Innistrad
Aug 12, 2018 19:36:56 GMT -6
Post by nob on Aug 12, 2018 19:36:56 GMT -6
Innistrad
Cloaked in mystery, not located on any charts, unwelcoming inhabitants and truly dismal weather keep travelers and Spelljammers away from the Sphere of Innistrad, and that is probably for the best. Innistrad has one planet also named Innistrad, The Helvault, a large moon that (somehow) hangs over all of Innistrad, never moving, even the parts that should have the entire planet in between them and the moon, and a smaller red moon named the Blood Moon, which zips across the sky and whose orbit defines the Innistrad 'day'. Notably, no star graces the sphere of Innistrad, and as a result Innistrad is only lit by the moonlight from the Helvault and from the Blood Moon, a sort of perpetual almost-night bright enough to read by of dim silver and red light. There are rumors of a third moon, a 'black' moon that drives those who stare into it insane, and grant those who are mad extraordinary powers, and magic of all sorts is unearthly powerful when it appears, which seems to follow no fixed schedule, nor rhyme or reason. Most scholars dismiss these tales as nonsense.
Inhabitants of Innistrad
Most inhabitants of Innistrad eke out a difficult existence as farmers, tradesmen, ranchers, fishermen, or other similar professions. Agriculture is hard, with the lack of proper sunlight and weak soil contributing to anemic crops, and life in general is hard as well. Most of Innistrad is covered in dense forests, swamps, a deep, black ocean, and rolling hills, and the towns that dot Innistrad's landscape are either on the coast or on the few large expanses of flat land on Innistrad. Industry is underdeveloped or nonexistent, and the vast majority of Innistrad is still in a pre-spaceflight level of technology. To make matters worse, due to Innistrad's relative remoteness on the Wheel, rarely do rogue traders or other outsiders come to Innistrad and when they do it rarely brings anything good, since Innistrad is an excellent place to go if you need to hide. Innistradians tend to be insular to the point of xenophobia, and given the nature of many of the less civilized inhabitants, who can blame them?
The territory of monsters takes up far more space than that of towns and farms. Werewolves are extremely common on Innistrad, though travelers from outside the Sphere would be wise to note that the Werewolves of Innistrad share little in common with their Exalted cousins other than their powerful warform. Few are blessed by Luna, whose presence is oddly weak here, and most do not even know that they are Werewolves at all, since the mindless beast they transform into once a week that seeks to kill and consume does not remember any of it's actions. Vampires, as well, have spread to Innistrad, the lack of a sun being perfect for them. While the townsfolk of Innistrad know well how to kill a Vampire, Vampires on Innistrad have organized themselves into Vampire Courts, who inhabit a manor or castle that they or their un-turned slaves construct, or, failing that, the ruins of long-gone civilizations or forts. They settle near a town, and abduct townsfolk to provide them Vitae, keeping them alive as long as possible. In this way, most Vampire Courts have dozens of brainwashed blood-slaves, and the only real threat to the Court is overstepping their power so much that several towns band together to put a stop to them or the actions of another Court.
Besides all this, packs of savage wolves roam the forests of Innistrad, the unburied dead walk the swamps, searching for any flicker of life that they could warm themselves with, many-tentacled things wait in the depths of the seas, and the ruins of former towns, castles, manors may harbor things more unspeakable and dangerous than mere Vampires. Even in the towns, cultists of Daemonic forces seek to summon their masters to shape a piece of Innistrad in their image. The cultists of Daemons, however, are the least insidious of all the many, many cults that blight Innistrad -- a conservative estimate would be that 10% of the townsfolk and farmers serve some otherworldly power.
Organizations of Innistrad
Many of these pray to the Old Gods of the Warp, whose power has long been forgotten, but not in this dark place, not here. The servants of Emrakul, Kozilek, and Ulamog long for the day where those long forgotten gods rise up once more, to bring them heaven or oblivion, the difference between the two being academic in Innistrad. Cults rarely get along, most being willing to give anything to destroy their foes before they accomplish their aims. While no cult has grown powerful enough to actually execute their aims, if one did they would pose a threat unparalleled by anything else on Innistrad. Other cults include the worship of the 'Dark Powers', mysterious figures who supposedly are responsible for the creation of Innistrad, the cults worshipping the Chaos Gods, an open 'cult' that functions more like a church devoted to the worship of Sigmar and his Daemons (Which is by far the most popular, if you include it as a cult at all), and a fraternity of well-dressed, golden-eyed smiling men and women who seek to bring the 'light of day' to this misbegotten world, engaged in a constant, low-level battle with the worshipers of the Old Gods.
