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High Cultist

Description[]

The High Cultist is the leader of an entire town of worshipers dedicated to the Great Old Ones. However, regular human sacrifices to weed out the unworthy have left the town with only a small but highly dedicated population. There is a special sea water well in the town where women are encouraged to submerge themselves in the hope of being impregnated by a Great Old One. This never happens, but many women find themselves taken by a Deep One instead. The offspring of such a union will be a hideous fish-like humanoid instead of the noble Starchild everyone hopes for. These half-human hybrids are highly devoted to the cause and will help the cultists spread the influence of the Great Old Ones. The cultists build similar sea water wells in all coastal settlements they conquer and subject the population to their rites, thus gaining the services of the resulting hybrids as soldiers for the High Cultist's armies or as a defensive force for the settlement.

The High Cultist needs to conquer more settlements to gain sacrifices. They are needed to summon Deep Ones from the depths of the sea and convince them to support the High Cultist's cause. Summoning rituals are always risky and a successful cultist never summons anything that he cannot also kill if things go awry.

Even though his service to the Great Old Ones has changed him, the High Cultist is ultimately human by nature and unable to grasp that which is required to perform the most difficult rituals. To gain access to such magic, the High Cultist must summon an Old One to continue into the realms where he himself cannot go. Starspawn can use astrology to divine the location of enemies and to open pathways for powerful Horrors to attack them. The Queen of the Deep is an Old One who can summon entire armies from the deep.


Abilities:

  • Gains hybrids from all coastal settlements.
  • Cultists collect sacrifices from hamlets, villages and larger settlements.
  • Cultists can use sacrifices to perform rituals.
  • Cultists are are easy to replace as new ones join frequently.

Starting Resources[]

Units

Territory

  • 1 Deserted Port
  • 1 Farm

Recruitment List[]

Basic Recruitment[]

Image # Name
Gold16
Iron16
Notes
Archer 5 Archers 50
Catapult 1 Catapult 25 50
Crossbowman 5 Crossbowmen 50 5
Heavy Infantry 5 Heavy Infantries 50 25
Ship 1 Ship 10 25 Requires a Port
Spearman 5 Spearmen 50
Swordsman 5 Swordsmen 50 10

Special Recruitment[]

Image # Name
Gold16
Iron16
Notes
Assassin 1 Assassin special Leader
Captain 1 Captain 40 + d10 Leader
Scout 1 Scout 15 + d10

In addition to these units, the High Cultist will receive special recruitment offers from the Wizard Offers list if he owns a library.

Summons[]

Image # Name Ritual Notes
Angler of the Depths d2 Anglers of the Depths Ceremony in the Deep
Angler of the Depths d3+1 Anglers of the Depths Greater Ceremony in the Deep Mass Summoning⁶
Angler Spawn d4+1 Angler Spawns Ceremony in the Deep
Angler Spawn 3d6 Angler Spawns Greater Ceremony in the Deep Mass Summoning⁶
Basalt King 1 Basalt King Contact Old Ones Leader
Basalt King 1 Basalt King Deep Rising Leader, Mass Summoning⁵
Basalt Queen 1 Basalt Queen Contact Old Ones Leader
Deep One Warrior 3d6 Deep One Warriors Call Army of the Deep Mass Summoning³
Deep One Warrior 2d4 Deep One Warriors Call Warriors of the Deep
Deep One Warrior 4d6 Deep One Warriors Deep Rising Mass Summoning⁵
Deep One 5d6 Deep Ones Call Army of the Deep Mass Summoning⁴
Deep One d5 Deep Ones Call of the Deep
Elder Thing d3 Elder Things Call Elder Beings
Elder Thing 1 Elder Thing Contact Elder Being
Formless Spawn d3 Formless Spawns Call Elder Beings
Formless Spawn 1 Formless Spawn Contact Elder Being
Hybrid Cultist 1 Hybrid Cultist Call of the Deep Leader, Promotes to Star Child
Kraken 1 Kraken Ceremony in the Deep
Monster of the Deep 1 Monster of the Deep Ceremony in the Deep Stupid
Pillar of the Depths 4d6 Pillars of the Depths Deep Rising
Pillar of the Depths d4+1 Pillars of the Depths Greater Ceremony in the Deep
Shambler Prince 1 Shambler Prince Call Army of the Deep Leader, Mass Summoning²
Shambler Prince 1 Shambler Prince Call Warriors of the Deep Leader
Shambler 3d6 Shamblers Call Army of the Deep
Shambler d4 Shamblers Call Army of the Deep Mass Summoning⁴
Shambler d2 Shamblers Call of the Deep
Star Oak 1 Star Oak Contact Elder Being Stationary
Star Oak d3 Star Oaks Call Elder Beings Stationary
Starspawn 1 Starspawn Contact Old Ones Leader, Promotes to Elder Starspawn
Strange Thing 2d5 Strange Things Call Elder Beings Stationary
Strange Thing d4 Strange Things Contact Elder Being Stationary
Void Lord 1 Void Lord Contact Old Ones Leader
War Shambler 2d5 War Shamblers Call Army of the Deep Mass Summoning²
War Shambler d4 War Shamblers Call Army of the Deep Mass Summoning³
War Shambler d3+1 War Shamblers Call Warriors of the Deep
War Shambler 2d6 War Shamblers Deep Rising Mass Summoning⁵
Yithian 1 Yithian Contact Elder Being
Yithian Sage 1 Yithian Sage Call Elder Beings Leader
Yithian Sage 1 Yithian Sage Contact Old Ones Leader, Mass Summoning¹
Yithian d3 Yithians Call Elder Beings
Yithian d4 Yithians Contact Old Ones Mass Summoning¹

Spawns[]

Image # Name Spawned by Notes
Hybrid Fisherman ? Hybrid Fishermen Controlled Coastal Settlements
Hybrid Soldier ? Hybrid Soldiers Controlled Coastal Settlements
Hybrid Spearman ? Hybrid Spearmen Controlled Coastal Settlements
Insane Fisherman ? Insane Fishermen Controlled Coastal Settlements

All die expressed for the cost are open-ended dice (when the maximum is rolled, the die is rolled again and added to the total).

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