Temple Unceasing

"An occult society dedicated to the drumbeat which can never end."

Temple Unceasing is the Heart-aligned cult, dedicated to protection, preservation, and determination. Also, the dance that cannot end. Its founders can promote the followers of the Heart aspect to its tenth rank (Tarantellist).

Strategy
Temple Unceasing is a solid cult that can have a difficult start (sufficient Heart lore required to promote your cultists is a noticeably rarer, you may have to bet on dreaming the White Door for a 6th order Heart influence, and need to get the 6th tier book from Oriflamme) but shines later.

is all about not taking risks and managing risks. Stability is its strength and its weakness. The danger is low but so is the rewards.

Charm
The true strength of Temple Unceasing is that Heart cultists can get rid of Notoriety, and Tarantellists almost never fail - even their failures are devoid of consequences, as they do not get wounded and failure simply returns the Notoriety card and spawns a Peculiar Rumour, which decays harmlessly or can be followed upon to gain a follower, both of which are only dangerous if the hunter is actively lurking.

This does not mean that you may flood the board with Notoriety, however, as they remove only one card per 90 seconds, and grab it only when the first minute ends, not prioritizing it over Mystique - time this to the end of your expeditions. When correctly managed, the Heart cult is never in danger of getting caught.

Other strengths
Tarantellists' 10 Heart aspect is of limited use in Expeditions, however, that use happens to be defeating Curses, a particularly nasty obstacle that's not easy to defend against with a major summon. This curse protection is still of limited use since the Expeditions that can use Heart accept another aspect that almost always comes up twice in the expedition. With the notable exception of Port Noon, Tarantellists may be better served away from the front lines.

The Hearts summon is the Percussigant (2 + 2  + 6  for 8  8 ), mainly useful to dispose of Guardians and sometimes Hunters. They have no major summon.

Victory
Given the usefulness of Heart cultists for every other cult, it comes as no surprise that they're handy for most other ascensions, as well. Tarantellists can erase notoriety generated by constant prisoner-taking that Lantern and Grail require, or by money-making of the ever-hungry Forge. The (Heart variant of) Change victory, however, is fitting flavor-wise, and a Heart-aspect Scar attained by your Dancing can be indefinitely used as Trapping in cultist promotion, which together with 4 Heart lore easily overcomes the slump in promoting your cultists to Disciples.