They're all gay. Women are weak, and
having sex with a woman just makes you weaker. Children are
(forcefully) adopted or raised through surrogates of subjugated
peoples. As most warriors are lovers, they often fight in pairs and
get +1 morale. They also have a 50% chance to fly into a berserk
rage when their lover dies, giving the warrior a -2 to AC but +2 to hit and damage and
being unable to flee for 3 rounds.
[2] The Bloodless
These warriors bleed themselves dry
before each battle, making themselves very lightheaded and meaning
their wounds do not bleed during combat. They cannot be harmed by
bleeding spells and take -2 damage from sharp weapons, but messing up the pre-battle ritual
means that they won't be protected by the bloodletting and will die
from it before stepping foot on the battlefield instead.
[3] Animal Companions
Each warrior has a spirit animal that
they must raise from birth into becoming a combat companion. Animals
that aren't that useful for a direct fight are still raised up and
used somehow. Leadership of this cult doesn't believe in any of this,
just assigns humiliating animals to people they don't like.
Warrior Cultist
Animal Companion Table – 1d6
[1] Wolf.
[2]
Horse. Metal spikes on withers and uses hooves to fight. Would be
dishonorable to ride.
[3]
Pig. Covered in metal plates, has AC 18. No attack, but redirects 1
in 4 attacks to itself.
[4]
Crow. Picks locks.
[5]
Cougar.
[6]
Scorpion. The scorpion is not tamed, stings owner all the time. Owner
has +4 to saves vs poisons.
[4] Shield-Bearers
Don't use weapons, just shields. Have
special training letting them reflecting magical or supernatural
attacks, like dragon breath and some spells. Most shields are also
bladed, act as mercenaries that protect and strengthen other armies.
[5]
Murderous
To ascend in the
organization is to kill your master above you. While very good at
what they do, also very competitive and 1 in 6 chance any given
mission someone betrays someone else to gain status. Warriors of this
cult get +2 to stealth rolls due to assassination training.
[6]
Amputees
As a ritual upon
induction, these cultists isolate all the pain and weaknesses of the
warrior's body into one limb, before cutting it off. Treat their
strength modifiers to grappling, to-hit, and damage bonuses as +2,
but they have a wooden leg slowing speed by 25% OR making them
unable to equip two weapons, a shield, or a large two-handed weapon from their missing hand.
[7]
Refined Killers
These warriors are
very conscious of fashion, etiquette, and the high life. After
killing a few enemies they may strip down into a bloody silk garment
to drink fruity drinks and discuss local theater. Their reputation is
only very slightly better then other warrior cults for this reason.
[8]
Flower Dancers
These
warriors do not engage in killing very much. Most of their
engagements are meant to be showboating, displays of force, threats
and taunts, throwing spears at each other and taking captives for
ransoming and so on. If a foe breaks this rule or draws blood of one
of their own however they will return the favor with brutal
efficiency.
[9]
Demon Tutors
These warriors
learn their combat prowess and secret blade arts from demons.
Carefully summoned and contracted to teach, the cultists respect and
fear as much as they worship and serve the demons that they summon.
Most cult-like of all warrior cults, needing actual human sacrifices
to to whet the demonic whetstones. The leader of the cult is
transforming into a half demon, with a single cracked horn growing
out of his skull that has become impossible to hide and forced him
into isolation.
[10]
Tempest Chains
These warriors
temper their flesh and minds by subjecting themselves to torture;
they are tied with metal chains in a tall tower during storms. The
lightning strikes them through magically enchanted chain; keeping the
blast of energy from being lethal but still quite potent and
subjecting them to the power of the tempest. They become nearly
immune to pain and take -2 damage from all lightning based spells and
attacks, as well as gaining +1 passive AC
[11]
The Bridgemen
These warriors act
as guards and mercenaries for palaces, almost always in a defensive
role. They believe that in the afterlife they must defend the bridge
to paradise from the hoards of demons, sinners, and otherworldly
creatures that constantly try to slip in. They fight defensively and
have +2 AC on rounds where they don't attack. Additionally, if they
stand their ground with a wide stance on a stone surface; they cannot
be moved or shoved from their position, even with magic, as they are
anchored to the everlasting stones.
[12]
Luck-Hunters
These warriors can
smell the “luck” in some people. Anyone who has narrowly avoided
a natural disaster, come from a bad background and yet succeeded, or
player characters who have made several successful saving throws in a
row. The warriors want to steal their luck, and will try their best
to knock them out and carry them to a remote location. There, the
person is tied down and given weakening drugs to make them unable to
resist as the warriors perform surgery; the 'luck' of a person is
pulled out of their neck as a tiny green stone, which radiates with
lucky energy. The more lucky the person is, the brighter it glows.
The person is then given more knockout drugs, hopefully to make them
forget, and dumped back where they were found as discretely as
possible. While the warriors are skilled at cutting flesh, there is
still a chance of death or injury- 2 in 6 plus Con modifier of
affected character's chance to die from the surgery.
