THE CULT OF THE DRAGON
“And naught will be left save shattered thrones with no rulers.
But the dead dragons shall rule the world entire. . . .”
As the purple robed figure on the platform continued to
intone the litany, Harnath Tommor, lesser mage of the Cult of
the Dragon, gave only part of his attention to the speaker. The
other half was focused on the incredible sight before him: an
aged blue dragon, its serpentine form at rest on the platform next
to the Wearer of Purple. As he watched the ceremony continue,
Harnath’s chest swelled with pride. At last, here was the day
that he had waited and worked for since he first joined the
Cult. Today, he would see the ultimate proof of Sammaster’s
wisdom as the dragon abandoned its fetters of life and
became a Sacred One—a dracolich.
“. . . and the dominion of the dead dragons shall
endure until the end of all things. So we swear,” con-
cluded the Wearer of Purple.
“So we swear,” echoed the dozens of cultists who stood
expectantly within the Chamber of Ascendance.
From somewhere within the folds of his ceremonial
garb, the officiating cultist withdrew two objects: a
clay flask and an enormous ruby. Unstoppering the
flask, the cultist proffered it to the dragon. Gracefully, the blue
wyrm opened its huge maw. The cultist obliged, pouring the con-
tents of the flask onto its tongue. A collective “ahhh” went through
the watching cultists, and Harnath thought that he could catch a
hint of a strange scent in the air. Sulfur?
Suddenly the dragon’s jaws clenched tightly together, and the
Wearer of Purple snatched his hand away barely in time. A
spasm wracked the great creature’s body, and then it slumped
forward on the platform and lay still. A brilliant light filled
the ruby, spilling over into the hand of the Wearer of Purple.
The light flared once, and then receded until it became a muted
but constant glow. It was done. The first part of the transforma-
tion was complete. By the time the sun set this evening, Faerûn
would know a new terror.
------------------------------
The members of the Cult of the Dragon believe that it is
Faerûn’s destiny to be ruled by undead dragons. The Cult takes
upon itself the responsibility of helping that destiny along, di-
recting all its plans and energies toward gaining the wealth and
magical power necessary to transform living dragons into
undead dracoliches.
Cult members undertake magical research,
espionage, mercantilism, and a variety of criminal activities to
fund and support their goal in anticipation of the day when the
undead dragons will hold sway over the entire world. Many Cult
members are therefore criminals, though in their minds and in
the minds of their peers they are heroic and devoted individuals
who take great personal risks on behalf of the organization.
More than one adventurer has remarked on the fact that the
minds of the Cult’s current members (including the Cult’s
founder, the archmage Sammaster) are not always entirely bal-
anced. Indeed, some are quite mad, though their insanity makes
them all the more dangerous in the deadly serious pursuit of their
goals. The cultists venerate dragons to the point of worshiping
them as deities, and certain dragons—lured by promises of eter-
nal unlife and overwhelming power—revel in the attention.
Brief History
Over four centuries have passed since the Cult of the Dragon
first appeared in Faerûn, and another century before that since
the Cult’s founder and first leader, Sammaster First-Speaker,
was born.
Sammaster was a powerful archmage who became one
of Mystra’s Chosen, an honor that proved too great a burden.
The archmage’s mind could not bear the divine power, and Sam-
master eventually went insane. By the time the deity rescinded
her gift, it was too late: Sammaster was incurably mad.
Suffering from terrible delusions, the mad archmage in-
sisted that he possessed special insight into the future of Toril,
its people, and its deities. He began collecting both well-
known and obscure works of oracular knowledge and trans-
lating them (or reinterpreting them, as the Cult’s
detractors and enemies would have it) as validation of
his claims. In the pages of one of these tomes,
Maglas’s Chronicle of Years to Come, Sammaster discov-
ered a cryptic prophecy that he believed predicted that
undead dragons would eventually rule the world. Thus
inspired, the irrational archmage gathered a band
of followers and persuaded them that his fore-
telling of the future was accurate.
In 902 DR the “Cult of the Dragon” created its first dracol-
ich, using necromantic formulas that Sammaster inscribed in
his magnum opus, Tome of the Dragon. Sammaster eventually
died—or, as some Cult members believe, became a lich and dis-
appeared. Today, the inheritors of his terrible knowledge con-
tinue to carry out his legacy.
