of Madness: A meteorite carrying the power of cosmic chaos fell on the farm in the territory. The power of the meteorite completely distorted reality and time, turning all farmers and crops on the farm into crystal distortions. A new corruption system of "comet pollution" is introduced here, as well as a wave mode of endless survival. The core boss is the Sleeper, which corresponds to the purer chaotic power of Cthulhu from outer space. 3. The Butcher's Circus: The bloody arena in the territory is a place of violent carnival spawned by corrupt forces. It corresponds to the PVP arena gameplay and complements the dark setting of "human beings killing each other in despair" in the worldview. 3. Core cosmology and ultimate existence The cosmology of "Darkest Dungeon" is essentially Lovecraftian cosmic horror - human reason, civilization and life are meaningless in the face of the vast, indifferent cosmic power that far exceeds human understanding. The core ultimate existence is divided into two categories: 1. Heart of Darkness (Heart of Darkness) The core ultimate existence of the entire series is the will and heart of the planet itself, and is also the source of all flesh and blood life. It is a living chaotic entity that transcends time and space, sleeping in the core of the planet. Its every heartbeat will bring corruption and flesh and blood distortion. It is not malicious to humans, just like humans don't care about the bacteria on their bodies. All human struggles are in vain in the face of its awakening. Its existence completely denies "anthropocentrism" and is also the core source of despair in the entire worldview. 2. The Shapes In the official setting, The Shapes are amorphous void chaotic entities that preceded the birth of human civilization. They were inspired by Azathoth in the Cthulhu Mythos. They are pure, incomprehensible chaos and entropy. Their existence will distort the real space and form a non-Euclidean dungeon structure. Their whispers will directly erode the human spirit and are the core narrative source of the pressure system. They are spread throughout the universe, existing in the abyss of the Heart of Darkness, and also coming to the earth along with the meteorites of the color of madness. They are the essential embodiment of the power of corruption. They are completely indifferent to humans, and the existence of humans means nothing to them. 4. Key Roles and Power Settings 1. Core Characters - The Ancestor: The initiator of the entire story and the narrator throughout the entire work. He is not a simple madman, but a typical "Faustian" character - in pursuit of ultimate knowledge and power, he does not hesitate to sacrifice his entire family, territory, and even all mankind. After he came into contact with the truth of the universe, he completely gave up his human identity and became the spokesperson of the Heart of Darkness. His soul is forever trapped in a loop, luring generations of heirs into the abyss. - Player (Heir): The avatar of the player, the successor of the family bloodline, and the core chess piece of the ancestors' plan. All the player's actions are essentially providing flesh and blood nourishment for the Heart of Darkness. Even if the Heart of Darkness is defeated, it will only delay the end of the world. The player's existence is a tragic hero who "knows that he cannot do something but does it", and is also the epitome of human nature in the entire worldview - even if he knows that resistance is doomed to be futile, he still has to hold up the torch. - Heroes: Adventurers recruited by players are also a core component of the worldview. Every hero in the game is not a perfect hero, but an ordinary person with trauma, sin, obsession and flaws. They come to Hamlet, either to escape the past, to atone for their sins, or to pursue wealth and power. Each hero has a complete official background story, such as the leper who is burdened with the sin of regicide, the tomb robber who escaped from the family blood feud, the crusader who went crazy due to the collapse of his faith, the abomination who was transformed by a cult experiment, and so on. Their mental trauma will be infinitely magnified during the dungeon exploration, corresponding to the game's pressure, quirks, torture and virtue system, which perfectly fits the core setting of "terror will tear human nature apart". 2. Core forces - Necromancer Sect: A cult group that focuses on controlling the undead and touching the taboos of life and death. It has cooperated with the ancestors and conducted undead experiments in the ruins. It is the core hostile force in the ruins area. - The pig tribe: the product of the ancestral flesh and blood fusion experiment, possessing part of human wisdom and the savage instinct of pigs, entrenched in the beast's den, forming a primitive and bloody ethnic society. - Deep Sea Cult: A cult group that worships the ancient gods of the deep sea. It cooperates with pirates and ancestors to awaken the murlocs and sea monsters in the deep sea. It is the core hostile force in the Gulf area and has strong characteristics of the Cthulhu Deep Diver setting. - Scarlet Court: The vampire group headed by the countess was attracted by the ancestors' banquet and corrupted the entire courtyard with the scarlet curse, transforming the nobles into bloodthirsty monsters. It is a typical Gothic vampire force. - Cosmic Crystal Power: The chaotic power of outer space coming from the Crazy Color Meteorite has no fixed form and will only constantly assimilate and crystallize all life and non-life around it. It is an alien force that completely surpasses human understanding. 