Once the luck is
extracted, the Luck-Hunters keep it in their safehouses for storage
and create draughts of luck and fortune. If they are expecting a
fight, they'll quickly drink a small bottle and gain advantage on all
saving throws, attack rolls, and enemies get disadvantage on attacks
rolls versus them for one exploration turn. Drinking a large bottle,
or multiple bottles at once, lead to incredible feats and
coincidences of luck and happenstance; very likely they are to
stumble across a lost treasure or be completely ignored by anything
dangerous nearby, or even trip and accidentally kill an infamous
monster and be both praised and rewarded for it. Bottles of extracted
luck sell for high prices in the underground markets. For this
reason, the leader of the cult is essentially impossible to catch, as
their luck is so great that heaven and earth move to give them an
escape.
[13]
Herb-Sniffers
These warriors
cultivate special flowers and herbs in their hidden rooftop gardens,
different shingles mark what herb is grown underneath. These grant
power to whoever smells them in the form of smelling salts &
scents that send the user into a powerful battle trance. Due to this
practice, the warriors of the clan have very sensitive noses and will
be stunned for a combat round if presented with an unpleasant smell,
or stunned for 1d4 rounds if accosted with a very unpleasant smell.
Beyond smelling
herbs, the Herb-Sniffers are also skilled horticulturalists. Any
warrior that has defeated them in honorable combat is allowed to buy
secret medicines from their shop. Among this are healing roots,
training-enhancers, and cures for erectile dysfunction.
[14]
Ancient Clan
This warrior cult
comes from a very long line of martial artists, who practiced the art
of killing long before weapons were invented. Their open palm counts
as an extra attack so they rarely use shields; deals 1d4+1 damage on
a hit with a hand jab, as they go for eyes and throats. Additionally,
this warrior cult has several secret magical weapons and tools at
their disposal, as well as an animated stone lion that only awakens
when their sacred clan grounds are under attack by retaliating groups
of warriors who fight against them.
[15]
Twine Spinners
These warriors
specialize in assassinations and urban combat. They tie packages with
twine in special knots to warn of an incoming attack or to mark a
target for death; they use couriers in cities to send these messages
while none the wiser. Each of them carry a small length of twine they
tie around a slain target's finger, which is their calling card. The
leader has specialized weapons and armor made with the twine of the
elves, called
Glint, which gives him protection from magic and
supernatural stealth.
[16]
The Seamen
Born on boats and
floating cities in the oceans of the world; these cultists are never
allowed to set foot on land. In return for this spiritual contract,
they are said to have incredible powers over the sea and connection
to nature. All of them can trace their lineage to mermaids.
They can tell when
a storm is coming, sharks and leviathans treat the fighter as an
ocean predator on their own, and they may be able to swim and jump
from the water as powerfully as a dolphin in human guise. Fight with
a mixture of spears, cords, nets, and weights- drowning foes is as
effective as any other method. If you toss a handful of dirt at one,
they make a morale check.
[17]
“No-Swords” Gang
They hate swords.
They hate swords, they hate how common magic swords are, they hate
how swords are the most famous and well regarded weapons. They don't
use swords, all of their members use other weapons. They use spears,
maces, axes, flails; anything but a sword. They also have several
enchanters creating magical weapons for them to use, since magic
swords are so common, so many of their crew have +1 magic weapons or
a magic weapon with a small magic trick. Also, all their members are
skilled at parrying and defeating those wielding their most hated
weapons; these cultists get +2 AC versus enemies using swords. They
also have a vault of captured magic swords at their headquarters
featuring swords too valuable or difficult to destroy or dispose of.
[18]
Defacers & Book Burners
This
cult despises all written word; language should never be imprisoned
in a piece of paper. Their belief is so strong it borders on
fanaticism, if they know someone is literate they will mock them and
call them a dyslexic, a forgetful oaf who needs to write everything
down to remember it, will be wary of any payments given, as they may
believe the persons' arithmetic is sorcerous to gain them more gold
then they deserve; like compound interest. Naturally, they hate
Wizards.
This cult also has
a unique power; around them is an aura of illiteracy. It scrambles
text and written words on spell scrolls and spell books as well as
signs- though many can still be understood due to the small number of
combinations the letters can jumble to (it's not hard to get that the
sign that says “pbu” is the “Pub”), and symbols on many
objects may not jumble. Very abstract text, such as words worked into
a glyph shape or initials on a forged piece of equipment, may not
jumble at all. If you try to use a scroll or read a page from a book
or spellbook while the aura is active, it takes you twice as long.
[19]
Brickers
These fort and
castle building & defending warriors see secrets and power within
the unchanging walls of stone castles and forts. They gain +2 AC when
fighting with their back to a wall, and can also run on walls for 10
ft, letting them cross over gaps and floor traps. Many people warn
against being taken captive by them, as the brickers have an infamous
rumor of killing people by sealing them inside a wall and letting
them starve. The cult has done this in the past to power certain
rituals, and may need fresh corpses to plaster into their fortress
soon.
[20]
Engima Cult
Every member of
this cult has only one thing in a common, a vertical scar on their
left wrist, intersected with a diagonal line. Almost everything else
about them is different. They all have different fighting styles.
Many have magic powers or summoned creatures at their side. They all
have different taboos, with some forgoing meat while others cannot
speak unless they give the listener a clay coin out of respect. With
almost no seeming connection between them, they operate in cells and
don't allow outsiders to understand or know their group's goals, but
they do move towards a singular purpose.
Whenever you
roll an Enigma cultist, there is a 1 in 20 chance they are a
lieutenant and have a piece of paper with both the names of 5 other
members and a minor objective, or clue to the mastermind of the whole
operation.