The Organization
Headquarters: The members of the Cult do not presently
maintain a central headquarters. However, they are in the
process of constructing one - a mighty fortress in the Western
Heartlands, built over an extinct volcano that houses the
fabled Well of Dragons.
Members: Nearly 1,000 individuals are knowing, willing,
and active members of the Cult. Countless more serve the
cultists without suspecting who they serve.
Hierarchy: Webbed.
Leaders: The Wearers of Purple (formerly the name used
by leaders of the Sembian cells, now adopted for the organiza-
tion as a whole).
Religion: None, though the Cult’s few clerics primarily wor-
ship Bane, Shar, Talos, Talona, or Velsharoon. A handful of
others venerate Cyric, Gargauth, Malar, or Tiamat.
Alignment: CE, CN, NE.
Secrecy: High. (Like the Twisted Rune, which will be revealed in time, the Cult of the Dragon is incredibly secretive, and only a handful of people working for the Cult of the Dragon actually know who their working for and the dark goals they're furthering...)
Symbol: The Cult uses the symbol of a flame with eyes
burning above a dragon’s claw, but cultists display it openly
only when a cell or individual member can be sure that it will
not attract the attention of the Cult’s many dedicated foes. Be-
cause some groups of cultists sometimes take it into their heads
to work at cross purposes with their fellows for reasons rang-
ing from madness to pure contrariness, the exact appearance
of this symbol varies from cell to cell.
The Cult of the Dragon continues its founder’s work by or-
ganizing itself into a number of independent cells, each with a
specific purpose and role to play in the group’s larger plans.
The teachings of Sammaster have attracted a limited number
of followers, some of them as delusional as he was, others
lured by the promise of great rewards gained by means other
than honest toil. Many of the Cult’s current members are
sane (so far) but exhibit other defects of mind or character
that convince them that the Cult offers a path to their desires
that is quicker and easier than any other. Virtually all cultists
are human.
HIERARCHY
Individual cells comprise the basic units of the Cult’s organiza-
tional structure. Even as each cell is specialized, so too do rank,
function, and purpose differentiate the members’ roles. Any
given cell normally has from ten to one hundred members, de-
pending on its relative importance in the Cult’s great schemes.
The cell’s hierarchy is based on a structure followed through-
out the Cult.
So called because of their purple ceremonial robes, the
Wearers of Purple are the chief authority in every cell. Small
cells have only one Wearer of Purple at the helm, but larger
cells can have several, all acting (theoretically) in concert as
part of a coalition. More than a few Wearers of Purple are
necromancers who seek out Cult of the Dragon cells for the
specific purpose of joining their ranks. These necromancers
oversee the complex process by which a living dragon is trans-
formed into a dracolich. They also create magic items, both
for use by Cult members and as gifts and bribes to evil drag-
ons. It is additionally their burden to make up the shortfalls
faced by the Cult due to the scarcity of clerics among its
membership. These wizards cannot afford to be armchair gen-
erals if the Cult is to achieve its goals: When a cell faces
danger from enemies, the Wearers of Purple must lead their
forces against the enemy.
The Cult offers necromancers access to the otherwise diffi-
cult-to-find research conducted by Sammaster, and the chance to
work directly with some of the most powerful undead creatures
in all Faerûn. Others join to further their own ambitions or be-
cause they found the endless internal conflicts of other organi-
zation (such as the Zhentarim) unsatisfactory to their tastes.
Below the Wearers of Purple are the lesser members of the
cell, their designations determined by the cell’s specific function.
Mercantile Cells
Some cells are devoted to pursuing completely legitimate busi-
ness interests as a means of generating cash flow. The lesser
members of these cells tend to be merchants, many of them
quite wealthy. These cells take advantage of their trade con-
tacts and communications to gather and pass along interesting
information to other cells.
Criminal Cells
The majority of Cult cells generate the needed coin through il-
legal means, and the schemes in which they are involved are as
varied as the members themselves.
Banditry
Cells sometimes engage the services of bandits, brigands, and
highway robbers to relieve travelers of their excess cash. Raids
on merchant caravans can be extremely lucrative, both in gold
and trade goods (later sold by mercantile or smuggling cells).