5. Narrative setting of the core mechanism The most classic design of "Darkest Dungeon" is the strong binding of game mechanics and worldview narrative. Each core gameplay corresponds to the setting of the worldview: 1. Stress System (Stress System) The core mechanism of the game corresponds to the "sanity value (SAN value)" in the Cthulhu Mythos. When the hero explores in the dark, encounters critical hits, witnesses the death of his companions, and comes into contact with unspeakable horrors, the stress level will continue to increase. When the pressure value reaches a critical value, the hero will trigger a judgment, with a high probability of entering a state of torture (falling into fear, madness, paranoia, disobeying instructions, attacking teammates, and increasing the pressure on the whole team), and a small probability of entering a state of virtue (awakening courage in terror, obtaining powerful buffs, and inspiring the whole team). The core of the narrative of this mechanism is "the test of human nature by terror" - no one can remain sane forever. In the endless darkness, collapse is the norm, and courage is only a short-lived miracle. After the pressure value is reached, the hero will directly suffer a heart attack and die, corresponding to the setting of "fear is enough to kill a person". 2. Permanent Death Mechanism After the hero dies in the dungeon, he will disappear permanently and cannot be resurrected. This mechanism perfectly fits the cruelty of the worldview - in the adventure of the dark dungeon, life is extremely fragile, and every death is an irreversible tragedy. Players must accept the reality that "heroes are just consumables", which also corresponds to the ultimate truth in the eyes of their ancestors that "human beings are just nourishment for the heart of darkness". 3. Quirk System The hero will acquire positive or negative quirks during the adventure. These quirks are not only the mark of the adventure, but also the embodiment of mental trauma. For example, heroes who have been in contact with too many undead will acquire "Fear of the Undead", and heroes who have seen too much blood will become "bloodthirsty". These quirks cannot be easily eliminated, which correspond to the narrative core of "trauma will forever change a person" and also echo the permanent erosion of human nature by the chaotic power of the body. 6. The continuation of the world view of "Darkest Dungeon 2" The story of the second generation takes place several years after the ending of the first generation. The corruption in the Heart of Darkness has not been contained, but has completely spread to the entire world. Human civilization is on the verge of collapse, and the earth is completely swallowed up by chaos and distortion. The player is no longer the heir to the territory, but the leader of the stagecoach, leading the remaining heroes across the corrupted land to the world's last hope - The Mountain, trying to completely end the fate of the Heart of Darkness. The world view of the second generation continues the core settings of the first generation and further expands the universe view: the corruption in the heart of darkness is no longer limited to a single territory, but a precursor to planet-level awakening, and the entire world is coming to an end. At the same time, the second generation deepens the background story of each hero. Through the "obsession" system, players can face the core trauma of each hero, further strengthening the core theme of "reconciling with oneself in despair and fighting fate". The final ending still continues the tragic core of the first generation - even if you reach the mountain, you still cannot completely eliminate the heart of darkness, and can only continue this endless cycle.
It's quite interesting. I have never played Xiuhu or the Secret Cult, but I can see the subtlety of the Secret Cult setting. Modern people know that there must be conspiracies in this world, and they are huge in number, but no one can catch them. This state is interesting - it is a definite uncertainty. We are sure: something is being concealed; but we are not sure: what is being concealed, who is concealing it, and why. This state creates a psychological tension: we know there is something under the water, but we just can't see it. And conspiracy theories provide a kind of visibility—it crystallizes what's beneath the surface into a story, an organization, a conspiracy. It is this psychology that is beautified in the esoteric setting. The attraction of the esoteric setting may be that it pushes this "visibility" to the extreme: those invisible things are not fragmented and random secrets, but a complete, logical, and understandable system. Through study and practice, we can become the one who knows and even the one who participates in it. Behind this system are not dirty interests, but transcendent and aesthetic "reality". This is actually an aesthetic transformation of conspiracy theories - turning anxiety into a sense of mystery, turning a sense of powerlessness into a sense of participation, and turning being concealed into being chosen. I hope the author can find content from my thoughts that can accurately hit the pain points of modern people and create a masterpiece.
