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Doctrines & rituals

The Temple is where the Lamb's authority becomes policy. Three verbs converge here: Sermon (generate Faith), Doctrine (declare permanent cult-wide rules), and Rituals (one-shot ceremonies that cost Bones and pay something specific).

The Temple's four-icon ritual menu, Sermon, Crown, Rituals, Doctrine, Sermon selected with the caption "Perform a sermon, drawing energy from your followers to bolster the power of the Red Crown"The Temple. Four large icons radiate from the centre: Sermon (Faith generator + Sermon-tree upgrades), Crown (equip Tarot perks, Crown abilities, Fleeces), Rituals (bone-fuelled one-shots), Doctrine (declare a permanent cult-wide rule). One building, four mutually-reinforcing systems. Source: Game UI Database.

Sermons: the daily Faith pump

A Sermon is a free, once-per-day, ~30-second cutscene where the Lamb preaches from a pulpit and followers worship. It produces:

  • a chunk of Faith (the bigger the cult, the bigger the chunk);
  • a tiny progress tick toward the next Sermon-tree upgrade: the Sermon screen is itself a small skill tree with run-modifier nodes (reroll weapon, extra Tarot slot, +½ Heart Container, etc.);
  • a notification entry ("You gave a Sermon. +5 Faith").

Sermons are the only free Faith generator. Everything else (rituals, doctrines, levelled-up followers) compounds them. Skipping a day costs nothing directly, but you're leaving a free 20–40 Faith on the floor.

Doctrines: the binary cult-wide forks

Doctrines are permanent cult-wide policy choices. You unlock a Doctrine slot by spending Faith via the Temple; each slot then presents a binary fork (rarely a trinary) with mutually exclusive options.

Doctrines book open on the Possessions–I branch ("Preach on the value of earthly goods"); Extort Tithes selected, "Unlocks the Extort Tithes Follower Action. Collect gold from a Follower once a day"The Doctrines tome. Tabs at the top: Death (skull) / Worship (kneeling figure) / Law & Order (gavel) / Possessions (open palm). Possessions–I is the first slot of the gold/Faith branch. Two cards visible: Extort Tithes (Follower Command: Collect gold from a Follower once a day) selected, with the alternative ✕ option faded. Below: locked future slots awaiting more Faith. Source: Game UI Database.

The four launch branches

BranchThemeSample slots
PossessionsCoin, Faith, tithingExtort Tithes vs. Inspire Devotion; "the cult is wealthy" vs. "the cult is humble"
Work & WorshipDevotion + labour rules"Sermons feed the soul" vs. "Sermons feed the body"
Law & OrderCrime, dissent, punishment"Imprison dissenters" vs. "Sacrifice dissenters"
DeathFuneral, afterlife, decay"The dead are food" vs. "Cremation"

Post-launch updates added more (Sustenance, Festival, Sins of the Flesh), see post-launch evolution.

Why each fork is real

Doctrines are designed so neither option is strictly correct. The "the dead are food" fork is the classic example:

  • The dead are food: corpses become Follower Meat (cheap, plentiful, +Hunger). Slashes the food cost of the cult.
  • Cremation: corpses are dignified, +Faith on funeral, no food bonus. Easier to keep Faith high.

The first is a resource exploit; the second is a Faith exploit. Picking one closes the other forever (no respec in the base game, Sins of the Flesh later added partial reset).

This makes Doctrines a macro-scale bonus-with-drawback, each one trades a different system's pressure relief for a different system's debt. Bishop fights drop Doctrine Stones to unlock slots, so the act-clear includes a new policy fork.

Doctrine-unlocked verbs

Many Doctrines unlock new verbs in the world rather than passive effects:

Doctrine card "Read Mind", Follower Command Unlock, "Interact with Followers to read their thoughts, as well as see how hungry, tired or sick they are"A Doctrine unlocks a follower-interaction verb. Read Mind adds a new option to the per-follower wheel: see hunger/sleep/sickness numerically rather than guessing from poop-on-the-floor signals. The doctrine system isn't only about cult-wide modifiers; some of its most impactful slots add quality-of-life verbs. Source: Game UI Database.

Rituals: bone-fuelled ceremonies

Rituals are one-shots paid for in Bones, the currency you harvest from defeated enemies. The tutorial card spells it out:

Tutorial card 2/3, "Rituals are performed using the bones of your fallen enemies"The bone economy tutorial. Rituals require Bones: Bones drop from enemies, therefore more Crusades enables more Rituals enables more cult control. The currency loop is visible to the player from the third tooltip. Source: Game UI Database.

The launch ritual menu

RitualCostEffectCooldown
SermonFreeFaith pumpDaily
WeddingBonesMarry a follower; unlocks Smooch (added later)3 days
FuneralBones+20 Faith, +loyalty buff, corpse dignifiedPer body
Sacrifice of the FleshFreeKill a follower → Bones + Follower Meat + FaithCooldown
BrainwashingBonesForce loyalty up, +20 Faith3 days
ResurrectionMany BonesBring back a dead followerLong
Inauguration / IndoctrinationFreeOnboard new followerPer arrival
Eternal SleepBonesEuthanize an elderly follower (positive Faith outcome)Cooldown
Alms / Tax / FeastBonesCult-wide economic lever3 days

Post-launch additions include the Blood Moon Ritual (40 Pumpkins, summons dead spirits for 3 days), Mating Ritual (Sins of the Flesh), and several others.

Rituals as the pressure-release valve

Rituals exist because Doctrines are permanent and broad; Rituals are temporary and targeted. When the cult catches a sickness spike, you don't need to declare a new doctrine, you spend Bones on a Sustenance Ritual to push it back. When Faith dips before a sermon's ready, you sacrifice a low-loyalty follower for the immediate Faith spike.

This is the same architectural shape as Doctrines being structural law and Rituals being executive orders, and the bone cost makes them legible: every time you light a candle, an enemy died for that candle. The ludonarrative loop tightens around the cost.

Why the Temple is the load-bearing building

Every other building in the cult specialises (Refectory feeds, Cooking Fire cooks, Outhouse cleans, Healing Bay cures). The Temple does four things and they cross-reference each other:

  • Sermon generates the Faith you need to Declare a Doctrine.
  • Doctrines unlock new Rituals and new follower-interaction verbs.
  • Rituals consume the Bones you bring back from Crusades and feed Faith back up.
  • The Crown menu equips the Tarot Cards / Fleeces / Crown abilities you've collected: modifying the next Crusade.

This is the central nervous system of the dual-life loop. Every other system either feeds the Temple or is fed by it.

Patterns this exemplifies

  • bonus-with-drawback: Doctrines are the macro version of the pattern: every binary fork closes another fork forever.

Released under the MIT License.