Monday, March 27, 2023

Dragon Cults

Dragon Temple in the Infinite Snow by Claudio Pilia on Deviantart

There can be as many cults as there are dragon breeds, and then some. The diversity of styles and ideologies is nearly endless, certainly more than I can describe in a mere blog article. Rather, I’ll attempt to put forth a general framework as a starting point for DMs to design their own. I’ll not hold anyone’s hand here but provide instead ideas on what to cover. The previous article on Dragon Cultists already gives a glimpse of what these organizations entail. If you haven’t read it yet, go back and check it out before continuing here. The previous articles about Dragon Steeds and Fabled Horses all connect in various ways with the cultist.

 

Questions

            Goals for dragon cults, like any other organized faith, can be hard to define. Presumably, their basic objective is to serve one or more divine beings. However, upon looking more closely, one question quickly emerges: how much more is a cult devoted to serve its leader or its elite rather than its liege deity? Is piety an end in itself or merely a means to an end? Therein lie internal politics and philosophical conflicts reflecting personal ambitions vs. true faith. Is corruption involved, and if so, at what level? Then remains the matter of its bureaucracy, which may look like a dragon itself: an ever-growing, self-perpetuating, and ravenous beast that needs to be fed when it wakes up.
            Is the cult part of a military order of dragon riders or the other way around? Does it have anything to do with dragon riders? What are short-term vs. long-term aims? Does the faith support a final quest, like acquiring a relic or bringing back a banned deity to the Prime Plane? What happens then? How much sway does the liege deity have over the disciples and their activities? Does it merely grant spells and special abilities to disciples provided they don’t break rules, or does it communicate to the leadership what it wants? Does it bestow rewards and inflict divine punishments?
            Is the cult overt and legal, protected by law, or illicit and covert? Is it engaged in systematic proselytizing? Does it have fearful detractors, rival faiths, powerful foes, and hated individuals? Is it at peace or engaged in warfare? Does the cult exist at the pleasure of secular rulers who own the land entrusted to the cult’s establishment, much like other clerical orders? Does it serve secular rulers or the other way around? Are they co-dependent? Can the cult be seen as a state inside a state, or a sovereign power of its own? Who are its allies and why do they support the cult? Who benefits from the cult’s activities and at whose expense?
            These factors typically compel leadership to seek more power in order to forestall outside threats. For this, it needs more wealth, more land, more disciples, more facilities, and more dragons (if they keep any), all of which require even more wealth and so on. What is its driving force: acquiring more power to ensure survival or power for its own sake? What is the leadership’s priority: philosophical orthodoxy or pragmatism? Are there fast-changing modi operandi as leaders rise and fall?

Ultimately, how does this all fit in with serving a deity?

 

Divine Lieges

            Each game world features deities around whom dragon faiths can coalesce. There can be a single godly entity driving cults or a pantheon with a hierarchy, like Kara-Tur’s Celestial Bureaucracy. A celestial monarch could rule most dragons, good or bad, with renegades possibly. Cults can fit within the wheels and cogs of the Celestial Bureaucracy, or act as independent organizations focused on specific dragon breeds and alignments. On the opposite end of the spectrum stands the isolated wandering cultists who care nothing about organized faiths and bureaucratic temples. Rather, their piety is strictly limited to their divine patrons, and what lies in their hearts and minds.

            Forgotten Realms: This universe enjoys a large pantheon of dragon gods, with Asgorath at the top of the current hierarchy, Bahamut, Tiamat, and at least a dozen others. Io is mentioned to have preceded Asgorath (they may be one and the same), a primordial being so gigantic that a single scale of his is larger than any dragon alive or in past history. Bahamut and his sister Tiamat, his eternal rival, later joined the Faerûnian pantheon. A well-detailed cult focuses on the worship of undead dragons and dracoliches, called the Followers of the Scaly Way. Other godly dragon cover a wide spectrum of interests: Astilabor, Garyx, Hlal, Kereska, Kuyutha, Lendys, Null, Sardior, Tamara, Task, and Zorquan.

