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D&D 5E - The Rise of Tiamat

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as this one, it is all but guaranteed that at some point

during the adventure—and possibly at many points—the

players w ill develop their own ideas about how to handle

a situation or how to deal with the cult. And just like

that, they’ll be off and running in directions that aren’t

covered by this book. Those kinds of situations put a

D M ’s skill to the test—but they also produce some of the

greatest gaming moments and memories.

V i l l a i n s

The plot to return Tiamat to the mortal realm has

brought some of Faerun’s most sinister organizations

and most powerful monsters into deadly alliance.

T h e C u l t o f t h e D r a g o n

The Cult of the Dragon has existed for centuries.

During most of that time, its members have focused

on the creation and worship of dracoliches, based on a

prophecy translated by the cult’s founder, Sammaster.

However, those goals changed with the rise of a young

cultist named Severin.

Inspired by Tiamat, Severin reexamined the texts

translated by Sammaster and discovered a different

interpretation, believing that “naught w ill be left

save shattered thrones, with no rulers but the dead.

Dragons shall rule the world entire ...” Severin’s quest

to reshape the cult led him to the dragon Hoondarrh,

“the Red Rage of Mintarn.” The fact that Severin not

only survived this encounter but befriended the dragon

impressed Tiamat in her exile in the Nine Hells. As a

reward and further test, she allowed Severin a scrap of

knowledge regarding the existence of the five dragon

masks. Severin took that bit of information and did what

few others could have accomplished, searching for and

finding all five masks. The task took years to complete,

and it led directly to the crisis that Faerun now faces.

Severin kept the red mask for himself. As other masks

were found, he presented them to his closest allies in

the Cult of the Dragon, granting each the power of a

wyrmspeaker. Using the magic of the dragon masks,

this Inner Circle of Wyrmspeakers helps Severin

prepare the way for Tiam at’s return.

D a i l y O p e r a t i o n s

The plots of the Cult of the Dragon are secret, but its

existence is not. Most folk of the Sword Coast have

heard of the cult, but know only that its members revere

evil dragons. The cult recruits new members in major

cities, and word quickly gets around. Moreover, many

cultists engage in legitimate business or are assigned to

ordinary academic research. Only a relative few serve as

thieves, assassins, and spies.

Dragon-themed symbolism and iconography pervade

the cult’s official regalia—black clothing that features

a cape or cloak cut to resemble dragon wings, and

festooned with jewelry and draconic imagery reflecting

the wearer’s favorite type of dragon. Masks are common

at cult gatherings.

Cultists avoid this regalia in public, but a character

who knows what to look for can often pick an incognito

dragon cultist out of a crowd. Cultists sometimes

greet one another with the sign of Tiamat: right hand

extended, palm forward, with all five fingers spread

in imitation of Tiamat’s five heads. Characters trying

to pass as cultists might find this sign useful if they

don’t overdo it.

Cult members venerate dragons as powerful icons and

masters, but their worship is reserved for Tiamat. They

look forward to the Dragon Queen’s return, believing

that she w ill destroy mortal civilization and usher in

a glorious reign of dragons—and of those who helped

bring about draconic rule. The complex plot dedicated to

bring Tiamat to Faerun has so far seen the cult recover

the five dragon masks and collect an immense treasure

worthy of the Dragon Queen. A ll that now remains is

to raise her temple in the Well of Dragons, sacrifice

hundreds of victims whose souls w ill power an ancient

ritual, and then use that ritual to open a portal through

which Tiamat w ill emerge from the Nine Hells.

C u l t S t r u c t u r e

The cult has a simple hierarchical structure, consisting

of initiates on the bottom, four ranks for cultists,

and one highest rank for “Wearers of Purple”—the

lords, leaders, and cult masters of particular locales.

The cult is ruled by a secretive inner group led by

Severin and four other wyrmspeakers—a term of

respect given to those whose bond with dragons is

supernaturally strong.

Rank in the cult is based on merit and fanaticism.

As raw recruits, initiates (represented by cultists and

cult fanatics) have no rank and follow the orders of

their superiors. Only initiates that prove their worth are

allowed to advance. A Wearer of Purple can promote

an initiate along the track of dragonclaw (first rank),

dragonwing (second rank), dragonfang (third rank),

and dragonsoul (fourth rank). Statistics for those four

ranking cultists are found in appendix A.

Cult operation groups are assembled to match their

assigned tasks. They vary in size, from a few lowranking

cultists operating on their own to hundreds of

cultists of various ranks under the control of multiple

Wearers of Purple.

W e a r e r s o f P u r p l e

The Wearers of Purple stand at the top of the cult’s

humanoid hierarchy, and their word is law for the

cultists in the cities, strongholds, and lairs they

command. They are the only members of the cult to

wear purple, and most are proud enough to flaunt

the color. The Wearers of Purple have an affinity for

talking to and negotiating with dragons—the gift of

wyrmspeaking. Dozens of Wearers of Purple are spread

throughout the Cult of the Dragon, and all are able to

marshal the cult’s resources.

Only Severin’s inner circle can promote a dragonsoul

to a Wearer of Purple, granting that character a base

of operations and funds. Most new Wearers of Purple

have already developed a working relationship with

a dragon as part of their power and authority. Those

who do not cultivate and expand this relationship are

sometimes demoted. A number of priests of Tiamat

have recently been made Wearers of Purple, and have

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