The Church of Avacyn
The Church of Avacyn is the most widely practiced religion on Innistrad. The churches of Avacyn operate in the open with little to no complaints from other worshippers, there is at least a small chapel in practically every town, and it is one of the very few things on Innistrad not trying to kill townsfolk. Avacyn's tenets fall strictly in line with things found in the Blessed Pantheon, and her belief system is a curious mix of Sigmar and Pelor -- upon whom she is clearly based. No one has seen Avacyn in over two hundred years, but scholars believe she does exist as a Greater Daemon of the Blessed Pantheon. Her Inquisitors hunt down other cults, werewolves, and vampires. This is a dangerous, thankless job, but with the dangerous, thankless nature of Innistrad many yet turn to it. They have knowledge of the ways to harm vampires, werewolves, and worse monsters besides, but most of their practicioners are mundane. Those few Exalts among their number work tirelessly to help the people of Innistrad as best as they can, but even their mighty constitutions must eventually tire, and false accusations of witchcraft, vampirism, or lycanthropy are not uncommon.
The Followers of the Old Ways
While these cultists have many names for themselves -- most of them incoherent, or nonsensical -- the Church of Avacyn deems them the 'Followers of the Old Ways' with a sort of disgust. The Followers of the Old Ways are one of the most disparate cults on Innistrad, and certainly one of the most numerous. Following three separate gods whose names are often obscured or unknown, the Followers seek to draw the attention of the Old Gods of the Warp to Innistrad, reasoning (when they are capable of that) that they will be remade into something greater than prey for the horrors that stalk the world. Others seek to destroy Innistrad and feed their unknowable masters out of a sense of religious devotion, and others still are nihilists who reason that even oblivion is better than living on Innistrad. And lastly, some don't exactly know what powers they entreaty, and may see themselves as much like the Daemonaic cults. The last group is usually the most sane.
The Church of Avacyn's Inquisitors acknowledge that the Followers are different from Daemonaic cults, though they consider them a similar evil differentiated only by the things they summon and ritual traditions. Only the most radical, however, would know the differences between each cult. The worshippers of Ulamog rarely would consider themselves as such, usually comprising the most desperate poor or farmers whose crops will simply not grow and who are willing to give anything for even a small scrap of food, and their prayers may not even be to any god in particular. However, their lack of limits is incredibly dangerous, and true Ulan cultists can be twisted, powerful and ravening things who show no mercy or fear when they try to feed their endless hunger. Cosian cultists are far less hidden than most, due to their seemingly pathological unwillingness to lie. However, despite their small numbers (being easily identifiable by Inquisitors), they remain a powerful force, due to almost a full third of their members being psykers of at least some power. Additionally, Cosian cultists have a habit of driving others insane -- though whether or not this is intentional is unknown.
Lastly, Emerian cultists are the strongest of the Followers of the Old Ways, and indeed one of the most powerful cults on Innistrad. They operate openly, often acting as community service projects in the desperate towns and cities of Innistrad. Youth groups, day cares, after-school programs, homeless shelters and more are all potential guises for an Emerian cult, others being drawn in by the desire to no longer feel alone and hunted. To their credit, they do make good on their promise, and Emerian cults are characterized by a sense of one-ness that can only come from a semi-hive mind. Their cultists all know and care about all others on Innistrad and some even beyond that, though when questioned under a Zone of Truth or tortured they conveniently 'forget' these facts. Emrakul Herself is rumored to have taken a secret interest in Innistrad, and Her cults have grown large and strong. Among Her followers are Tieflings and Aaismar of twisted figure and lack of self. Their 'instrumentality' may yet be desirable for the people of Innistrad, worst come to worst. Her followers fight back against the Inquisitors of Avacyn, but in general they prefer to turn them to their cause, for no one is stronger than a devoted crusader whose goals have turned.
Daemonaic Cults
The worship of Daemons is prominent on Innistrad. After all, the Gods have abandoned them, but perhaps the servants of the Gods have not? Besides that, Daemons of Chaos and and those of the Grey Council often offer power in addition to service, and these are tempting things indeed for the powerless or nearly powerless normal people of Innistrad. Most Daemons are minor, but a handful are Greater Daemons of great power and skill, and all are deemed by the Church of Avacyn to be the most dangerous organizations on Innistrad. Most cults seek to summon their master to Innistrad proper via psykers, giving sacrifices and following rituals, in the belief that they will be rewarded or spared. While most Daemons do at least spare their servants from the horrors they wreak, it may not be the kind of kindness that the followers hope for, and very few indeed are rewarded for their service but the most loyal and powerful. Even more than the Followers of the Old Ways, the Inquisitors of Avacyn hunt down Daemonic cults wherever they lie. However, the few cults of Daemons of the Blessed Pantheon often have a blind eye turned to them by the Church, or even have tacit approval from them to operate.
