BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Prophets of the Golden Age

By Scott Reeves

Beliefs and Goals

The Prophets of the Golden Age is the boldest of all the survival cults. Its members rarely seek to isolate themselves. Instead, they thrive in the most crowded cities, where prospective recruits rub shoulders with elves, dwarves, and halflings. Poorer members of society are drawn to their promises of an impending Golden Age in which the human race will thrive and outshine its competitors.

The priests of this cult are often powerful orators. They recruit new members actively, often by holding organized demonstrations and rallies. Itinerant Prophets of the Golden Age travel throughout the countryside in their search for new devotees. In rural areas they frequently hold large, carnival-style revival meetings which feature acrobats, bards, and fiery sermons from their most gifted preachers. These traveling shows often include large groups of armed supporters who actively persecute members of the other races and protect their own members from retribution. To many peasants, this sense of power without consequences is irresistible. In some rural areas the meetings can attract more than a thousand people every night.

Organization

The Prophets of the Golden Age has a very strong organization. A single cell may include as many as fifty sub-cells, called congregations, each providing its own unique talents to the cause. Most congregations have between five and ten members. Cells in large cities can secure the services of any character class, trade, or profession without difficulty. Usually all of the human racist organizations in a city are overseen by a single group of leaders. Formal meetings are laden with religious oratory and rituals.

Plans

Human survival cultists are classic bullies. In most situations they limit their actions to intimidation and bluster without actually breaking the law. Only when they are certain of success will they take overt, violent action. If a Prophet of the Golden Age does run afoul with the law he can count on a network of like-minded souls to provide alibis, safe havens, and protection.

Initiation

The Prophets of the Golden Age will accept any human who pledges his hatred of the non-human races. In most situations they will expect him to prove his zeal by taking part in an act of vandalism or intimidation. The newcomer may be ordered to set fire to a dwarf-owned tavern, or steal the livestock of a halfling farmer. New recruits who fail to carry out their initiations will be dealt with severely.

Building a Tent Revival

To generate a Prophets' community, roll a few d20s and use the tables below:

Prophets of the Golden Age: Tent Revival Size

Roll 1d20 to determine the size of the Tent Revival


d20SizePopulation
1-10Medicine Show10
11-14Carnival40
15-17Fair120
18-19Circus250
20Extravaganza1000

Leadership

In place of a standard power center, every tent revival is led by a charismatic Prophet of the Golden Age. Roll once on the table below to determine the level of this leader along with his cohort and followers. All of the characters in this table are single or multi-class clerics. Depending on the size of the community, apply the following modifiers to your roll:

  • Medicine Show –10 1d20-10
  • Carnival –5 1d20-5
  • Fair 0 1d20
  • Circus +5 1d20+5
  • Extravaganza +10 1d20+10

Prophets of the Golden Age: Revival Leaders

Roll 1d20 to determine the following of a leader


d20Prophet LvlUnskilled FollowersSkilled Followers
1-52nd--
6-103rd5-
11-155th101
16-187th253
19-209th508
21+10th10018

Community Authorities

The Prophets of the Golden Age prefer to police themselves. The chief Prophet serves as constable and captain of the guard. Like ordinary communities, tent revivals have one permanent soldier per 100 members of the population and one militiaman for every 20.

Racial Demographics

Prophet tent revivals are 100% human (it is a racist organization after all). Non-humans in the community are usually prisoners or slaves.

Attractions

In order to attract an audience, many revivals travel with an assortment of carnival shows and exhibits. Use the following table to determine your revival’s attractions. Non-human attractions are chained, caged, and mistreated. When you roll for attractions apply the following modifiers:

  • Medicine Show –50 1d100-50
  • Carnival –25 (roll twice) 1d100-25
  • Fair 0 (roll 3 times) 1d100
  • Circus +10 (roll 5 times) 1d100+10
  • Extravaganza +10 (roll 10 times) 1d100+10

Prophets of the Golden Age: Attractions

Roll a d% based on the size of the tent revival.


d%Attractiond%Attractiond%Attraction
1-10None64-67Giant Snake**86Ettin
11-301d8 Clowns (commoners)68-70Medium Monstrous Bug***87-88Lizard Man
31-401d6 Acrobats (experts)71-72Large Monstrous Bug***89-90Cockatrice
41-45Stage Magician (adept)73Huge Monstrous Bug***91-92Merman
46-50Bear*74-75Owl Bear93Triton
51-53Lion*76-77Griffon94Wyvern
54-55Tiger*78-79Hippogriff95Pegasus
56-57Ape*80Manticore96Unicorn
58-60Crocodile*81-83Ogre97-99Roll Twice More
61-63Elephant84-85Hill Giant00Roll again and double all quantities
*Roll 1d20: 1-17 Normal Animal, 18-19 Exotic Variety, 20 Dire Animal
**Roll 1d6: 1-4 Constrictor, 5-6 Viper
***Roll 1d6: 1-3 Spider, 4-5 Centipede, 6 Scorpion

Formal Name

Prophets of the Golden Age

Nicknames

Golden Prophets, The Prophets

Symbol

A vitruvian man, male or female

Tent Revivals

A list of current Tent Revivals

Kain the Broken and New Albion

Exiled to Akratia for stirring up trouble in the city of Rikka, he brings his small retinue with him:
  • 5 Lieutenants
  • 8 Acrobats
  • 8 Townsfolk (now 5 Townsfolk)

  • Remove these ads. Join the Worldbuilders Guild


    Cover image: by Vertixico

    Comments

    Please Login in order to comment!