            World of Greyhawk: As in Forgotten Realms, the originator of the dragon pantheonIo, is seen as the creator of universes and of dragonkind, although it’s not clear whether Io’s earliest mention was first published as part of the Forgotten Realms or Greyhawk. The divine hierarchy includes Bahamut, Tiamat, and a number of others, some of whom also exist in the Forgotten Realms universe. Greyhawk’s Bahamut (1975) predates both Dragonlance’s Paladine and the Forgotten Realms’ Asgorath (although one might argue that FR goes back to 1967!) In any case, there seems to be a fair amount of crossover between the two settings as regards dragon mythology. The Earth Dragon Cult is an example of a creed honoring a spirit of the land rather than a deity. Other dragons of Greyhawk’s pantheon include: Aasterinian, Astilabor, Chronepsis, Garyx, Hlal, Faluzure, Lendys, and Tamara.

            Dragonlance: I’d be remiss in failing to bring up Dragonlance. Paladine seems to be another Bahamut-like avatar (Bah’Mut) with a long-established cult and a related knightly caste, the Order of the Rose. Takhisis is a Tiamat alter-ego, goddess of all chromatic dragons. These two seem to be the only dragon deities in the Krynn universe so far, although they do have siblings and progeny with presumed dragon ancestry. According to Margaret Weis, many dragons of Krynn think they are gods! A faith existed which was dedicated to a wyrm-like false god, known as the Cult of the Worm, now defunct. The fate of the Great Worm and its followers is unknown to this date.

            Mystara: This universe has no gods but immortals overseeing many faiths, often under different identities. There are cults among dragons, with a leader called The Great One, the ruler of all dragonkind. It glows so brightly that one can behold its appearance only through a darkness spell to perceive a colossal three-headed dragon. Three others occupy the next rung, Pearl, Diamond, and Opal, respectively the rulers of chaotic, lawful, and neutral dragons. There are no widespread dragon cults among mortals, however, there is a wizard school of dracology that could spark an underground cult illegal in the Principalities of Glantri. The immortal Ka can also take the form of a gold dragon or an amber-colored feathered serpent and be worshiped as such.

            Calidar: (My own setting) The dragon deity that first comes to mind is Lord , Protector of Lao-Kwei, an Oriental-style dragon turtle. His magic transported his worshiper from Munaan, a moon of Calidar, to a Mars-like planet. His followers immediately set about to conquer it from an alien race. Fallen demigods were reawakened and formed the Lao-Kweian pantheon. Meanwhile, a war-like dragon cult flourished on another world, Draconia, which is said to harbor “living gods,” immortal dragons serving Sayble, a black dragon queen. She leads a huge cult involving mortal dragons, draconic knights (humans), a caste of shapechanging assassins, and other people living on Draconia and on Calidar itself.

Structure

            Decide first whether the cult is part of an order of dragon riders or the other way around. This will affect the chain of command and the cult’s needs. If an order of dragon riders is present, then is it headquartered and garrisoned within the cult’s walls or at other locations? If the cult raises dragons intra muros, then facilities other than temples and their dependencies will need substantial development. If both the military and raising dragons are extant activities, then the cult will need a significant financial network to cover related costs, people like merchants, bankers, and wealthy patrons actively supporting the faith. The cult may also be involved in collecting taxes from the population on their domains or on other lands entrusted to them by secular rulers. If a lot of money ebbs and flows through the cult’s finances, odds are it may act as a banker itself, granting loans to aristocrats using their own possessions as collateral.