These cells are small, consisting generally of a Wearer of
Purple and perhaps half a dozen subordinates who deal with
the local bandits. The outlaws who do the actual work usually
do not know who hired them, and they usually don’t care.
Protection
The Cult of the Dragon generally avoids protection rackets
on the small scale. The organization isn’t large enough to
dominate the underworld in most major cities, which is where
protection money really pays off. It leaves such pursuits to
local thieves’ guilds and unscrupulous merchants. Instead, it
engages in grand-scale protection rackets, threatening care-
fully chosen merchants with draconic intervention should
they fail to meet the Cult’s demands for money, goods, or
services. Once a merchant so approached realizes exactly
whom he’s dealing with, he usually pays the demanded price:
Everyone knows, after all, that you can’t bargain with insane
people. These cells usually consist of a Wearer of Purple who
deals with the dracolich or dragon muscle, and a dozen or
more operatives who deal with the merchants themselves. The
cell may also employ laborers or traders who handle any ill-
gotten merchandise for a fee.
Kidnapping
Abducting wealthy nobles and ransoming them back to their
families can generate a large amount of gold. Many aristo-
crats pay up less out of any desire to regain the kidnapped
member of the family, and more out of a more profound
desire not to suffer the embarrassing notoriety of being the targets of a successful kidnapping plot. The Cult almost always releases its hostages after the ransom is paid; otherwise, other victims’ families might start refusing to pay, and
that would end this particular line of handsome profit very
quickly.
The lairs of evil dragons make very convenient and secure
holding places for kidnapping victims who might be located by
friends or allies before their ransom is paid. The Cult’s few
rogues generally work within kidnapping cells, along with sev-
eral fighters who take care of the actual kidnapping as directed
by the Wearer of Purple
Blackmail and Extortion
Here again, the desire to avoid scandal generates a good deal of
money. Few people want to see their dark secrets publicized,
and some folk possess secrets that are more dangerous than
they are embarrassing.
Blackmail is a delicate business, because it involves continu-
ous regular payments. Cells engaged in this activity must use
care not to demand such a high fee that they kill the golden
goose, or that the goose decides that exposure is less expensive
than payment.
Extortion, on the other hand, requires only a one-time pay-
ment and is therefore preferable in situations where the target
has a limited amount of ready cash. The cells that engage in
these activities generally have only a very few actual cultists,
but large numbers of paid spies and informers, most of whom
sell information not only to the cell but to anyone who can
pay. Some cells boast their own private spy networks, but com-
petition for genuinely blackmail-worthy secrets is so stiff that
this is a rarity.
Smuggling
An old favorite not only of the Cult but many other criminal
groups, smuggling is a thriving industry. Stolen magic items
make up the bulk of the Cult’s smuggled goods, though poisons
and illicit drugs are also popular. These cells can be quite large:
The Cult’s Sembian smuggling cell has more than one hundred
cultists.
Vice
A very few cells possess enough control over the criminal ele-
ment in some smaller communities to run secret (and therefore
untaxed) gambling dens, drug parlors, and festhalls. These cells
rarely boast more than a dozen members, though they do employ
several times that number of hired muscle. The employees of the
vice establishments almost never know who pays their wages.
MOTIVATION AND GOALS
The senior members of the Cult are unequally divided into two
camps: those who believe completely and wholeheartedly in
Sammaster’s prophecies, and those who pretend to do so for
their own reasons. The latter few are most often individuals
who see membership in the Cult as a way to fulfill whatever
personal desires they may have for power, wealth, self-impor-
tance, magical knowledge, or even amusement. What’s the
harm in working toward a Faerûn ruled by undead dragons,
they reason, if it makes me rich, powerful, and important along
the way? These members suspect that the Cult won’t ever reach
its goals, but there’s no denying that having a dracolich or two
as an ally certainly makes a life of crime a lot easier.
The fanatics, however, are the really dangerous members of
the Cult, and they make up the bulk of the membership at the higher levels. They believe so strongly and completely in their
insane goal that they are willing not only to die for it, but also
to take anyone else who may get in their way along with them.
Many people who aid the Cult of the Dragon don’t even
know that they are doing so.These folk are the bandits, merce-
naries, merchants, and smugglers who go about their normal
activities in return for payment, unknowing and uncaring of
their employer’s identity. But some do know, and purposefully
seek out the Cult with the intention of becoming members.
