Mirror of Glory

"An occult society dedicated to the understanding of the Light that leaks from a fiercer place."

Mirror of Glory is the -aligned cult, dedicated to the principle of glory, light, and the Mansus itself. Its founders can promote the followers of the aspect to its tenth rank (Seer).

Strategy
The primary reason to play a cult as of now is its flavor, as gameplay-wise it's one of the weakest. Nonetheless, those who seek Enlightenment can find a certain strength in it.

Another reason to play the Mirror of Glory cult is to recruit all the independent Hunters, as to recruit those you will need a level 8 or 12 tool of your cult aspect. Since you can obtain four guaranteed high level tools from explorations (2 regular and 2 cracked mirror tools), you can more easily recruit Hunters into your cult. Although it's not easy, those possess very high aspects and are helpful in many expeditions.

Augury
Lantern-aspect followers can be tasked with performing Augury (Talk with them and use Mirror of Glory as the topic), which, if successful, produces an Erudition and a random Influence of up to 6th order. Failure produces Fascination and very rarely can drive the Follower insane. Seers, which are exclusive to the Lantern cult, will only fail 10% of the time.

The influences' randomness and fleeting nature makes them a challenging resource to make use of (unlike tools and ingredients produced by most other aspects, which can be simply sold if you have no use for them), and their subversion follows the same rules as lore subversion, meaning it'll be pretty difficult to have two influences of the same rank and fitting aspect at the same time (made somewhat easier by the rank cap imposed on your Augury). The best way to do so, naturally, is to feed them to your Rites. Amass a large collection of high-tier lore, have rank 5 followers of every aspect, get Rite cards that sacrifice Influence (Sunset Rite is a good friend of yours) and throw your army of summons at every problem, especially at map exploration - on failure, your summons will simply die with no risk to mortals. Erudition itself can be useful for subverting the Lore you'll get from your digs.

Do not perform Augury if you have no way of managing Fascination.

Your minor summon is Hint (2 Edge + 2 Knock + 6 Lantern for 8 Lantern 8 Edge), mainly useful to dispose of Guardians and sometimes Hunters. Your major summon is Teresa (5 Knock + 10 Lantern + 2 Secret Histories for 12 Lantern 12 SH, teaches Fucine), useful for countering Worms In The World and, in Apostle, as a dedicated spy on your enemy Long. She is also useful when facing a Starlight Assault when the Long moves against you directly, since she is Name strength in an appropriate aspect and will never struggled when summoned. You have easy access to Percussigant, Caligine, Voiceless Dead and Raw Prophet as well.

Other strengths
Exploration-wise, Lantern followers can also be quite useful. About half of the first two tiers of maps will contain Perilous Ground (Lantern/Forge); later half the doors are Hidden (Lantern/Knock), and your Seers will probably be fine, given that doors are harmless on failure. Other than that, there are a couple Curses and one (endgame) Watcher.

A Lantern cult will naturally want to accumulate a high tier of Lantern Lore, which will be very handy in the Mansus (Lantern lore of the appropriate tier works on every door), or to drive some Hunters insane.

Victory
As soon as you get to the Third Mark and start getting Exotic Cravings, keep a Prisoner in your cupboard at all times. Keep exploring with your summoned army to accumulate lore and tools. Occasionally do commissions to accumulate currency. Keep in mind the accumulated Notoriety and use Heart followers to burn it. As soon as you get 12 Lantern lore and upgrade your Lantern followers to Seers, start dreaming the Peacock door. The entrance can give you 15 Lantern influence and, as soon as it does so, perform the Sunset Rite for a total of 37 Lantern aspect.

Change is also an option by taking advantage of your army of summons to breeze through exploration missions.