Notable cults include the worship of Griselbrand, an ancient and powerful Daemon of Chaos who supposedly predates the birth of the Chaos Gods themselves. Long ago, he was bound into the Helvault and doomed to never escape until the stars are right, and the Wheel turns upon the Blessed Order -- or so the stories go. In popular folk tales, Griselbrand is the sworn enemy of Avacyn, and in truth the cults that worship Griselbrand are always among the most fiercely pursued by the Inquisitors. Many scholars note that this is incongruous with Avacyn's last appearance two hundred years ago, and Griselbrand's binding in time immemorial, but such things rarely matter for superstitious mothers trying to frighten children into good behavior. Ormendahl, the Profane Prince is the other 'local' Daemon worshipped, and most insidiously, most of his worshippers appear to be loyal Avacynites to the outside observer. Ormendahl, unlike Griselbrand, is still at large, though his whereabouts are unknown. Avacyn's Inquisitors would dearly like to know where he hides, but so far they have not been able to torture it out of his cultists. Of lesser interest to the Inquisition are the worship of the traditional Ruinous Powers. This is not to say that they do not care, but rather that the leadership of the Inquisition believes that a Khornate, Slaaneshi, or Nurglite cult is rather easy to identify and needs no real manpower assigned to it outside of for when a raid is needed. Malal and Tzeentch are treated with more serious responses, but are still a fairly low priority.
Cults of the Dark Powers
To call these motley gatherings of scholars and madmen 'cults' would be a bit disingenuous. Very few people have even heard of the Dark Powers, let alone believe in their existence or try to worship them. Madmen claim that the Dark Powers are the reason that it is so hard to leave Innistrad, that they seek to trap every person who sets foot in the Sphere in an ironic or literal hell, and that every bad thing that happens to them is the fault of these Dark Powers. While the Powers never respond, the madmen beseech them all the same, begging for mercy or forgiveness for crimes real or imagined. Scholars and wizards, on the other hand, are mostly seen as 'cult-like while trying to investigate the nature and origin of the Powers. They mutter among themselves that the Dark Powers did, indeed, create Innistrad, but their actions since have been subtle and trying to divine their hand in things is like trying to read the future from a particularly worn crystal ball. All the same, this work is seen as heretical by the Inquisition, if not terribly dangerous. Open talk about the Powers is usually enough to get a few Inquisitors -- and an angry mob -- knocking on your door.
Sequencers
The Sequencers are unique among almost all Innistrad denizens in that you may find them occasionally smiling. While they come from many races and many walks of life, whatever eyes or optics or similar sensory organs they have are always glowing gold, as if some soft firelight burns behind their eyes. Most disguise this behind dark glasses, but some bear it proudly. Sequencers, above all cults and cultish organizations on Innistrad, are organized. They form into regiments, into companies or platoons, and they always refer to each other as 'brother' or 'sister'. Most are in some position of authority, even if that is simply one of the town watch, and almost all at least appear to be devoted worshipers of Avacyn. For this reason, they are usually left alone by the Inquisition, though with a careful eye on these cheerful sorts -- nobody this cheerful is NOT up to something. All of them move with a sense of purpose and responsibility, as if the world has reassured them that they, too, have an important part to play. This is the most suspicious of all.
The Sun. The Sun! The Sun!! THE SUN!!!
In truth the Sequencers are the devoted worshipers of the Dawn Machine, and hope to bring about The New Sequence -- hence, the name. Each and every one is wholly subservient to the awakening god's whims willingly. The New Dawn is coming, they believe. They consider the Church of Avacyn to be not even worth their notice, and the Daemons of Innistrad will flee before them by the time their work is done, but the Followers of the Old Ways pose by far the greatest threat. While the Sequencers focus on completing the tasks directed to them that will bring about the liberation of night, if at all given the chance they will pursue quiet acts of sabotage, assassination, and back-alley brawls. The feeling is mutual. Sequencers rarely bother with other forces such as Daemon cultists, Werewolves, Vampires, or any others unless the esoteric goal they need to complete for the Liberation of Night requires them to do so, and almost alone of all the cults and bands they form an organized and terrifying force when required to march in the open.
Vampire Courts
Vampires are a persistent threat to Innistrad's people. Many small towns and thorps are ruled by Vampires, who band together in groups for protection. Most of these are ruled by a single 'count', though practically every vampire gives themselves at least a small title, to represent their innate 'nobility'. Vampires can be hundreds of years old as long as they continue to get sustenance, but
after a certain point, Vampires on Innistrad must feed on other Vampires in order to continue their lives, though a definite point for this transformation is unknown. Given that Vampires on Innistrad are one of the few natively Exalted powers, they pose the largest threat to Exalted foes of otherworldly origin. Werewolves and individual monsters may prove to be threats for villagers, but short of major demons and massive cults, Vampires are the largest threat to adventurers on Innistrad simply because they can plan more than one step at a time.
Markov's Court
While Markov's Court isn't the largest Court on Innistrad, it is certainly the most famous. Edgar Markov was the first Vampire to set foot on Innistrad some three thousand years ago, and almost very Vampire in the world can claim descent from him. Some even claim that he is one of the ancient Strigoi, but none have thus far verified these claims. Markov's Court lays claim over Havengul, and while not directly present in it's own court of nobles, many of the ruling class in Havengul are under their sway. Presiding over the Court is Edgar Markov, who does the unthinkable in the open -- he feeds off his own Court's Vitae, rather than that of the villagers and peasants of Innistrad. So powerful is he that none of his own dare question him, though many Vampires of other Courts do -- if not in his presence. There are rumors that one of Edgar's own 'children' is a hunter of monsters who defends the people of Innistrad for his own selfish means, but this is usually seen as a folk tale.