Hierarchy: The most common is a pyramidal system, with a high priest or a grand marshal at the top, disciples and warriors halfway down, and ancillary staff at the bottom. Non-members gravitate outside the structure, providing support willingly or otherwise. Another approach involves a council of several key leaders at the top rather than an autocratic figure. Members of the council can represent various branches of the cult. Power could also be shared between a single ruler and a council, with more-or-less-well-defined authorities and responsibilities divided among them. It may be appropriate for a dragon to have a seat on a council, or even to be the one leading figure. Another way would be to center the cult on an all-powerful relic. It could be sentient and communicate its wishes in some way to the leadership, perhaps straight down from the liege deity (or perhaps it’s something else entirely, doling out spells to clerics on its own).
            An organized cult is likely to support chapels, temples, monasteries, and shrines scattered in towns and villages. Those may be organized in parishes, with local prelates overseeing regional activities, or in commanderies run by a military order. Regional sees could instead reflect the territories of dominant dragons rather than temple locations, in which case regional prelates would have to remain in contact with dragons if the latter aren’t prelates themselves.
            If the cult in engaged in warfare, there may be faraway dependencies, outposts, and strongholds under the authority of local commanders of dragon riders, more so than prelates. Calidar features a special character class, the Draconic knight, which is ideal here, as well as the dragon slayer, its hated opponent. Real-world Templars, Teutonic Knights, and Hospitalers are good examples of military-religious orders controlling foreign territories, building temples, running commanderies for profit, and acting as international bankers. Key figures could also act as ambassadors or legation heads dealing with secular rulers on behalf of the cult. Spies (or even assassins) can also be part of the organization; they monitor prelates and outside activities of concern to the cult. To whom do they report? All of this requires a sprawling bureaucracy to manage all the parts. As the cult grows in size, leadership may have to fight harder against bureaucratic inertia to get things moving.
            When running D&D-style adventures involving a cult it is important to define its chain of command, who’s influential inside the structure, and who among this hierarchy connects with the heroes. Also of interest: who else knows about the heroes’ activities (whom the players are unaware of)? How do they keep an eye on them to ascertain whether they benefit the cult’s interests, or the interests of a few if not of the one?

Recruitment

            A growing cult is always on the lookout for recruits. What sorts of skills does it need? Does it have preferences (alignments, races, character classes, social backgrounds, past histories, personal wealth)? Motivation matters: the leadership may be interested in folks who are trusted in circles it wishes to influence (merchant guilds, secular rulers’ households, families of aristocrats, schools of magic, brotherhoods, and secret societies, etc.). Anyone with knowledge of and experience with dragons is, of course, a no-brainer.
            The key issue is whether the cult is approaching a potential recruit or the other way around. In the first case, recruiters already know about the potential newcomer and are likely seeking to secure an asset. Depending on the cult’s nature and style, they might not be too picky about exactly who they are trying to attract. In the opposite situation, an unsolicited applicant might have to first demonstrate dedication to the cult and its faith. This might demand ordeals, quests, blood oaths, donations to the cult, or magical spells like know alignment, detect lies, true sight, etc. A dragon’s personal reaction check (as described in Dragon Steeds Pt. 2) might be in order as another way to test a candidate, implying that a key recruiter is in fact a dragon in disguise.
            Rather than being a disciple of a cult, one can choose instead to be an associate, a supporter outside the hierarchy who acts for the benefit of the cult. Anyone can fit this profile. An important cult should command a large network of worshipers and benefactors. The association can be overt or covert. There are no specific requirements, other than the faithful paying the tithe if there is one. Player characters can certainly fit in this manner, especially if one among their party is a disciple (or a dragon kin).

 

Personal Property: What a recruit brings when becoming a disciple can be an issue. Real world history shows that a younger sibling in a notable family (who is last in the order of inheritance) often joined the church, usually after buying an ecclesiastic office somewhere up in the hierarchy. Paupers, of course, brought nothing at all and joined at the very lowest levels.

            In a D&D context, player characters probably fit in somewhere between paupers and former aristocrats, reflecting instead their experience levels. A level 1 cultist PC should start just above an entry position. Novices receive food, lodging, vestments of the faith, holy symbol, basic equipment, free training, and whatever help is appropriate for a low-level character. A high-level character may join the cult later on, probably not as a cultist but as a specialist (magic-user, thief/spy, etc.) or as another figure of some importance in the hierarchy, especially true in a military branch. Doing so requires that all personal property be turned over to the cult, plus 75% of all future adventuring profits; heroes may retain certain magic items, but only with permission. A wandering cultist who wasn’t part of an organized cult may join one of the same faith at some point; the new disciple’s rank should reflect the experience level to some degree.