Why would an otherwise ordinary person decide to join a group
of power-hungry wizards who use the demented ravings of a
long-dead madman to transform dragons into undead mon-
strosities as a prelude to conquering the world?
For starters, some power-hungry recruits lack the talent,
wealth, or charisma to attain that power on their own. The
Cult offers them a way to sate that hunger in a way that’s more
viable than vague self-generated plans to conquer the world.
Others are greedy and relish the coin that the Cult generates;
the promise of future power is merely an added enticement to
the avaricious. Still others are the descendants of previous
members, and they intend to carry on the family tradition. A
fair—some might say alarming—number of the “average”
Cultists either believe or come to believe very strongly in the
prophetic doom pronounced by Sammaster.
Those who have seen the terrible grandeur and awesome
power of a dracolich begin to believe that the crazy old arch-
mage may have been onto something after all. To many ordi-
nary folk, a dragon might as well be a deity: It might not be
able to grant divine spells, but it ranks among the most power-
ful mortal creatures on Toril.
When the chance of one’s patron deity coming to one’s aid in
times of difficulty is unlikely at best, the Cult’s dracoliches and
evil dragons can serve as reliable allies. Additionally, the notion
of an impending apocalypse is appealing to some people, partic-
ularly those who are convinced that only the “true believers”
will survive the doomsday and then inherit the world.
RECRUITING
The Cult of the Dragon has mixed feeling about new re-
cruits. On the one hand, there’s no denying that the Cult
needs fresh blood to replace those members who either die
of old age (rather than become liches, an option actively
sought by some) or who perish at the swords of enemies.
And the more members the Cult has, the more quickly it
can bring about the subjugation of Faerûn under the claws
of the dracoliches.
On the other hand, the Cult has been the victim of count-
less infiltration attempts sponsored by its enemies. Several of
the Cult’s weaker cells have been wiped out by foes, and it takes
time, money, and effort to recover these losses. So how does
the Cult deal with the double-edged sword of the prospective
recruit?
Simple: It doesn’t. The Wearers of Purple trust in the
word of Sammaster, who wrote: “. . . and all our enemies
shall be revealed in good time. Those who would oppose us
shall fall to ruin and death in the jaws of the dead dragons.
And their bodies shall crack and their hair shall burn, and
they will know in their last moments that theirs was the
path of folly. For the reign of the dead dragons cannot be
forestalled, cannot be thwarted, cannot be broken.” Despite
the fact that the Cult’s enemies do sometimes succeed in in-
filtrating its ranks and wreaking havoc with operations, the
Wearers of Purple nonetheless cling stubbornly to their
belief that all the efforts of their foes will prove, ultimately,
to be futile.
ALLIES
The most common allies of the Cult are evil dragons and the
dracoliches that the Cult creates. The Cult is not averse to co-
operating temporarily with evil monsters or even a few evil
adventurers, and certainly its necromancers are capable of cre-
ating undead creatures to serve many different functions. In-
dividual members have been known to make deals with chaotic and evil outsiders, though Cult policy discourages interacting
with demons and devils. The church of Cyric is a sometime
ally, though this is a less common occurrence since Cyric lost
the portfolio of death.
Its members know the dracoliches created by the Cult as
“Sacred Ones,” since they are the forces destined to reign
supreme over the world. The process of creating a dracolich,
and the statistics for these fell creatures, are detailed in the
FRCS.
Dealing with Dragons
Dragons in general are a notoriously self-centered race, and
none more so than the evil dragons of Faerûn. Yet the Cult ap-
proaches these incredibly powerful beings routinely, visiting
their lairs to advise them of the great destiny that awaits
them. Cultists bring large gifts of treasure to the dragons they
visit, as a contribution to their hoards (another reason why the
Cult requires such a large amount of cash). They flatter the
dragons, praise their skill and cunning, offer to provide any
services that the dragons may desire, and—usually on a visit
subsequent to the first—read to the dragon from Sammaster’s
Tome of the Dragon.