Court of Zarovich
The Court of Zarovich is easily the largest on Innistrad, covering dozens of small towns and a few major cities. Ruled by the melancholy Strahd von Zarovich, the Court of Zarovich brutalizes the peasantry at every possible turn. Virgin sacrifices stolen away in the night, people found drained of blood in their own beds, and a torturous death to any found opposing them are all too common in lands ruled by the Court. Naturally, this attracts Heroes -- and indeed, many a Vampire of the Court of Zarovich has found their end at the hands of a Hero -- but by and large, most people are willing to ignore such things if it doesn't directly target them. Count Strahd von Zarovich is content to stay in the Castle Ravenloft most of the time, except when he hears stories of a potential reincarnation of his lost love who he pursues fiercely. However, all of these 'reincarnations' do not hold any love for Strahd, and he is always left heartbroken when they inevitably perish. More's the pity, since he could otherwise restrain his rampant Court.
von Carsteins
An old and respected bloodline, the descendants of Vlad von Carstein are of a more military bearing than most Vampire Courts, organizing themselves into armies with countless thralls as foot soldiers. Each von Carstein is expected to maintain strong standards of honor, be skilled with the blade or another weapon of war, and maintain their own weapons and armor since their lords will call on them for war sooner rather than later. Though Vlad von Carstein has now been dead for five years (slain by the works of Emerian cultists, who the von Carsteins despise), the von Carsteins have recovered admirably. The leadership of the von Carsteins is supposedly a democracy, with the immediate childes of Vlad each having an equal vote. In practice Mannfred von Carstein, a noble of the lands that the Carsteins now control turned long ago, is actually in charge of the Court. He has his eyes on the lands of the Court of Zarovich, though only time will tell if this is a good idea. The von Carsteins have long curried the favor of the various witch covens, cults, and sorcerers who live on their lands, sparing them the usual treatment of the populace in exchange for their occasional help, and for most Exalted von Carstein lands are some of the safest places on Innistrad for them as long as they don't make too much trouble.
Court of Voldaren
By comparison, the Court of Voldaren could be considered an 'up-and-comer' among the Vampire Courts. The sire of the bloodline, Olivia Voldaren, is far more interested in indulging her hedonism and throwing fabulous parties than she is in dealing with politics, and the Court of Voldaren is only that in name as their lands and sub-courts are scattered far and wide across Innistrad, further on the edges of civilization than most vampires would dare. They have a number of strange festivals, and no matter how friendly they seem, remember that ultimately they are after your blood or worse. The Court of Voldaren is tangled up with the Daemonaic cults, and most prominent members of the Court of Voldaren are proficient in magic. Some members of other Courts whisper to each other that Olivia herself is involved with even darker and more esoteric powers than simple, low-ranking Daemons, and that is not entirely incorrect -- for Olivia has some tenuous rapport with the Dark Powers. How she maintains this is unknown to anyone other than Olivia, but she is capable of occasionally acquiring a favor from the true creators of Innistrad. If she intends to parley this into a major advantage for her Court, she would certainly be capable of such though the other Courts would likely have something to say about that.
Places of Innistrad
Yharnam
A sprawling, massive city and the center of power for many a Court, Yharnam is the largest city on Innistrad, rivalled only by Neath -- and even then, it is a close argument. Yharnam's districts and boroughs are spread widely among the Kirch River, several million people living their lives out in the' city, safe from most of the more direct terrors of those who menace Innistrad. While officially ruled by a Prince or Princess, the current head of Yharnam has been missing for several years, and a council of nobles rule in the place of the Prince/ss at the behest of their vampiric masters -- if they aren't already vampires themselves. Indeed, more than half of the city's population is either a vampire or a direct servant of one, and a swift trade in blood dominates it's internal markets, away from the prying eyes of the Inquisition. Unfortunately, with the loss of strong rule, the cults of Innistrad have wormed their way in, and Yharnam is on the brink of religious riot between the worshippers of the cults and the more prominent Church of Avacyn which still tries to maintain order, and at night werewolves roam the streets -- but so too do hunters, who slaughter the beasts where they can.
Despite this, Yharnam is a major trading post and industrial center, the largest producer of textiles and metalwork on Innistrad, and controlling Yharnam is a major ambition of many a Court, petty kingdom, Pack, or extra-Spherical power. With control over Yharnam, one could (theoretically) control most of Innistrad. Through puppets, the courts of Markov and Zarovich contest control over the city for their own benefit, and they seem to have pushed out all but the most major players from outside Innistrad. The only people to contest them are the cults, and how much better would their rule be than that of the Vampires? Whatever the result be, Innistrad is watching, and with out-and-out battles in the streets, it seems Yharnam may not last much longer in it's current state. As the largest port on the Ghostly Sea, the eventual masters of Yharnam will have strong influence over a full third of Innistrad's coastal territories, and, as boring as trading rights may seem, that is an influence that the Powers that Be cannot simply let slide.
((Work in progress, trying to not lose work.))
Innistrad's problems are many and varied, and adventurers here would find no shortage of problems to solve.