 

Activities

            As mentioned earlier, a large cult has many objectives. Its primary function can be described as serving its divine liege. It can do so by spreading the faith, performing religious services, helping the needy, protecting the faithful, possibly raising and training dragons, running a hospital, defending all that is perceived of interests to its spiritual patron and associated dragons (those of the same alignment or of the same breed), etc.
            Secondary activities are those enabling primary functions. This includes earning wealth to finance all of the above and the following: building and maintaining facilities, supporting a military branch, feeding and training disciples, maintaining a library or a scriptorium, paying for professional services, bribing officials, etc. There are many ways a cult can earn money, such as soliciting temple donations, collecting taxes on mills, leveraging tithes, earning tolls from ports, bridges, and gates on its lands, plundering the hoards of enemies of the faith, exploiting a network of merchants acting on behalf of the cult, obtaining funds from secular rulers possibly in exchange for protection, operating mining businesses on the cult’s lands, running commanderies and monasteries for food and cash, acting as bankers earning interest on loans, foreclosing on assets from defaulting debtors, seizing moneys and properties from new disciples, acquiring treasure from affiliated adventurers, and so on. All of these are secondary but crucial activities enabling the organization to survive and grow. Raising and training dragons, if not a primary function, can certainly qualify as a secondary one needed to support an order of dragon riders. It is perhaps one of the most expensive, given the need to share treasure with dragons (see Dragon Steeds Pt. 3).
            In a D&D game context, PCs are likely to be sent on missions for the cult, such as escorting a personality to and from various locations, rescuing a fallen dragon, slaying an enemy dragon, recovering a relic of the cult, hunting down temple thieves, unmasking a traitor in the cult’s hierarchy, investigating mysteries, defending a monastery from raiding monsters, etc. As hinted earlier, there could be internal frictions within the order where PCs might have to take sides and face consequences. A conflict in foreign lands might also offer an opportunity to dispatch a war party for whatever entertaining mayhem. Although PCs might have been pigeon-holed into various branches of the cult, it is understood that they are a team and should be granted leave from their posts to perform their missions.

Strategies and Politics

            I’ve already hinted at a lot of strategies and politics in the previous sections, be they internal or external to the cult. Dealing with secular rulers on whose lands the faith is spreading will be key in the cult’s endeavor to grow its influence. Like all big organizations, as it attracts allies and supporters, it begets detractors and foes in addition to those its creed designates. Enemies of its friends will oppose the cult—it is inevitable. In its efforts to strike alliances, the cult may well become associated with rival powers, demanding at times diplomatic balancing acts to assuage all sides. Other faiths won’t see too kindly to the success of a dragon cult in their backyards. They and sects related to rival dragon breeds are sure to cause problems directly or indirectly. The cult will be caught in a web of obligations and deceit working to tear apart its fabric. Shenanigans among deities also add to the cult’s challenges.
            At a higher level, a PC well placed in the hierarchy or in its military order may be entrusted with a see, most likely a borderland posting. This is an occasion to use the D&D Companion Set and its mechanics on mastering dominions and mass combat. Battlesystem is another option for tabletop combat. Conveniently, all PCs affiliated with the cult should be assigned to the see’s prelate or military commander to ease adventuring opportunities.

The Finishing Touches

            At this point, you’ve got enough pointers to set up that cult. All you need now are symbols, dress codes, decorum, regalia, old traditions, and legends of prophets, heroic dragons, and low-down villains to give some depth, direction, and texture to the whole establishment. Prophesies and ancient maledictions might provide an extra spin. See how the cult blends in with the game world’s history. What major events of the past does the cult connect with? Sketch out key characters driving the faith. Add epic or mysterious figures still walking this world. Flesh out the dragon deity and its own motivations. Roll up NPCs the players’ heroes will likely be in contact with, some high ranking, others at the bottom of the hierarchy. Look into unusual rituals, sacrifices, spells, magic items, and relics, although some of this was already touched upon in the previous article. Roll up a cultist or a dragon rider (see the next article) for good measure. Tie together a dragon’s lair, a monastery, a stronghold, a dungeon, forgotten ruins, and a temple to complete the picture. Stick a flag on top and you're done!

Monday, March 20, 2023

D&D Class: The Dragon Cultist

Konahrik, Warlord of the Dragon Cult by TheMaiaNightmareMoon on Deviantart
















            The objective of a cultist is to serve a dragon deity. Disciples can do so in a temple as part of a clerical hierarchy or as a lone individual who answered a spiritual calling. Cultists favor the breed matching their godly liege, or at least dragons of the same alignment. Rival cults (or lone disciples) may be sworn enemies based on their deities’ ethea. Cultists may leave on quests they believe best serve their divine lieges’ interests. They can join adventurers to learn more about the world and unveil the greater purposes of their godly patrons.