Some evil dragons deal regularly with the cultists, exchang-
ing the Cult’s services for permission to shelter in the dragon’s
lair in times of emergency. Cult cells serve as the eyes and ears
of the evil dragons with which they have allied. Others dismiss
the cultists as crazed fools, and the cultists generally leave
these dragons alone, at least for a generation or two. More
than one dragon that rejected a deputation from the Cult of
the Dragon centuries ago is more disposed to treat with them
after two or three hundred years have passed, particularly the
lesser dragons that haven’t done as well for themselves as they
had hoped to do. There’s no harm, these creatures reason, in al-
lowing the cultists to add some new traps to the lair if all that’s
required is paying attention to some ancient prophetic writings
(which many evil dragons find quite interesting when they ac-
tually pay attention).
While the cultists venerate the evil dragons, their visita-
tions and offers of aid do have ulterior motives: first to per-
suade the dragons to cooperate actively with the Cult, and
second to eventually convince the dragons to undergo the
transformation into lichdom.
The Sacred Ones
Many folk mistakenly assume that the Cult of the Dragon
exercises complete control over the dracoliches it creates.
Dracoliches are, just like living dragons, independent-minded
creatures that can and do embark on plans and schemes of
their own (presumably to keep themselves occupied while
they wait for Sammaster’s predictions to come true). Dracol-
iches do cooperate regularly with the Cult, however, exchang-
ing their protection for the cultists’ services. A dracolich
might agree to destroy a merchant vessel or caravan, for in-
stance, so that a Cult cell can persuade a noble or merchant
to cooperate. In return the Cult brings the dracolich offer-
ings of treasure and valuable information, and provides reas-
surance that the end times for Faerûn are indeed
approaching quickly.
ENEMIES
Most Faerûnians see the Cult of the Dragon as a dangerous
group of lunatics. But the Cult doesn’t receive as much atten-
tion as the Zhentarim, the church of Cyric, or the shades be-
cause the threat posed by the Cult seems less immediate. (At
least, it seems less immediate to anyone who has never watched
in stupefied horror as a dracolich makes mincemeat out of her
adventuring companions, or smashes a Sembian warship into
so many splinters.) Nevertheless, the Cult of the Dragon has
its enemies, principally those groups who either compete with
the Cult for resources and turf, or those dedicated to ensuring
that evil folk do not prevail.
The Cult of the Dragon is content to leave the Red Wizards
of Thay to their own devices, secure in the knowledge that
Thay will eventually be just another vassal state when the un-
dead dragons rule the world. Indeed, recent relations between
the Cult and the Red Wizards have been businesslike and pro-
fessional to the point of courteousness, because the Cult has
discovered that it’s quicker and easier to purchase magic items
at an enclave than to create its own. But individual Red Wiz-
ards continue to plague the organization: They have an annoy-
ing habit of attempting to acquire the Cult’s necromantic
knowledge for themselves, and an even more annoying habit
of trying to subvert the evil dragons allied to the Cult. How-
ever, strife between the organizations is generally limited to
individual Red Wizards and Cult cells rather than to society-
wide warfare.
Wherever the Cult of the Dragon maintains criminal cells,
it comes into conflict with the local crime lords. Whether it’s
the Night Masks in Westgate or the Iron Throne in Sembia,
the Cult runs afoul of those competing for the same ill-gotten
gains. These conflicts can be as inconsequential as a disagree-
ment over territory that is settled by a pact or a sum of com-
pensating gold paid to one side or the other. They can also be
as desperate as full-scale armed opposition with both factions
struggling openly for control of the desired prize. The Cult
prefers to bargain its way out of these problems, but when it
can’t, its members dig in and fight. The Wearers of Purple
devise the strategy their cells employ against rival organiza-
tions, and they also join the rank and file in the fighting.
Not surprisingly, the Cult of the Dragon and the Harpers
have battled one another ever since the Cult came into being.
The Harpers oppose the Cult the same way that they oppose all
individuals or groups who seek to force their will on others (or
conquer the world, a much broader application of the same con-
cept). Harper agents continually attempt to infiltrate Cult cells
and disrupt their operations. Some individual Harpers have ded-
icated their entire lives to identifying and stopping Cult agents,
while others merely strive against the cultists whenever they are
encountered. It’s a special event for a cell when a Harper spy is
discovered in its midst: After taking the agent prisoner, the
cultists usually convey him or her to the nearest allied evil
dragon or dracolich to be messily devoured. This sight never
fails to bring broad smiles to the faces of the attending cultists.