((There will be more, but time constraints force me to stop for now.))
Cloaked in mystery, not located on any charts, unwelcoming inhabitants and truly dismal weather keep travelers and Spelljammers away from the Sphere of Innistrad, and that is probably for the best. Innistrad has one planet also named Innistrad, The Helvault, a large moon that (somehow) hangs over all of Innistrad, never moving, even the parts that should have the entire planet in between them and the moon, and a smaller red moon named the Blood Moon, which zips across the sky and whose orbit defines the Innistrad 'day'. Notably, no star graces the sphere of Innistrad, and as a result Innistrad is only lit by the moonlight from the Helvault and from the Blood Moon, a sort of perpetual almost-night bright enough to read by of dim silver and red light. There are rumors of a third moon, a 'black' moon that drives those who stare into it insane, and grant those who are mad extraordinary powers, and magic of all sorts is unearthly powerful when it appears, which seems to follow no fixed schedule, nor rhyme or reason. Most scholars dismiss these tales as nonsense.
Inhabitants of Innistrad
Most inhabitants of Innistrad eke out a difficult existence as farmers, tradesmen, ranchers, fishermen, or other similar professions. Agriculture is hard, with the lack of proper sunlight and weak soil contributing to anemic crops, and life in general is hard as well. Most of Innistrad is covered in dense forests, swamps, a deep, black ocean, and rolling hills, and the towns that dot Innistrad's landscape are either on the coast or on the few large expanses of flat land on Innistrad. Industry is underdeveloped or nonexistent, and the vast majority of Innistrad is still in a pre-spaceflight level of technology. To make matters worse, due to Innistrad's relative remoteness on the Wheel, rarely do rogue traders or other outsiders come to Innistrad and when they do it rarely brings anything good, since Innistrad is an excellent place to go if you need to hide. Innistradians tend to be insular to the point of xenophobia, and given the nature of many of the less civilized inhabitants, who can blame them?
The territory of monsters takes up far more space than that of towns and farms. Werewolves are extremely common on Innistrad, though travelers from outside the Sphere would be wise to note that the Werewolves of Innistrad share little in common with their Exalted cousins other than their powerful warform. Few are blessed by Luna, whose presence is oddly weak here, and most do not even know that they are Werewolves at all, since the mindless beast they transform into once a week that seeks to kill and consume does not remember any of it's actions. Vampires, as well, have spread to Innistrad, the lack of a sun being perfect for them. While the townsfolk of Innistrad know well how to kill a Vampire, Vampires on Innistrad have organized themselves into Vampire Courts, who inhabit a manor or castle that they or their un-turned slaves construct, or, failing that, the ruins of long-gone civilizations or forts. They settle near a town, and abduct townsfolk to provide them Vitae, keeping them alive as long as possible. In this way, most Vampire Courts have dozens of brainwashed blood-slaves, and the only real threat to the Court is overstepping their power so much that several towns band together to put a stop to them or the actions of another Court.
Besides all this, packs of savage wolves roam the forests of Innistrad, the unburied dead walk the swamps, searching for any flicker of life that they could warm themselves with, many-tentacled things wait in the depths of the seas, and the ruins of former towns, castles, manors may harbor things more unspeakable and dangerous than mere Vampires. Even in the towns, cultists of Daemonic forces seek to summon their masters to shape a piece of Innistrad in their image. The cultists of Daemons, however, are the least insidious of all the many, many cults that blight Innistrad -- a conservative estimate would be that 10% of the townsfolk and farmers serve some otherworldly power.
Organizations of Innistrad
Many of these pray to the Old Gods of the Warp, whose power has long been forgotten, but not in this dark place, not here. The servants of Emrakul, Kozilek, and Ulamog long for the day where those long forgotten gods rise up once more, to bring them heaven or oblivion, the difference between the two being academic in Innistrad. Cults rarely get along, most being willing to give anything to destroy their foes before they accomplish their aims. While no cult has grown powerful enough to actually execute their aims, if one did they would pose a threat unparalleled by anything else on Innistrad. Other cults include the worship of the 'Dark Powers', mysterious figures who supposedly are responsible for the creation of Innistrad, the cults worshipping the Chaos Gods, an open 'cult' that functions more like a church devoted to the worship of Sigmar and his Daemons (Which is by far the most popular, if you include it as a cult at all), and a fraternity of well-dressed, golden-eyed smiling men and women who seek to bring the 'light of day' to this misbegotten world, engaged in a constant, low-level battle with the worshipers of the Old Gods.
The Church of Avacyn
The Church of Avacyn is the most widely practiced religion on Innistrad. The churches of Avacyn operate in the open with little to no complaints from other worshippers, there is at least a small chapel in practically every town, and it is one of the very few things on Innistrad not trying to kill townsfolk. Avacyn's tenets fall strictly in line with things found in the Blessed Pantheon, and her belief system is a curious mix of Sigmar and Pelor -- upon whom she is clearly based. No one has seen Avacyn in over two hundred years, but scholars believe she does exist as a Greater Daemon of the Blessed Pantheon. Her Inquisitors hunt down other cults, werewolves, and vampires. This is a dangerous, thankless job, but with the dangerous, thankless nature of Innistrad many yet turn to it. They have knowledge of the ways to harm vampires, werewolves, and worse monsters besides, but most of their practicioners are mundane. Those few Exalts among their number work tirelessly to help the people of Innistrad as best as they can, but even their mighty constitutions must eventually tire, and false accusations of witchcraft, vampirism, or lycanthropy are not uncommon.