It feels pretty good, but the game feel of Goldfinger is a bit heavy.
The story gives people a calm feeling. The protagonist does not choose to be a lone wolf fighting alone. The characters of the team members are also relatively reliable. The mysterious atmosphere is well created. The subsequent development is worth looking forward to. Feedback from a reader's perspective: The Goldfinger ability in the dream seems to be a little more game-like, and it's just in the form of cards. Buttons and presses are just a bit of a show. Would it be more holistic if it were changed to mysterious attraction, invisible interaction, spiritual contact, mind connection, etc.?
Unresolved matters
Perhaps it is necessary to update the introduction to state that this book is a completely self-created guideline, and has reconstructed the entire climbing system, Mansu/spiritual world structure, Sichen/Siwei, etc., So that some readers will not realize that the goods are not correct after reading three chapters... There is one guideline that has not yet appeared. After it appears, maybe I can list the instructions in the book review area, probably.
Update Come on
Vote about the heroine and emotional line of this book
As for the heroine, the author's original idea was to write a novel as an adjustment to the novel, and because he had written novels without a heroine before, he also wanted to try a new writing method. According to the previous plan, the heroine may be more inclined to be a "collaborator" (firstly, as a noble, it is more convenient to have a wife for social occasions and when she needs to appear "in person"; secondly, she can open up an additional path to climb up through this and complement each other. Thirdly, it may be similar to one of the reasons for Watson's marriage in The Four Signs). After Zhang Shuo solicited opinions, he found that everyone's ideas were biased toward having no female protagonist, so he set up a poll to solicit opinions. The author himself does not care whether there is a female protagonist or not, including the fact that Miss Kelly Moore has the same function if she is replaced by a male character except for her skirt (the original outline actually played the role of revealing some extraordinary information, but later changed some of the Viscount and the power under the lake to give the protagonist an opportunity, so this function was shelved), so how to set up the emotional line of the book depends on the votes of book friends. The voting is tentatively scheduled to be settled in mid-March. If you have other ideas, please post downstairs and vote for the last option. If this option is the most popular in the end, open another poll in the book review.
Stitches novel. It's okay to borrow from it, but don't copy the original characters and names. This is not fan fiction.
Is the question over? , I have never played the game, can I watch it?
Tucaolou! If you want to complain, please go here
Of course, this book has many shortcomings. The logic of the writing has also been compromised due to the storytelling, and there are many elements and settings that are somewhat lax. This is where the author's skills are limited and he feels very sorry for his readers - in this respect the author doesn't mind being a "sorry detective" like Harry Dubois. So, learn from a certain author and set up a forum for everyone to complain.
Evil setting
In Mansu, after any immortals, named ones, have intercourse and give birth to children, their desires will be extremely strong, and they will turn from the cup's fertility to devouring, and parents will be forced to devoure their children. But this desire can be temporarily suppressed - for example, with the help of huge doses of morphine. If for some reason they fail to swallow their children, they will be forced to hunt down their children due to their strong desire. Most immortals hate the evil of heaven. The union between Si Chen through agents can give birth to offspring - "deceiving the world and pretending to be a person". This method may avoid many risks and make the combination of powers possible, and its possibility may come from... The world "doesn't know who this child really is", or even "who this child really is". Leap consciousness: deceiving the world and pretending to be a person The scorching sun and the day forge cannot be combined, but the sunset Celia and the Swan King can. The secret is the ruse mentioned above. [Any Librarian can use it to construct a single history and complete the game - but Twice-born can earn special victories. ] The bloodline of Flint and Wheel is called the blood of the earth, and Lionsmith is a descendant of the colonel.
Is there any book club where reading is a bit uncomfortable?
I thought I would develop the seal underneath and turn it into a dungeon mode for people to explore.
Nga saw the tweet and came here to take a look
I think the setting is very interesting, give it a try
I have only watched the video unlocking of this game, will it affect my reading?
There has been no update today. 😰