Base Character Class

            The dragon cultist is a thief with some spellcasting and thieving abilities restricted to hiding in shadows and moving silently. With B/X-BECMI, elven, halfling, and dwarven cultists do not enjoy the racial features of their standard classes (hit dice, attack rolls, special abilities, etc.). For all intents and purposes, they are thief-like characters. Special abilities are earned while gaining experience. The base Hit Die is a d4 for B/X-BECMI or a d6 for other OSR games. Experience points reflect the characters’ extra powers. At level 10 and above, they earn +1 hit point per level with B/X-BECMI or +2 with other OSR games.

Obligations & Rewards

            The liege deity expects its cultists to defend dragons of its breed or alignment, or at least to offer assistance if such seems to be needed. Stealing from dragons is unacceptable unless it is a foe of the cult’s liege deity. Failure to uphold these two goals may result in the cultist losing the ability to cast spells and to invoke its dragon spirit abilities. If the disciple is part of a temple, 75% of earned treasure must be remitted to the cult’s organization for the care of dragons. A dragon of the same breed or alignment as the liege deity may entrust an egg to the care of a (reputable) cultist who proved particularly helpful. In exchange for such a fabulous gift, a cultist must undergo a blood oath, vowing to defend the egg and its hatchling or die trying.

Prerequisites

            The best three attribute scores must be allocated to Dexterity, Intelligence, and Wisdom, in any order. This character class is open to all races, provided they have a backstory justifying this career. The dragon lore skill is mandatory. The cultist's alignment must match the liege deity.

Equipment

            Cultists are limited to thief-like equipment. They may use weapons and armor made from/with dragon parts (dragon scale armor and shield for example). They cast spells as clerics, which requires a sacred symbol representing their divine patrons.

Spellcasting

            The few spells available to a cultist are a blend of clerical and magic-user spells. They are obtained through mediation, as clerics do. Wisdom bonuses enable extra daily spell slots. For the most part, these spells only involve the caster and one or more dragons, such as Detect Evil Dragon (as the normal Detect Evil spell, but solely targeting dragons). The term “dragon” includes dragonkin and all creatures related to dragons (such as basilisks, cockatrices, drakes, dragon horses, faerie dragons, half-dragons, hydras, komodo dragons, monstrous snakes and serpents, pseudodragons, and so on). In some settings, Ki-rins (Qilins) are also considered dragonkin or elder dragons.

Level 1: Cure Light Wounds, Detect Evil Dragon, Detect Dragon Magic, Remove Dragon Fear

Level 2: Detect Invisible Dragon, Invisibility to Dragons, Know Dragon Alignment, Speak with Dragon

Level 3: Charm Dragon, Dispel Dragon Magic, Hold Dragon, Remove Dragon Curse

Level 4: Commune, Conjure Dragon, Create Dragon Food, Raise Dead Dragon

 

            Cure Light Wounds and Commune are the only cultist spells that do not primarily involve dragons, aside from the divine liege. Remove Dragon Fear and its reversed form only target victims who aren’t dragons.
            Charm Dragon can only be cast on those dragons who are rivals or hated foes of the cultist’s divine liege. Its reverse form, Remove Dragon Charm, works on any charmed dragon or on victims of a charm cast by a dragon. Likewise, the Remove Dragon Curse spell can be used to free victims of a dragon’s curse; its reversed form can only target rivals and foes of the cultist’s divine liege.
            Conjure Dragon is similar to Conjure Elemental, however, it summons instead a 16 HD dragon from the nearby wilderness; it will need 3d6 turns to show up (it cannot be cast in a place where dragons are entirely absent); the summoned dragon will be of the cultist’s alignment or close to it.
            Create Dragon Food generates a glowing incorporeal mana that stands for fresh meat or magical sustenance a dragon might crave. It only lasts a day and is wholly inedible to beings other than dragons. It is sufficient to feed dragons with HD (singly or combined) equal to the cultist’s experience level. For example, a Level 10 cultist can provide food for up to 10 Hit-Dice-worth of dragons.


Advancement

            The cultist’s Advancement table shows two experience tracks. One is for B/X-BECMI, the other for AD&D 1st and 2nd editions.