The Followers of the Old Ways
While these cultists have many names for themselves -- most of them incoherent, or nonsensical -- the Church of Avacyn deems them the 'Followers of the Old Ways' with a sort of disgust. The Followers of the Old Ways are one of the most disparate cults on Innistrad, and certainly one of the most numerous. Following three separate gods whose names are often obscured or unknown, the Followers seek to draw the attention of the Old Gods of the Warp to Innistrad, reasoning (when they are capable of that) that they will be remade into something greater than prey for the horrors that stalk the world. Others seek to destroy Innistrad and feed their unknowable masters out of a sense of religious devotion, and others still are nihilists who reason that even oblivion is better than living on Innistrad. And lastly, some don't exactly know what powers they entreaty, and may see themselves as much like the Daemonaic cults. The last group is usually the most sane.
The Church of Avacyn's Inquisitors acknowledge that the Followers are different from Daemonaic cults, though they consider them a similar evil differentiated only by the things they summon and ritual traditions. Only the most radical, however, would know the differences between each cult. The worshippers of Ulamog rarely would consider themselves as such, usually comprising the most desperate poor or farmers whose crops will simply not grow and who are willing to give anything for even a small scrap of food, and their prayers may not even be to any god in particular. However, their lack of limits is incredibly dangerous, and true Ulan cultists can be twisted, powerful and ravening things who show no mercy or fear when they try to feed their endless hunger. Cosian cultists are far less hidden than most, due to their seemingly pathological unwillingness to lie. However, despite their small numbers (being easily identifiable by Inquisitors), they remain a powerful force, due to almost a full third of their members being psykers of at least some power. Additionally, Cosian cultists have a habit of driving others insane -- though whether or not this is intentional is unknown.
Lastly, Emerian cultists are the strongest of the Followers of the Old Ways, and indeed one of the most powerful cults on Innistrad. They operate openly, often acting as community service projects in the desperate towns and cities of Innistrad. Youth groups, day cares, after-school programs, homeless shelters and more are all potential guises for an Emerian cult, others being drawn in by the desire to no longer feel alone and hunted. To their credit, they do make good on their promise, and Emerian cults are characterized by a sense of one-ness that can only come from a semi-hive mind. Their cultists all know and care about all others on Innistrad and some even beyond that, though when questioned under a Zone of Truth or tortured they conveniently 'forget' these facts. Emrakul Herself is rumored to have taken a secret interest in Innistrad, and Her cults have grown large and strong. Among Her followers are Tieflings and Aaismar of twisted figure and lack of self. Their 'instrumentality' may yet be desirable for the people of Innistrad, worst come to worst. Her followers fight back against the Inquisitors of Avacyn, but in general they prefer to turn them to their cause, for no one is stronger than a devoted crusader whose goals have turned.
Daemonaic Cults
The worship of Daemons is prominent on Innistrad. After all, the Gods have abandoned them, but perhaps the servants of the Gods have not? Besides that, Daemons of Chaos and and those of the Grey Council often offer power in addition to service, and these are tempting things indeed for the powerless or nearly powerless normal people of Innistrad. Most Daemons are minor, but a handful are Greater Daemons of great power and skill, and all are deemed by the Church of Avacyn to be the most dangerous organizations on Innistrad. Most cults seek to summon their master to Innistrad proper via psykers, giving sacrifices and following rituals, in the belief that they will be rewarded or spared. While most Daemons do at least spare their servants from the horrors they wreak, it may not be the kind of kindness that the followers hope for, and very few indeed are rewarded for their service but the most loyal and powerful. Even more than the Followers of the Old Ways, the Inquisitors of Avacyn hunt down Daemonic cults wherever they lie. However, the few cults of Daemons of the Blessed Pantheon often have a blind eye turned to them by the Church, or even have tacit approval from them to operate.
Notable cults include the worship of Griselbrand, an ancient and powerful Daemon of Chaos who supposedly predates the birth of the Chaos Gods themselves. Long ago, he was bound into the Helvault and doomed to never escape until the stars are right, and the Wheel turns upon the Blessed Order -- or so the stories go. In popular folk tales, Griselbrand is the sworn enemy of Avacyn, and in truth the cults that worship Griselbrand are always among the most fiercely pursued by the Inquisitors. Many scholars note that this is incongruous with Avacyn's last appearance two hundred years ago, and Griselbrand's binding in time immemorial, but such things rarely matter for superstitious mothers trying to frighten children into good behavior. Ormendahl, the Profane Prince is the other 'local' Daemon worshipped, and most insidiously, most of his worshippers appear to be loyal Avacynites to the outside observer. Ormendahl, unlike Griselbrand, is still at large, though his whereabouts are unknown. Avacyn's Inquisitors would dearly like to know where he hides, but so far they have not been able to torture it out of his cultists. Of lesser interest to the Inquisition are the worship of the traditional Ruinous Powers. This is not to say that they do not care, but rather that the leadership of the Inquisition believes that a Khornate, Slaaneshi, or Nurglite cult is rather easy to identify and needs no real manpower assigned to it outside of for when a raid is needed. Malal and Tzeentch are treated with more serious responses, but are still a fairly low priority.
