- Mercenary Companies
- Psionic Organizations
- Underdark Organizations
- Minor Valorous Organizations
- Organizations of Waterdeep
- Organizations of the East
- Demon-led Organizations
- Cult of the Dragon
- Druids of the Tall Trees
- The Emerald Enclave
- Fellowship of the Purple Staff
- Fire Knives
- Guardian of the Weave
- Hand of Vengeance
- Marshals and Heralds in the Realms
- Knights of the Flying Hunt
- Knights of Imphras II
- Knights of the North
- The Lords' Alliance
- Order of the Grand Snakemaster
- People of the Black Blood
- Red Wizards of Thay
- The Seven Sisters
- The Soft Claws
- The Xanathar's Guild
- The Zhentarim
Organizations of Faerûn
The Cult of the Dragon
The Cult of the Dragon is a secret society dedicated to bringing about the "inevitable" rule of Faerûn by undead dragons. Founded by the mad archmage (and later lich) Sammaster, the Cult's information-gathering, illegal acts, magical research, and alliances with evil dragons all help it acquire power and wealth. With these tools the Cult fortifies its holdings and proceeds toward its goal: converting dragons to the most terrible form of undead, the dracolich.
The Cult reveres dragons to an extent resembling divine worship (and in fact some dragons are worshiped as gods, although they are not deities and cannot grant spells). Cult members serve the dragons by giving them treasure, offering healing, exchanging spells, modifying lairs by adding mechanical traps, and tending eggs and hatchlings. In exchange, the Cult members are allowed to hide in the dragons' lairs in times of crisis and receive promises of aid from the dragons. Above all, the Cultists handle the preparations for transforming a dragon into a dracolich.
The Cult is organized into independent cells that work together toward their greater goals. Some rely upon legitimate business to bring in wealth, including trade, selling information, and hiring adventurers to investigate ancient sites (Myth Drannor in particular) in exchange for a share of the profits. Other cells rely upon smuggling, kidnapping, blackmail, protection rackets, selling illicit or dangerous goods, usury, gambling, or brigandry to support themselves.
Each cell has a hierarchy of individuals, with the lowest being those serving the Cult without knowing it and the highest being the Wearers of Purple, so known for their ceremonial purple robes. Most of the important members of the Cult are wizards, particularly necromancers, who manufacture magic items, prepare the dracolich-transformation potions, and create undead. A typical servant of the Cult is a 6th-level wizard specializing in the school of Necromancy.
The group's symbol is a flame with eyes burning above a dragon's claw, displayed only in the few places where the Cult gathers openly - many groups such as the Harpers and the churches of Mystra, Lathander, Torm, and Tyr attack Cultists on sight.
While they are devout in their appreciation of dragons, few actual clerics serve within the ranks of the Cult. Those who do are typically clerics of Bane, Shar, Talos, Talona, or Velsharoon. A smaller number worship Cyric, Gargauth, Malar, or Tiamat. Because of their conflicts with the church of Mystra, many of the Cult wizards choose to worship Velsharoon to avoid paying even lip service to the Lady of Mysteries.
The Cult is rumored to have a secret headquarters or hidden fortress somewhere in the Western Heartlands, not far from the Battle of Bones.
Typical Cult Wizard: Human Nec6; CR 6; Medium-size humanoid (human); HD 6d4+12; hp 30; Init +2; Spd 30 ft; AC 14 (touch 14, flat-footed 12); Atk +2 melee (1d4-1/19-20, claw bracer) or +6 ranged (1d8/19-20, masterwork light crossbow); SQ Familiar; AL CE; SV Fort +6, Ref +4, Will +6; Str 8, Dex 14, Con 15, Int 15, Wis 12, Cha 10.
Skills and Feats: Craft (alchemy) +12, Concentration +11, Knowledge (arcane) +10, Listen +4, Speak Language (Draconic), Spellcraft +12, Spot +4; Brew Potion, Great Fortitude, Scribe Scroll, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Spell Penetration (Necromancy).
Special Qualities: Toad familiar, hp 15; see Player's Handbook page 51
Spells Prepared (5/5/5/4; base DC = 13 + spell level): 0- detect magic, disrupt undead**, ghost sound, ray of frost, read magic; 1st- burning hands, chill touch**, mage armor, ray of enfeeblement** spider climb: 2nd- Aganazzar's scorcher, ghoul touch**, invisibility, resist elements, summon swarm; 3rd- fly, haste, lightning bolt, vampiric touch**.
*These spells belong to the school of Necromancy, which is this character's specialty. Prohibited school: Divination.
**Because of Greater Spell Focus (Necromancy), the base DC for saves against these spells is 17 + spell level.
Possessions: amulet of natural armor +1, wand of magic missile (3rd), ring of protection +1, arcane scroll of darkvision, potion of hiding, 2 potions of cure light wounds (1st), masterwork light cross bow; 20 bolts, silvered claw bracer.