Cultist Advancement Table

Experience Levels & XP

Spell Levels

Dragon Spirit

AD&D

B/X-BECMI

1

2

3

4

Pts

Effect

1

1

n/a

2

2,200

2

2,100

1

3

4,400

3

4,200

2

8

Dragon Paw

4

8,400

2

1

4

8,800

5

16,800

3

1

5

17,500

6

33,600

3

2

6

35,000

7

67,200

3

2

1

10

Dragon Scale

8

130,000

4

2

1

7

70,000

9

260,000

4

3

2

8

130,000

10

380,000

4

3

2

1

9

204,300

11

500,000

5

3

2

1

12

Dragon Wing

12

620,000

5

4

2

1

10

233,800

13

740,000

5

4

3

1

11

289,500

14

860,000

5

4

3

2

15

980,000

6

4

3

2

14

Dragon Blood

12

545,600

16

1,100,000

6

5

3

2

13

787,700

17

1,220,000

6

5

4

2

18

1,340,000

6

5

4

3

14

1,022,700

19

1,460,000

7

5

4

3

16

Dragon Breath

20

1,580,000

7

6

4

3

15

1,253,500

21

1,700,000

7

6

5

3

22

1,820,000

7

6

5

4

23

1,940,000

8

6

5

4

18

16

1,481,600

24

2,060,000

8

7

5

4

25

2,180,000

8

7

6

4

26

2,300,000

8

7

6

5

17

1,708,000

27

2,420,000

9

7

6

5

20

28

2,540,000

9

8

6

5

29

2,660,000

9

8

7

5

18

1,933,100

30

2,780,000

9

8

7

6

31

2,900,000

9

9

7

6

22

32

3,020,000

9

9

8

6

19

2,157,300

33

3,140,000

9

9

9

6

34

3,260,000

9

9

9

7

35

3,380,000

9

9

9

8

24

20

2,380,800

36

3,500,000

9

9

9

9

 

Special Abilities

            Level 1: Aside from moving silently and hiding in shadows, an initiate can speak with a dragon of the same breed as the cult’s divine liege and is immune to fear from dragons 6 HD or less, +1 HD for every cultist experience levels above 9 with B/X-BECMI, or +2 HD for every level above 9 with other OSR games. The language ability comes in addition to others the Intelligence attribute allows. A separate language skill slot is required to read and write a breed’s dragon script.
            Level 2: The disciple earns resistance to breath attacks matching the divine liege’s; at worst damage is automatically halved or, with a successful saving throw, reduced to a quarter. If the breath attack does not cause physical damage, the cultist saves with a +2 bonus (even if a saving throw isn’t normally allowed); a successful roll negates the effect.

            Level 3+: The cultist earns one major ability—dragon spirit. The Advancement table indicates which effects and how many dragon spirit points are available to the cultist. Spent dragon spirit points are replenished at dawn every day.

Dragon Paw: A spectral paw coalesces and enables a ranged attack each round. Scores to hit and damage are those of a dragon whose breed and Hit Dice match the cult and its disciple. These attacks are magical and able to hit incorporeal foes; they do not betray the cultist’s presence when hiding in shadows, but because they are magical in nature, they do ruin an invisibility spell and can be dispelled. Uninterrupted concentration is needed to strike and maneuver the paw (MV 30’/per round up to 20ft away +1/level with B/X-BECMI, or +2/level with other OSR games) The paw can score up to 1d4 successful attacks + ⅓ the disciple’s experience level rounded up with B/X-BECMI (or ½ with other OSR games), after which it fades away. For example, a 3rd level cultist can perform up to 1d4+1 successful attacks. Each time an attack succeeds, a diffuse roar can be heard within a 90’-radius. The effect ends when all successful attacks have been carried through or at the end of a combat encounter. Misses and time spent moving do not factor into the effect’s total duration. Cost: 4 dragon spirit points.

Dragon Scale: The cultist’s natural AC becomes that of a dragon whose breed and Hit Dice match the cult and its disciple. A ghostly suit of scale armor coalesces on the cultist’s body. The improved AC is not added to other protections, like normal armor or magic items. The effect lasts 1d4 rounds +1/level with B/X-BECMI, or +2/level with other OSR games. Cost: 6 dragon spirit points.

Dragon Wing: The cultist obtains the ability to fly at the speed of a dragon whose breed and Hit Dice match the cult and its disciple. Spectral wings appear on the cultist’s back. The effect lasts 1 hour per emulated dragon HD. Cost: 8 dragon spirit points.