Cults of the Dark Powers
To call these motley gatherings of scholars and madmen 'cults' would be a bit disingenuous. Very few people have even heard of the Dark Powers, let alone believe in their existence or try to worship them. Madmen claim that the Dark Powers are the reason that it is so hard to leave Innistrad, that they seek to trap every person who sets foot in the Sphere in an ironic or literal hell, and that every bad thing that happens to them is the fault of these Dark Powers. While the Powers never respond, the madmen beseech them all the same, begging for mercy or forgiveness for crimes real or imagined. Scholars and wizards, on the other hand, are mostly seen as 'cult-like while trying to investigate the nature and origin of the Powers. They mutter among themselves that the Dark Powers did, indeed, create Innistrad, but their actions since have been subtle and trying to divine their hand in things is like trying to read the future from a particularly worn crystal ball. All the same, this work is seen as heretical by the Inquisition, if not terribly dangerous. Open talk about the Powers is usually enough to get a few Inquisitors -- and an angry mob -- knocking on your door.
Sequencers
The Sequencers are unique among almost all Innistrad denizens in that you may find them occasionally smiling. While they come from many races and many walks of life, whatever eyes or optics or similar sensory organs they have are always glowing gold, as if some soft firelight burns behind their eyes. Most disguise this behind dark glasses, but some bear it proudly. Sequencers, above all cults and cultish organizations on Innistrad, are organized. They form into regiments, into companies or platoons, and they always refer to each other as 'brother' or 'sister'. Most are in some position of authority, even if that is simply one of the town watch, and almost all at least appear to be devoted worshipers of Avacyn. For this reason, they are usually left alone by the Inquisition, though with a careful eye on these cheerful sorts -- nobody this cheerful is NOT up to something. All of them move with a sense of purpose and responsibility, as if the world has reassured them that they, too, have an important part to play. This is the most suspicious of all.
The Sun. The Sun! The Sun!! THE SUN!!!
In truth the Sequencers are the devoted worshipers of the Dawn Machine, and hope to bring about The New Sequence -- hence, the name. Each and every one is wholly subservient to the awakening god's whims willingly. The New Dawn is coming, they believe. They consider the Church of Avacyn to be not even worth their notice, and the Daemons of Innistrad will flee before them by the time their work is done, but the Followers of the Old Ways pose by far the greatest threat. While the Sequencers focus on completing the tasks directed to them that will bring about the liberation of night, if at all given the chance they will pursue quiet acts of sabotage, assassination, and back-alley brawls. The feeling is mutual. Sequencers rarely bother with other forces such as Daemon cultists, Werewolves, Vampires, or any others unless the esoteric goal they need to complete for the Liberation of Night requires them to do so, and almost alone of all the cults and bands they form an organized and terrifying force when required to march in the open.
Vampire Courts
Vampires are a persistent threat to Innistrad's people. Many small towns and thorps are ruled by Vampires, who band together in groups for protection. Most of these are ruled by a single 'count', though practically every vampire gives themselves at least a small title, to represent their innate 'nobility'. Vampires can be hundreds of years old as long as they continue to get sustenance, but
after a certain point, Vampires on Innistrad must feed on other Vampires in order to continue their lives, though a definite point for this transformation is unknown. Given that Vampires on Innistrad are one of the few natively Exalted powers, they pose the largest threat to Exalted foes of otherworldly origin. Werewolves and individual monsters may prove to be threats for villagers, but short of major demons and massive cults, Vampires are the largest threat to adventurers on Innistrad simply because they can plan more than one step at a time.
Markov's Court
While Markov's Court isn't the largest Court on Innistrad, it is certainly the most famous. Edgar Markov was the first Vampire to set foot on Innistrad some three thousand years ago, and almost very Vampire in the world can claim descent from him. Some even claim that he is one of the ancient Strigoi, but none have thus far verified these claims. Markov's Court lays claim over Havengul, and while not directly present in it's own court of nobles, many of the ruling class in Havengul are under their sway. Presiding over the Court is Edgar Markov, who does the unthinkable in the open -- he feeds off his own Court's Vitae, rather than that of the villagers and peasants of Innistrad. So powerful is he that none of his own dare question him, though many Vampires of other Courts do -- if not in his presence. There are rumors that one of Edgar's own 'children' is a hunter of monsters who defends the people of Innistrad for his own selfish means, but this is usually seen as a folk tale.
