Cultists are the equivalent of clerics in the Johnstown Campaign. There are some major differences between the two. Namely, the cultist is granted a number of powers (rather than spells) that can be used repeatedly. What? you may be thinkin'. Unlimited heals and blessings? Well, sort of. You see the gods of the Boondocks are, frankly, capitalists. And they expect to get paid for every little boon they offer. Roaming cultists are like insurance salesman. Sure, they may be oddly friendly and gregarious, but let's face it: they just want your coin.
The vast majority of cultists are 0-level initiates. These are not entitled to powers and have only limited access to cult property and benefits. Initiates usually have day-jobs. They might be the local blacksmith or scribe or any other average schmoe in town. Your typical idol-worshipers, in other words, who have been initiated into the basic mysteries of the cult.
Disciplehood begins at 1st level. Most of these guys and gals have been indoctrinated since childhood in the various teachings and dogmas associated with the cult. They have a "special relationship" with the deity and exist to serve it/him/her. Disciples are often wanderers and pilgrims who seek new converts and new sources of wealth for their temples. They are entitled to free room and board at the temple -- though they may be conscripted to perform certain duties during their stay. Disciples are commonly called Brothers and Sisters. A single temple will have anywhere from twenty to fifty disciples.
At 5th level the cultist has earned the right to be part of the Inner Circle and is now known as an archdisciple. Each cult has its own particular archdisciple benefits. Often (but not always) these include total access to the cult's library. Additionally, archdisciples are permitted to construct shrines (see below). Typically there are eleven or twenty-one members in an Inner Circle, not including the Temple Master.
A 9th level cultist is bestowed with the title of Temple Master. These guys can grant disciplehood and have permission to use any/all wealth they accumulate to build a temple or occupy an existing temple as its Master (provided that the position is currently vacant).
Cultist of Llorc
Requirements: Must be Lawful Neutral
Prime Requisite: WIS
Hit Dice: 1d6
An ordained servant of Llorc, the Horned God of Good Fortunes, is charged with the task of spreading the news of the Three Prophecies, gathering converts to the faith, and accumulating wealth for the cult's temples.
The vestments of Llorc's servants are typically a dark green cowl verging on black. The cult abhors the ostentatious and considers symbols of status unseemly. In their minds such things "test the patience of Llorc." The cult's traditional weapon is the cudgel or mace.
Cultists attack, save, and require experience in the same manner as clerics.
Cult temples are solemn and often silent -- the main exception being during the nightly chants which are a central part of the cult's services.
To ask something of Llorc, something must be given in return. Disciples live by this maxim and must donate 50% of their wealth to the temple coffers to stay in the Horned God's good graces. In exchange cultists are allowed to operate under the aegis of Llorc.
The aegis provides certain social and mystical benefits:
- It is taboo to murder a disciple of Llorc, and it is widely believed that misfortune and suffering will befall any being who commits such an act.
- Any who refuse a traveling disciple lodging for the night risk the disfavor of Llorc.
- Once per week a disciple may sit before an altar of Llorc and request a number of boons. Boons (or powers) are roughly equivalent to a cleric's spells. The disciple can ask for a number of boon-levels equivalent to his current experience. For example, a 3rd level disciple can ask for three 1st level boons, or one 1st and one 2nd, or a single 3rd level boon. Boons can be used repeatedly throughout the week, but never more than a number of times equivalent to the cultist's experience level per day. In the case of boons that benefit another person, it is necessary that the one who benefits pay a tithe of x GP directly to the cultist or a temple of Llorc within the week, where x is ten times the level of the boon performed. Failure to pay this tithe within the week will render the character an infidel. Infidels are forsaken by Llorc. Any boons cast on an infidel will have no effect (this does not count as a loss of the cultist's boons per day). After the seven days have passed, the disciple is without boons and must return to an altar of Llorc to pray for another week's worth. [Note that under normal circumstances, the cultist selects the boons. In certain cases, the deity may grant an additional, special boon as a reward or sign of favor.]
- Disciples can turn undead like clerics. They may also turn lycanthropes.