When one sees a cult, many will see poisons to the mind, envy, lust, greed, gluttony, and much more, however sometimes it is the only option for ones seeking to live, survival speaks higher then anything for some people, with the Cult of Orcus speaking much about the Dead, the Undead and their God. Those who join the cult of Orcus on their own free will, shall know the inumerous promises that await them at the end of it all, Lichdom, Vampirism and many more forms of Undeath that shall grant them eternal life and immense power, however, those who joined out of necessity, will see the faces of those who learn about it in disgust, will make contacts with the worst worms in the underbelly of society and understand the true meaning of scum.
Though the time in the Cult had changed you, you will have the opportunity of getting out, maybe in a mission for your superiors or maybe the cult was just destroyed, your knowledge of the undead, learned whether you like it or not, by the cause of necessity or by your own choice, is something seen as profane and even more profane to the majority the mere mention of the Undead god Orcus.
May the Undead God Notice you either way.~
- Skill Proficiencies: You are proficient in at least two of the following skills : Intimidation ,Religion, Medicine, Arcanism
After all, you as Cultist of Orcus would learn about how to speak what people don't like to ear, what is the body language that makes even the most prestigious warrior get on his toes.
You would learn about Orcus, about the other undergods, about all the afairs of the world bellow.
You would disecate corpses, mummify some and on the process learn more about the bodys of the living.
As a cultist of Orcus you also could had invested your time on the library, learning more about the spells of the world, about the undeath.
- Tool Proficiencies: You may choose two Tool Proficiencies between the following options : Poisoner's Kit, Alchemist Supply, Tinker's Tools
- Languages: Choose one of the following languages : (If you DM permit per your background you may roll a 1d6, if you get a 6, you may choose 2 languages of this list instead of 1) Infernal, Abyssal, Undercommon
- Equipment: Common Clothes, a blank book, a quill, a bottle of ink, a bag containing 10 GP
Cultist
As a Cultist ,wishing or not, you had your fair share of contacts made with the underbelly of the society and for that reason you may know how to get in Black Markets all arround the continent and may even be granted permission to enter places were the Law is defined by those who have the higher power or the most coin in their pockets. You also is not attacked by other cultists (Even if of other gods) without (Direct or Indirect) provocation before (Or in case the possible enemy cult is agressive by nature, this Feature don't apply).
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