Dragon Blood: While this power is in effect, the cultist only sustains half damage during a combat encounter. This power only affects damage, magical or otherwise, that reduces hit points. The effect ends at the end of a combat encounter. Cost: 10 dragon spirit points.

Dragon Breath: The cultist can release the breath attack of a dragon whose breed and Hit Dice match the cult and its disciple. Its range, area of effect, and damage are those of the invoked dragon. The power can only be used once per combat encounter. Victims save normally as they would against a true dragon’s breath attack. Cost: 12 dragon spirit points.

 

Non-Combat Skills

            Aside from dragon lore as a prerequisite, the cultist can also learn some or all of the skills listed below. Untrained folks roll these checks with a –3 attribute penalty. Picking the same skill slot more than once confers a +2 attribute bonus. A natural 20 score always fails, regardless of bonuses.

Identify Dragon Egg (Int.): Examining an egg can reveal exactly the mother’s breed and native geographic region, whether its embryo is alive and healthy, and the egg’s approximate time of hatching. The DM may fill in any sort of misleading information when the check fails (all information is wrong or just part of it, depending on the failure’s gravity).

Elucidate Clues (Int.): The cultist can determine the breed and general age category of a dragon based on circumstantial clues (footprints, collateral damage, wounds, eyewitness descriptions, waste as described in Dragon Steeds Pt. 2, etc.) No roll is needed if the dragon is in plain sight. A roll should be required to determine how badly a dragon is wounded or whether it may be suffering some affliction.

Raise Hatchling (Wis): Failed rolls are the bane of dragon handlers. One roll is needed when the hatchling first emerges and each 10 years thence until the youngling becomes a young adult. Subtract 1 from the youngling’s Constitution attribute each time this check fails. The youngling must save vs. Death when the handler rolls a catastrophic failure (a natural 20 roll), possibly the victim of an undiagnosed dragon disease, contaminated food, or an accident. Rolling a natural 1 adds +1 to the youngling’s Constitution.

Train Youngling (Wis): Training takes place from the time a dragon reaches a young age until it becomes a young adult. There should be 3-6 checks (at the DM’s discretion) during these training years. Subtract 1 from its Dexterity with each failure. A critical failure results in a –1 penalty to future reaction checks (see Dragon Steeds Pt. 2). A critical success adds 1 to the dragon’s Dexterity.

Diagnose Affliction (Int.): The disciple can examine a dragon for 1d4+3 rounds and unveil the nature of any diseases, afflictions, curses, or charms affecting the patient, as well as possible treatments. Prescriptions are never guaranteed to work.

 

Dragon Diseases

            These are ailments that may befall a dragon prior to reaching young adulthood. The Diagnose Affliction skill mentioned above helps identify and treat them. Healing and cure disease spells only have an 80% effectiveness in treating dragon ailments if caught early. Success chances otherwise drop –5 per month during which no treatment is given. All these diseases are potentially deadly if untreated.

Notorious Dragon Afflictions

1d10

Disease

Symptoms, Effects, Cures

1

Arcane Quinsy

This inflammation of the throat and swelling of the tonsils prevent the dragon from eating or using its breath weapon. The dragon’s innate magic gone awry is the condition’s cause. Odds of contagion: 80% through contact with bodily fluids. Ice troll or remorhaz saliva creamed, frozen, and dowsed with honey are the best cures.

2

Bone Warp

It is a genetic condition undetectable among hatchlings. The deformity causes the dragon to lose a point of Strength every 5-10 years. Odds of contagion: none. Treant sap transfusion is the recognized medicine, about a pint-worth per HD. Possible side effects include growing moss beards or antlers with deciduous leaves and nuts.

3

Brain Rot

A corruption of innate magic causes a partial necrosis of the dragon’s brain resulting in short-term memory loss, a decline of mental faculties (–1 Int every 5-10 years), inability to cast spells when Int drops below 12, and intermittent psychotic events. Odds of contagion: 10% to dragons within 100’ radius. The cure calls for trepanation and removal of necrotic tumors (true sight is required to locate damaged tissue).