Court of Zarovich
The Court of Zarovich is easily the largest on Innistrad, covering dozens of small towns and a few major cities. Ruled by the melancholy Strahd von Zarovich, the Court of Zarovich brutalizes the peasantry at every possible turn. Virgin sacrifices stolen away in the night, people found drained of blood in their own beds, and a torturous death to any found opposing them are all too common in lands ruled by the Court. Naturally, this attracts Heroes -- and indeed, many a Vampire of the Court of Zarovich has found their end at the hands of a Hero -- but by and large, most people are willing to ignore such things if it doesn't directly target them. Count Strahd von Zarovich is content to stay in the Castle Ravenloft most of the time, except when he hears stories of a potential reincarnation of his lost love who he pursues fiercely. However, all of these 'reincarnations' do not hold any love for Strahd, and he is always left heartbroken when they inevitably perish. More's the pity, since he could otherwise restrain his rampant Court.
von Carsteins
An old and respected bloodline, the descendants of Vlad von Carstein are of a more military bearing than most Vampire Courts, organizing themselves into armies with countless thralls as foot soldiers. Each von Carstein is expected to maintain strong standards of honor, be skilled with the blade or another weapon of war, and maintain their own weapons and armor since their lords will call on them for war sooner rather than later. Though Vlad von Carstein has now been dead for five years (slain by the works of Emerian cultists, who the von Carsteins despise), the von Carsteins have recovered admirably. The leadership of the von Carsteins is supposedly a democracy, with the immediate childes of Vlad each having an equal vote. In practice Mannfred von Carstein, a noble of the lands that the Carsteins now control turned long ago, is actually in charge of the Court. He has his eyes on the lands of the Court of Zarovich, though only time will tell if this is a good idea. The von Carsteins have long curried the favor of the various witch covens, cults, and sorcerers who live on their lands, sparing them the usual treatment of the populace in exchange for their occasional help, and for most Exalted von Carstein lands are some of the safest places on Innistrad for them as long as they don't make too much trouble.
Court of Voldaren
By comparison, the Court of Voldaren could be considered an 'up-and-comer' among the Vampire Courts. The sire of the bloodline, Olivia Voldaren, is far more interested in indulging her hedonism and throwing fabulous parties than she is in dealing with politics, and the Court of Voldaren is only that in name as their lands and sub-courts are scattered far and wide across Innistrad, further on the edges of civilization than most vampires would dare. They have a number of strange festivals, and no matter how friendly they seem, remember that ultimately they are after your blood or worse. The Court of Voldaren is tangled up with the Daemonaic cults, and most prominent members of the Court of Voldaren are proficient in magic. Some members of other Courts whisper to each other that Olivia herself is involved with even darker and more esoteric powers than simple, low-ranking Daemons, and that is not entirely incorrect -- for Olivia has some tenuous rapport with the Dark Powers. How she maintains this is unknown to anyone other than Olivia, but she is capable of occasionally acquiring a favor from the true creators of Innistrad. If she intends to parley this into a major advantage for her Court, she would certainly be capable of such though the other Courts would likely have something to say about that.
Places of Innistrad
Yharnam
A sprawling, massive city and the center of power for many a Court, Yharnam is the largest city on Innistrad, rivalled only by Neath -- and even then, it is a close argument. Yharnam's districts and boroughs are spread widely among the Kirch River, several million people living their lives out in the' city, safe from most of the more direct terrors of those who menace Innistrad. While officially ruled by a Prince or Princess, the current head of Yharnam has been missing for several years, and a council of nobles rule in the place of the Prince/ss at the behest of their vampiric masters -- if they aren't already vampires themselves. Indeed, more than half of the city's population is either a vampire or a direct servant of one, and a swift trade in blood dominates it's internal markets, away from the prying eyes of the Inquisition. Unfortunately, with the loss of strong rule, the cults of Innistrad have wormed their way in, and Yharnam is on the brink of religious riot between the worshippers of the cults and the more prominent Church of Avacyn which still tries to maintain order, and at night werewolves roam the streets -- but so too do hunters, who slaughter the beasts where they can.
Despite this, Yharnam is a major trading post and industrial center, the largest producer of textiles and metalwork on Innistrad, and controlling Yharnam is a major ambition of many a Court, petty kingdom, Pack, or extra-Spherical power. With control over Yharnam, one could (theoretically) control most of Innistrad. Through puppets, the courts of Markov and Zarovich contest control over the city for their own benefit, and they seem to have pushed out all but the most major players from outside Innistrad. The only people to contest them are the cults, and how much better would their rule be than that of the Vampires? Whatever the result be, Innistrad is watching, and with out-and-out battles in the streets, it seems Yharnam may not last much longer in it's current state. As the largest port on the Ghostly Sea, the eventual masters of Yharnam will have strong influence over a full third of Innistrad's coastal territories, and, as boring as trading rights may seem, that is an influence that the Powers that Be cannot simply let slide.
((Work in progress, trying to not lose work.))
Innistrad's problems are many and varied, and adventurers here would find no shortage of problems to solve.
((There will be more, but time constraints force me to stop for now.))