4

Dracolepsia

A neurologic condition causes difficulties for a dragon to wake up after falling asleep, or to suddenly fall asleep. Spells cast within a 100’ radius seem to trigger the latter symptom (8% odds +2 per spell level). The sound of jangling gold for 1d4+1 rounds usually awakes the dragon. Odds of contagion: none. Shrieker gruel is the prescribed treatment.

5

Draconic Ague

Also known as the wyrm’s grippe; parasites infect the dragon’s blood provoking a fever. Sneezes cause the tail to lash out unexpectedly although the dragon is unaware of its tail’s movements. Odds of contagion: airborne, 20% to dragons within 100ft. radius, 10% to other dragonkin. Cockatrice soup is the traditional cure.

6

Dragon Pox

This fungal, mange-like infection causes the dragon to lose its scales, resulting in a –1 AC penalty per week until treated. Odds of contagion: 50% with physical contact with the infected dragon or with objects touched by the dragon. An ointment made from fresh giant slug slime is an effective cure, about 1 bucket-worth per dragon Hit Die.

7

Fey Dropsy

Abnormal swelling of the paws also known as dragon gout, it causes a reduction of damage from claw attacks (–1 per die of damage). If left untreated, the dragon can lose one or more toes, if not a limb. Odds of contagion: none. The known cure requires poultices infused with mummy powder and wrapped around the affected limbs.

8

Heartwyrms

Originating from contaminated meat, tiny snake-like parasite wyrms burrow into the heart’s tissue, causing physical weakness. The dragon is at risk of a stroke during melee combat (10% per month without treatment). Odds of contagion: 65% through contact with dung. Inhaling boiled green slime steam (1 day per HD) purges the parasites.

9

Indigestion

Eating too much, too rich, or consuming overly magical sustenance may cause indigestion with effects comparable to the same human ailment. Odds of contagion: none unless resulting from intestinal flu (30% through contact with bodily fluids). Suction cups (a dozen per HD) to draw out tainted humors are an effective cure.

10

Lockjaw

This condition results from wounds inflicted with rusty weapons. The dragon’s jaws stay clenched, preventing it from feeding, biting, or using its breath weapon. Healing entails the daily insertion of suppositories made from jellified rust monster blood until the condition ends (10% cumulative success odds per application).

 

Rituals

            A cultist learns magic rituals as they become needed, as follows:

The Hatching: This ritual ensures the disciple develops a bond with a dragon as it hatches. The bond is needed to raise the youngling.

Transference: Cultists can bestow their bonds to other disciples or to dragon riders. The bonds can also be undone when the dragons are released.

Invulnerability: This ritual forms an invisible barrier around a large area that dragons cannot cross through (either in or out). It extends above and below ground. The ritual takes 1 game turn and is normally performed at sunset and lasts until the next. Cultists can only participate in this ritual once in a day. The size of the protected area and the strength of the barrier determine the number of combined disciple levels needed to perform the ritual. Cross-reference the Area Radius with the Dragon Hit Dice to find the result. Dragons with HD at or below the indicated number cannot pass. Dragons with more HD can crash through but they suffer damage reflecting the barrier’s power. For example, a barrier able to stop 10 HD dragons inflicts 10d6 damage to a more powerful dragon crashing through (no save). The ritual’s effect is broken after inflicting its damage. Disciples with a greater total of combined experience levels can also perform a counter-ritual to dispel an existing barrier.

 

Cultist Levels Needed

Area Radius

Dragon Hit Dice

6

8

10

12

15

20

30

50 yds.

45 m

5

6

8

10

12

14

16

100 yds.

90 m

6

8

12

16

20

24

28

200 yds.

180 m

7

10

16

22

28

34

40

400 yds.

365 m

8

12

20

28

36

44

52

½ mile

800 m

9

14

24

34

44

54

64

1 mile

1.6 km

10

16

28

40

52

64

76

2 miles

3.2 km

11

18

32

46

60

74

88

4 miles

6.5 km

12

20

36

52

68

84

100

8 miles

13 km

13

22

40

58

76

94

112

16 miles

26 km

14

24

44

64

84

104

124

32 miles

51 km

15

26

48

70

92

114

136

 

Next Stop?

            A look at dragon cults might be in order. Feel free to communicate your feedback. Don't forget the Dragon Slayer D&D Class posted earlier, the sworn enemy of the Dragon Cultist. Click here for more on Dragon Cults